小球碰撞技术解析 - 客户端数据存储与本地化

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"小球碰撞_技术要点-client-side.data.storage.keeping.it.local.14919" 在本文档中,我们主要探讨的是一个小球碰撞的技术实现,这涉及到C语言编程。标题暗示了该示例可能是一个客户端本地数据存储相关的案例,但主要内容并未直接讨论数据存储,而是集中在如何在不使用`cleardevice()`函数的情况下处理小球的碰撞。 在描述中,作者指出在实现小球运动的程序中,他们没有使用通常用来清屏的`cleardevice()`函数。原因是程序通过巧妙地利用`imagesize()`函数来计算图像所需字节数,其参数设置为四边各多出1像素的空间。小球的位置以固定值1进行移动,例如,左边小球向右移动时,每次向右移动1像素。这种设计使得小球在碰撞边界时能够自然地反弹,无需额外处理碰撞检测。 小球碰撞的实现通常涉及到物理原理,如动量守恒和能量守恒。在C语言中,这可能需要计算小球的速度、位置和半径,并根据碰撞规则更新这些值。例如,当两个小球相撞时,它们的运动方向可能会发生改变,但总动量保持不变。为了实现这一效果,程序员需要跟踪每个小球的状态,并在它们的路径交叉时调整它们的速度向量。 此外,文档中还提到了一系列C语言的基础知识实例,包括进制转换、条件判断、循环、数组、字符和字符串操作、函数以及一些趣味计算问题。这些实例覆盖了C语言的基本语法和编程技巧,对于初学者来说是非常有价值的练习。例如,使用数组统计学生成绩可能涉及到遍历数组并计算平均值或最高分;字符串操作则可能涵盖字符串比较、复制和修改;而函数的应用则能帮助理解参数传递和递归调用。 指针部分介绍了指针变量、指针与数组的交互以及指针与函数的结合。例如,使用指针实现数据交换和整数排序展示了指针如何作为引用工具,改变变量的值;通过指针访问和操作数组元素可以更高效地处理大型数据结构;而指针与函数的结合则可以实现动态的数据处理和灵活的算法设计。 总结起来,这份资料提供了关于小球碰撞的编程技巧,同时涵盖了C语言基础的广泛知识,包括进制转换、条件控制、循环、数组、字符串、函数、指针和一些趣味计算问题的实例,这些都是学习C语言的关键组成部分。对于想要深入理解和实践C语言的开发者,这是一个很好的学习资源。

Before Playstation, there was Pong, at one time the ultimate in video game entertainment. For those of you not familiar with this game please refer to the Wikipedia entry (http://en.wikipedia.org/wiki/Pong) and the many fine websites extolling the game and its virtues. Pong is not so very different in structure from the Billiard ball simulation that you developed earlier in the course. They both involve a ball moving and colliding with obstacles. The difference in this case is that two of the obstacles are under user control. The goal of this project is to develop your own version of Pong in MATLAB using the keyboard as input, for example, one player could move the left paddle up and down using the q and a keys while the right paddle is controlled with the p and l keys. You may check the code for the Lunarlander game which demonstrates some of the techniques you can use to capture user input. You will also probably find the plot, set, line and text commands useful in your program. You have used most of these before in the billiard simulation and you can use Matlabs online help to get more details on the many options these functions offer. Your program should allow you to play a game to 11 keeping track of score appropriately. The general structure of the code is outlined below in pseudo code While not done Update Ball State (position and velocity) taking into account collisions with walls and paddles Check for scoring and handle appropriately Update Display Note that in this case it is implicitly assumed that capturing the user input and moving the paddles is being handled with callback functions which removes that functionality from the main loop. For extra credit you could consider adding extra features like spin or gravity to the ball flight or providing a single player mode where the computer controls one of the paddles.

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