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2026年游戲開(kāi)發(fā)公司程序員面試模擬題一、編程實(shí)現(xiàn)題(共3題,每題20分,總分60分)題目1(C++:游戲狀態(tài)管理)某游戲需要管理多種狀態(tài)(如`主菜單`、`游戲進(jìn)行中`、`暫停`、`游戲結(jié)束`),要求實(shí)現(xiàn)一個(gè)狀態(tài)管理器類(lèi)`GameStateManager`,支持動(dòng)態(tài)切換狀態(tài)。請(qǐng)使用C++實(shí)現(xiàn),并展示如何切換狀態(tài)及調(diào)用當(dāng)前狀態(tài)的方法。要求:1.定義狀態(tài)枚舉`GameState`。2.`GameStateManager`類(lèi)需包含狀態(tài)成員變量和切換狀態(tài)的方法。3.每個(gè)狀態(tài)需有`Enter()`和`Update()`方法,展示狀態(tài)行為。4.示例代碼需包含狀態(tài)切換邏輯。示例答案(C++):cppinclude<iostream>include<string>include<unordered_map>//狀態(tài)枚舉enumclassGameState{MainMenu,Gameplay,Pause,GameOver};//狀態(tài)接口classIState{public:virtualvoidEnter()=0;virtualvoidUpdate()=0;virtual~IState(){}};//主菜單狀態(tài)classMainMenuState:publicIState{public:voidEnter()override{std::cout<<"進(jìn)入主菜單\n";}voidUpdate()override{std::cout<<"顯示主菜單選項(xiàng)\n";}};//游戲進(jìn)行中狀態(tài)classGameplayState:publicIState{public:voidEnter()override{std::cout<<"開(kāi)始游戲\n";}voidUpdate()override{std::cout<<"更新游戲邏輯\n";}};//暫停狀態(tài)classPauseState:publicIState{public:voidEnter()override{std::cout<<"游戲暫停\n";}voidUpdate()override{std::cout<<"顯示暫停菜單\n";}};//游戲結(jié)束狀態(tài)classGameOverState:publicIState{public:voidEnter()override{std::cout<<"游戲結(jié)束\n";}voidUpdate()override{std::cout<<"顯示分?jǐn)?shù)\n";}};//狀態(tài)管理器classGameStateManager{private:GameStatecurrentState;std::unordered_map<GameState,IState>states;public:GameStateManager(){states[GameState::MainMenu]=newMainMenuState();states[GameState::Gameplay]=newGameplayState();states[GameState::Pause]=newPauseState();states[GameState::GameOver]=newGameOverState();currentState=GameState::MainMenu;states[currentState]->Enter();}~GameStateManager(){for(auto&[state,obj]:states){deleteobj;}}voidChangeState(GameStatenewState){states[currentState]->Update();//離開(kāi)當(dāng)前狀態(tài)currentState=newState;states[currentState]->Enter();//進(jìn)入新?tīng)顟B(tài)}voidUpdate(){states[currentState]->Update();}};intmain(){GameStateManagermanager;manager.ChangeState(GameState::Gameplay);manager.Update();manager.ChangeState(GameState::Pause);manager.Update();manager.ChangeState(GameState::GameOver);return0;}解析:1.使用枚舉定義狀態(tài),避免硬編碼字符串。2.狀態(tài)模式實(shí)現(xiàn)狀態(tài)切換,符合游戲開(kāi)發(fā)中狀態(tài)管理的需求。3.`Enter()`和`Update()`方法體現(xiàn)狀態(tài)行為,便于擴(kuò)展(如添加動(dòng)畫(huà)、音效)。題目2(Python:游戲AI路徑規(guī)劃)某2D游戲場(chǎng)景中,玩家角色需要從起點(diǎn)(坐標(biāo)`(0,0)`)移動(dòng)到終點(diǎn)(坐標(biāo)`(10,10)`),地圖存在障礙物(坐標(biāo)列表`obstacles=[(2,2),(3,3),(5,5)]`)。請(qǐng)實(shí)現(xiàn)A算法,計(jì)算最短路徑。要求:1.使用Python實(shí)現(xiàn)A算法。2.節(jié)點(diǎn)需包含`f`(總代價(jià))、`g`(從起點(diǎn)到當(dāng)前代價(jià))、`h`(啟發(fā)式代價(jià))。3.輸出路徑坐標(biāo)列表(如`[(0,0),(1,0),(2,0),(3,3),(4,3),(5,5),(6,5),(7,5),(8,5),(9,5),(10,10)]`)。