设计一个对角棋(二)

2016-10-14  本文已影响88人  水田夏木

这个对角棋我将使用swift+SpriteKit实现。本篇介绍基本的逻辑处理。
初步考虑,有以下过程是我必须实现的:
1.绘制棋盘,加载棋子;
2.移动棋子的逻辑;
3.判定胜负的逻辑。
在实际做的过程中,还有更多零碎的逻辑等着我实现。

1.定义各种记录数据的变量。

    //棋盘的变量
    var chessMap:ChessMap?
    //记录你此时是否已经点击了某个棋子
    var clickedPiece:Bool = false
    //所有棋子
    var allPieceArray:NSMutableArray = []
    //记录已点击的棋子位置:从0到8
    var clickedPointIndex = -1
    //记录白棋和黑棋的位置
    var allPosition:[Int] = [0,3,6,2,5,8]
    //分别记录黑棋和白棋的位置
    var whitePieces:[Int] = []
    var blackPieces:[Int] = []

2.创建棋盘和棋子,棋子在游戏过程中是不必消除的。

    override func didMove(to view: SKView) {
        if !contentCreated
        {
            createSceneContens()
            contentCreated = true
        }
    }
    //创建内容
    private func createSceneContens()
    {
        self.backgroundColor = SKColor.yellow
        self.scaleMode = .aspectFit
        
        //增加背景棋盘:如何移到线条下方
        let chessBackImage = SKSpriteNode.init(imageNamed: "chessBack")
        chessBackImage.position = CGPoint(x:SCREEN_WIDTH/2,y:200)
        self.addChild(chessBackImage)
        
        chessMap = ChessMap.init(origin: CGPoint(x:SCREEN_WIDTH/2-80 ,y:120))
        self.addChild(chessMap!)
        
        createAllPieces()
    }
    //创建6枚棋子
    private func createAllPieces()
    {
        //写到这里
        for chessIndex in 0...8
        {
            if chessIndex%3 == 0
            {
                let singlePiece = SKSpriteNode.init(imageNamed: "blackChess")
                singlePiece.position = (chessMap?.positions[chessIndex])!
                singlePiece.name = "blackChess"
                self.addChild(singlePiece)
                allPieceArray.add(singlePiece)
            }
            else if chessIndex%3 == 2
            {
                let singlePiece = SKSpriteNode.init(imageNamed: "whiteChess")
                singlePiece.position = (chessMap?.positions[chessIndex])!
                singlePiece.name = "whiteChess"
                self.addChild(singlePiece)
                allPieceArray.add(singlePiece)
            }
        }
    }

3.移动棋子的逻辑
这一步骤考虑的比较多,比如两个玩家怎么轮流出手,棋子从一个位置是否能够移动到那里,移动之后是否分出胜负了,所以自然会调用别的逻辑。

    //移动棋子的逻辑,并更新数据,单个函数绝不超过50行
    private func moveSinglePiece(positionIndex:Int)
    {
        let _position:CGPoint = (chessMap?.positions[positionIndex])!
        for i in 0...allPieceArray.count-1
        {
            let whitePiece0:SKSpriteNode = allPieceArray[i] as! SKSpriteNode
            
            if whitePiece0.position == chessMap?.positions[clickedPointIndex]
            {
                whitePiece0.position = _position
                //同时更新所有棋子位置的数组
                for k in 0...allPosition.count-1 {
                    if allPosition[k] == clickedPointIndex
                    {
                        allPosition.remove(at: k)
                        break
                    }
                }
                allPosition.append(positionIndex)
            }
            if whitePiece0.name == "whiteChess"
            {
                for index in 0...(chessMap?.positions.count)!-1
                {
                    if whitePiece0.position == chessMap?.positions[index]
                    {
                        whitePieces.append(index)
                        break
                    }
                }
            }
            else if whitePiece0.name == "blackChess"
            {
                for index in 0...(chessMap?.positions.count)!-1
                {
                    if whitePiece0.position == chessMap?.positions[index]
                    {
                        blackPieces.append(index)
                        break
                    }
                }
            }
        }
        //判定是否一方胜利:必须统计移动过后的棋子,并给出场景的提示
        if hasWinTheGame(positions: whitePieces){
            print("胜负已分")
            showWinTips(blackWin: false)
        }
        else if hasWinTheGame(positions: blackPieces)
        {
            showWinTips(blackWin: true)
        }
        whitePieces = []
        blackPieces = []
    }

