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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
关于人机算法
参考了http://blog.csdn.net/onezeros/article/details/5542379
cc.Class({
extends: cc.Component,
startGame:function(){
cc.director.loadScene(‘Game‘);
}
});
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
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,
type:cc.SpriteFrame
},
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);
newNode.setPosition(cc.p(x*40+20,y*40+20));//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.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‘;
}
}
});
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
【Cocos Creator 实战教程(1)】——人机对战五子棋
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原文地址:http://blog.csdn.net/potato47/article/details/51233125