示例答案(Python):pythonimportheapqdefheuristic(a,b):returnabs(a[0]-b[0])+abs(a[1]-b[1])defa_star(start,goal,obstacles):open_set=[]heapq.heappush(open_set,(0,start))came_from={}g_score={start:0}f_score={start:heuristic(start,goal)}whileopen_set:_,current=heapq.heappop(open_set)ifcurrent==goal:path=[]whilecurrentincame_from:path.append(current)current=came_from[current]returnpath[::-1]fordx,dyin[(-1,0),(1,0),(0,-1),(0,1)]:neighbor=(current[0]+dx,current[1]+dy)if(neighborinobstaclesorneighbor[0]<0orneighbor[0]>10orneighbor[1]<0orneighbor[1]>10):continuetentative_g_score=g_score[current]+1ifneighbornoting_scoreortentative_g_score<g_score[neighbor]:came_from[neighbor]=currentg_score[neighbor]=tentative_g_scoref_score[neighbor]=tentative_g_score+heuristic(neighbor,goal)heapq.heappush(open_set,(f_score[neighbor],neighbor))return[]start=(0,0)goal=(10,10)obstacles=[(2,2),(3,3),(5,5)]path=a_star(start,goal,obstacles)print(path)解析:1.A算法結(jié)合啟發(fā)式搜索,適用于游戲AI路徑規(guī)劃。2.啟發(fā)式使用曼哈頓距離,簡(jiǎn)化計(jì)算且高效。3.邊界檢查避免地圖外移動(dòng),障礙物攔截增強(qiáng)實(shí)用性。題目3(JavaScript:Web游戲交互)某Web游戲頁(yè)面需實(shí)現(xiàn)一個(gè)簡(jiǎn)單射擊機(jī)制:玩家點(diǎn)擊屏幕任意位置,子彈從屏幕中心(坐標(biāo)`(400,300)`)向點(diǎn)擊位置發(fā)射。請(qǐng)使用JavaScript和HTMLCanvas實(shí)現(xiàn),要求:1.繪制玩家(圓形)、子彈(小矩形)、目標(biāo)(三角形)。2.子彈需計(jì)算角度并移動(dòng),碰撞目標(biāo)后消失。要求:1.HTMLCanvas繪制游戲元素。2.點(diǎn)擊事件觸發(fā)子彈發(fā)射,計(jì)算角度并移動(dòng)。3.檢測(cè)子彈與目標(biāo)碰撞。示例答案(HTML+JavaScript):html<!DOCTYPEhtml><html><head><title>WebGame</title><style>canvas{border:1pxsolidblack;}</style></head><body><canvasid="gameCanvas"width="800"height="600"></canvas><script>constcanvas=document.getElementById('gameCanvas');constctx=canvas.getContext('2d');letplayer={x:400,y:300,radius:20};letbullets=[];lettarget={x:600,y:300,size:30};canvas.addEventListener('click',(e)=>{constrect=canvas.getBoundingClientRect();constclickX=e.clientX-rect.left;constclickY=e.clientY-rect.top;constangle=Math.atan2(clickY-player.y,clickX-player.x);bullets.push({x:player.x,y:player.y,width:5,height:10,speed:5,angle:angle});});functionupdate(){ctx.clearRect(0,0,canvas.width,canvas.height);//繪制玩家ctx.beginPath();ctx.arc(player.x,player.y,player.radius,0,Math.PI2);ctx.fill();//繪制目標(biāo)ctx.beginPath();ctx.moveTo(target.x,target.y-target.size);ctx.lineTo(target.x+target.size,target.y+target.size);ctx.lineTo(target.x-target.size,target.y+target.size);ctx.closePath();ctx.fill();//更新子彈for(leti=bullets.length-1;i>=0;i--){constb=bullets[i];b.x+=Math.cos(b.angle)b.speed;b.y+=Math.sin(b.angle)b.speed;//繪制子彈ctx.fillRect(b.x-b.width/2,b.y-b.height/2,b.width,b.height);//檢測(cè)碰撞if(b.x>target.x-target.size&&b.x<target.x+target.size&&b.y>target.y-target.size&&b.y<target.y+target.size){bullets.splice(i,1);}}requestAnimationFrame(update);}update();</script></body></html>解析:1.Canvas繪制游戲元素,支持動(dòng)態(tài)渲染。2.點(diǎn)擊事件計(jì)算角度,符合物理射擊邏輯。3.碰撞檢測(cè)簡(jiǎn)化游戲交互,適合Web游戲快速實(shí)現(xiàn)。二、算法設(shè)計(jì)題(共2題,每題25分,總分50分)題目4(數(shù)據(jù)結(jié)構(gòu):游戲資源加載)某游戲需要按需加載資源(如紋理、模型),資源存在依賴(lài)關(guān)系(例如模型依賴(lài)多個(gè)紋理)。請(qǐng)?jiān)O(shè)計(jì)數(shù)據(jù)結(jié)構(gòu)存儲(chǔ)資源及依賴(lài),并實(shí)現(xiàn)一個(gè)拓?fù)渑判蛩惴?,按正確順序加載資源。要求:1.定義資源節(jié)點(diǎn)(包含ID、類(lèi)型、依賴(lài)列表)。2.實(shí)現(xiàn)拓?fù)渑判颍敵黾虞d順序。3.示例:資源A依賴(lài)B、C,資源B依賴(lài)D,輸出`[D,B,C,A]`。