Unity 小游戏:井字棋
学习了Unity3D的基本操作,实现简单的井字棋游戏
1. 准备资源
游戏中包含棋盘和棋子两种游戏物体,棋盘是一个九宫格,棋子分为红蓝两种颜色,下图是棋子和棋盘的Texture
,图片比较简单,可以直接用电脑上的画图制作。
用所准备的纹理制作相应的material
,如下图所示
然后就可以用准备好的material
制作棋子和棋盘了,在这里,我把棋子作为预制物体,而棋盘则不需要。因为在游戏中,棋盘只有一个,不需要做任何变化;而棋子是有很多个的,而且在重新开始新游戏时,需要销毁旧的棋子。做好的棋子预制物体如下,需要放到名为prefabs
的文件夹中
2. 布置场景
接下来就可以布置游戏的场景了。当我们建立一个新的项目时,游戏场景中已经有了Main Camera
和Directional Light
,因此我们只需要制作一个棋盘就可以了。为了方便检测鼠标点击位置,棋盘由九个独立的Cube
组成,按照顺序摆放在一起,让Main Camera
正对着棋盘,就可以了!
3. 编辑脚本
接下来就是游戏最重要的部分了,在游戏的脚本中,将实现棋子的放置,输赢的判断等功能。下面是我的代码的思路流程图:
start
函数与reset
函数
void Start () {
reset (); //初始化
}
void reset () { //初始化函数
if (re) {
iswin = false;
for (int i = 1; i < 10; i++)
GameObject.Find ("Cube (" + i + ")").tag = "Untagged"; //将每个棋盘格子的tag设置为Untagged
qizis = GameObject.FindGameObjectsWithTag ("qizi"); //寻找所有棋子
foreach (GameObject qizi in qizis) {
Destroy (qizi); //逐个删除棋子
}
re = false;
}
}
update
函数与put
函数,在每个update中执行put,检测鼠标点击的棋盘位置,并且判断是否能够落子。
void Update () {
put (); //放置棋子
}
void put () {
if (!iswin) {
if (Input.GetMouseButtonDown(0)) { //鼠标左键按下
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit)){ //用射线检测鼠标点击的物体,也就是棋盘的部位
objName = hit.transform.name;
now = GameObject.Find(objName);
if (now.tag == "Untagged") {
myname = myname == "player1" ? "player2" : "player1";
now.tag = myname;
}
if (now.tag == "player1") {
a = (GameObject)Instantiate (red.gameObject); //若tag为player1,则下红色棋子
a.transform.position = now.transform.position;
a.tag = "qizi";
}
if (now.tag == "player2"){
a = (GameObject)Instantiate (blue.gameObject); //若tag为player2,则下蓝色棋子
a.transform.position = now.transform.position;
a.tag = "qizi";
}
}
}
}
}
void LateUpdate() {
reset ();
if (MyCheck("player1") || MyCheck("player2")) { //检测是否有玩家获胜
iswin = true;
}
}
MyCheck
函数与OnCUI
函数,MyCheck函数中判断玩家一还是玩家二获胜,在OnGUI中添加了重置按钮,并且显示获胜的玩家。
bool MyCheck (string test) { //判断是否获胜
if (GameObject.Find ("Cube (1)").tag == test) {
if (GameObject.Find ("Cube (2)").tag == test) {
if (GameObject.Find ("Cube (3)").tag == test)
return true;
}
if (GameObject.Find ("Cube (4)").tag == test) {
if (GameObject.Find ("Cube (7)").tag == test)
return true;
}
if (GameObject.Find ("Cube (5)").tag == test) {
if (GameObject.Find ("Cube (9)").tag == test)
return true;
}
}
if (GameObject.Find("Cube (5)").tag == test) {
if (GameObject.Find("Cube (2)").tag == test) {
if (GameObject.Find("Cube (8)").tag == test)
return true;
}
if (GameObject.Find("Cube (4)").tag == test) {
if (GameObject.Find("Cube (6)").tag == test)
return true;
}
if (GameObject.Find("Cube (3)").tag == test) {
if (GameObject.Find("Cube (7)").tag == test)
return true;
}
}
if (GameObject.Find("Cube (9)").tag == test){
if (GameObject.Find ("Cube (3)").tag == test) {
if (GameObject.Find ("Cube (6)").tag == test)
return true;
}
if (GameObject.Find("Cube (7)").tag == test) {
if (GameObject.Find("Cube (8)").tag == test)
return true;
}
}
return false;
}
void OnGUI() {
GUIStyle font = new GUIStyle ();
font.fontSize = 20;
if (GUI.Button (new Rect (50, 230, 100, 50), "Reset")) { //重置按钮
re = true;
}
if (MyCheck("player1")) {
GUI.Label (new Rect (50, 200, 100, 50), "Player 1 wins!", font); //显示player1获胜
