【Cocos Creator 实战教程(1)】——人机对战五子棋(节点事件相关)

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整体思路

在15*15的棋盘上每一个可下棋子的地方都放置一个“隐形的棋子”,当要在某个位置下子时就将该位置的棋子显示出来,在判断输赢逻辑里,我们根据这225个”隐形棋子”的状态(黑,白,无)判断输赢

涉及知识点

  1. 场景切换
  2. 按钮事件监听
  3. 节点事件监听
  4. 节点数组
  5. 循环中闭包的应用
  6. 动态更换sprite图片
  7. 定时器

关于人机算法
参考了http://www.jb51.cc/article/p-zkahgsef-pc.html

  • 新建工程
cc.Class({
    extends: cc.Component,startGame:function(){
        cc.director.loadScene('Game');
    }
});
  • 然后将其添加为Menu场景的Canvas的组件

现在我们在Menu场景里点击一下人机按钮就会跳转到游戏场景了

  • 将其改名为Chess拖入下面assets文件夹使其成为预制资源

  • 制作一个结束场景

  • 新建Game脚步添加到ChessBoard节点下
cc.Class({
    extends: cc.Component,properties: {

        overSprite:{
            default:null,type:cc.Sprite,},overLabel:{
          default:null,type:cc.Label
        },chessPrefab:{//棋子的预制资源
            default:null,type:cc.Prefab
        },chessList:{//棋子节点的集合,用一维数组表示二维位置
            default: [],type: [cc.node]
        },whiteSpriteFrame:{//白棋的图片
            default:null,type:cc.SpriteFrame
        },blackSpriteFrame:{//黑棋的图片
            default:null,touchChess:{//每一回合落下的棋子
            default:null,type:cc.Node,visible:false//属性窗口不显示
        },gameState:'white',fiveGroup:[],//五元组

