消除類遊戲核心演算法
阿新 • • 發佈:2019-02-19
如今消除類遊戲很多,比如:消滅壽司,消滅星星等。這篇文章我就共享下我這方面的理解,希望對大家有幫助,如有不好的地方也希望大家指出。
這是我用到資源。同種顏色的2個或者2個以上的就可以消除,消除的越多分越高。
首先,我們來定義一些要用到的變數:
<pre class="cpp" name="code">static const int GRID_COUNT_LANDSCAPE = 10;//方塊橫總長度 static const int GRID_COUNT_PORTRAIT = 10;//方塊豎總長度 static const string GRID_PIC_PATHS[GRID_TYPE_COUNT] = {string("hongse.png"), string("huangse.png"), string("lanse.png"), string("lvse.png"), string("zise.png")}; static const int GRID_TYPE_COUNT = 5; static const int GRID_EMPTY_DATA = GRID_TYPE_COUNT+1; char m_gridData[GRID_COUNT_LANDSCAPE * GRID_COUNT_PORTRAIT]; std::vector<GridPos> m_promptGrids;//提示的格子 bool m_scaledPromptGrids;//已經縮小的提示格子 cocos2d::gui::Widget *m_gridContentLayer; struct GridPos{ GridPos(int x = 0, int y = 0):m_x(x), m_y(y){ } int m_x; int m_y; }; struct EliminateGrid{ EliminateGrid(const GridPos &pos, int type):m_gridPos(pos), m_type(type){ } GridPos m_gridPos; int m_type; };
在GaeScene中初始化:
bool GameScene::init(){ do{ C_BREAK_IF(!TouchGroup::init()); for (int i=0;i<GRID_COUNT_PORTRAIT * GRID_COUNT_LANDSCAPE; i++) { m_gridData[i] = GRID_EMPTY_DATA; } m_gridContentLayer = Widget::create(); CC_BREAK_IF(!m_gridContentLayer); m_gridContentLayer->retain(); m_gridContentLayer->setAnchorPoint(ccp(0,0)); m_gridContentLayer->setPosition(ccp(0, 0)); this->addWidget(m_gridContentLayer); return true; }while(0); return false; }
得到螢幕上的畫素座標:
void GameScene::getGridPosition(int x, int y, CCPoint &point){
point.x = GRID_WIDTH / 2 + GRID_WIDTH * x;
point.y = GRID_HEIGHT / 2 + GRID_HEIGHT * y;
<span style="color:#000000;">}</span>
把螢幕上的畫素座標轉換成我們的座標
bool GameScene::getPointGridPos(const CCPoint &point, GridPos &pos){ float x = point.x - GRID_BEGIN_X; float y = point.y - GRID_BEGIN_Y; if (x < 0 || x > GRID_WIDTH * GRID_COUNT_LANDSCAPE || y < 0 || y > GRID_HEIGHT * GRID_COUNT_PORTRAIT) { return false; } pos.m_x = ((int)x) / GRID_WIDTH; pos.m_y = ((int)y) / GRID_HEIGHT; return true; }
這裡把螢幕上的畫素方塊座標轉換成我們的座標是為了我們好操作,這裡轉換的座標相當於方塊陣列的下標,後面有轉換的方法。
得到方塊的顏色:
std::string GameScene::getGridPath(int data){
if (data == GRID_EMPTY_DATA || data >= GRID_TYPE_COUNT)
{
return "";
}else{
return GAME_SCENE_ROOT_PATH + GRID_PIC_PATHS[data];
}
}
建立一個10*10的方塊組:
void GameScene::initGridsData(){
for(int i=0;i<GRID_COUNT_PORTRAIT * GRID_COUNT_LANDSCAPE; i++){
m_gridData[i] = rand() % (GRID_TYPE_COUNT);
}
}
得到方塊的下標:
static int getGridIndex(const GridPos &pos){
return getGridIndex(pos.m_x, pos.m_y);}
顯示方塊:
void GameScene::showGrids(float duration){
this->removeChildByTag(LEVEL_PASS_AMN_TAG, true);
for (int x = 0; x < GRID_COUNT_LANDSCAPE; x++)
{
for (int y=0;y<GRID_COUNT_PORTRAIT;y++)
{
int index = x * GRID_COUNT_PORTRAIT + y;
string path = getGridPath(m_gridData[index]);
if (path.length() > 0)
{
ImageView *pic = ImageView::create();
pic->loadTexture(path.c_str());
pic->setAnchorPoint(ccp(0.5f,0.5f));
CCPoint position;
getGridPosition(x,y,position);
pic->setPosition(position);
