Unity3D开发实战之五子棋游戏

前言

经过前面《Unity3D入门教程》系列讲解,再加上我们自己的探索,相信大家已经掌握了Unity3D的相关知识和基本方法。本文将使用前面学到的知识,开发一款简单的五子棋程序。本文用到的东西其实不多,非常简单。在最后我们会把完整工程的源代码发布出来,以供初学者参考。先展示一下最后的运行效果吧。

1 准备工作

(1)开发环境:Win10 + Unity5.4.1

(2)图片素材准备:

黑棋子和白棋子

棋盘

获胜提示图片

2 开发流程

上文提到的素材可以直接下载我们给出的这些图,也可以自己制作。注意黑白棋子要做成PNG格式,以保证显示的时候棋子四个角是透明的。将用到的图片素材导入到工程当中。新建一个场景,创建一个Plane,作为MainCamera的子物体。将棋盘贴图拖动到Plane上,并且将Plane正面面向摄像机。

再创建四个sphere,作为Plane的子物体,分别命名为LeftTop、RightTop、LeftBottom、RightBottom。然后把他们的MeshRenderer勾选掉。这些球是为了计算棋子落点所设置的,所以需要把它们与棋盘的四个角点对准。

然后我们创建一个chess.cs脚本,绑定到MainCamera上。脚本中包含了所有的功能。需要绑定的一些物体如图所示。

chess.cs脚本如下:

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[15,15];

chessTurn = turn.black;

}

void Update () {

//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 * i, LBPos.y + gridHeight * j);

}

}

//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,j]==0)

{

//根据下棋顺序确定落子颜色

chessState[i, j] = chessTurn == turn.black ? 1 : -1;

//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, j] = 0;

}

}

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, j] == 1)

{

GUI.DrawTexture(new Rect(chessPos[i,j].x-gridWidth/2, Screen.height-chessPos[i,j].y-gridHeight/2, gridWidth,gridHeight),black);

}

if (chessState[i, j] == -1)

{

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);

}

//检测是够获胜的函数,不含黑棋禁手检测

int result()

{

int flag = 0;

//如果当前该白棋落子,标定黑棋刚刚下完一步,此时应该判断黑棋是否获胜

if(chessTurn == turn.white)

{

for (int i = 0; i < 11; i++)

{

for (int j = 0; j < 15; j++)

{

if (j < 4)

{

//横向

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)

{

flag = 1;

return flag;

}

//纵向

if (chessState[i, j] == 1 && chessState[i + 1, j] == 1 && chessState[i + 2, j] == 1 && chessState[i + 3, j] == 1 && chessState[i + 4, j] == 1)

{

flag = 1;

return flag;

}

//右斜线

if (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;

}

//左斜线

//if (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;

//}

}

else if (j >= 4 && j < 11)

{

//横向

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)

{

flag = 1;

return flag;

}

//纵向

if (chessState[i, j] == 1 && chessState[i + 1, j] == 1 && chessState[i + 2, j] == 1 && chessState[i + 3, j] == 1 && chessState[i + 4, j] == 1)

{

flag = 1;

return flag;

}

//右斜线

if (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;

}

//左斜线

if (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;

}

}

else

{

//横向

//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)

//{

// flag = 1;

// return flag;

//}

//纵向

if (chessState[i, j] == 1 && chessState[i + 1, j] == 1 && chessState[i + 2, j] == 1 && chessState[i + 3, j] == 1 && chessState[i + 4, j] == 1)

{

flag = 1;

return flag;

}

//右斜线

//if (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;

//}

//左斜线

if (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;

}

}

}

}

for (int i = 11; i < 15; i++)

{

for (int j = 0; j < 11; j++)

{

//只需要判断横向

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)

{

flag = 1;

return flag;

}

}

}

}

//如果当前该黑棋落子,标定白棋刚刚下完一步,此时应该判断白棋是否获胜

else if(chessTurn == turn.black)

{

for (int i = 0; i < 11; i++)

{

for (int j = 0; j < 15; j++)

{

if (j < 4)

{

//横向

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)

{

flag = -1;

return flag;

}

//纵向

if (chessState[i, j] == -1 && chessState[i + 1, j] == -1 && chessState[i + 2, j] == -1 && chessState[i + 3, j] == -1 && chessState[i + 4, j] == -1)

{

flag = -1;

return flag;

}

//右斜线

if (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;

}

//左斜线

//if (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;

//}

}

else if (j >= 4 && j < 11)

{

//横向

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)

{

flag = -1;

return flag;

}

//纵向

if (chessState[i, j] == -1 && chessState[i + 1, j] == -1 && chessState[i + 2, j] == -1 && chessState[i + 3, j] == -1 && chessState[i + 4, j] == -1)

{

flag = -1;

return flag;

}

//右斜线

if (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;

}

//左斜线

if (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;

}

}

else

{

//横向

//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)

//{

// flag = -1;

// return flag;

//}

//纵向

if (chessState[i, j] == -1 && chessState[i + 1, j] ==- 1 && chessState[i + 2, j] ==- 1 && chessState[i + 3, j] ==- 1 && chessState[i + 4, j] == -1)

{

flag = -1;

return flag;

}

//右斜线

//if (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;

//}

//左斜线

if (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;

}

}

}

}

for (int i = 11; i < 15; i++)

{

for (int j = 0; j < 11; j++)

{

//只需要判断横向

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)

{

flag = -1;

return flag;

}

}

}

}

return flag;

}

}

运行效果截图:

小结

本程序实现了五子棋的基本功能,纯属娱乐而作。暂时没有加入各种UI、网络模块等。本程序经过了简单的测试,没有什么问题,如果大家在使用的时候发现有什么Bug,请联系我改正,谢谢。

下面是工程源码下载地址

以上是 Unity3D开发实战之五子棋游戏 的全部内容, 来源链接: utcz.com/z/328353.html

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