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熊东起
games
Commits
97019046
Commit
97019046
authored
May 31, 2021
by
熊东起
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2 changed files
with
140 additions
and
127 deletions
+140
-127
GameCfg.ts
src/GameCfg.ts
+1
-1
GameScene.ts
src/GameScene.ts
+139
-126
No files found.
src/GameCfg.ts
View file @
97019046
...
...
@@ -24,5 +24,5 @@ export namespace Config {
export
const
GRID_COUNT
=
10
;
/** 最大可玩次数 */
export
const
MAX_MOVES
=
2
;
export
const
MAX_MOVES
=
2
00
;
}
src/GameScene.ts
View file @
97019046
...
...
@@ -10,148 +10,161 @@ import { Grid } from "./components/Grid";
import
{
Config
}
from
"./GameCfg"
;
/** 颜色类型 */
export
type
Color
=
string
;
enum
STATUS
{
win
=
1
,
lose
=
2
,
continue
=
3
}
export
class
GameScene
extends
FYGE
.
Container
{
private
moves
:
number
=
0
;
private
btns
:
FYGE
.
Graphics
[]
=
[];
private
grids
:
Grid
[][]
=
[];
private
gameContainer
:
FYGE
.
Container
;
private
matched
:
Grid
[]
=
[];
constructor
()
{
super
();
this
.
initUi
();
}
initUi
()
{
this
.
initBtns
();
this
.
createMap
();
}
/**
* @description: 初始化6个按钮
*/
initBtns
()
{
this
.
btns
=
[];
for
(
let
i
=
0
;
i
<
Config
.
GRID_COLORS
.
length
;
i
++
)
{
let
sx
=
0
;
let
sy
=
110
*
i
+
50
;
let
color
=
Config
.
GRID_COLORS
[
i
];
let
_rect
=
this
.
addChild
(
new
FYGE
.
Graphics
()).
lineStyle
(
0.5
,
0xffffff
,
1
).
beginFill
(
color
,
1
).
drawRect
(
sx
,
sy
,
100
,
100
).
endFill
();
_rect
.
name
=
String
(
color
);
_rect
.
addEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
()
=>
this
.
handleBtnClick
(
String
(
color
)),
this
);
this
.
btns
[
i
]
=
_rect
;
}
}
private
moves
:
number
=
0
;
private
btns
:
FYGE
.
Graphics
[]
=
[];
private
gameContainer
:
FYGE
.
Container
;
private
stepNum
:
FYGE
.
TextField
;
/**
* @description: 点击按钮
* @param {*} color
*/
handleBtnClick
(
btnColor
:
Color
)
{
// TODO: 第二次点击不变了
console
.
log
(
"dd"
,
btnColor
);
let
oldColor
=
this
.
grids
[
0
][
0
].
oldColor
;
console
.
log
(
oldColor
);
this
.
moves
++
;
this
.
matched
=
[];
this
.
doMatch
(
oldColor
,
btnColor
,
0
,
0
);
if
(
this
.
matched
.
length
>
0
)
this
.
doChangeColor
();
}
/**
* @description: 匹配色块
* @param {Color} oldColor
* @param {Color} newColor
* @param {number} x
* @param {number} y
* @return {*}
*/
doMatch
(
oldColor
:
Color
,
newColor
:
Color
,
x
:
number
,
y
:
number
)
{
if
(
oldColor
===
newColor
||
this
.
grids
[
x
][
y
].
newColor
!==
oldColor
)
{
return
;
}
this
.
grids
[
x
][
y
].
newColor
=
newColor
;
if
(
this
.
matched
.
indexOf
(
this
.
grids
[
x
][
y
])
===
-
1
)
{
this
.
matched
.
push
(
this
.
grids
[
x
][
y
]);
constructor
()
{
super
();
this
.
initUi
();
}
// 上下左右搂一圈
if
(
x
>
0
)
{
this
.
doMatch
(
oldColor
,
newColor
,
x
-
1
,
y
);
initUi
()
{
this
.
initBtns
();
this
.
createMapByColor
(
);
}
if
(
x
<
Config
.
GRID_COUNT
-
1
)
{
this
.
doMatch
(
oldColor
,
newColor
,
x
+
1
,
y
);
/**
* @description: 初始化6个按钮
*/
initBtns
()
{
this
.
btns
=
[];
for
(
let
i
=
0
;
i
<
Config
.
GRID_COLORS
.
length
;
i
++
)
{
let
sx
=
0
;
let
sy
=
110
*
i
+
50
;
let
color
=
Config
.
