寫在前面前些天閑聊中跟家里的領導說,微信也可以做小游戲誒。然后她說,那你做個連連看游戲給我玩玩唄。再然后就有了這幾天的摸索和下面的一些小結:
開發工具:
主要的工作是在Cocos Creator和Visual Studio Code里完成的,illustrator CC 用來資源切圖,微信開發者工具是最后打包微信小游戲用到;Cocos Creator對微信小游戲的支持已經很到位了,游戲寫好后只要在構建時選擇發布平臺為Wechat Game就好。 主要的邏輯: A、洗牌 shuffle:遍歷圖片數組,取1個隨機位置的圖片和當前位置交換; B、用一個二維數組(各個方向均比圖片數組大1)保存圖片的狀態值,搜索路徑時映射到這個數組搜索; C、搜索順序:
/** * 直連 */ matchBlockLine: function (x1, y1, x2, y2) { // cc.warn('matchBlock ' + x1 + ', ' + y1 + ' : ' + x2 + ', ' + y2); if (x1 != x2 && y1 != y2) { return false; } if (x1 == x2) { // 同一列 if (x1 < 0 || x1 >= this.rows) { return true; } var Ymin = Math.min(y1, y2) + 1; var Ymax = Math.max(y1, y2); for (Ymin; Ymin < Ymax; Ymin++) { if (this._canvasGrids[x1 + 1][Ymin + 1] > this._TYPE_INIT) { return false; } } } else if (y1 == y2) { // 同一行 if (y1 < 0 || y1 >= this.columns) { return true; } var Xmin = Math.min(x1, x2) + 1; var Xmax = Math.max(x1, x2); for (Xmin; Xmin < Xmax; Xmin++) { if (this._canvasGrids[Xmin + 1][y1 + 1] > this._TYPE_INIT) { return false; } } } return true; },
/** * 一個轉角 * 搜索到路徑時,返回轉角坐標 x3, y3 */ matchBlockCorner: function (x1, y1, x2, y2, isAxis_X) { // cc.warn('matchBlockCorner ' + x1 + ', ' + y1 + ' : ' + x2 + ', ' + y2); var result; // 直連的返回 if (x1 == x2 || y1 == y2) { return null; } // 轉角點1 (x1, y2),Y方向 if (this._canvasGrids[x1 + 1][y2 + 1] <= this._TYPE_INIT && isAxis_X != false) { result = this.matchBlockCorner_point(x1, y1, x2, y2, x1, y2); if (result) { return result; } } // 轉角點2 (x2, y1),X方向 if (this._canvasGrids[x2 + 1][y1 + 1] <= this._TYPE_INIT && isAxis_X != true) { result = this.matchBlockCorner_point(x1, y1, x2, y2, x2, y1); if (result) { return result; } } return null; }, /** * 轉角邏輯 */ matchBlockCorner_point: function (x1, y1, x2, y2, x3, y3) { var stMatch = this.matchBlockLine(x1, y1, x3, y3); if (stMatch) { var tdMatch = this.matchBlockLine(x3, y3, x2, y2); if (tdMatch) { return [x3, y3]; } } return null; }, /** * 兩個轉角 * 由中心往外展開搜索路徑,某個方向當碰到有圖片時,這個方向就不再繼續搜索 * 搜索到路徑時,返回兩個轉角點坐標 x3, y3, x4, y4 */ matchBlockUnfold: function (x1, y1, x2, y2) { var result; var x3 = 0; var y3 = 0; var canUp = true; var canDown = true; var canLeft = true; var canRight = true; // cc.warn('matchBlockUnfold ' + x1 + ', ' + y1 + ' : ' + x2 + ', ' + y2); for (var i = 1; i < this.rows; i++) { // 上 x3 = x1; y3 = y1 + i; if (canUp && y3 <= this.columns) { canUp = this._canvasGrids[x3 + 1][y3 + 1] <= this._TYPE_INIT; result = this.matchBlockUnfold_axis(x1, y1, x2, y2, x3, y3, false); if (result) { return result; } } // 下 x3 = x1; y3 = y1 - i; if (canDown && y3 >= -1) { canDown = this._canvasGrids[x3 + 1][y3 + 1] <= this._TYPE_INIT; result = this.matchBlockUnfold_axis(x1, y1, x2, y2, x3, y3, false); if (result) { return result; } } // 左 x3 = x1 - i; y3 = y1; if (canLeft && x3 >= -1) { canLeft = this._canvasGrids[x3 + 1][y3 + 1] <= this._TYPE_INIT; result = this.matchBlockUnfold_axis(x1, y1, x2, y2, x3, y3, true); if (result) { return result; } } // 右 x3 = x1 + i; y3 = y1; if (canRight && x3 <= this.rows) { canRight = this._canvasGrids[x3 + 1][y3 + 1] <= this._TYPE_INIT; result = this.matchBlockUnfold_axis(x1, y1, x2, y2, x3, y3, true); if (result) { return result; } } } return null; }, /** * 某個方向上的搜索邏輯 */ matchBlockUnfold_axis: function (x1, y1, x2, y2, x3, y3, isAxis_X) { // cc.warn("matchBlockUnfold_axis " + x3 + ', ' + y3); var tmpXY = []; if (this._canvasGrids[x3 + 1][y3 + 1] <= this._TYPE_INIT) { tmpXY = this.matchBlockCorner(x3, y3, x2, y2, isAxis_X); if (tmpXY) { return [x3, y3].concat(tmpXY);; } } return null; }, |