pic->setTag(getGridTag(x, y));
this->m_gridContentLayer->addChild(pic);
}
}
}
m_gridContentLayer->setPositionY(MyGame::CUR_STANDARD_HEIGHT);
CCDelayTime *delay = CCDelayTime::create(duration);
CCMoveTo *moveTo = CCMoveTo::create(BEGIN_GAME_DROP_DOWN_DURATION, ccp(GRID_BEGIN_X, GRID_BEGIN_Y));
CCAction* action = CCSequence::create(delay, moveTo, NULL);
m_gridContentLayer->runAction(action);
}
觸控方塊:
bool GameScene::ccTouchBegan(CCTouch *touch, CCEvent *pEvent){
m_hitChild = TouchGroup::ccTouchBegan(touch, pEvent);
if(GRID_BEGIN_X != m_gridContentLayer->getPositionX() || GRID_BEGIN_Y != m_gridContentLayer->getPositionY()){//格子整體移動的時候不響應點選事件
m_hitChild = true;
}
if (!m_hitChild)
{
bool within = getPointGridPos(touch->getLocation(), m_touchGrid);
if (!within)//沒有擊中格子,不處理消除
{
m_hitChild = true;
}
}
return true;
}
void GameScene::ccTouchEnded(CCTouch *touch, CCEvent *pEvent){
TouchGroup::ccTouchEnded(touch, pEvent);
if (!m_hitChild)
{
CCPoint pos = touch->getLocation();
GridPos gridPos;
bool within = getPointGridPos(pos, gridPos);
if (within && gridPos.m_x == m_touchGrid.m_x && gridPos.m_y == m_touchGrid.m_y)
{
vector<GridPos> grids;
this->extendPos(gridPos, grids);
if (0 == this->eliminateGrids(grids))//消除成功,計算是否可以繼續消除
{
int score = this->getScore(grids.size());
this->setScore(m_score + score, true, pos, true);//加上所得分改變分數
showEliminatePrompt(grids.size(), score);
clearPromptGrids();
}
}
}
}
下面開始介紹最核心的部分:
//檢測一個方塊周圍是否有和它一樣顏色的 如果有就把它們放到陣列中
void GameScene::extendPos(const GridPos &pos, vector<GridPos> &validGrids) const{
validGrids.clear();
validGrids.push_back(pos);//把有方塊的左邊放入validGrids中
char color = m_gridData[getGridIndex(pos)];
if (GRID_EMPTY_DATA == color)
{
return;
}
int checkedGrids[GRID_COUNT_PORTRAIT * GRID_COUNT_LANDSCAPE];
for (int i=0;i<GRID_COUNT_PORTRAIT * GRID_COUNT_LANDSCAPE; i++)
{
checkedGrids[i] = 0;
}
unsigned int index = 0;
while(index < validGrids.size()){
GridPos checkedPos = validGrids[index];//得到每一個方塊座標
int checkedIndex = getGridIndex(checkedPos);
GridPos left(checkedPos.m_x-1, checkedPos.m_y);//檢測左邊
if (checkSameGrid(left,checkedGrids,color))
{
validGrids.push_back(left);
checkedGrids[getGridIndex(left)]++;
}
GridPos right(checkedPos.m_x+1, checkedPos.m_y);
if (checkSameGrid(right,checkedGrids,color))
{
validGrids.push_back(right);
checkedGrids[getGridIndex(right)]++;
}
GridPos up(checkedPos.m_x, checkedPos.m_y-1);
if (checkSameGrid(up,checkedGrids,color))
{
validGrids.push_back(up);
checkedGrids[getGridIndex(up)]++;
}
GridPos down(checkedPos.m_x, checkedPos.m_y+1);
if (checkSameGrid(down,checkedGrids,color))
{
validGrids.push_back(down);
checkedGrids[getGridIndex(down)]++;
}
checkedGrids[checkedIndex]++;
index++;
}
}
檢測點選的方塊周圍是否有相同顏色的方塊:
//檢測同種顏色的方塊
bool GameScene::checkSameGrid(GridPos &pos, int *checkedGrids, char color) const{
if (pos.m_x < 0 || pos.m_x >= GRID_COUNT_LANDSCAPE || pos.m_y < 0 || pos.m_y >= GRID_COUNT_PORTRAIT)//out range
{
return false;
}
