前言
我们之前完成了游戏的基本布局,今天我们接着来讲下如何实现飞行棋的游戏逻辑。
游戏逻辑
- 掷骰子:随机地掷出点数1~6,根据骰子点数和当前阵营的棋子状态改变对应棋子的disabled属性,以控制该棋子是否可交互移动,若无符合交互条件的棋子可操作则进行回合轮替。
todice() {
this.dice_dab = true;
this.dice_num = Math.floor(Math.random()*6+1);
switch(this.dice_num) {
case 1:
this.dice_pic = "point1";
break;
case 2:
this.dice_pic = "point2";
break;
case 3:
this.dice_pic = "point3";
break;
case 4:
this.dice_pic = "point4";
break;
case 5:
this.dice_pic = "point5";
break;
case 6:
this.dice_pic = "point6";
break;
default:
console.log("骰子意外出错");
break;
}
// 骰子点数小于6,若有飞行状态的棋子可点击,该回合可操作,否则回合轮替
if(6 > this.dice_num) {
var operable = false;
for(var i=0; i<4; i++) {
if("flying" == thetype[i].type) {
thetype[i].chess_dab = false;
operable = true;
}
}
if(false == operable) {
this.rotate();
}
else {}
}
// 骰子点数为6,除已到达的棋子都可点击
else {
for(var i=0; i<4; i++) {
if("arrive" != thetype[i].type) {
thetype[i].chess_dab = false;
}
}
}
},
- 选择棋子:玩家选择可移动的棋子行动,根据棋子状态移动棋子。若棋子还未“起飞”,则移动到起点;若棋子已经行走在航线上,则移动与骰子点数对应的步数,若超过终点则回退多余步数。
// 选中棋子行动
appoint(thecamp, num) {
for(var i=0; i<4; i++) {
thecamp[i].chess_dab = true;
}
// 若该棋子已进入航线
if(null != thecamp[num].step) {
for(var t=0; tif(thecamp[num].index == MapData[Route[this.theround%4][thecamp[num].step]].chess[t].index) {
MapData[Route[this.theround%4][thecamp[num].step]].chess.splice(t, 1);
break;
}
}
}
// 如果该棋子处于待机状态,进入起点,最后结束
if("wait" == thecamp[num].type) {
MapData[thecamp[num].index].chess.pop();
thecamp[num].step = 0;
thecamp[num].type = "flying";
thecamp[num].x = MapData[Route[this.theround%4][thecamp[num].step]].x;
thecamp[num].y = MapData[Route[this.theround%4][thecamp[num].step]].y;
thecamp[num].angle = MapData[Route[this.theround%4][thecamp[num].step]].angle;
MapData[Route[this.theround%4][thecamp[num].step]].chess.push(thecamp[num]);
this.dice_num = 0;
this.dice_dab = false;
this.dice_pic = "dice";
return;
}
temp = this.dice_num;
// 若走不到终点
if(56 >= (thecamp[num].step + this.dice_num)) {
forward = temp;
}
// 超过终点,回退几步
else {
forward = 56 - thecamp[num].step;
backward = temp - forward;
}
// 0.5秒执行一次走棋方法
onestep = setInterval(()=> {
this.move(thecamp[num]);
}, 500);
},
- 棋子移动:重复定时器执行棋子移动方法,一步一步走完后确认落点,先后进行是否触发踩棋子判定或位移判定,之后再进行回合轮替。当有棋子行至终点时更新左侧的飞行进度,若其中三名玩家完成游戏则游戏结束,弹出排行榜,未完成的一方为最后一名。
// 移动棋子
move(thechess) {
// 若前进步数为0,且需要后退
if((0 == forward) && (0 != backward)) {
thechess.step -= 1;
backward --;
}
// 若需要前进
if(forward != 0) {
thechess.step += 1;
forward --;
}
thechess.x = MapData[Route[this.theround%4][thechess.step]].x;
thechess.y = MapData[Route[this.theround%4][thechess.step]].y;
thechess.angle = MapData[Route[this.theround%4][thechess.step]].angle;
temp -= 1;
// 若步数走完
if(0 == temp) {
clearInterval(onestep);
forward = 0;
backward = 0;
this.complex(thechess); // 踩棋子判断