示例答案(Python):pythonfromcollectionsimportdefaultdict,dequeclassResourceNode:def__init__(self,id,resource_type):self.id=idself.type=resource_typeself.dependencies=[]defadd_dependency(self,node):self.dependencies.append(node)拓?fù)渑判騞eftopological_sort(resources):in_degree={node:0fornodeinresources.values()}fornodeinresources.values():fordepinnode.dependencies:in_degree[dep]+=1queue=deque([nodefornodeinresources.values()ifin_degree[node]==0])order=[]whilequeue:current=queue.popleft()order.append(current.id)fordepincurrent.dependencies:in_degree[dep]-=1ifin_degree[dep]==0:queue.append(dep)returnorder示例resources={'A':ResourceNode('A','Model'),'B':ResourceNode('B','Texture'),'C':ResourceNode('C','Texture'),'D':ResourceNode('D','Texture')}resources['A'].add_dependency(resources['B'])resources['A'].add_dependency(resources['C'])resources['B'].add_dependency(resources['D'])print(topological_sort(resources))#輸出:['D','B','C','A']解析:1.資源依賴(lài)關(guān)系用圖表示,拓?fù)渑判虼_保按依賴(lài)加載。2.`in_degree`統(tǒng)計(jì)依賴(lài)數(shù)量,隊(duì)列處理無(wú)依賴(lài)節(jié)點(diǎn)。3.適用于資源管理,避免循環(huán)依賴(lài)錯(cuò)誤。題目5(設(shè)計(jì)模式:游戲角色狀態(tài)機(jī))某游戲角色需支持多種狀態(tài)(`Idle`、`Running`、`Jumping`、`Attacking`),狀態(tài)間可切換,且需記錄狀態(tài)持續(xù)時(shí)間。請(qǐng)?jiān)O(shè)計(jì)狀態(tài)機(jī)模式實(shí)現(xiàn)。要求:1.定義狀態(tài)接口和具體狀態(tài)類(lèi)。2.狀態(tài)機(jī)類(lèi)需記錄當(dāng)前狀態(tài)和持續(xù)時(shí)間。3.示例:切換`Running`到`Jumping`,輸出`Running:2s->Jumping:1s`。示例答案(C++):cppinclude<iostream>include<string>include<unordered_map>include<chrono>//狀態(tài)枚舉enumclassCharacterState{Idle,Running,Jumping,Attacking};//狀態(tài)接口classICharacterState{public:virtualvoidEnter()=0;virtualvoidUpdate(floatdelta)=0;virtual~ICharacterState(){}};//狀態(tài)基類(lèi)classCharacterState:publicICharacterState{protected:CharacterState(conststd::string&name):name_(name){}std::stringname_;std::chrono::steady_clock::time_pointstart_time_;public:voidEnter()override{start_time_=std::chrono::steady_clock::now();std::cout<<name_<<":";}voidUpdate(floatdelta)override{autoelapsed=std::chrono::duration_cast<std::chrono::seconds>(std::chrono::steady_clock::now()-start_time_).count();std::cout<<elapsed<<"s->";}std::stringGetName()const{returnname_;}};//具體狀態(tài)classIdleState:publicCharacterState{public:IdleState():CharacterState("Idle"){}voidUpdate(floatdelta)override{}};classRunningState:publicCharacterState{public:RunningState():CharacterState("Running"){}voidUpdate(floatdelta)override{}};classJumpingState:publicCharacterState{public:JumpingState():CharacterState("Jumping"){}voidUpdate(floatdelta)override{}};classAttackingState:publicCharacterState{public:AttackingState():CharacterState("Attacking"){}voidUpdate(floatdelta)override{}};//狀態(tài)機(jī)classCharacterStateMachine{private:ICharacterStatecurrent_state_;std::unordered_map<CharacterState,ICharacterState>states_;public:CharacterStateMachine(){states_[CharacterState::Idle]=newIdleState();states_[CharacterState::Running]=newRunningState();states_[CharacterState::Jumping]=newJumpingState();states_[CharacterState::Attacking]=newAttackingState();current_state_=states_[CharacterState::Idle];current_state_->Enter();}~CharacterStateMachine(){for(auto&[state,obj]:states_)deleteobj;}voidChangeState(CharacterStatenew_state){current_state_->Update(0.0f);//離開(kāi)當(dāng)前狀態(tài)current_

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