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using UnityEngine; using System.Collections; using System.Collections.Generic; //public enum GameState //{ // NormalState, // MineState, //} //坐标数据 // 这个类主要是用来存储当前方格的状态和是否有雷 public class Point { public int x; public int y; public int flag;// 0 表示未翻开,1表示以翻开 2表示标记为雷 public int state;//0 表示没有雷 1表示有地雷 //private int nabar; //周围的炸弹数量 public Point(int _x, int _y) { this.x = _x; this.y = _y; this.flag = 0; this.state = 0; } public int Flag { get{return flag;} set{flag = value;} } } public class GamePlayScript : MonoBehaviour { public Texture2D bg; public Texture2D mine; public Texture2D[] number; public Texture2D flagImage; public Texture2D error; public GUISkin skin;// GUI皮肤 public int row;// 地图的行数 public int col;// 地图的列数 public int countMine;//输入随机的雷数 const int GameWidth = 320;// 游戏窗体的宽 const int GameHeight = 480; const int blankWidth = 32;// 方块的宽 const int blankHeight = 32; static int clearMines = 0; //成功清除炸弹数量 static int gameTime = 0; static int sec = 0; static int minute = 0; // public float updateInterval = 0.5F; // private double lastInterval; // private int frames = 0; // private float fps; float secTime;// 定时器 float mouseX;// 鼠标点击的x坐标 float mouseY;// 鼠标点击的y坐标 Texture2D[,] tempImage; int[,] isMine;// 存放随机数据的 0没有1是有雷 Point[,] point;// 存储当前方格的状态和是否有雷 bool isWin; bool isOver; float tempTime;// 2秒后跳转界面 // Use this for initialization void Awake () { mouseX = 0f; mouseY = 0f; isWin = false; isOver = false; tempTime = 0f; secTime = 0f; // lastInterval = Time.realtimeSinceStartup; // frames = 0; RandomMine(); InitDatas(); } // Update is called once per frame void Update () { if(!isWin && !isOver) { MouseListener(); //鼠标监听事件 if( secTime > 1f ) { secTime = 0; sec = ++gameTime; sec %= 60; if( 0 == gameTime % 60 ) { minute += 1; if(0 == gameTime % 3600) { minute = 0; } } } else{ secTime += Time.deltaTime; } } } // void ClockTime()//一个FPs计时器 // { // ++frames; // float timeNow = Time.realtimeSinceStartup; // if (timeNow > lastInterval + updateInterval) { // fps = frames / (timeNow - (float)lastInterval); // frames = 0; // lastInterval = timeNow; // } // } void OnGUI() { GUI.skin = skin; GUI.Window( 1,new Rect(((Screen.width - (int)GameWidth) >> 1)+15,(Screen.height - (int)GameHeight) >> 1, GameWidth, GameHeight ),WindowFun,"扫雷" ); for(int i = 1; i < row; ++i) { for(int j = 1; j < col; ++j) { GUI.Button(new Rect( j * blankWidth + ((Screen.width - blankWidth * col ) >> 1), i * blankHeight + ((Screen.height - blankHeight * row) >> 1) ,blankWidth,blankHeight),tempImage[i,j]); } } GUI.skin.label.alignment = TextAnchor.MiddleCenter; GUI.skin.label.normal.textColor = Color.red; GUI.skin.label.fontSize = 18; GUI.Label( new Rect(((Screen.width - (int)GameWidth) >> 1)+20,(Screen.height - (int)GameHeight) >> 1,100f,20f ), minute.ToString() + ":" + sec.ToString());// if( isWin ) { GUI.skin.label.fontSize = 40; GUI.skin.label.normal.textColor = Color.red; GUI.Label(new Rect( 0f,0f,Screen.width, Screen.height),string.Format("您胜利了")); if( tempTime > 4f ) { Application.LoadLevel("Menu"); } else tempTime += Time.deltaTime; } if( isOver ) { //GUI.skin.label.alignment = TextAnchor.MiddleCenter; GUI.skin.label.fontSize = 40; GUI.skin.label.normal.textColor = Color.red; GUI.Label(new Rect( 0f,0f,Screen.width, Screen.height),string.Format("您失败了")); if( tempTime > 4f ) { Application.LoadLevel("Menu"); } else