GRID_COLORS
[
i
];
let
_rect
=
this
.
addChild
(
new
FYGE
.
Graphics
()).
lineStyle
(
0.5
,
0xffffff
,
1
).
beginFill
(
color
,
1
).
drawRect
(
sx
,
sy
,
100
,
100
).
endFill
();
_rect
.
name
=
String
(
color
);
_rect
.
addEventListener
(
FYGE
.
MouseEvent
.
CLICK
,
()
=>
this
.
onClickBtn
(
color
),
this
);
this
.
btns
[
i
]
=
_rect
;
}
let
text
=
this
.
addChild
(
new
FYGE
.
TextField
());
text
.
text
=
"步数0"
;
text
.
x
=
375
;
text
.
y
=
20
;
this
.
stepNum
=
text
;
}
if
(
y
>
0
)
{
this
.
doMatch
(
oldColor
,
newColor
,
x
,
y
-
1
);
get
step
():
number
{
return
this
.
moves
;
}
if
(
y
<
Config
.
GRID_COUNT
-
1
)
{
this
.
doMatch
(
oldColor
,
newColor
,
x
,
y
+
1
);
set
step
(
v
:
number
)
{
this
.
moves
=
v
;
this
.
stepNum
.
text
=
"步数"
+
String
(
v
);
}
}
/**
* @description: 开始更新格子
* @param {*}
* @return {*}
*/
doChangeColor
()
{
console
.
log
(
"doChangeColor"
);
/** 创建地图 */
map
:
number
[][];
createMapByColor
()
{
this
.
gameContainer
=
new
FYGE
.
Container
();
this
.
addChild
(
this
.
gameContainer
);
this
.
map
=
[];
for
(
let
i
=
0
;
i
<
Config
.
GRID_COUNT
;
i
++
)
{
this
.
map
[
i
]
=
[];
for
(
let
j
=
0
;
j
<
Config
.
GRID_COUNT
;
j
++
)
{
let
_color
=
Config
.
GRID_COLORS
[
Math
.
floor
(
Math
.
random
()
*
6
)];
this
.
map
[
i
].
push
(
_color
);
}
}
this
.
rendermap
();
this
.
matched
.
map
((
item
)
=>
{
item
.
clear
()
.
beginFill
(
+
item
.
newColor
,
1
)
.
drawRect
(
0
,
0
,
Config
.
GRID_SIZE
,
Config
.
GRID_SIZE
)
.
endFill
();
item
.
oldColor
=
item
.
newColor
;
});
}
/** 渲染地图 */
rendermap
()
{
if
(
this
.
map
&&
this
.
map
.
length
>
0
)
{
let
startX
=
(
Config
.
PSD_SIZE
[
0
]
-
Config
.
GRID_SIZE
*
Config
.
GRID_COUNT
)
/
2
;
this
.
gameContainer
.
removeAllChildren
();
this
.
map
.
forEach
((
colum
,
i
)
=>
{
colum
.
forEach
((
row
,
j
)
=>
{
//渲染
let
sx
=
startX
+
j
*
Config
.
GRID_SIZE
;
let
sy
=
66
+
i
*
Config
.
GRID_SIZE
;
let
_rect
=
this
.
gameContainer
.
addChild
(
new
FYGE
.
Graphics
());
_rect
.
lineStyle
(
1
,
0xffffff
,
1
).
beginFill
(
row
,
1
).
drawRect
(
0
,
0
,
Config
.
GRID_SIZE
,
Config
.
GRID_SIZE
).
endFill
();
_rect
.
position
.
x
=
sx
;
_rect
.
position
.
y
=
sy
;
});
});
}
if
(
this
.
checkWin
())
{
console
.
log
(
"你赢了"
);
}
else
if
(
this
.
moves
>=
Config
.
MAX_MOVES
)
{
console
.
log
(
"你输了"
);
}
}
checkWin
()
{
let
startColor
=
this
.
grids
[
0
][
0
].
newColor
;
for
(
var
x
=
0
;
x
<
Config
.
GRID_COUNT
;
x
++
)
{
for
(
var
y
=
0
;
y
<
Config
.
