cocos creator 3.8 俄罗斯方块Demo 10

发布于:2024-11-28 ⋅ 阅读:(11) ⋅ 点赞:(0)

这里的表格是横行数列,也就是x是行,y是列,不要当x/y轴看。

1 -1 0 1 2 -1 0 1 2
-1 -1 [-1,0]
0 [0,-1] [0,0] [0,1] [0,2] 0 [0,0]
1 1 [1,0]
2 2 [2,0]
-1 0 1 2 -1 0 1 2
-1 -1 [-1,0]
0 [0,-1] [0,0] [0,1] [0,2] 0 [0,0]
1 1 [1,0]
2 2 [2,0]
2 -1 0 1 2 -1 0 1 2
-1 [-1,-1] [-1,0] -1 [-1,-1] [-1,0]
0 [0,-1] [0,0] 0 [0,-1] [0,0]
1 1
2 2
-1 0 1 2 -1 0 1 2
-1 [-1,-1] [-1,0] -1 [-1,-1] [-1,0]
0 [0,-1] [0,0] 0 [0,-1] [0,0]
1 1
2 2
3 -1 0 1 2 -1 0 1 2
-1 [-1,0] -1 [-1,0]
0 [0,-1] [0,0] [0,1] 0 [0,0] [0,1]
1 1 [1,0]
2 2
-1 0 1 2 -1 0 1 2
-1 -1 [-1,0]
0 [0,-1] [0,0] [0,1] 0 [0,-1] [0,0]
1 [1,0] 1 [1,0]
2 2
4 -1 0 1 2 -1 0 1 2
-1 [-1,0] -1
0 [0,0] 0 [0,-1] [0,0] [0,1]
1 [1,0] [1,1] 1 [1,-1]
2 2
-1 0 1 2 -1 0 1 2
-1 [-1,-1] [-1,0] -1 [-1,1]
0 [0,0] 0 [0,-1] [0,0] [0,1]
1 [1,0] 1
2 2
5 -1 0 1 2 -1 0 1 2
-1 [-1,0] -1 [-1,-1]
0 [0,0] 0 [0,-1] [0,0] [0,1]
1 [1,-1] [1,0] 1
2 2
-1 0 1 2 -1 0 1 2
-1 [-1,0] [-1,1] -1
0 [0,0] 0 [0,-1] [0,0] [0,1]
1 [1,0] 1 [1,1]
2 2
6 -1 0 1 2 -1 0 1 2
-1 [-1,-1] [-1,0] -1 [-1,0]
0 [0,0] [0,1] 0 [0,-1] [0,0]
1 1 [1,-1]
2 2
-1 0 1 2 -1 0 1 2
-1 [-1,-1] [-1,0] -1 [-1,0]
0 [0,0] [0,1] 0 [0,-1] [0,0]
1 1 [1,-1]
2 2
7 -1 0 1 2 -1 0 1 2
-1 [-1,0] [-1,1] -1 [-1,-1]
0 [0,-1] [0,0] 0 [0,-1] [0,0]
1 1 [1,0]
2 2
-1 0 1 2 -1 0 1 2
-1 [-1,0] [-1,1] -1 [-1,-1]
0 [0,-1] [0,0] 0 [0,-1] [0,0]
1 1 [1,0]
2 2

然后根据这个xslx制作成数据然后

import { v2 } from "cc";

