這篇文章主要介紹“怎么用Unity3D開發(fā)五子棋游戲”,在日常操作中,相信很多人在怎么用Unity3D開發(fā)五子棋游戲問題上存在疑惑,小編查閱了各式資料,整理出簡單好用的操作方法,希望對(duì)大家解答”怎么用Unity3D開發(fā)五子棋游戲”的疑惑有所幫助!接下來,請(qǐng)跟著小編一起來學(xué)習(xí)吧!
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1 準(zhǔn)備工作
(1)開發(fā)環(huán)境:Win10 + Unity5.4.1
(2)圖片素材準(zhǔn)備:
黑棋子和白棋子
棋盤
獲勝提示圖片
2 開發(fā)流程
上文提到的素材可以直接下載我們給出的這些圖,也可以自己制作。注意黑白棋子要做成PNG格式,以保證顯示的時(shí)候棋子四個(gè)角是透明的。將用到的圖片素材導(dǎo)入到工程當(dāng)中。新建一個(gè)場景,創(chuàng)建一個(gè)Plane,作為MainCamera的子物體。將棋盤貼圖拖動(dòng)到Plane上,并且將Plane正面面向攝像機(jī)。
再創(chuàng)建四個(gè)sphere,作為Plane的子物體,分別命名為LeftTop、RightTop、LeftBottom、RightBottom。然后把他們的MeshRenderer勾選掉。這些球是為了計(jì)算棋子落點(diǎn)所設(shè)置的,所以需要把它們與棋盤的四個(gè)角點(diǎn)對(duì)準(zhǔn)。
然后我們創(chuàng)建一個(gè)chess.cs腳本,綁定到MainCamera上。腳本中包含了所有的功能。需要綁定的一些物體如圖所示。
chess.cs腳本如下:
using UnityEngine;using System.Collections; public class chess : MonoBehaviour { //四個(gè)錨點(diǎn)位置,用于計(jì)算棋子落點(diǎn) public GameObject LeftTop; public GameObject RightTop; public GameObject LeftBottom; public GameObject RightBottom; //主攝像機(jī) public Camera cam; //錨點(diǎn)在屏幕上的映射位置 Vector3 LTPos; Vector3 RTPos; Vector3 LBPos; Vector3 RBPos; Vector3 PointPos;//當(dāng)前點(diǎn)選的位置 float gridWidth =1; //棋盤網(wǎng)格寬度 float gridHeight=1; //棋盤網(wǎng)格高度 float minGridDis; //網(wǎng)格寬和高中較小的一個(gè) Vector2[,] chessPos; //存儲(chǔ)棋盤上所有可以落子的位置 int[,] chessState; //存儲(chǔ)棋盤位置上的落子狀態(tài) enum turn {black, white } ; turn chessTurn; //落子順序 public Texture2D white; //白棋子 public Texture2D black; //黑棋子 public Texture2D blackWin; //白子獲勝提示圖 public Texture2D whiteWin; //黑子獲勝提示圖 int winner = 0; //獲勝方,1為黑子,-1為白子 bool isPlaying = true; //是否處于對(duì)弈狀態(tài) void Start () { chessPos = new Vector2[15, 15]; chessState =new int[15,15]; chessTurn = turn.black; } void Update () { //計(jì)算錨點(diǎn)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); //計(jì)算網(wǎng)格寬度 gridWidth = (RTPos.x - LTPos.x) / 14; gridHeight = (LTPos.y - LBPos.y) / 14; minGridDis = gridWidth < gridHeight ? gridWidth : gridHeight; //計(jì)算落子點(diǎn)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); } } //檢測鼠標(biāo)輸入并確定落子狀態(tài) if (isPlaying && Input.GetMouseButtonDown(0)) { PointPos = Input.mousePosition; for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { //找到最接近鼠標(biāo)點(diǎn)擊位置的落子點(diǎn),如果空則落子 if (Dis(PointPos, chessPos[i, j]) < minGridDis / 2 && chessState[i,j]==0) { //根據(jù)下棋順序確定落子顏色 chessState[i, j] = chessTurn == turn.black ? 1 : -1; //落子成功,更換下棋順序 chessTurn = chessTurn == turn.black ? turn.white : turn.black; } } } //調(diào)用判斷函數(shù),確定是否有獲勝方 int re = result(); if (re == 1) { Debug.Log("黑棋勝"); winner = 1; isPlaying = false; } else if(re==-1) { Debug.Log("白棋勝"); winner = -1; isPlaying = false; } } //按下空格重新開始游戲 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; } } //計(jì)算平面距離函數(shù) 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() { //繪制棋子 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); } } } //根據(jù)獲勝狀態(tài),彈出相應(yīng)的勝利圖片 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); } //檢測是夠獲勝的函數(shù),不含黑棋禁手檢測 int result() { int flag = 0; //如果當(dāng)前該白棋落子,標(biāo)定黑棋剛剛下完一步,此時(shí)應(yīng)該判斷黑棋是否獲勝 if(chessTurn == turn.white) { for (int i = 0; i < 11; i++) { for (int j = 0; j < 15; j++) { if (j < 4) { //橫向 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; } //縱向 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; } //右斜線 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; } //左斜線 //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) { //橫向 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; } //縱向 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; } //右斜線 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; } //左斜線 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 { //橫向 //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; //} //縱向 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; } //右斜線 //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; //} //左斜線 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++) { //只需要判斷橫向 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; } } } } //如果當(dāng)前該黑棋落子,標(biāo)定白棋剛剛下完一步,此時(shí)應(yīng)該判斷白棋是否獲勝 else if(chessTurn == turn.black) { for (int i = 0; i < 11; i++) { for (int j = 0; j < 15; j++) { if (j < 4) { //橫向 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; } //縱向 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; } //右斜線 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; } //左斜線 //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) { //橫向 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; } //縱向 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; } //右斜線 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; } //左斜線 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 { //橫向 //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; //} //縱向 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; } //右斜線 //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; //} //左斜線 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++) { //只需要判斷橫向 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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