cocos3.x 扫雷07 游戏逻辑设计

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扫雷07 游戏逻辑设计

这才是这里最重要的,整个游戏这里的代码是最关键的。

查看这个游戏的相关函数调用

GameScene这个类中,相关的调用如下。

NoAroundMine函数

NoAroundMine函数的作用是在点击的区域满足以下三个条件的时候被调用

1、 没有被挖开

2、 不是去标记(插旗)

3、 其代笔的是周围没有雷(属性值为0

当我们点击到属性值为0的区块的时候,说明这个位置周围没有雷。这个函数的作用就是将这个区块周围没有雷的区块都照出来。这是一个递归调用函数

 1: ///////////////////////////////////////////////////////////////////
 2: // 周边无雷块的连带显示
 3: void GameScene::NoAroundMine(int row,int col,CCArray * arr)
 4: {
 5:     if (row == 0 || col == 0 || row == _MaxRanks + 1 || col == _MaxRanks + 1) {
 6:         return;    //不需要设置的位置
 7:     }
 8:     MineBlock * mb = getRowColAddr(row,col);
 9:     if (mb->getValue() == -1 || mb->getDig()) {
 10:         return;    //是雷或者被挖开,直接返回退出
 11:     }
 12:
 13:
 14:     //CCLog("row = %d col = %d ",row,col);
 15:     // 此处有问题,为何不可以获取
 16:     //CCTexture2D * texture = CCTextureCache::sharedTextureCache()->textureForKey("0.png");
 17:
 18:     // 设置当前的纹理
 19:     //getRowColAddr(row,col)->setTexture(CCTextureCache::sharedTextureCache()->textureForKey("0.png"));
 20:
 21:     arr->addObject(mb);
 22:     mb->setDig(true);
 23:     if (mb->getValue() != 0) {
 24:         return;    //不是0,不再继续
 25:     }
 26:     //getRowColAddr(row,col)->setValue(-2); //方便终止递归
 27:     //设置四周纹理
 28:     NoAroundMine(row + 1,col + 1,arr);
 29:     NoAroundMine(row + 1,col,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: #f4f4f4"> 30:     NoAroundMine(row + 1,col - 1,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: white"> 31:     NoAroundMine(row,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: #f4f4f4"> 32:     NoAroundMine(row,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: white"> 33:     NoAroundMine(row - 1,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: #f4f4f4"> 34:     NoAroundMine(row - 1,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: white"> 35:     NoAroundMine(row - 1,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: #f4f4f4"> 36: }

ContinueGame函数

ContinueGame函数是判断是否继续游戏的函数,其作用是在游戏的过程中判断输赢。

如果踩到雷或者全部非雷区都找到的话就返回false,告诉callTouchEnded游戏不再继续。否则返回true,游戏继续。

当游戏不再继续的时候,这个函数负责根据输赢显示背景或者动画。

1: ///////////////////////////////////////////////////////////////
 2: // 游戏输赢判断,是否继续游戏
 3: bool GameScene::ContinueGame()
 5:     if (_count == -1) {
 6:         LabelTTF* ttf = LabelTTF::create("Your fail!","Felt",WinWidth / 10);
 7:         _bgland->setZOrder(100);
 8:         _bgland->addChild(ttf);
 9:         ttf->setPosition(Vec2(WinWidth / 3,50));
 10:         ttf->setColor(ccc3(255,0));
 11:
 12:         return false;
 13:     }
 14:     if (_count == _MaxRanks*_MaxRanks - _mine) {
 15:         Texture2D * texture1 = TextureCache::getInstance()->addImage("blink_1.png");
 16:         Texture2D * texture2 = TextureCache::getInstance()->addImage("blink_2.png");
 17:         Animation * animation = Animation::create();
 18:
 19:         animation->addSpriteFrameWithTexture(texture1,//设置动画的矩形的定位点
 20:                                              CCRectMake(.0f,.0f
 21:,texture1->getContentSize().width,texture1->getContentSize().height));
 22:         animation->addSpriteFrameWithTexture(texture2,
 23:                                              CCRectMake(.0f,.0f,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: #f4f4f4"> 24:                                              texture2->getContentSize().width,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: white"> 25:         animation->setDelayPerUnit(0.1f);
 26:
 27:         Animate *animate = Animate::create(animation);
 28:
 29:         _bgland->setZOrder(100);
 30:         _bgland->runAction(CCRepeatForever::create(animate));
 31:         //适应_bglang的显示高度来缩放
 32:         _bgland->setScale(_bgland->getBoundingBox().size.height / texture1->getContentSize().height);
 33:         return false;    //胜利了
 34:     }
 35:     return true;
 36: }

