上面我给出的getRandomBlockList
里的代码就是在实现打乱算法和检测是否可还原算法。
还有一种打乱方式,大家可以尝试尝试:和复原拼图一样,将空白块一步一步地与周围的拼图随机交换顺序。这个打乱算法较上一种而言,不会出现无法复原的现象,而且可以根据打乱的步数设定游戏难度。
在完成打乱拼图块后,如期而至的是显示拼图块:
function showBlock() { for (var i = 0, l = blockList.length; i < l; i++) { var b = blockList[i]; /** 根据序号计算拼图块位置 */ var y = (i / 3) >>> 0, x = i % 3; b.setLocation(x, y); gameLayer.addChild(b); } }
显示了拼图块后,我们要做的就是添加操作拼图块的功能。于是需要拓展Block
类,为其添加事件监听器onClick
方法:
Block.prototype.onClick = function (e) { var self = e.currentTarget; if (isGameOver) { return; } var checkList = new Array(); /** 判断右侧是否有方块 */ if (self.locationX > 0) { checkList.push(Block.getBlock(self.locationX - 1, self.locationY)); } /** 判断左侧是否有方块 */ if (self.locationX < 2) { checkList.push(Block.getBlock(self.locationX + 1, self.locationY)); } /** 判断上方是否有方块 */ if (self.locationY > 0) { checkList.push(Block.getBlock(self.locationX, self.locationY - 1)); } /** 判断下方是否有方块 */ if (self.locationY < 2) { checkList.push(Block.getBlock(self.locationX, self.locationY + 1)); } for (var i = 0, l = checkList.length; i < l; i++) { var checkO = checkList[i]; /** 判断是否是空白拼图块 */ if (checkO.index == 8) { steps++; updateStepsTxt(); Block.exchangePosition(self, checkO); break; } } };
首先,我们在这里看到了isGameOver
全局变量的作用,即在游戏结束后,阻断点击拼图块后的操作。
在点击了拼图块后,我们先获取该拼图块周围的拼图块,并将它们装入checkList
,再遍历checkList
,当判断到周围有空白拼图块后,即周围有index
属性等于8的拼图块后,先更新操作步数,然后将这两个拼图块交换位置。具体交换拼图块位置的方法详见如下代码:
Block.exchangePosition = function (b1, b2) { var b1x = b1.locationX, b1y = b1.locationY, b2x = b2.locationX, b2y = b2.locationY, b1Index = b1y * 3 + b1x, b2Index = b2y * 3 + b2x; /** 在地图块数组中交换两者位置 */ blockList.splice(b1Index, 1, b2); blockList.splice(b2Index, 1, b1); /** 交换两者显示位置 */ b1.setLocation(b2x, b2y); b2.setLocation(b1x, b1y); /** 判断游戏是否结束 */ Block.isGameOver(); };
还有就是Block.getBlock
静态方法,用于获取给定的“数组位置”下的拼图块:
Block.getBlock = function (x, y) { return blockList[y * 3 + x]; };
在Block.exchangePosition
中,我们通过Block.isGameOver
判断玩家是否已将拼图复原:
Block.isGameOver = function () { var reductionAmount = 0, l = blockList.length; /** 计算还原度 */ for (var i = 0; i < l; i++) { var b = blockList[i]; if (b.index == i) { reductionAmount++; } } /** 计算是否完全还原 */ if (reductionAmount == l) { /** 游戏结束 */ gameOver(); } };
到这里,我们就实现了打乱和操作拼图块部分。
最后30min用于细枝末节上的处理,如显示拼图缩略图、显示&更新时间和步数,以及添加游戏结束画面,这些就交给如下冗长而简单的代码来完成吧:
function showThumbnail() { var thumbnail = new LBitmap(imgBmpd); thumbnail.scaleX = 130 / imgBmpd.width; thumbnail.scaleY = 130 / imgBmpd.height; thumbnail.x = (LGlobal.width - 100) /2; thumbnail.y = 410; overLayer.addChild(thumbnail); } function addTimeTxt () { timeTxt = new LTextField(); timeTxt.stroke = true; timeTxt.lineWidth = 3; timeTxt.lineColor = "#54D9EF"; timeTxt.color = "#FFFFFF"; timeTxt.size = 18; timeTxt.x = 20; timeTxt.y = 