Unity3D实现简易五子棋源码

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;

}

}

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