callTouchEnden函数

这个函数负责判断点击到了什么样的雷块

1: // Touch 判断点击的位置以及更新图片
 2: void GameScene::callTouchEnded(Touch * pTouch,Event * pEvent)
 3: {
 4:     Point pt = pTouch->getLocation();
 5:     // CCLog("pt.x = %f\t pt.y = %f",pt.x,pt.y);
 6:     CCObject * obj;
 7:
 8:     CCARRAYDATA_FOREACH(_ArraySprite->data,obj)
 9:     {
 10:         MineBlock * mb = (MineBlock*)obj;
 11:         //如果点击的这个像素不在这个精灵所在的矩形范围内
 12:         if (!mb->boundingBox().intersectsRect(CCRectMake(pt.x,pt.y,1,1))) {
 13:             continue;    // 下一个
 14:         }
 15:         // 点击的位置在这个精灵的范围之内
 16:         if (mb->getDig()) {
 17:             return;        //已经被挖开
 18:         }
 19:         char filename[16] = { 0 };
 20:         int t = mb->getValue();
 21:         // 如果是去标记
 22:         if (_toFlag) {
 23:             const char *ptx = mb->getFlag() ? "no.png" : "flag.png";
 24:             mb->setTexture(CCTextureCache::getInstance()->getTextureForKey(ptx));
 25:             mb->setFlag(!mb->getFlag());
 26:             return;
 27:         }
 28:         //踩到雷------------------------------------------------------------------------
 29:         if (t == -1) {
 30:             _count = -1;    //设置计数为-1,代表输了
 31:             //显示所有雷
 32:             CCARRAYDATA_FOREACH(_ArraySprite->data,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: white"> 33:             {
 34:                 MineBlock * mine = (MineBlock*)obj;
 35:                 if (mine->getValue() == -1) {
 36:                     mine->setTexture(CCTextureCache::sharedTextureCache()->textureForKey("-1.png"));
 37:                 }
 38:             }
 39:             //显示爆炸
 40:             mb->setTexture(CCTextureCache::sharedTextureCache()->textureForKey("boom.png"));
 41:             goto CONTINUEGAME;    //到此结束
 42:         }    // end if t == -1
 43:
 44:         //没有踩到雷,但是周围有雷
 45:         if (t>0) {
 46:             //在移植到安卓的时候,全部精灵的_value都为0,出现错误,sprintf函数没有问题
 47:             sprintf(filename,"%d.png",t);
 48:             mb->setTexture(CCTextureCache::sharedTextureCache()->textureForKey(filename));
 49:             mb->setDig(true);
 50:             ++_count;    //扫区计数加一
 51:             goto CONTINUEGAME;    //到此结束
 52:         }
 53:
 54:         //只剩下t==0的情况了,就是周围没有雷的位置
 55:         for (int r = 1; r <= _MaxRanks; ++r) {
 56:             for (int c = 1; c <= _MaxRanks; ++c) {
 57:
 58:                 if (getRowColAddr(r,c) == mb) {
 59:                     CCArray * arr = CCArray::create();
 60:                     arr->retain();
 61:                     NoAroundMine(r,c,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: #f4f4f4"> 62:                     CCObject *obj = NULL;
 63:                     CCARRAYDATA_FOREACH(arr->data,monospace; width: 100%; border-bottom-style: none; color: black; padding-bottom: 0px; direction: ltr; text-align: left; padding-top: 0px; border-right-style: none; padding-left: 0px; margin: 0em; border-left-style: none; line-height: 16pt; padding-right: 0px; background-color: #f4f4f4"> 64:                     {
 65:                         MineBlock * noMine = (MineBlock*)obj;
 66:                     // if (noMine->getValue() == -2) {
 67:                     // noMine->setTexture(CCTextureCache::getInstance()->getTextureForKey("0.png"));
 68:                     // }
 69:                     // else {
 70:                             sprintf(filename,noMine->getValue());
 71:                             noMine->setTexture(CCTextureCache::getInstance()->getTextureForKey(filename));
 72:                     // }
 73:
 74:                     }
 75:                     _count += arr->count();    //扫区计数加一
 76:                     arr->release();
 77:                     goto CONTINUEGAME;    //到此结束
 78:                 }// end if...
 79:
 80:             }
 81:         }
 82:
 83:     }    //end CCARRAYDATA_FOREACH...
 84:     CONTINUEGAME:    //goto到此区判断游戏是否继续
 85:     _isContinue=ContinueGame();
 86: }

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