this.getjump(thechess); // 位移判断
// 向棋子当前落点写入棋子信息
ruzhan = setTimeout(()=> {
MapData[Route[this.theround%4][thechess.step]].chess.push(thechess);
}, 1200);
// 延迟后进行回合轮替
changeturn = setTimeout(()=> {
// 若该棋子到达终点,更新进度
if(56 == thechess.step) {
thechess.type = "arrive";
this.flylog[this.theround%4].progress += 1;
// 若该棋子走完后刚好全部到达,计入排行榜
if(4 == this.flylog[this.theround%4].progress) {
this.allrank.push(
{
rank: this.allrank.length + 1,
chess: this.flylog[this.theround%4].camp,
round: "用时" + this.theround + "回合",
}
)
if(3 == this.allrank.length) {
for(var i=0; i<4; i++) {
if(this.flylog[i].progress < 4) {
var chesstemp = this.flylog[i].camp;
}
}
this.allrank.push(
{
rank: this.allrank.length + 1,
chess: chesstemp,
round: "未完成",
}
)
this.dice_dab = true;
this.result = true;
return;
}
}
}
this.rotate();
}, 1500);
}
},
- 踩棋事件判定:当棋子落点处已有其它棋子时判断是否异色,若为同方阵营的棋子则共处一格;若为其它阵营的棋子则会被击落回到起点。
// 落点是否有棋子
complex(thechess) {
if(52 > MapData[Route[this.theround%4][thechess.step]].index) {
if(0 != MapData[Route[this.theround%4][thechess.step]].chess.length) {
// 我方棋子
if(thechess.color == MapData[Route[this.theround%4][thechess.step]].chess[0].color) {
}
// 敌方棋子,踩回起点
else {
for(var i=0; iMapData[Route[this.theround%4][thechess.step]].chess[i].type = "wait";
MapData[Route[this.theround%4][thechess.step]].chess[i].step = null;
MapData[Route[this.theround%4][thechess.step]].chess[i].x =
MapData[MapData[Route[this.theround%4][thechess.step]].chess[i].index].x;
MapData[Route[this.theround%4][thechess.step]].chess[i].y =
MapData[MapData[Route[this.theround%4][thechess.step]].chess[i].index].y;
MapData[Route[this.theround%4][thechess.step]].chess[i].angle =
MapData[MapData[Route[this.theround%4][thechess.step]].chess[i].index].angle;
this.flylog[this.theround%4].hit += 1;
}
MapData[Route[this.theround%4][thechess.step]].chess.splice(0, MapData[Route[this.theround%4][thechess.step]].chess.length);
}
}
}
},
- 位移事件判定:若棋子与落点处棋格颜色相同,则触发跳跃移动到下一个同色棋格位置,接着再进行一次踩棋事件判定。
// 判断触发位移
getjump(thechess) {
// 在进入最后的直航线前的转角前都有可能触发位移
if(46 >= thechess.step) {
if(thechess.color == MapData[Route[this.theround%4][thechess.step]].color) {
if(18 == thechess.step) {
thechess.step += 12;
}
else {
thechess.step += 4;
}
jump1 = setTimeout(()=> {
thechess.x = MapData[Route[this.theround%4][thechess.step]].x;
thechess.y = MapData[Route[this.theround%4][thechess.step]].y;
thechess.angle = MapData[Route[this.theround%4][thechess.step]].angle;
// 第二次踩棋子
this.complex(thechess);
if(18 == thechess.step) {
jump2 = setTimeout(()=> {
thechess.step += 12;
thechess.x = MapData[Route[this.theround%4][thechess.step]].x;
thechess.y = MapData[Route[this.theround%4][thechess.step]].y;
thechess.angle = MapData[Route[this.theround%4][thechess.step]].angle;
