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  • 蛋疼的时候写三消游戏(二)

    虽然回来很累了,但还是小小坚持一下吧,不然真的平时的想法都废了。

    在完成初步显示了,就要思考一下游戏逻辑了。

    首先把数据先分离出来,其实除掉图形,在游戏面板上就是一堆的数字了,比如0代表红,1代表绿等。

    想想dos时代,用数字搞出个俄罗斯方块那样。。

    先把数据抽象出来:

    using UnityEngine;
    using System.Collections;
    using System;
    
    /// <summary>
    /// FileName: GameData.cs
    /// Author: Star
    /// Date: 12/12/16
    /// Description: class for game data
    /// </summary>
    public class GameData
    {
        public enum DataType
        {
            Green,
            Orange,
            Pink
        }
        
        private DataType[,] m_Data;
        private int m_NumRow;
        private int m_NumCol;
        
        public int NumRow
        {
            get { return m_NumRow; }
            set { m_NumRow = value; }
        }
        
        public int NumCol
        {
            get { return m_NumCol; }
            set { m_NumCol = value; }
        }
        
        public DataType[,] Data
        {
            get { return m_Data; }
            set { m_Data = value; }
        }
        
        public GameData (int row, int col)
        {
            m_Data = new DataType[row, col];
            m_NumCol = col;
            m_NumRow = row;
            Generate();
        }
        
        public void Generate()
        {
    //        Debug.Log("length:"+Enum.GetNames(typeof(DataType)).Length);
            for (int row = 0; row < NumRow; row++)
            {
                for (int col = 0; col < NumCol; col++)
                {
                    m_Data[row,col] = (DataType)UnityEngine.Random.Range(0, Enum.GetNames(typeof(DataType)).Length);
    //                Debug.Log("["+row+","+col+"]"+":"+(int)m_Data[row,col]);
                }
            }
        }
        
        public DataType GetTypeOf(int row, int col)
        {
            return m_Data[row,col];
        }
        
        
    }


    之后写一个简单的移动,目前定的移动方式是,一拖拖动整条方块,只有上下和左右两种情况,我们以第一次在哪个方向上拖动的距离大来定义本次拖动的方向。

    代码如下:

    using UnityEngine;
    using System.Collections;
    
    /// <summary>
    /// FileName: UIManager.cs
    /// Author: Star
    /// Date: 12/12/16
    /// Description: Manager of game UI
    /// </summary>
    public class UIManager : MonoBehaviour {
        
        public GameObject m_ItemPrefab;
        public GameObject m_GamePanel;
        
        Vector3 m_TopLeft = Vector3.zero;
        Vector3 m_GameBoardTopLeft = Vector3.zero;
        Vector3 m_GameBoardBottomRight = Vector3.zero;
        
        float m_LeftPercent = 0.2f;
        
        int NumRow = 10;
        int NumCol = 5;
        
        float m_fItemWidth = 0;
        float m_fItemHeight = 0;
        
        enum MoveDir
        {
            None,
            UpDown,
            LeftRight
        }
        
        MoveDir m_curDir = MoveDir.None;
        
        GameData m_GameData = null;
        GameObject[,] m_Items;
    
        // Use this for initialization
        void Start () {
            
            m_TopLeft = new Vector3(-Screen.width/2, Screen.height/2, 0);
            m_GameBoardTopLeft = m_TopLeft + new Vector3(Screen.width * m_LeftPercent, 0, 0);
            m_GameBoardBottomRight = new Vector3(Screen.width/2, -Screen.height/2, 0);
            
            m_fItemWidth = Screen.width * (1-m_LeftPercent) / NumCol;
            m_fItemHeight = Screen.height / NumRow;
            
            m_GameData = new GameData(NumRow, NumCol);
            m_Items = new GameObject[NumRow,NumCol];
            
            InitItemsWith(m_GameData.Data);
        }
        
        void InitItemsWith(GameData.DataType[,] data)
        {
            GameObject go = null;
            UISprite img = null;
            
            for (int row = 0; row < NumRow; row++)
            {
                for (int col = 0; col < NumCol; col++)
                {
                    go = NGUITools.AddChild(m_GamePanel, m_ItemPrefab);
                    go.transform.localPosition = new Vector3(col * m_fItemWidth + m_fItemWidth/2,
                        -row * m_fItemHeight - m_fItemHeight/2, 0) + m_GameBoardTopLeft;
                    img = go.transform.FindChild("ItemImg").GetComponent<UISprite>();
                    img.gameObject.transform.localScale = new Vector3(m_fItemWidth, m_fItemHeight, 0);
                    img.spriteName = GetSpriteByType(data[row,col]);
                    go.name = row + "|" + col;
                    UIEventListener.Get(go).onPress += OnPressItem;
                    UIEventListener.Get(go).onDrag += OnDragItem;
                    m_Items[row,col] = go;
                }
            }
        }
        
        string GetSpriteByType(GameData.DataType type)
        {
            switch(type)
            {
            case GameData.DataType.Green:
                return "green";
            case GameData.DataType.Orange:
                return "orange";
            case GameData.DataType.Pink:
                return "pink";
            default:
                return "green";
            }
        }
        
        public void OnPressItem(GameObject go, bool state)
        {
            string[] pos = go.name.Split('|');
            int row = int.Parse(pos[0]);
            int col = int.Parse(pos[1]);
            
            Debug.Log("Click:["+row+","+col+"]");
            m_curDir = MoveDir.None;
        }
        
        public void OnDragItem(GameObject go, Vector2 delta)
        {
            string[] pos = go.name.Split('|');
            int row = int.Parse(pos[0]);
            int col = int.Parse(pos[1]);
            
            //Debug.Log("Click:["+row+","+col+"]");
            
            if (m_curDir == MoveDir.None)
            {
                if (Mathf.Abs(delta.x) > Mathf.Abs(delta.y))
                {
                    m_curDir = MoveDir.LeftRight;
                }
                else
                {
                    m_curDir = MoveDir.UpDown;
                }
            }
            
            if (m_curDir == MoveDir.LeftRight)
            {
                for (int i = 0; i < NumCol; i++)
                {
                    m_Items[row,i].transform.localPosition += new Vector3(delta.x, 0, 0);
                }
            }
            else if (m_curDir == MoveDir.UpDown)
            {
                for (int j = 0; j < NumRow; j++)
                {
                    m_Items[j,col].transform.localPosition += new Vector3(0, delta.y, 0);
                }
            }
        }
        
        // Update is called once per frame
        void Update () {
        
        }
    }

    最后效果如下:

    发现不对劲了吧,嘿嘿,没有裁减,用NUGI的clipPanel吧。

    在start里加入如下代码:

    UIPanel panel = m_GamePanel.GetComponent<UIPanel>();
    panel.clipRange = new Vector4(Screen.width * m_LeftPercent/2, 0, Screen.width * (1-m_LeftPercent), Screen.height);


    最后效果:

    搞定,收工,睡觉了。

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  • 原文地址:https://www.cnblogs.com/gameprogram/p/2822565.html
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