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cocos2d-lua消除游戏实战(二)水果生成算法和消除算法

2017-12-04 08:41 639 查看
效果是这样的:



代码如下:

FruitItem = import("app.scenes.FruitItem")

local PlayScene = class("PlayScene", function()
return display.newScene("PlayScene")
end)

function PlayScene:ctor()
-- init value
self.highSorce = 0 -- 最高分数
self.stage = 1 -- 当前关卡
self.target = 123 -- 通关分数
self.curSorce = 0 -- 当前分数
self.xCount = 8 -- 水平方向水果数
self.yCount = 8 -- 垂直方向水果数
self.fruitGap = 0 -- 水果间距
self.scoreStart = 5 -- 水果基分
self.scoreStep = 10 -- 加成分数
self.activeScore = 0 -- 当前高亮的水果得分

self:initUI()

-- 初始化随机数
math.newrandomseed()

--  计算水果矩阵左下角的x、y坐标:以矩阵中点对齐屏幕中点来计算,然后再做Y轴修正。
self.matrixLBX = (display.width - FruitItem.getWidth() * self.xCount - (self.yCount - 1) * self.fruitGap) / 2
self.matrixLBY = (display.height - FruitItem.getWidth() * self.yCount - (self.xCount - 1) * self.fruitGap) / 2 - 30

-- 等待转场特效结束后再加载矩阵
self:addNodeEventListener(cc.NODE_EVENT, function(event)
if event.name == "enterTransitionFinish" then
self:initMartix()
end
end)
end

function PlayScene:initUI()
-- 背景图片
display.newSprite("playBG.png")
:pos(display.cx, display.cy)
:addTo(self)

-- high sorce
display.newSprite("#high_score.png")
:align(display.LEFT_CENTER, display.left + 15, display.top - 30)
:addTo(self)

display.newSprite("#highscore_part.png")
:align(display.LEFT_CENTER, display.cx + 10, display.top - 26)
:addTo(self)

self.highSorceLabel = display.newTTFLabel({text = tostring(self.highSorce), font = "font/earth38"})
:align(display.CENTER, display.cx + 105, display.top - 24)
:addTo(self)

-- 声音
display.newSprite("#sound.png")
:align(display.CENTER, display.right - 60, display.top - 30)
:addTo(self)
-- stage
display.newSprite("#stage.png")
:align(display.LEFT_CENTER, display.left + 15, display.top - 80)
:addTo(self)

display.newSprite("#stage_part.png")
:align(display.LEFT_CENTER, display.left + 170, display.top - 80)
:addTo(self)

self.highStageLabel = display.newTTFLabel({text = tostring(self.stage), font = "font/earth32"})
:align(display.CENTER, display.left + 214, display.top - 78)
:addTo(self)

-- target
display.newSprite("#tarcet.png")
:align(display.LEFT_CENTER, display.cx - 50, display.top - 80)
:addTo(self)

display.newSprite("#tarcet_part.png")
:align(display.LEFT_CENTER, display.cx + 130, display.top - 78)
:addTo(self)

self.highTargetLabel = display.newTTFLabel({text = tostring(self.target), font = "font/earth32"})
:align(display.CENTER, display.cx + 195, display.top - 76)
:addTo(self)

-- current sorce
display.newSprite("#score_now.png")
:align(display.CENTER, display.cx, display.top - 150)
:addTo(self)

self.curSorceLabel = display.newTTFLabel({Utext = tostring(self.curSorce), font = "font/earth48"})
:align(display.CENTER, display.cx, display.top - 150)
:addTo(self)

-- 选中水果分数
self.activeScoreLabel = display.newTTFLabel({text = "", size = 30})
:pos(display.width / 2, 120)
:addTo(self)
self.activeScoreLabel:setColor(display.COLOR_WHITE)
end

function PlayScene:initMartix()
-- 创建空矩阵
self.matrix = {}
-- 高亮水果
self.actives = {}
for y = 1, self.yCount do
for x = 1, self.xCount do
if 1 == y and 2 == x then
-- 确保有可消除的水果
self:createAndDropFruit(x, y, self.matrix[1].fruitIndex)
else
self:createAndDropFruit(x, y)
end
end
end
end

function PlayScene:createAndDropFruit(x, y, fruitIndex)
local newFruit = FruitItem.new(x, y, fruitIndex)
local endPosition = self:positionOfFruit(x, y)
local startPosition = cc.p(endPosition.x, endPosition.y + display.height / 2)
newFruit:setPosition(startPosition)
local speed = startPosition.y / (2 * display.height)
newFruit:runAction(cc.MoveTo:create(speed, endPosition))
self.matrix[(y - 1) * self.xCount + x] = newFruit
self:addChild(newFruit)

-- 绑定触摸事件,此处3.7框架与3.6不太一样了 需要先绑定,后激活节点

newFruit:addNodeEventListener(cc.NODE_TOUCH_EVENT, function(event)
print( event.name)
if event.name == "ended" then

if newFruit.isActive then
print("remove")
self:removeActivedFruits()
self:dropFruits()
else
self:inactive()
self:activeNeighbor(newFruit)
self:showActivesScore()
end
end

if event.name == "began" then
if newFruit.isActive then
print("remove")
self:removeActivedFruits()
self:dropFruits()
else
self:inactive()
self:activeNeighbor(newFruit)
self:showActivesScore()
end
return true
end
end)
newFruit:setTouchEnabled(true)
end

function PlayScene:removeActivedFruits()
local fruitScore = self.scoreStart
for _, fruit in pairs(self.actives) do
if (fruit) then
-- 从矩阵中移除
self.matrix[(fruit.y - 1) * self.xCount + fruit.x] = nil
-- 分数特效
self:scorePopupEffect(fruitScore, fruit:getPosition())
fruitScore = fruitScore + self.scoreStep
fruit:removeFromParent()
end
end