int index = getGridIndex(pos);
if (0 != checkedGrids[index])//is checked
{
return false;
}
return color == m_gridData[index];//check color
}
消除方塊:
int GameScene::eliminateGrids(std::vector<GridPos> &eliminateGrids){
if (eliminateGrids.size() <= 1)
{
return 1;
}
for (vector<GridPos>::iterator iter = eliminateGrids.begin(); iter != eliminateGrids.end(); iter++)//消除
{
GridPos p = *iter;
int index = getGridIndex(p);
vector<EliminateGrid>::iterator iterPos = m_waitEliminateGrids.end();
for (vector<EliminateGrid>::iterator m_iter = m_waitEliminateGrids.begin(); m_iter != m_waitEliminateGrids.end(); m_iter++)
{
if ((*m_iter).m_gridPos.m_x > p.m_x || ((*m_iter).m_gridPos.m_x == p.m_x && (*m_iter).m_gridPos.m_y < p.m_y))
{
iterPos = m_iter;
break;
}
}
EliminateGrid eliminateGrid(p,m_gridData[index]);
m_waitEliminateGrids.insert(iterPos, 1, eliminateGrid);
m_gridData[index] = GRID_EMPTY_DATA;
}
if (eliminateGrids.size() >= SHOW_REWARD_AMN_ELIMINATE_GRID_MIN_COUNT)//消除大於等於5個格子的特效
{
CCDirector::sharedDirector()->getScheduler()->scheduleSelector(schedule_selector(GameScene::playEliminateRewardEffect), this, eliminateGrids.size()*ELIMINATE_INTERVAL, false);
}
m_finishEliminate=false;
showEliminateAmn();//消除方塊時播放的動畫
return 0;
}
消除之後,移動方塊:
void GameScene::eliminateEmptyGrids(float waitTime){
int index = 0;
for (int x = 0; x < GRID_COUNT_LANDSCAPE; x++)//落下
{
int empty = 0;
for (int y = 0; y < GRID_COUNT_PORTRAIT; y++)
{
if (GRID_EMPTY_DATA == m_gridData[index])
{
empty++;
}else if (empty > 0)
{
moveGrid(index, index-empty, 0, -empty * GRID_HEIGHT, DROP_DOWN_DURATION, waitTime);
}
index++;
}
}
int empty = 0;
for (int x = 0; x < GRID_COUNT_LANDSCAPE; x++)//平移
{
if (GRID_EMPTY_DATA == m_gridData[this->getGridIndex(x, 0)])
{
empty++;
}else if (empty > 0)
{
for (int y = 0; y < GRID_COUNT_PORTRAIT; y++)
{
int oldIndex = getGridIndex(x, y);
if (GRID_EMPTY_DATA != m_gridData[oldIndex])
{
moveGrid(oldIndex, oldIndex - empty * GRID_COUNT_PORTRAIT, -empty * GRID_WIDTH, 0, MOVE_TO_LEFT_DURATION, waitTime + DROP_DOWN_DURATION);
}
}
}
}
}
void GameScene::moveGrid(int oldIndex, int newIndex, int disX, int disY, float duration, float waitTime){
m_gridData[newIndex]=m_gridData[oldIndex];//資料移動
m_gridData[oldIndex] = GRID_EMPTY_DATA;
int oldTag = oldIndex;//影象移動
CCNode* gridSprite = this->m_gridContentLayer->getChildByTag(oldTag);
int newTag = newIndex;
gridSprite->setTag(newTag);
CCMoveBy *moveBy = CCMoveBy::create(duration, ccp(disX, disY));
CCEaseSineIn *moveAction = CCEaseSineIn::create(moveBy);
CCAction* action = 0;
if (waitTime > 0)
{
CCDelayTime *delay = CCDelayTime::create(waitTime);
action = CCSequence::create(delay, moveAction, NULL);
}else{
action = CCSequence::create(moveAction, NULL);
}
gridSprite->runAction(action);
}
無可消除的方塊,結束:
bool GameScene::finish(int remainCount){
int reward = this->getRewardScore(remainCount);
this->setScore(m_score + reward, true, ccp(MyGame::CUR_STANDARD_WIDTH/2,MyGame::CUR_STANDARD_HEIGHT/2), true);