        fiveGroupscore:[]//五元组分数
    },//重新开始
    startGame(){
        cc.director.loadScene("Game");
    },//返回菜单
    toMenu(){
        cc.director.loadScene("Menu");
    },onLoad: function () {
        this.overSprite.node.x = 10000;//让结束画面位于屏幕外
        var self = this;
        //初始化棋盘上225个棋子节点,并为每个节点添加事件
        for(var y = 0;y<15;y++){
            for(var x = 0;x < 15;x++){
                var newNode = cc.instantiate(this.chessPrefab);//复制Chess预制资源
                this.node.addChild(newNode);
      //根据棋盘和棋子大小计算使每个棋子节点位于指定位置
                newNode.setPosition(cc.p(x*40+20,y*40+20));
                newNode.tag = y*15+x;//根据每个节点的tag就可以算出其二维坐标
                newNode.on(cc.Node.EventType.TOUCH_END,function(event){
                    self.touchChess = this;
                    if(self.gameState ===  'black' && this.getComponent(cc.Sprite).spriteFrame === null){
                        this.getComponent(cc.Sprite).spriteFrame = self.blackSpriteFrame;//下子后添加棋子图片使棋子显示
                        self.judgeOver();
                        if(self.gameState == 'white'){
                            self.scheduleOnce(function(){self.ai()},1);//延迟一秒电脑下棋
                        }
                    }
                });
                this.chessList.push(newNode);
            }
        }
        //开局白棋(电脑)在棋盘中央下一子
        this.chessList[112].getComponent(cc.Sprite).spriteFrame = this.whiteSpriteFrame;
        this.gameState = 'black';
        //添加五元数组
        //横向
        for(var y=0;y<15;y++){
            for(var x=0;x<11;x++){
                this.fiveGroup.push([y*15+x,y*15+x+1,y*15+x+2,y*15+x+3,y*15+x+4]);
            }  
        }
        //纵向
        for(var x=0;x<15;x++){
            for(var y=0;y<11;y++){
                this.fiveGroup.push([y*15+x,(y+1)*15+x,(y+2)*15+x,(y+3)*15+x,(y+4)*15+x]);
            }
        }
        //右上斜向
        for(var b=-10;b<=10;b++){
            for(var x=0;x<11;x++){
                if(b+x<0||b+x>10){
                    continue;
                }else{
                    this.fiveGroup.push([(b+x)*15+x,(b+x+1)*15+x+1,(b+x+2)*15+x+2,(b+x+3)*15+x+3,(b+x+4)*15+x+4]);
                }
            }
        }
        //右下斜向
        for(var b=4;b<=24;b++){
            for(var y=0;y<11;y++){
                if(b-y<4||b-y>14){
                    continue;
                }else{
                    this.fiveGroup.push([y*15+b-y,(y+1)*15+b-y-1,(y+2)*15+b-y-2,(y+3)*15+b-y-3,(y+4)*15+b-y-4]);
                }
            }
        }
    },//电脑下棋逻辑
    ai:function(){
        //评分
        for(var i=0;i<this.fiveGroup.length;i++){
            var b=0;//五元组里黑棋的个数
            var w=0;//五元组里白棋的个数
            for(var j=0;j<5;j++){
                this.getComponent(cc.Sprite).spriteFrame
                if(this.chessList[this.fiveGroup[i][j]].getComponent(cc.Sprite).spriteFrame == this.blackSpriteFrame){
                    b++;
                }else if(this.chessList[this.fiveGroup[i][j]].getComponent(cc.Sprite).spriteFrame == this.whiteSpriteFrame){
                    w++;
                }
            }
            if(b+w==0){
                this.fiveGroupscore[i] = 7;
            }else if(b>0&&w>0){
                this.fiveGroupscore[i] = 0;
            }else if(b==0&&w==1){
                this.fiveGroupscore[i] = 35;
            }else if(b==0&&w==2){
                this.fiveGroupscore[i] = 800;
            }else if(b==0&&w==3){
                this.fiveGroupscore[i] = 15000;
            }else if(b==0&&w==4){
                this.fiveGroupscore[i] = 800000;
            }else if(w==0&&b==1){
                this.fiveGroupscore[i] = 15;
            }else if(w==0&&b==2){
                this.fiveGroupscore[i] = 400;
            }else if(w==0&&b==3){
                this.fiveGroupscore[i] = 1800;
            }else if(w==0&&b==4){
                this.fiveGroupscore[i] = 100000;
            }
        }
        //找最高分的五元组
        var hscore=0;
        var mPosition=0;
        for(var i=0;i<this.fiveGroupscore.length;i++){
            if(this.fiveGroupscore[i]>hscore){
                hscore = this.fiveGroupscore[i];
                mPosition = (function(x){//js闭包
                    return x;
                    })(i);
            }
        }
        //在最高分的五元组里找到最优下子位置
        var flag1 = false;//无子
        var flag2 = false;//有子
        var nPosition = 0;
        for(var i=0;i<5;i++){
            if(!flag1&&this.chessList[this.fiveGroup[mPosition][i]].getComponent(cc.Sprite).spriteFrame == null){
                nPosition = (function(x){return x})(i);
            }
            if(!flag2&&this.chessList[this.fiveGroup[mPosition][i]].getComponent(cc.Sprite).spriteFrame != null){
                flag1 = true;
                flag2 = true;
            }
            if(flag2&&this.chessList[this.fiveGroup[mPosition][i]].getComponent(cc.Sprite).spriteFrame == null){
                nPosition = (function(x){return x})(i);
                break;
            }
        }
        //在最最优位置下子
        this.chessList[this.fiveGroup[mPosition][nPosition]].getComponent(cc.Sprite).spriteFrame = this.whiteSpriteFrame;
        this.touchChess = this.chessList[this.fiveGroup[mPosition][nPosition]];
        this.judgeOver();
    },judgeOver:function(){
        var x0 = this.touchChess.tag % 15;
        var y0 = parseInt(this.touchChess.tag / 15);
        //判断横向
        var fiveCount = 0;
        for(var x = 0;x < 15;x++){
            if((this.chessList[y0*15+x].getComponent(cc.Sprite)).spriteFrame === this.touchChess.getComponent(cc.Sprite).spriteFrame){
                fiveCount++; 
                if(fiveCount==5){
                    if(this.gameState === 'black'){
                        this.overLabel.string = "你赢了";
                        this.overSprite.node.x = 0;
                    }else{
                        this.overLabel.string = "你输了";
                        this.overSprite.node.x = 0;
                    }
                    this.gameState = 'over';
                    return;
                }
            }else{
                fiveCount=0;
            }
        }
        //判断纵向
        fiveCount = 0;
        for(var y = 0;y < 15;y++){
            if((this.chessList[y*15+x0].getComponent(cc.Sprite)).spriteFrame === this.touchChess.getComponent(cc.Sprite).spriteFrame){
                fiveCount++; 
                if(fiveCount==5){
                    if(this.gameState === 'black'){
                        this.overLabel.string = "你赢了";
                        this.overSprite.node.x = 0;
                    }else{
                        this.overLabel.string = "你输了";
                        this.overSprite.node.x = 0;
                    }
                    this.gameState = 'over';
                    return;
                }
            }else{
                fiveCount=0;
            }
        }
        //判断右上斜向
        var f = y0 - x0;
        fiveCount = 0;
        for(var x = 0;x < 15;x++){
            if(f+x < 0 || f+x > 14){
                continue;
            }
            if((this.chessList[(f+x)*15+x].getComponent(cc.Sprite)).spriteFrame === this.touchChess.getComponent(cc.Sprite).spriteFrame){
                fiveCount++; 
                if(fiveCount==5){
                    if(this.gameState === 'black'){
                        this.overLabel.string = "你赢了";
                        this.overSprite.node.x = 0;
                    }else{
                        this.overLabel.string = "你输了";
                        this.overSprite.node.x = 0;
                    }
                    this.gameState = 'over';
                    return;
                }
            }else{
                fiveCount=0;
            }
        }
        //判断右下斜向
        f = y0 + x0;
        fiveCount = 0;
        for(var x = 0;x < 15;x++){
            if(f-x < 0 || f-x > 14){
                continue;
            }
            if((this.chessList[(f-x)*15+x].getComponent(cc.Sprite)).spriteFrame === this.touchChess.getComponent(cc.Sprite).spriteFrame){
                fiveCount++; 
                if(fiveCount==5){
                    if(this.gameState === 'black'){
                        this.overLabel.string = "你赢了";
                        this.overSprite.node.x = 0;
                    }else{
                        this.overLabel.string = "你输了";
                        this.overSprite.node.x = 0;
                    }
                    this.gameState = 'over';
                    return;
                }
            }else{
                fiveCount=0;
            }
        }
        //没有输赢交换下子顺序
        if(this.gameState === 'black'){
            this.gameState = 'white';
        }else{
            this.gameState = 'black';
        }
    }

});


最终效果


对于初学者几个建议

1.虽然官方说对JavaScript的要求不高,但我还是建议大家能找一本js的书从头到尾的学习一下,比如循环中闭包的应用,如果不了解就会走很多弯路

2.官方文档api里的教程其实很全面了,但并不适合从头到尾那样”读着学“,我们应该找一些简单的游戏,亲自上手做,需要哪些功能就到文档里去找,做游戏的多了,也就可以脱离文档了

工程源码链接http://pan.baidu.com/s/1gf0gQjh 密码:59ns

微信号:xinshouit 更新会在里面通知

原文链接:https://www.f2er.com/cocos2dx/338234.html

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