export const GridConfig = {
    //素材限制 行
    row: 12,
    //列
    column: 9,
    //方块宽高
    blockWidth: 60,
    blockHeight: 60,
    //I型
    shape1: [
        [v2(0, -1), v2(0, 0), v2(0, 1), v2(0, 2)],
        [v2(-1, 0), v2(0, 0), v2(1, 0), v2(2, 0)],
        [v2(0, -1), v2(0, 0), v2(0, 1), v2(0, 2)],
        [v2(-1, 0), v2(0, 0), v2(1, 0), v2(2, 0)]
    ],
    //O型
    shape2: [
        [v2(-1, -1), v2(-1, 0), v2(0, -1), v2(0, 0)],
        [v2(-1, -1), v2(-1, 0), v2(0, -1), v2(0, 0)],
        [v2(-1, -1), v2(-1, 0), v2(0, -1), v2(0, 0)],
        [v2(-1, -1), v2(-1, 0), v2(0, -1), v2(0, 0)]
    ],
    //T型
    shape3: [
        [v2(-1, 0), v2(0, -1), v2(0, 0), v2(0, 1)],
        [v2(-1, 0), v2(0, 0), v2(0, 1), v2(1, 0)],
        [v2(0, -1), v2(0, 0), v2(0, 1), v2(1, 0)],
        [v2(-1, 0), v2(0, -1), v2(0, 0), v2(1, 0)]
    ],
    //L型
    shape4: [
        [v2(-1, 0), v2(0, 0), v2(1, 0), v2(1, 1)],
        [v2(0, -1), v2(0, 0), v2(0, 1), v2(1, -1)],
        [v2(-1, -1), v2(-1, 0), v2(0, 0), v2(1, 0)],
        [v2(-1, 1), v2(0, -1), v2(0, 0), v2(0, 1)]
    ],
    //倒L型
    shape5: [
        [v2(-1, 0), v2(0, 0), v2(1, -1), v2(1, 0)],
        [v2(-1, -1), v2(0, -1), v2(0, 0), v2(0, 1)],
        [v2(-1, 0), v2(-1, 1), v2(0, 0), v2(1, 0)],
        [v2(0, -1), v2(0, 0), v2(0, 1), v2(1, 1)]
    ],
    //Z型
    shape6: [
        [v2(-1, -1), v2(-1, 0), v2(0, 0), v2(0, 1)],
        [v2(-1, 0), v2(0, -1), v2(0, 0), v2(1, -1)],
        [v2(-1, -1), v2(-1, 0), v2(0, 0), v2(0, 1)],
        [v2(-1, 0), v2(0, -1), v2(0, 0), v2(1, -1)]
    ],
    //倒Z型
    shape7: [
        [v2(-1, 0), v2(-1, 1), v2(0, -1), v2(0, 0)],
        [v2(-1, -1), v2(0, -1), v2(0, 0), v2(1, 0)],
        [v2(-1, 0), v2(-1, 1), v2(0, -1), v2(0, 0)],
        [v2(-1, -1), v2(0, -1), v2(0, 0), v2(1, 0)]
    ],
}

然后是初始化这些东西 

    //两个二维数组 一个记录node
    @property
    gridNode: Node[][] = [];
    //一个记录网点数据
    @property
    gridData: number[][] = [];
    //540*720 一个作为放置的容器
    @property(Node)
    gridMap: Node = null;

    //一个存放图片资源的数组,7张
    @property([SpriteFrame])
    blockSpriteFrame: SpriteFrame[] = [];
    //数据模型 id指向生成的类型 starPos指向[0,0]的位置 angleIndex指向是这个类型的第几个,就是旋转后的形状
    shapeData: any = {
        id: 0,
        starPos: v2(0, 0),
        angleIndex: 0
    }
    //方块的预制体,加上Sprite、UITransform组件
    @property({ type: Prefab, displayName: "方块预制体" })
    blockPrefab: Prefab = null;
    //开关 是否开始游戏
    isStart: boolean = false;