GRID_COUNT
;
y
++
)
{
if
(
this
.
grids
[
x
][
y
].
newColor
!==
startColor
)
{
return
false
;
/** 匹配 */
matchColor
(
newColor
:
number
)
{
let
lastMap
=
[];
let
oldColor
=
this
.
map
[
0
][
0
];
for
(
let
i
=
0
;
i
<
this
.
map
.
length
;
i
++
)
{
for
(
let
j
=
0
;
j
<
this
.
map
[
i
].
length
;
j
++
)
{
let
leftBlock
=
j
>
0
?
this
.
map
[
i
][
j
-
1
]
:
0
,
topBlock
=
i
>
0
?
this
.
map
[
i
-
1
][
j
]
:
0
;
let
str
=
`
${
i
}
-
${
j
}
`
;
if
(
this
.
map
[
i
][
j
]
==
oldColor
)
{
if
(
topBlock
==
oldColor
)
{
if
(
lastMap
.
indexOf
(
`
${
i
-
1
}
-
${
j
}
`
)
!==
-
1
)
{
if
(
lastMap
.
indexOf
(
str
)
===
-
1
)
{
lastMap
.
push
(
str
);
}
}
}
if
(
leftBlock
==
oldColor
)
{
if
(
lastMap
.
indexOf
(
`
${
i
}
-
${
j
-
1
}
`
)
!==
-
1
)
{
if
(
lastMap
.
indexOf
(
str
)
===
-
1
)
{
lastMap
.
push
(
str
);
}
}
}
if
(
i
==
0
&&
j
==
0
)
{
if
(
lastMap
.
indexOf
(
str
)
===
-
1
)
{
lastMap
.
push
(
str
);
}
}
}
}
}
}
lastMap
.
forEach
((
item
,
index
)
=>
{
let
i
=
item
.
split
(
"-"
)[
0
],
j
=
item
.
split
(
"-"
)[
1
];
this
.
map
[
i
][
j
]
=
newColor
;
});
}
return
true
;
}
/**
* @description: 创建格子地图
*/
createMap
()
{
this
.
grids
=
[];
this
.
gameContainer
=
new
FYGE
.
Container
();
this
.
addChild
(
this
.
gameContainer
);
let
gSize
=
Config
.
GRID_SIZE
;
// 起始X
let
startX
=
(
Config
.
PSD_SIZE
[
0
]
-
gSize
*
Config
.
GRID_COUNT
)
/
2
;
for
(
var
x
=
0
;
x
<
Config
.
GRID_COUNT
;
x
++
)
{
this
.
grids
[
x
]
=
[];
for
(
var
y
=
0
;
y
<
Config
.
GRID_COUNT
;
y
++
)
{
let
sx
=
startX
+
x
*
gSize
;
let
sy
=
66
+
y
*
gSize
;
// 随机颜色
let
_index
=
Math
.
floor
(
Math
.
random
()
*
6
);
let
_rect
=
this
.
gameContainer
.
addChild
(
new
Grid
());
/** 选择颜色 */
onClickBtn
(
color
:
number
)
{
this
.
matchColor
(
color
);
this
.
rendermap
();
if
(
this
.
onCheck
()
==
STATUS
.
win
)
{
alert
(
"成功"
);
}
else
if
(
this
.
onCheck
()
==
STATUS
.
lose
)
{
alert
(
"失败"
);
}
this
.
step
++
;
}
_rect
.
lineStyle
(
1
,
0xffffff
,
1
).
beginFill
(
Config
.
GRID_COLORS
[
_index
],
1
).
drawRect
(
0
,
0
,
gSize
,
gSize
).
endFill
();
_rect
.
position
.
x
=
sx
;
_rect
.
position
.
y
=
sy
;
let
color
=
String
(
Config
.
GRID_COLORS
[
_index
]);
_rect
.
oldColor
=
color
;
_rect
.
newColor
=
color
;
this
.
grids
[
x
][
y
]
=
_rect
;
}
/** 检查输赢 */
onCheck
()
{
if
(
this
.
step
>
Config
.
MAX_MOVES
)
{
return
STATUS
.
lose
;
}
if
(
this
.
step
<=
Config
.
MAX_MOVES
)
{
let
start
=
this
.
map
[
0
][
0
],
flag
=
0
;
for
(
let
i
=
0
;
i
<
this
.
map
.
length
;
i
++
)
{
for
(
let
j
=
0
;
j
<
this
.
map
[
i
].
length
;
j
++
)
{
if
(
this
.
map
[
i
][
j
]
!=
start
)
{
flag
=
1
;
}
}
}
if
(
flag
==
0
)
{
return
STATUS
.
win
;
}
}
return
STATUS
.
continue
;
}
}
}
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