你知道轨道棋这个玩具吗,就是一个4x4格子组成的棋盘,分为内外两个圈,圈是逆时针旋转,双方交替落子,每一方落子后棋子沿着圈的标注方向位移一格,直到有一方以一行/一列/斜角任意一种方式落子四颗为胜利,可以帮我用cocos3.x版本的代码写一个这样的游戏吗?
当然可以!下面是一个简单的实现轨道棋游戏的代码示例。这个示例使用Cocos2d-x 3.x版本的C++代码来实现。请注意,这只是一个基本的实现,可能需要根据具体需求进行调整和扩展。
首先,确保你已经安装了Cocos2d-x 3.x,并且已经创建了一个新的Cocos2d-x项目。
我们需要创建一个棋盘类和一个棋子类来管理游戏逻辑和显示。
#ifndef __CHESS_PIECE_H__
#define __CHESS_PIECE_H__
#include "cocos2d.h"
class ChessPiece : public cocos2d::Sprite
{
public:
static ChessPiece* createPiece(int player);
int getPlayer() const { return _player; }
private:
int _player;
};
#endif // __CHESS_PIECE_H__
#include "ChessPiece.h"
USING_NS_CC;
ChessPiece* ChessPiece::createPiece(int player)
{
ChessPiece* piece = new (std::nothrow) ChessPiece();
if (piece && piece->initWithFile(player == 1 ? "player1.png" : "player2.png"))
{
piece->_player = player;
piece->autorelease();
return piece;
}
CC_SAFE_DELETE(piece);
return nullptr;
}
#ifndef __GAME_BOARD_H__
#define __GAME_BOARD_H__
#include "cocos2d.h"
#include "ChessPiece.h"
class GameBoard : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
CREATE_FUNC(GameBoard);
private:
void initBoard();
void onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* event);
bool checkWin(int player);
void movePieces();
ChessPiece* _board[4][4];
int _currentPlayer;
};
#endif // __GAME_BOARD_H__
#include "GameBoard.h"
USING_NS_CC;
Scene* GameBoard::createScene()
{
auto scene = Scene::create();
auto layer = GameBoard::create();
scene->addChild(layer);
return scene;
}
bool GameBoard::init()
{
if (!Layer::init())
{
return false;
}
initBoard();
_currentPlayer = 1;
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchEnded = CC_CALLBACK_2(GameBoard::onTouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
return true;
}
void GameBoard::initBoard()
{
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
_board[i][j] = nullptr;
}
}
}
void GameBoard::onTouchEnded(Touch* touch, Event* event)
{
Vec2 location = touch->getLocation();
int row = static_cast<int>(location.y / 100);
int col = static_cast<int>(location.x / 100);
if (row >= 0 && row < 4 && col >= 0 && col < 4 && _board[row][col] == nullptr)
{
auto piece = ChessPiece::createPiece(_currentPlayer);
piece->setPosition(Vec2(col * 100 + 50, row * 100 + 50));
this->addChild(piece);
_board[row][col] = piece;
if (checkWin(_currentPlayer))
{
CCLOG("Player %d wins!", _currentPlayer);
// Handle win condition
}
else
{
movePieces();
_currentPlayer = 3 - _currentPlayer; // Switch player
}
}
}
bool GameBoard::checkWin(int player)
{
// Check rows, columns, and diagonals for a win
for (int i = 0; i < 4; ++i)
{
if ((_board[i][0] && _board[i][0]->getPlayer() == player) &&
(_board[i][1] && _board[i][1]->getPlayer() == player) &&
(_board[i][2] && _board[i][2]->getPlayer() == player) &&
(_board[i][3] && _board[i][3]->getPlayer() == player))
{
return true;
}
if ((_board[0][i] && _board[0][i]->getPlayer() == player) &&
(_board[1][i] && _board[1][i]->getPlayer() == player) &&
(_board[2][i] && _board[2][i]->getPlayer() == player) &&
(_board[3][i] && _board[3][i]->getPlayer() == player))
{
return true;
}
}
if ((_board[0][0] && _board[0][0]->getPlayer() == player) &&
(_board[1][1] && _board[1][1]->getPlayer() == player) &&
(_board[2][2] && _board[2][2]->getPlayer() == player) &&
(_board[3][3] && _board[3][3]->getPlayer() == player))
{
return true;
}
if ((_board[0][3] && _board[0][3]->getPlayer() == player) &&
(_board[1][2] && _board[1][2]->getPlayer() == player) &&
(_board[2][1] && _board[2][1]->getPlayer() == player) &&
(_board[3][0] && _board[3][0]->getPlayer() == player))
{
return true;
}
return false;
}
void GameBoard::movePieces()
{
// Move pieces in the inner and outer circles
ChessPiece* temp = _board[0][0];
for (int i = 0; i < 3; ++i)
{
_board[i][0] = _board[i + 1][0];
_board[i][0]->setPosition(Vec2(i * 100 + 50, 50));
}
for (int i = 0; i < 3; ++i)
{
_board[3][i] = _board[3][i + 1];
_board[3][i]->setPosition(Vec2(350, i * 100 + 50));
}
for (int i = 3; i > 0; --i)
{
_board[i][3] = _board[i - 1][3];
_board[i][3]->setPosition(Vec2(i * 100 + 50, 350));
}
for (int i = 3; i > 1; --i)
{
_board[0][i] = _board[0][i - 1];
_board[0][i]->setPosition(Vec2(50, i * 100 + 50));
}
_board[0][1] = temp;
_board[0][1]->setPosition(Vec2(50, 150));
}
AppDelegate.cpp
确保在 AppDelegate.cpp
中启动 GameBoard
场景。
#include "AppDelegate.h"
#include "GameBoard.h"
USING_NS_CC;
AppDelegate::AppDelegate() {}
AppDelegate::~AppDelegate() {}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}
// create a scene. it's an autorelease object
auto scene = GameBoard::createScene();
// run
director->runWithScene(scene);
return true;
}
确保你有 player1.png
和 player2.png
这两个图片文件,分别代表两个玩家的棋子。
编译并运行你的项目,你应该会看到一个简单的轨道棋游戏。
这个示例只是一个基本的实现,可能需要根据具体需求进行调整和扩展,例如添加更多的游戏逻辑、优化移动算法、处理游戏结束等。希望这个示例能帮助你开始你的轨道棋游戏开发!