初始化的一些操做

//初始化容器中的节点
this.initGridNodes();
//绑定上网点数据,给个0
this.initGridData();
//随机生成一个形状
this.createRadomShape();
this.isStart = true;
    //初始化节点 铺满整个容器 不定时的计算位移并渲染形状
    initGridNodes() {
        //防止重新被渲染
        // if (this.gridNode.length) return;
        const mapWidth = this.gridMap.getComponent(UITransform).contentSize.width;
        const mapHeight = this.gridMap.getComponent(UITransform).contentSize.height;
        for (let row = 0; row < GridConfig.row; row++) {
            //二维数组 第一位不初始化就使用会报错的
            this.gridNode[row] = [];
            for (let column = 0; column < GridConfig.column; column++) {
                const blockNode: Node = instantiate(this.blockPrefab);
                //从容器节点的左上角开始计算
                const x: number = -mapWidth / 2 + GridConfig.blockWidth / 2 + GridConfig.blockWidth * column;
                const y: number = mapHeight / 2 - GridConfig.blockHeight / 2 - GridConfig.blockHeight * row;
                blockNode.setPosition(v3(x, y, 0));
                blockNode.setParent(this.gridMap);
                this.gridNode[row][column] = blockNode;
            }
        }
    }
    //绑定数据
    initGridData() {
        //ES6新特性,用于快速填充数组默认值0
        this.gridData = new Array(GridConfig.row).fill(0).map(() => new Array(GridConfig.column).fill(0));
    }
    //随机创建形状
    createRadomShape() {
        this.shapeData.id = math.randomRangeInt(1, 8);
        this.shapeData.angleIndex = math.randomRangeInt(0, 4);
        const randomColum = math.randomRangeInt(3, 7);
        //中心点位置 在这里x指向行,y指向列
        // console.log(this.shapeData);//2-3
        //特殊判断 [1,0] [1,2] [3,2] [4,1] [5,3]
        if ((this.shapeData.id === 1 && this.shapeData.angleIndex == 0) ||
            (this.shapeData.id === 1 && this.shapeData.angleIndex == 2) ||
            (this.shapeData.id === 3 && this.shapeData.angleIndex == 2) ||
            (this.shapeData.id === 4 && this.shapeData.angleIndex == 1) ||
            (this.shapeData.id === 5 && this.shapeData.angleIndex == 3)) {
            //初始生成形状[0,0]的位置
            this.shapeData.starPos = v2(0, randomColum);
        } else {
            //初始生成形状[0,0]的位置
            this.shapeData.starPos = v2(1, randomColum);
        }
        //检查有没有超出边界
        if (this.checkShape()) {
           //渲染形状
            this.renderShape();
        } else {
            console.log("==========结束游戏了======");
            this.isStart = false;
            // this.restartGame();
            // this.start();
        }
    }
    //检查边界
    checkShape(): boolean {
        const shapeConfig = GridConfig[`shape${this.shapeData.id}`][this.shapeData.angleIndex];
        for (let i = 0; i < shapeConfig.length; i++) {
            const row = this.shapeData.starPos.x + shapeConfig[i].x;
            const column = this.shapeData.starPos.y + shapeConfig[i].y;
            if (row < 0 || row >= GridConfig.row) {
                return false;
            }
            if (column < 0 || column >= GridConfig.column) {
                return false;
            }
            if (this.gridData[row][column] !== 0) {
                return false;
            }
        }
        return true;
    }
    //确定生成的形状
    renderShape() {
        //生成哪一个形状
        const shapeConfig = GridConfig[`shape${this.shapeData.id}`][this.shapeData.angleIndex]
        //遍历
        shapeConfig.forEach(async (blockPos: any) => {
            const row = this.shapeData.starPos.x + blockPos.x;
            const column = this.shapeData.starPos.y + blockPos.y;
            this.gridData[row][column] = this.shapeData.id;
            //挂上图片
            this.gridNode[row][column].getComponent(Sprite).spriteFrame = this.blockSpriteFrame[this.shapeData.id - 1];
        });
    }

