小編這次要給大家分享的是Unity3D如何實現(xiàn)五子棋游戲,文章內(nèi)容豐富,感興趣的小伙伴可以來了解一下,希望大家閱讀完這篇文章之后能夠有所收獲。
創(chuàng)新互聯(lián)建站始終堅持【策劃先行,效果至上】的經(jīng)營理念,通過多達10多年累計超上千家客戶的網(wǎng)站建設總結了一套系統(tǒng)有效的全網(wǎng)整合營銷推廣解決方案,現(xiàn)已廣泛運用于各行各業(yè)的客戶,其中包括:成都水電改造等企業(yè),備受客戶稱揚。
1 準備工作
(1)開發(fā)環(huán)境:Win10 + Unity5.4.1
(2)圖片素材準備:
黑棋子和白棋子
棋盤
獲勝提示圖片
2 開發(fā)流程
上文提到的素材可以直接下載我們給出的這些圖,也可以自己制作。注意黑白棋子要做成PNG格式,以保證顯示的時候棋子四個角是透明的。將用到的圖片素材導入到工程當中。新建一個場景,創(chuàng)建一個Plane,作為MainCamera的子物體。將棋盤貼圖拖動到Plane上,并且將Plane正面面向攝像機。
再創(chuàng)建四個sphere,作為Plane的子物體,分別命名為LeftTop、RightTop、LeftBottom、RightBottom。然后把他們的MeshRenderer勾選掉。這些球是為了計算棋子落點所設置的,所以需要把它們與棋盤的四個角點對準。
然后我們創(chuàng)建一個chess.cs腳本,綁定到MainCamera上。腳本中包含了所有的功能。需要綁定的一些物體如圖所示。
chess.cs腳本如下:
using UnityEngine; using System.Collections; public class chess : MonoBehaviour { //四個錨點位置,用于計算棋子落點 public GameObject LeftTop; public GameObject RightTop; public GameObject LeftBottom; public GameObject RightBottom; //主攝像機 public Camera cam; //錨點在屏幕上的映射位置 Vector3 LTPos; Vector3 RTPos; Vector3 LBPos; Vector3 RBPos; Vector3 PointPos;//當前點選的位置 float gridWidth =1; //棋盤網(wǎng)格寬度 float gridHeight=1; //棋盤網(wǎng)格高度 float minGridDis; //網(wǎng)格寬和高中較小的一個 Vector2[,] chessPos; //存儲棋盤上所有可以落子的位置 int[,] chessState; //存儲棋盤位置上的落子狀態(tài) enum turn {black, white } ; turn chessTurn; //落子順序 public Texture2D white; //白棋子 public Texture2D black; //黑棋子 public Texture2D blackWin; //白子獲勝提示圖 public Texture2D whiteWin; //黑子獲勝提示圖 int winner = 0; //獲勝方,1為黑子,-1為白子 bool isPlaying = true; //是否處于對弈狀態(tài) void Start () { chessPos = new Vector2[15, 15]; chessState =new int[15,15]; chessTurn = turn.black; } void Update () { //計算錨點位置 LTPos = cam.WorldToScreenPoint(LeftTop.transform.position); RTPos = cam.WorldToScreenPoint(RightTop.transform.position); LBPos = cam.WorldToScreenPoint(LeftBottom.transform.position); RBPos = cam.WorldToScreenPoint(RightBottom.transform.position); //計算網(wǎng)格寬度 gridWidth = (RTPos.x - LTPos.x) / 14; gridHeight = (LTPos.y - LBPos.y) / 14; minGridDis = gridWidth < gridHeight ? gridWidth : gridHeight; //計算落子點位置 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); } } //檢測鼠標輸入并確定落子狀態(tài) if (isPlaying && Input.GetMouseButtonDown(0)) { PointPos = Input.mousePosition; for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { //找到最接近鼠標點擊位置的落子點,如果空則落子 if (Dis(PointPos, chessPos[i, j]) < minGridDis / 2 && chessState[i,j]==0) { //根據(jù)下棋順序確定落子顏色 chessState[i, j] = chessTurn == turn.black ? 1 : -1; //落子成功,更換下棋順序 chessTurn = chessTurn == turn.black ? turn.white : turn.black; } } } //調(diào)用判斷函數(shù),確定是否有獲勝方 int re = result(); if (re == 1) { Debug.Log("黑棋勝"); winner = 1; isPlaying = false; } else if(re==-1) { Debug.Log("白棋勝"); winner = -1; isPlaying = false; } } //按下空格重新開始游戲 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; } } //計算平面距離函數(shù) 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() { //繪制棋子 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); } } } //根據(jù)獲勝狀態(tài),彈出相應的勝利圖片 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); } //檢測是夠獲勝的函數(shù),不含黑棋禁手檢測 int result() { int flag = 0; //如果當前該白棋落子,標定黑棋剛剛下完一步,此時應該判斷黑棋是否獲勝 if(chessTurn == turn.white) { for (int i = 0; i < 11; i++) { for (int j = 0; j < 15; j++) { if (j < 4) { //橫向 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; } //縱向 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; } //右斜線 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; } //左斜線 //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) { //橫向 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; } //縱向 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; } //右斜線 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; } //左斜線 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 { //橫向 //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; //} //縱向 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; } //右斜線 //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; //} //左斜線 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++) { //只需要判斷橫向 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; } } } } //如果當前該黑棋落子,標定白棋剛剛下完一步,此時應該判斷白棋是否獲勝 else if(chessTurn == turn.black) { for (int i = 0; i < 11; i++) { for (int j = 0; j < 15; j++) { if (j < 4) { //橫向 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; } //縱向 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; } //右斜線 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; } //左斜線 //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) { //橫向 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; } //縱向 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; } //右斜線 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; } //左斜線 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 { //橫向 //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; //} //縱向 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; } //右斜線 //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; //} //左斜線 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++) { //只需要判斷橫向 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; } }
運行效果截圖:
小結
本程序?qū)崿F(xiàn)了五子棋的基本功能,純屬娛樂而作。暫時沒有加入各種UI、網(wǎng)絡模塊等。本程序經(jīng)過了簡單的測試,沒有什么問題,如果大家在使用的時候發(fā)現(xiàn)有什么Bug,請聯(lián)系我改正,謝謝。
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