this->showRemainRewardPrompt(remainCount, reward, SHOW_FINISH_INFO_DELAY_TIME);
m_waitEliminateGrids.clear();
for (int x = 0; x < GRID_COUNT_LANDSCAPE; x++)
{
for (int y = GRID_COUNT_PORTRAIT - 1; y >= 0; y--)
{
int index = getGridIndex(x,y);
if (GRID_EMPTY_DATA != m_gridData[index])
{
EliminateGrid eliminateGrid(GridPos(x,y), (int)(m_gridData[index]));
m_waitEliminateGrids.push_back(eliminateGrid);
m_gridData[index] = GRID_EMPTY_DATA;
}
}
}
m_finishEliminate=true;
CCDirector::sharedDirector()->getScheduler()->scheduleSelector(schedule_selector(GameScene::showEliminateAmn), this, ELIMINATE_INTERVAL, kCCRepeatForever, SHOW_FINISH_INFO_DELAY_TIME + REMAIN_REWARD_MOVE_DURATION, false);
if (m_score < m_levelPassScore)//分數沒達到要求,遊戲結束
{
std::stringstream curLevelSS;
curLevelSS << m_level;
MyGame::getInstance()->tJSendLogDataBy3k("850", curLevelSS.str().c_str());
return false;
}else{
//下一關遊戲
}
}
我們再加點提示可以消除的方塊功能:
計算可以消除的方塊:
void GameScene::calculatePromptGrids(){
m_promptGrids.clear();
bool checkedGrids[GRID_COUNT_PORTRAIT * GRID_COUNT_LANDSCAPE];
for (int i=0;i<GRID_COUNT_PORTRAIT * GRID_COUNT_LANDSCAPE; i++)
{
checkedGrids[i] = false;
}
vector<GridPos> validGrids;
GridPos pos;
for (int x = 0; x < GRID_COUNT_LANDSCAPE; x++)//落下
{
for (int y = 0; y < GRID_COUNT_PORTRAIT; y++)
{
int index = getGridIndex(x,y);
if (GRID_EMPTY_DATA == m_gridData[index])
{
break;
}else if (!checkedGrids[index])
{
pos.m_x=x;
pos.m_y=y;
validGrids.clear();
extendPos(pos, validGrids);
//檢測所有方塊,如果有第一個可以消除的放到validGrids,傳給m_promptGrids,然後接著檢測,最後把消除最多的傳給m_promptGrids
bool changeGrids = validGrids.size() > 1 && validGrids.size()>m_promptGrids.size();
if (changeGrids)
{
m_promptGrids.clear();
}
for (vector<GridPos>::iterator iter = validGrids.begin(); iter != validGrids.end(); iter++)
{
checkedGrids[getGridIndex(*iter)]=true;
if (changeGrids)
{
m_promptGrids.push_back(*iter);
}
}
}
}
}
}
//提示消除方塊動作
void GameScene::showPromptGrids(float interval){
if (m_promptGrids.size()>0)
{
float scale = m_scaledPromptGrids ? 1.0f : PROMPT_GRIDS_MIN_SCALE;
for (vector<GridPos>::iterator iter=m_promptGrids.begin(); iter!=m_promptGrids.end(); iter++)
{
CCNode *gridNode = m_gridContentLayer->getChildByTag(getGridTag(*iter));
CCScaleTo *scaleTo= CCScaleTo::create(PROMPT_GRIDS_DURATION, scale, scale);
CCSequence *action = CCSequence::create(scaleTo, NULL);
gridNode->runAction(action);
}
m_scaledPromptGrids=!m_scaledPromptGrids;
}
}
如果點選提示的格子就清除提示格子
void GameScene::clearPromptGrids(){
if (m_scaledPromptGrids)
{
for (vector<GridPos>::iterator iter=m_promptGrids.begin(); iter!=m_promptGrids.end(); iter++)
{
CCNode *gridNode = m_gridContentLayer->getChildByTag(getGridTag(*iter));
if (gridNode)
{
CCScaleTo *scaleTo= CCScaleTo::create(PROMPT_GRIDS_DURATION, 1.0f, 1.0f);
CCSequence *action = CCSequence::create(scaleTo, NULL);
gridNode->runAction(action);
}
}
}
m_promptGrids.clear();
m_scaledPromptGrids=false;
}