下落的逻辑,可以用计时器,也可在update中

    autoDropTime: number = 0;
    autoDropTimeDela: number = 1;
    //插值运行
    update(deltaTime: number) {
        if (this.isStart) {
            this.autoDropTime += deltaTime;
            if (this.autoDropTime >= this.autoDropTimeDela) {
                this.autoDropShape();
                this.autoDropTime = 0;
            }
        }
    }
    autoDropShape() {
        //啥也没有就返回
        if (this.shapeData.id == 0) return;
        //清空上一个形状
        this.clearShape();
        //位移向下
        this.shapeData.starPos.x += 1;
        //没有挨边的或者可以自由下落的
        if (this.checkShape()) {
            //重新渲染形状
            this.renderShape();
        } else {
            //有挨边的或者不能再次下落的,返回上一个坐标
            this.shapeData.starPos.x -= 1;
            //重新渲染形状
            this.renderShape();
            //检查是否能够消除
            this.checkRows();
            //完事后创建下一个形状
            this.createRadomShape();
        }
    }

clearShape就是清空图片,数据置0

        clearShape() {
        const shapeConfig = GridConfig[`shape${this.shapeData.id}`][this.shapeData.angleIndex];
        //遍历
        shapeConfig.forEach(async (blockPos: any) => {
            const row = this.shapeData.starPos.x + blockPos.x;
            const column = this.shapeData.starPos.y + blockPos.y;
            this.gridData[row][column] = [0][0];
            this.gridNode[row][column].getComponent(Sprite).spriteFrame = null;
        });
    }

 由下向上过滤一遍容器,有满足的替换成它上面一个的位置,重新渲染

    //由下向上检查是否有满格
    checkRows() {
        let lastRow: number = GridConfig.row - 1;
        let needRender: boolean = false;
        while (lastRow >= 0) {
            let isFull: boolean = true;
            for (let column = 0; column < GridConfig.column; column++) {
                //从左到右有空的
                if (this.gridData[lastRow][column] === 0) {
                    isFull = false;
                    break;
                }
            }
            if (isFull) {
                needRender = true;
                for (let i = lastRow; i > 0; i--) {
                    for (let j = 0; j < GridConfig.column; j++) {
                        this.gridData[i][j] = this.gridData[i - 1][j];
                    }
                }
            } else {
                lastRow--;
            }
        }
        if (needRender) {
            this.renderGrid();
            // this.renderShape();
        }
    }

图片也改了它

    renderGrid() {
        for (let row = 0; row < GridConfig.row; row++) {
            for (let column = 0; column < GridConfig.column; column++) {
                this.gridNode[row][column].getComponent(Sprite).spriteFrame = this.blockSpriteFrame[this.gridData[row][column] - 1];
            }
        }
    }

旋转按钮

    onBtnChange() {
        this.clearShape();
        //0~3 3最大下面0 剩下的++或--
        this.shapeData.angleIndex = this.shapeData.angleIndex === 3 ? 0 : this.shapeData.angleIndex + 1;
        if (this.checkShape()) {
            this.renderShape();
        } else {
            this.shapeData.angleIndex = this.shapeData.angleIndex === 0 ? 3 : this.shapeData.angleIndex - 1;
            this.renderShape();
        }
    }

其它三个按钮,传位置v2(0, -1) v2(0, 1) 向下吗v2(2, 0)/v2(3, 0)

    changeShapePos(pos: Vec2) {
        this.clearShape();
        this.shapeData.starPos.x += pos.x;
        this.shapeData.starPos.y += pos.y;
        if (this.checkShape()) {
            this.renderShape();
        } else {
            this.shapeData.starPos.x -= pos.x;
            this.shapeData.starPos.y -= pos.y;
            this.renderShape();
        }
    }

重新开始 我这里直接调用的start方法,有点不妥

    onBtnRestartGame() {
        //清空容器下的所用节点
        for (let i = this.gridMap.children.length - 1; i > 0; i--) {
            const element = this.gridMap.children[i];
            element.destroy();
        }
        this.start();
    }

暂定 恢复 就不说了 就是改this.isStart  游戏截图,这样写也有个很大的问题,如果用骨骼或者龙骨动画制作,动画切换会有问题,循环中加setTimeout或者Promise有点问题。

demo抽时间上传一下,在家休息的日子也快要过去了