Unity3D如何实现五子棋游戏-创新互联

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Unity3D如何实现五子棋游戏

1 准备工作

(1)开发环境:Win10 + Unity5.4.1

(2)图片素材准备:

黑棋子和白棋子

Unity3D如何实现五子棋游戏Unity3D如何实现五子棋游戏

棋盘

Unity3D如何实现五子棋游戏

获胜提示图片

Unity3D如何实现五子棋游戏

Unity3D如何实现五子棋游戏

2 开发流程

上文提到的素材可以直接下载我们给出的这些图,也可以自己制作。注意黑白棋子要做成PNG格式,以保证显示的时候棋子四个角是透明的。将用到的图片素材导入到工程当中。新建一个场景,创建一个Plane,作为MainCamera的子物体。将棋盘贴图拖动到Plane上,并且将Plane正面面向摄像机。

Unity3D如何实现五子棋游戏

再创建四个sphere,作为Plane的子物体,分别命名为LeftTop、RightTop、LeftBottom、RightBottom。然后把他们的MeshRenderer勾选掉。这些球是为了计算棋子落点所设置的,所以需要把它们与棋盘的四个角点对准。

Unity3D如何实现五子棋游戏

然后我们创建一个chess.cs脚本,绑定到MainCamera上。脚本中包含了所有的功能。需要绑定的一些物体如图所示。

Unity3D如何实现五子棋游戏

chess.cs脚本如下:

using UnityEngine;
using System.Collections;
 
public class chess : MonoBehaviour {
 
 //四个锚点位置,用于计算棋子落点
 public GameObject LeftTop;
 public GameObject RightTop;
 public GameObject LeftBottom;
 public GameObject RightBottom;
 //主摄像机
 public Camera cam;
 //锚点在屏幕上的映射位置
 Vector3 LTPos;
 Vector3 RTPos;
 Vector3 LBPos;
 Vector3 RBPos;
 
 Vector3 PointPos;//当前点选的位置
 float gridWidth =1; //棋盘网格宽度
 float gridHeight=1; //棋盘网格高度
 float minGridDis; //网格宽和高中较小的一个
 Vector2[,] chessPos; //存储棋盘上所有可以落子的位置
 int[,] chessState; //存储棋盘位置上的落子状态
 enum turn {black, white } ;
 turn chessTurn; //落子顺序
 public Texture2D white; //白棋子
 public Texture2D black; //黑棋子
 public Texture2D blackWin; //白子获胜提示图
 public Texture2D whiteWin; //黑子获胜提示图
 int winner = 0; //获胜方,1为黑子,-1为白子
 bool isPlaying = true; //是否处于对弈状态
 void Start () {
 chessPos = new Vector2[15, 15];
 chessState =new int[15,15];
 chessTurn = turn.black;
 
 }
 
 void Update () {
 
 //计算锚点位置
 LTPos = cam.WorldToScreenPoint(LeftTop.transform.position);
 RTPos = cam.WorldToScreenPoint(RightTop.transform.position);
 LBPos = cam.WorldToScreenPoint(LeftBottom.transform.position);
 RBPos = cam.WorldToScreenPoint(RightBottom.transform.position);
 //计算网格宽度
 gridWidth = (RTPos.x - LTPos.x) / 14;
 gridHeight = (LTPos.y - LBPos.y) / 14;
 minGridDis = gridWidth < gridHeight ? gridWidth : gridHeight;
 //计算落子点位置
 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);
 }
 }
 //检测鼠标输入并确定落子状态
 if (isPlaying && Input.GetMouseButtonDown(0))
 {
 PointPos = Input.mousePosition;
 for (int i = 0; i < 15; i++)
 {
 for (int j = 0; j < 15; j++)
 { 
 //找到最接近鼠标点击位置的落子点,如果空则落子
 if (Dis(PointPos, chessPos[i, j]) < minGridDis / 2 && chessState[i,j]==0)
 {
 //根据下棋顺序确定落子颜色
 chessState[i, j] = chessTurn == turn.black ? 1 : -1;
 //落子成功,更换下棋顺序
 chessTurn = chessTurn == turn.black ? turn.white : turn.black; 
 }
 }
 }
 //调用判断函数,确定是否有获胜方
 int re = result();
 if (re == 1)
 {
 Debug.Log("黑棋胜");
 winner = 1;
 isPlaying = false;
 }
 else if(re==-1)
 {
 Debug.Log("白棋胜");
 winner = -1;
 isPlaying = false;
 } 
 }
 //按下空格重新开始游戏
 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;
 } 
 }
 //计算平面距离函数
 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()
 { 
 //绘制棋子
 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);
 } 
 }
 }
 //根据获胜状态,弹出相应的胜利图片
 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);
 
 }
 //检测是够获胜的函数,不含黑棋禁手检测
 int result()
 {
 int flag = 0;
 //如果当前该白棋落子,标定黑棋刚刚下完一步,此时应该判断黑棋是否获胜
 if(chessTurn == turn.white)
 {
 for (int i = 0; i < 11; i++)
 {
 for (int j = 0; j < 15; j++)
 {
 if (j < 4)
 {
 //横向
 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;
 }
 //纵向
 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;
 }
 //右斜线
 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;
 }
 //左斜线
 //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)
 {
 //横向
 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;
 }
 //纵向
 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;
 }
 //右斜线
 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;
 }
 //左斜线
 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
 {
 //横向
 //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;
 //}
 //纵向
 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;
 }
 //右斜线
 //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;
 //}
 //左斜线
 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++) 
 {
 //只需要判断横向 
 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; 
 } 
 }
 }
 }
 //如果当前该黑棋落子,标定白棋刚刚下完一步,此时应该判断白棋是否获胜
 else if(chessTurn == turn.black)
 {
 for (int i = 0; i < 11; i++)
 {
 for (int j = 0; j < 15; j++)
 {
 if (j < 4)
 {
 //横向
 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;
 }
 //纵向
 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;
 }
 //右斜线
 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;
 }
 //左斜线
 //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)
 {
 //横向
 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;
 }
 //纵向
 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;
 }
 //右斜线
 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;
 }
 //左斜线
 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
 {
 //横向
 //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;
 //}
 //纵向
 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;
 }
 //右斜线
 //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;
 //}
 //左斜线
 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++) 
 {
 //只需要判断横向 
 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;
 } 
}

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