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    Unity3D实现简易五子棋源码

    栏目:代码类 时间:2019-09-17 11:17

    本文实例为大家分享了Unity3d简易五子棋源码,供大家参考,具体内容如下

    Unity3d部分

    对C#源码进行了改写简化:

    using UnityEngine;using System.Collections;public class chess : MonoBehaviour{  //四个锚点位置,用于计算棋子落点  public GameObject LeftTop;  public GameObject RightTop;  public GameObject LeftBottom;  public GameObject RightBottom;  //主摄像机  public Camera cam;  //锚点在屏幕上的映射位置  Vector3 LTPos;  Vector3 RTPos;  Vector3 LBPos;  Vector3 RBPos;  Vector3 PointPos;//当前点选的位置  float gridWidth = 1; //棋盘网格宽度  float gridHeight = 1; //棋盘网格高度  float minGridDis; //网格宽和高中较小的一个  Vector2[,] chessPos; //存储棋盘上所有可以落子的位置  int[,] chessState; //存储棋盘位置上的落子状态  enum turn { black, white };  turn chessTurn; //落子顺序  public Texture2D white; //白棋子  public Texture2D black; //黑棋子  public Texture2D blackWin; //白子获胜提示图  public Texture2D whiteWin; //黑子获胜提示图  int winner = 0; //获胜方,1为黑子,-1为白子  bool isPlaying = true; //是否处于对弈状态  void Start()  {    chessPos = new Vector2[15, 15];    chessState = new int[17, 16];/*原来定义是new int[15, 15],这里将原来数组chessState上、下和右边各加一排数据,    也就相当于在棋盘的上、下和右边各填加一排隐形的棋道。原因后面解释*/    chessTurn = turn.black;    //计算锚点位置    LTPos = cam.WorldToScreenPoint(LeftTop.transform.position);    RTPos = cam.WorldToScreenPoint(RightTop.transform.position);    LBPos = cam.WorldToScreenPoint(LeftBottom.transform.position);    RBPos = cam.WorldToScreenPoint(RightBottom.transform.position);    //计算网格宽度    gridWidth = (RTPos.x - LTPos.x) / 14;    gridHeight = (LTPos.y - LBPos.y) / 14;    minGridDis = gridWidth < gridHeight ? gridWidth : gridHeight;    //计算落子点位置    for (int i = 0; i < 15; i++)    {      for (int j = 0; j < 15; j++)      {        chessPos[i, j] = new Vector2(LBPos.x + gridWidth * j, LBPos.y + gridHeight * i);//这里和源程序定义稍有不同,这里i定位行,j为列      }    }  }  void Update()  {    //检测鼠标输入并确定落子状态    if (isPlaying && Input.GetMouseButtonDown(0))    {      PointPos = Input.mousePosition;      for (int i = 0; i < 15; i++)      {        for (int j = 0; j < 15; j++)        {          //找到最接近鼠标点击位置的落子点,如果空则落子          if (Dis(PointPos, chessPos[i, j]) < minGridDis / 2 && chessState[i + 1, j] == 0)/*这里chessState行要加1,            因为上、下和右边各多加了一排,要空出来,chessPos的i行对应chessState的i+1行*/          {            //根据下棋顺序确定落子颜色            chessState[i + 1, j] = chessTurn == turn.black ? 1 : -1;//同理            //落子成功,更换下棋顺序            chessTurn = chessTurn == turn.black ? turn.white : turn.black;          }        }      }      //调用判断函数,确定是否有获胜方      int re = result();      if (re == 1)      {        Debug.Log("黑棋胜");        winner = 1;        isPlaying = false;      }      else if (re == -1)      {        Debug.Log("白棋胜");        winner = -1;        isPlaying = false;      }    }    //按下空格重新开始游戏    if (Input.GetKeyDown(KeyCode.Space))    {      for (int i = 0; i < 15; i++)      {        for (int j = 0; j < 15; j++)        {          chessState[i + 1, j] = 0;//同理        }      }      isPlaying = true;      chessTurn = turn.black;      winner = 0;    }  }  //计算平面距离函数  float Dis(Vector3 mPos, Vector2 gridPos)  {    return Mathf.Sqrt(Mathf.Pow(mPos.x - gridPos.x, 2) + Mathf.Pow(mPos.y - gridPos.y, 2));  }  void OnGUI()  {    //绘制棋子    for (int i = 0; i < 15; i++)    {      for (int j = 0; j < 15; j++)      {        if (chessState[i + 1, j] == 1)//同理        {          GUI.DrawTexture(new Rect(chessPos[i, j].x - gridWidth / 2, Screen.height - chessPos[i, j].y - gridHeight / 2, gridWidth, gridHeight), black);        }        if (chessState[i + 1, j] == -1)//同理        {          GUI.DrawTexture(new Rect(chessPos[i, j].x - gridWidth / 2, Screen.height - chessPos[i, j].y - gridHeight / 2, gridWidth, gridHeight), white);        }      }    }    //根据获胜状态,弹出相应的胜利图片    if (winner == 1)    {      GUI.DrawTexture(new Rect(Screen.width * 0.25f, Screen.height * 0.25f, Screen.width * 0.5f, Screen.height * 0.25f), blackWin);    }    if (winner == -1)      GUI.DrawTexture(new Rect(Screen.width * 0.25f, Screen.height * 0.25f, Screen.width * 0.5f, Screen.height * 0.25f), whiteWin);  } //改写result函数 /*解释:C语言中,这样的表达式:chessState[i]&&chessState[i+1]&&chessState[i+2]&&chessState[i+3]&&chessState[i+4],如果   * chessState[i]为False,则不管B是真是假或者是异常都不会运行,利用这一点,在chessState的右边、上边和下边各加一行为0的数据,   * 这样在判断连续五个棋子的状态时,就不用担心chessState数组的索引值超出范围。例如:chessState[i+4]的索引值i+4刚好超出范围,   * 通过在原来数组chessState的上、下和右边个添加一排为0的数,这样chessState[i+3]==0,于是就可以避免引起异常,从而简化代码*/  int result()  {    int flag = 0;    if (chessTurn == turn.white)    {      for (int i = 1; i <= 15; i++)//这里的i从1开始      {        for (int j = 0; j <= 14; j++)//j不用变        {          if ((chessState[i, j] == 1 && chessState[i, j + 1] == 1 && chessState[i, j + 2] == 1 && chessState[i, j + 3] == 1 && chessState[i, j + 4] == 1)//向右横向            || (chessState[i, j] == 1 && chessState[i + 1, j] == 1 && chessState[i + 2, j] == 1 && chessState[i + 3, j] == 1 && chessState[i + 4, j] == 1)//向上横向            || (chessState[i, j] == 1 && chessState[i + 1, j + 1] == 1 && chessState[i + 2, j + 2] == 1 && chessState[i + 3, j + 3] == 1 && chessState[i + 4, j + 4] == 1)//向右上斜向            || (chessState[i, j] == 1 && chessState[i - 1, j + 1] == 1 && chessState[i - 2, j + 2] == 1 && chessState[i - 3, j + 3] == 1 && chessState[i - 4, j + 4] == 1))//向右下斜向          {            flag = 1;          }        }      }    }    else if (chessTurn == turn.black)    {      for (int i = 1; i <= 15; i++)//这里的i从1开始      {        for (int j = 0; j <= 14; j++)        {          if ((chessState[i, j] == -1 && chessState[i, j + 1] == -1 && chessState[i, j + 2] == -1 && chessState[i, j + 3] == -1 && chessState[i, j + 4] == -1)            || (chessState[i, j] == -1 && chessState[i + 1, j] == -1 && chessState[i + 2, j] == -1 && chessState[i + 3, j] == -1 && chessState[i + 4, j] == -1)            || (chessState[i, j] == -1 && chessState[i + 1, j + 1] == -1 && chessState[i + 2, j + 2] == -1 && chessState[i + 3, j + 3] == -1 && chessState[i + 4, j + 4] == -1)            || (chessState[i, j] == -1 && chessState[i - 1, j + 1] == -1 && chessState[i - 2, j + 2] == -1 && chessState[i - 3, j + 3] == -1 && chessState[i - 4, j + 4] == -1))          {            flag = -1;          }        }      }    }    return flag;  }}