4.单个小逻辑的实现

//通过数组判断胜利逻辑
    private func hasWinTheGame(positions:[Int])->Bool
    {
        if (positions.contains(0)&&positions.contains(4)&&positions.contains(8)) || (positions.contains(2)&&positions.contains(4)&&positions.contains(6)){
            return true
        }
        else
        {
            return false
        }
    }
    //游戏结束,加载胜利的动画
    private func showWinTips(blackWin:Bool){
        let winNode = addWinNode(blackWin: blackWin)
        self.addChild(winNode)
        
        let moveUp = SKAction.moveBy(x: 0, y: 100, duration: 0.5)
        let zoom = SKAction.scale(to: 2, duration: 0.25)
        let pause = SKAction.wait(forDuration: 1)
        let fadeaway = SKAction.fadeOut(withDuration: 0.25)
        let remove = SKAction.removeFromParent()
        //设置多个action的集合
        let moveSequence = SKAction.sequence([moveUp,zoom,pause,fadeaway,remove])
        winNode.run(moveSequence, completion: {
            //移除原有的SKNode
            winNode.removeAllActions()
            winNode.removeFromParent()
        })
    }
    //加载胜利的场景:最好能有音乐
    private func addWinNode(blackWin:Bool)->SKLabelNode
    {
        let winLabel = SKLabelNode.init(fontNamed: "Chalkduster")
        if blackWin {
            winLabel.text = "黑棋获得胜利"
        }
        else
        {
            winLabel.text = "白棋获得胜利"
        }
        winLabel.fontSize = 24
        winLabel.position = CGPoint(x:self.size.width/2,y:self.size.height/2)
        winLabel.fontColor = SKColor.red
        winLabel.name = "winChessNode"
        
        return winLabel
    }
    
    //判断是否能够从一个点移动到另一个点
    private func canMovePiece(position1:Int,position2:Int)->Bool
    {
        let canMoveHorizotal = abs(position1-position2)==3 //横向移动
        let canMoveVertical = abs(position1-position2)==1 && (position1/3)==(position2/3)//纵向移动
        let canMoveSlant = (abs(position1-position2)==4 && position1%4==0) || (abs(position1-position2)==2 && (position1*position2==8 || position1*position2==24))//斜向移动
        return canMoveHorizotal || canMoveVertical || canMoveSlant
    }

5.重载touches:方法,将所有逻辑集合。这里需要判断是否点击在棋子的位置。

    //主要还是依赖于触摸方法:必须简化该方法
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        let touch = touches.first
        let touchPosition = touch?.location(in: self)
        
        var isTouchPositionForPiece = false
        //判断是否在9个点上->判断是否在当前位置上
        for positionIndex in 0...8
        {
            let _position:CGPoint = (chessMap?.positions[positionIndex])!
            if distanceFrom(point1: _position, point2: touchPosition!) <= 20
            {
                isTouchPositionForPiece = true
        
                if allPosition.contains(positionIndex)//必须点击了已有棋子的位置
                {
                    clickedPiece = true
                    clickedPointIndex = positionIndex
                }
                else//否则将上次点击的棋子移动该处
                {
                    if clickedPiece && clickedPointIndex>=0
                    {
                        //先判断是否能够移动,如果不能后面不在操作,同时取消选中状态
                        if !canMovePiece(position1: clickedPointIndex, position2: positionIndex)
                        {
                            clickedPiece = false
                            //点击完毕之后恢复
                            clickedPointIndex = -1
                            return
                        }
                        
                        moveSinglePiece(positionIndex: positionIndex)
                    }
                    clickedPiece = false
                    //点击完毕之后恢复
                    clickedPointIndex = -1
                }

                break
            }
        }
        
    }

以上就是实现基本功能的过程了。当然还有开场动画,音乐等效果都屏蔽了,不是核心逻辑。
因为游戏比较简单,没有实现业务实现和业务逻辑的分离。另一个重要的问题是虽然节点是可以移除和释放的,但是一旦在iOS应用中加载了SpriteKit页面内存总会增加几十M,现在还没找到办法能回收这部分内存。
写完又发现自己写的有点弱,继续努力吧!

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