450; overLayer.addChild(timeTxt); updateTimeTxt(); } function updateTimeTxt () { timeTxt.text = "时间:" + getTimeTxt(time); } function getTimeTxt () { var d = new Date(time); return d.getMinutes() + " : " + d.getSeconds(); }; function addStepsTxt () { stepsTxt = new LTextField(); stepsTxt.stroke = true; stepsTxt.lineWidth = 3; stepsTxt.lineColor = "#54D9EF"; stepsTxt.color = "#FFFFFF"; stepsTxt.size = 18; stepsTxt.y = 450; overLayer.addChild(stepsTxt); updateStepsTxt(); } function updateStepsTxt () { stepsTxt.text = "步数:" + steps; stepsTxt.x = LGlobal.width - stepsTxt.getWidth() - 20; } function onFrame () { if (isGameOver) { return; } /** 获取当前时间 */ var currentTime = (new Date()).getTime(); /** 计算使用的时间并更新时间显示 */ time = currentTime - startTime; updateTimeTxt(); } function gameOver () { isGameOver = true; var resultLayer = new LSprite(); resultLayer.filters = [new LDropShadowFilter()]; resultLayer.graphics.drawRoundRect(3, "#BBBBBB", [0, 0, 350, 350, 5], true,"#DDDDDD"); resultLayer.x = (LGlobal.width - resultLayer.getWidth()) / 2; resultLayer.y = LGlobal.height / 2; resultLayer.alpha = 0; overLayer.addChild(resultLayer); var title = new LTextField(); title.text = "游戏通关" title.weight = "bold"; title.stroke = true; title.lineWidth = 3; title.lineColor = "#555555"; title.size = 30; title.color = "#FFFFFF"; title.x = (resultLayer.getWidth() - title.getWidth()) / 2; title.y = 30; resultLayer.addChild(title); var usedTimeTxt = new LTextField(); usedTimeTxt.text = "游戏用时:" + getTimeTxt(time); usedTimeTxt.size = 20; usedTimeTxt.stroke = true; usedTimeTxt.lineWidth = 2; usedTimeTxt.lineColor = "#555555"; usedTimeTxt.color = "#FFFFFF"; usedTimeTxt.x = (resultLayer.getWidth() - usedTimeTxt.getWidth()) / 2; usedTimeTxt.y = 130; resultLayer.addChild(usedTimeTxt); var usedStepsTxt = new LTextField(); usedStepsTxt.text = "所用步数:" + steps; usedStepsTxt.size = 20; usedStepsTxt.stroke = true; usedStepsTxt.lineWidth = 2; usedStepsTxt.lineColor = "#555555"; usedStepsTxt.color = "#FFFFFF"; usedStepsTxt.x = usedTimeTxt.x; usedStepsTxt.y = 180; resultLayer.addChild(usedStepsTxt); var hintTxt = new LTextField(); hintTxt.text = "- 点击屏幕重新开始 -"; hintTxt.size = 23; hintTxt.stroke = true; hintTxt.lineWidth = 2; hintTxt.lineColor = "#888888"; hintTxt.color = "#FFFFFF"; hintTxt.x = (resultLayer.getWidth() - hintTxt.getWidth()) / 2; hintTxt.y = 260; resultLayer.addChild(hintTxt); LTweenLite.to(resultLayer, 0.5, { alpha : 0.7, y : (LGlobal.height - resultLayer.getHeight()) / 2, onComplete : function () { /** 点击界面重新开始游戏 */ stageLayer.addEventListener(LMouseEvent.MOUSE_UP, function () { gameLayer.removeAllChild(); overLayer.removeAllChild(); stageLayer.removeAllEventListener(); startGame(); }); } }); }
Ok,2h下来,整个游戏就搞定咯~不得不表扬一下lufylegend这个游戏引擎,实在是可以大幅提升开发效率。