}
if (MyCheck("player2")) {
GUI.Label (new Rect (50, 180, 100, 50), "Player 2 wins!", font); //显示player2获胜
}
}
下面附上完整代码,以及游戏运行画面:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class game : MonoBehaviour {
public Transform red; //预制物体红色棋子
public Transform blue; //预制物体蓝色棋子
bool iswin = false; //此bool变量用于判断游戏是否结束
bool re = true; //此bool变量用于判断是否重置
GameObject now;
GameObject a;
GameObject[] qizis;
GameObject qizi;
string objName;
string myname;
void Start () {
reset (); //初始化
}
void reset () { //初始化函数
if (re) {
iswin = false;
for (int i = 1; i < 10; i++)
GameObject.Find ("Cube (" + i + ")").tag = "Untagged"; //将每个棋盘格子的tag设置为Untagged
qizis = GameObject.FindGameObjectsWithTag ("qizi"); //寻找所有棋子
foreach (GameObject qizi in qizis) {
Destroy (qizi); //逐个删除棋子
}
re = false;
}
}
void Update () {
put (); //放置棋子
}
void put () {
if (!iswin) {
if (Input.GetMouseButtonDown(0)) { //鼠标左键按下
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit)){ //用射线检测鼠标点击的物体,也就是棋盘的部位
objName = hit.transform.name;
now = GameObject.Find(objName);
if (now.tag == "Untagged") {
myname = myname == "player1" ? "player2" : "player1";
now.tag = myname;
}
if (now.tag == "player1") {
a = (GameObject)Instantiate (red.gameObject); //若tag为player1,则下红色棋子
a.transform.position = now.transform.position;
a.tag = "qizi";
}
if (now.tag == "player2"){
a = (GameObject)Instantiate (blue.gameObject); //若tag为player2,则下蓝色棋子
a.transform.position = now.transform.position;
a.tag = "qizi";
}
}
}
}
}
void LateUpdate() {
reset ();
if (MyCheck("player1") || MyCheck("player2")) { //检测是否有玩家获胜
iswin = true;
}
}
bool MyCheck (string test) { //判断是否获胜
if (GameObject.Find ("Cube (1)").tag == test) {
if (GameObject.Find ("Cube (2)").tag == test) {
if (GameObject.Find ("Cube (3)").tag == test)
return true;
}
if (GameObject.Find ("Cube (4)").tag == test) {
if (GameObject.Find ("Cube (7)").tag == test)
return true;
}
if (GameObject.Find ("Cube (5)").tag == test) {
if (GameObject.Find ("Cube (9)").tag == test)
return true;
}
}
if (GameObject.Find("Cube (5)").tag == test) {
if (GameObject.Find("Cube (2)").tag == test) {
if (GameObject.Find("Cube (8)").tag == test)
return true;
}
if (GameObject.Find("Cube (4)").tag == test) {
if (GameObject.Find("Cube (6)").tag == test)
return true;
}
if (GameObject.Find("Cube (3)").tag == test) {
if (GameObject.Find("Cube (7)").tag == test)
return true;
}
}
if (GameObject.Find("Cube (9)").tag == test){
if (GameObject.Find ("Cube (3)").tag == test) {
if (GameObject.Find ("Cube (6)").tag == test)
return true;
}
if (GameObject.Find("Cube (7)").tag == test) {
if (GameObject.Find("Cube (8)").tag == test)
return true;
}
}
return false;
}
void OnGUI() {
GUIStyle font = new GUIStyle ();
font.fontSize = 20;
if (GUI.Button (new Rect (50, 230, 100, 50), "Reset")) { //重置按钮
re = true;
}
if (MyCheck("player1")) {
GUI.Label (new Rect (50, 200, 100, 50), "Player 1 wins!", font); //显示player1获胜
}
if (MyCheck("player2")) {
GUI.Label (new Rect (50, 180, 100, 50), "Player 2 wins!", font); //显示player2获胜
}
}
}
运行效果:
最后,希望自己能够坚持对unity的学习与探索,永不放弃!