tempTime += Time.deltaTime; } } public void RandomMine() { tempImage = new Texture2D[row+1,col+1]; isMine = new int[row+1,col+1]; for(int i = 1; i < row; ++i) { for(int j = 1; j < col; ++j) { isMine[i,j] = 0;//没有雷 tempImage[i,j] = bg; } } int count = 0; while(count < countMine) { int i = Random.Range(1,row); int j = Random.Range(1,col); if( 0 == isMine[i,j] ) { isMine[i,j] = 1;//放置雷 count++; //tempImage[i,j] = mine;//测试查看地雷位置 } } } public void InitDatas() { point = new Point[row+1,col+1]; for(int i = 1; i < row; ++i) { for(int j = 1; j < col; ++j) { point[i,j] = new Point(i,j); point[i,j].state = isMine[i,j]; } } } public void MouseListener() { mouseX = Input.mousePosition.x; mouseY = Screen.height - Input.mousePosition.y; int r = (int)(mouseY - ((Screen.height - blankHeight * row) >> 1)) / blankHeight; int c = (int)(mouseX - ((Screen.width - blankWidth * col) >> 1)) / blankWidth; if(Input.GetMouseButtonDown(0)) { if( 1 == isMine[r,c] )//点中雷 gameover { tempImage[r,c] = mine; isOver = true; } else { int count = MineCount(r,c); if( 0 == count ) //如果该砖块周围没有地雷就进打开周围砖块 { Clear(r,c); } else{ point[r,c].flag = 1; } CheckGame(); } } if(Input.GetMouseButtonDown(1))//右键插红旗 { RightBtnMine(r,c); } } //计算周围地雷的数量并根据地雷数量在该砖块上添加相应数值图片 public int MineCount(int i, int j) { int row = i; int col = j; int countMine = 0; // right if( 1 == isMine[i,j+1] ) { countMine++; }//bottom if( 1 == isMine[i+1,j] ) { countMine++; } // left if( 1 == isMine[i,j-1]) { countMine++; } // top if(1 == isMine[i-1,j]) { countMine++; }//left top if(1 == isMine[i-1,j-1]) { countMine++; }//left bottom if(1 == isMine[i+1,j-1]) { countMine++; }//right top if(1 == isMine[i-1,j+1]) { countMine++; } if(1 == isMine[i+1,j+1]) { countMine++; } //Debug.Log( countMine.ToString() ); tempImage[row,col] = number[countMine]; return countMine; } //清除周围没有地雷砖块周围的砖块 public void Clear(int x, int y) { int i = x; int j = y; // 如果不是未翻开状态,则退出 if( 0 != point[i,j].flag ) return; point[i,j].flag = 1; if(point[i,j].state == 0) { //当前的周围没有雷,就进行递归的排雷 if( 0 == isMine[i,j] )// { if(j+1 < col && 0 == MineCount(i,j+1)){Clear(i,j+1);} if(i+1 < row && 0 == MineCount(i+1,j)){Clear(i+1,j);} if(j-1 >= 1 && 0 == MineCount(i,j-1)){Clear(i,j-1);} if(i-1 >= 1 && 0 == MineCount(i-1,j)){Clear(i-1,j);} if(i-1 >= 1 && j-1 >= 1 && 0 == MineCount(i-1,j-1)){Clear(i-1,j-1);} if(i+1 < row && j-1 >= 1 && 0 == MineCount(i+1,j-1)){Clear(i+1,j-1);} if(i-1 >= 1 && j+1 < col && 0 == MineCount(i-1,j+1)){Clear(i-1,j+1);} if(i+1 < row && j+1 < col && 0 == MineCount(i+1,j+1)){ Clear(i+1,j+1);} } } CheckGame(); } public void RightBtnMine(int x, int y) { int i = x; int j = y; // 已经翻开则不能右击 if( 1 == point[i,j].flag) return; // 没有翻开则插红旗 if( 0 == point[i,j].flag ) { tempImage[i,j] = flagImage; if( 1 == point[i,j].state ) clearMines++;//扫雷数增加 point[i,j].flag = 2; } // 判断不是地雷则选回来 else { tempImage[i,j] = bg; if( 1 == point[i,j].state) clearMines--; point[i,j].flag = 0; } CheckGame(); } public void CheckGame() { //清除所有雷 Debug.Log(string.Format("clerMines={0}",clearMines)); if( clearMines == countMine ) { for(int i = 1; i < row; ++i) { for(int j = 1; j < col; ++j) { if( tempImage[i,j] == bg ) { return;//还有没有翻开的 } } } Debug.Log(string.Format("nin win l")); isWin = true; } } public void WindowFun(int id) { } }
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原文地址:http://www.cnblogs.com/lihonglin2016/p/4321388.html