// 第三次踩棋子
this.complex(thechess);
}, 500);
}
}, 500);
}
}
},
- 回合轮替:以回合数%4的方式进行回合轮替,若玩家掷出点数6则追加一次掷骰子机会。
// 回合轮替
rotate() {
// 刚刚是否投出6,是则再来一次,否则回合数加一,进行轮替
if(6 == this.dice_num) {
if(4 == this.flylog[this.theround%4].progress) {
this.theround += 1;
}
}
else {
this.theround += 1;
}
this.dice_num = 0;
this.dice_pic = "dice";
this.dice_dab = false;
switch(this.theround % 4) {
case 0: // 红的回合
thetype = this.RED;
this.roundtitle = "红色方的回合";
break;
case 1: // 绿的回合
thetype = this.GREEN;
this.roundtitle = "绿色方的回合";
break;
case 2: // 黄的回合
thetype = this.YELLOW;
this.roundtitle = "黄色方的回合";
break;
case 3: // 蓝的回合
thetype = this.BLUE;
this.roundtitle = "蓝色方的回合";
break;
default:
console.log("意外出错");
break;
}
// 若该颜色的4枚棋子都已到达终点,直接进行回合轮替
var win = 0;
for(var i=0; i<4; i++) {
if("arrive" == thetype[i].type) {
win += 1;
}
}
if(4 == win) {
this.rotate();
}
},
- 重新开始游戏:为了避免误触,将按钮事件设定为长按触发,长按后重置游戏各个变量为初始值。
// 重新开始游戏
restart() {
// 重置游戏其它变量
clearInterval(onestep);
temp = 0;
forward = 0;
backward = 0;
clearTimeout(jump1);
clearTimeout(jump2);
clearTimeout(ruzhan);
clearTimeout(changeturn);
this.roundtitle = "";
this.theround = 0;
this.dice_pic = "dice";
this.dice_num = 0;
this.dice_dab = false;
this.result = false;
// 重置地图
for(var i=0; iMapData[i].chess = [];
}
// 重置飞行记录和排行榜
for(var j=0; j<4; j++) {
this.flylog[j].hit = 0;
this.flylog[j].progress = 0;
}
this.allrank = [];
// 重置棋子
for(var k=0; k<4; k++) {
this.RED[k].type = "wait";
this.RED[k].chess_dab = true;
this.RED[k].step = null;
this.RED[k].x = MapData[this.RED[k].index].x;
this.RED[k].y = MapData[this.RED[k].index].y;
this.RED[k].angle = MapData[this.RED[k].index].angle;
this.GREEN[k].type = "wait";
this.GREEN[k].chess_dab = true;
this.GREEN[k].step = null;
this.GREEN[k].x = MapData[this.GREEN[k].index].x;
this.GREEN[k].y = MapData[this.GREEN[k].index].y;
this.GREEN[k].angle = MapData[this.GREEN[k].index].angle;
this.YELLOW[k].type = "wait";
this.YELLOW[k].chess_dab = true;
this.YELLOW[k].step = null;
this.YELLOW[k].x = MapData[this.YELLOW[k].index].x;
this.YELLOW[k].y = MapData[this.YELLOW[k].index].y;
this.YELLOW[k].angle = MapData[this.YELLOW[k].index].angle;
this.BLUE[k].type = "wait";
this.BLUE[k].chess_dab = true;
this.BLUE[k].step = null;
this.BLUE[k].x = MapData[this.BLUE[k].index].x;
this.BLUE[k].y = MapData[this.BLUE[k].index].y;
this.BLUE[k].angle = MapData[this.BLUE[k].index].angle;
}
// 棋子归位
for(var l=0; l<4; l++) {
MapData[77+l].chess.push(this.RED[l]);
MapData[82+l].chess.push(this.GREEN[l]);
MapData[87+l].chess.push(this.YELLOW[l]);
MapData[92+l].chess.push(this.BLUE[l]);
}
// 默认红色先手
thetype = this.RED;
this.roundtitle = "红色方的回合";
},
结语
至此,飞行棋小游戏项目开发完毕,希望大家能从游戏中理清逻辑,学到需要的知识。