-- 清空高亮数组
self.actives = {}

-- 更新当前得分
self.curSorce = self.curSorce + self.activeScore
self.curSorceLabel:setString(tostring(self.curSorce))

-- 清空高亮水果分数统计
self.activeScoreLabel:setString("")
self.activeScore = 0
end
function PlayScene:scorePopupEffect(score, px, py)
print(scorePopupEffect)
local labelScore = display.newTTFLabel({ text = tostring(score), font = "font/earth32"})

local move = cc.MoveBy:create(0.8, cc.p(0, 80))
local fadeOut = cc.FadeOut:create(0.8)
local action = cc.Sequence:create(
cc.Spawn:create(move,fadeOut),
-- 动画结束移除 Label
cc.CallFunc:create(function() labelScore:removeFromParent() end)
)

labelScore:pos(px, py)
:addTo(self)
:runAction(action)
end
function PlayScene:dropFruits()
local emptyInfo = {}

-- 1. 掉落已存在的水果
-- 一列一列的处理
for x = 1, self.xCount do
local removedFruits = 0
local newY = 0
-- 从下往上处理
for y = 1, self.yCount do
local temp = self.matrix[(y - 1) * self.xCount + x]
if temp == nil then
-- 水果已被移除
removedFruits = removedFruits + 1
else
-- 如果水果下有空缺,向下移动空缺个位置
if removedFruits > 0 then
newY = y - removedFruits
self.matrix[(newY - 1) * self.xCount + x] = temp
temp.y = newY
self.matrix[(y - 1) * self.xCount + x] = nil

local endPosition = self:positionOfFruit(x, newY)
local speed = (temp:getPositionY() - endPosition.y) / display.height
temp:stopAllActions() --停止之前的动画
temp:runAction(cc.MoveTo:create(speed, endPosition))
end
end
end

-- 纪录本列最终空缺数
emptyInfo[x] = removedFruits
end

-- 2. 掉落新水果补齐空缺
for x = 1, self.xCount do
for y = self.yCount - emptyInfo[x] + 1, self.yCount do
self:createAndDropFruit(x, y)
end
end
end

function PlayScene:positionOfFruit(x, y)
local px = self.matrixLBX + (FruitItem.getWidth() + self.fruitGap) * (x - 1) + FruitItem.getWidth() / 2
local py = self.matrixLBY + (FruitItem.getWidth() + self.fruitGap) * (y - 1) + FruitItem.getWidth() / 2
return cc.p(px, py)
end

function PlayScene:activeNeighbor(fruit)
-- 高亮fruit
if false == fruit.isActive then
fruit:setActive(true)
table.insert(self.actives, fruit)
end

-- 检查fruit左边的水果
if (fruit.x - 1) >= 1 then
local leftNeighbor = self.matrix[(fruit.y - 1) * self.xCount + fruit.x - 1]
if (leftNeighbor.isActive == false) and (leftNeighbor.fruitIndex == fruit.fruitIndex) then
leftNeighbor:setActive(true)
table.insert(self.actives, leftNeighbor)
self:activeNeighbor(leftNeighbor)
end
end

-- 检查fruit右边的水果
if (fruit.x + 1) <= self.xCount then
local rightNeighbor = self.matrix[(fruit.y - 1) * self.xCount + fruit.x + 1]
if (rightNeighbor.isActive == false) and (rightNeighbor.fruitIndex == fruit.fruitIndex) then
rightNeighbor:setActive(true)
table.insert(self.actives, rightNeighbor)
self:activeNeighbor(rightNeighbor)
end
end

-- 检查fruit上边的水果
if (fruit.y + 1) <= self.yCount then
local upNeighbor = self.matrix[fruit.y * self.xCount + fruit.x]
if (upNeighbor.isActive == false) and (upNeighbor.fruitIndex == fruit.fruitIndex) then
upNeighbor:setActive(true)
table.insert(self.actives, upNeighbor)
self:activeNeighbor(upNeighbor)
end
end

-- 检查fruit下边的水果
if (fruit.y - 1) >= 1 then
local downNeighbor = self.matrix[(fruit.y - 2) * self.xCount + fruit.x]
if (downNeighbor.isActive == false) and (downNeighbor.fruitIndex == fruit.fruitIndex) then
downNeighbor:setActive(true)
table.insert(self.actives, downNeighbor)
self:activeNeighbor(downNeighbor)
end
end
end

function PlayScene:inactive()
for _, fruit in pairs(self.actives) do
if (fruit) then
fruit:setActive(false)
end
end
self.actives = {}
end

function PlayScene:showActivesScore()
-- 只有一个高亮,取消高亮并返回
if 1 == #self.actives then
self:inactive()
self.activeScoreLabel:setString("")
self.activeScore = 0
return
end

-- 水果分数依次为5、15、25、35... ,求它们的和
self.activeScore = (self.scoreStart * 2 + self.scoreStep * (#self.actives - 1)) * #self.actives / 2
self.activeScoreLabel:setString(string.format("%d 连消,得分 %d", #self.actives, self.activeScore))
end

function PlayScene:onEnter()
end

function PlayScene:onExit()
end

return PlayScene
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