本文是3D游戏编程与设计第五次作业的博客,内容为编写游戏“打飞碟(Hit UFO)”
目录
任务说明
编写一个简单的鼠标打飞碟(Hit UFO)游戏
游戏内容要求
- 游戏有 n 个 round,每个 round 都包括 10 次 trial;
- 每个 trial 的飞碟的色彩、大小、发射位置、速度、角度、同时出现的个数都可能不同。它们由该 round 的 ruler 控制;
- 每个 trial 的飞碟有随机性,总体难度随 round 上升;
鼠标点中得分,得分规则按色彩、大小、速度不同计算,规则可自由设定。
游戏的要求
- 使用带缓存的工厂模式管理不同飞碟的生产与回收,该工厂必须是场景单实例的!
- 尽可能使用前面 MVC 结构实现人机交互与游戏模型分离
代码说明
源代码Gitee
此处仅就关键部分做出说明,其余部分的实现请自行查看源代码
FirstController
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FirstController中的参数及其初始化,包括飞碟工厂disk_factory,飞行动作管理action_manager,记分员score_recorder,UI界面user_gui,回合数round,trial,运行标志running
public class FirstController : MonoBehaviour, ISceneController, IUserAction { public DiskFactory disk_factory; public FlyActionManager action_manager; public ScoreRecorder score_recorder; public UserGUI user_gui; private int round = 1; private int trial = 0; private bool running = false; void Start () { SSDirector.GetInstance().CurrentScenceController = this; disk_factory = DiskFactory.GetInstance(); score_recorder = ScoreRecorder.GetInstance(); action_manager = gameObject.AddComponent<FlyActionManager>() as FlyActionManager; user_gui = gameObject.AddComponent<UserGUI>() as UserGUI; }
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每次Update(),检测是否点击鼠标左键,是则调用Hit()检测碰撞;通过计数器count,实现trial、round的递增,同时定义了飞碟发射数量与类型的规则;最后调用disk_factory管理飞碟,将已经移动到屏幕外的飞碟回收
int count = 0; void Update () { if(running) { count++; if (Input.GetButtonDown("Fire1")) { Vector3 pos = Input.mousePosition; Hit(pos); } switch (round) { case 1: { if (count >= 900) { count = 0; SendDisk(1); trial += 1; if (trial == 10) { round += 1; trial = 0; } } break; } case 2: { if (count >= 800) { count = 0; SendDisk(trial % 2 + 1); if(Random.Range(1,3) == 1) SendDisk(1); trial += 1; if (trial == 10) { round += 1; trial = 0; } } break; } case 3: { if (count >= 800) { if (trial == 11) { running = false; } count = 0; if(trial <= 9) SendDisk(trial % 3 + 1); if(Random.Range(1,3) == 1) SendDisk(Random.Range(1,3)); trial += 1; } break; } default: break; } disk_factory.FreeUsedDisks(); } }
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SendDisk()将发射指定type的飞碟,先调用飞碟工厂disk_factory得到一个指定type的空闲飞碟,然后随机产生飞碟位置和初始速度,调用动作管理器action_manager将其发射;Hit()通过Camera发出的射线进行检测,并将击中的飞碟计分并移至屏幕外等待回收
private void SendDisk(int type) { //Get a disk GameObject disk = disk_factory.GetDisk(type); //飞碟位置 float disk_y = 0; float disk_x = Random.Range(-1f, 1f) < 0 ? -1 : 1; //飞碟初始速率和角度 float speed = 0; float angle = 0; if (type == 1) { disk_y = Random.Range(1f, 3f); speed = Random.Range(0.5f, 1f); angle = Random.Range(40f, 50f); } else if (type == 2) { disk_y = Random.Range(2f, 3f); speed = Random.Range(0.8f, 1.2f); angle = Random.Range(35f, 40f); } else { disk_y = Random.Range(3f, 4f); speed = Random.Range(1.0f, 1.4f); angle = Random.Range(28f, 35f); } speed = speed * 1.2f; disk.transform.position = new Vector3(disk_x * 14f, disk_y, 0); action_manager.DiskFly(disk, angle, speed); } public void Hit(Vector3 pos) { Ray ray = Camera.main.ScreenPointToRay(pos); RaycastHit[] hits; hits = Physics.RaycastAll(ray); for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; if (hit.collider.gameObject.GetComponent<Disk>() != null) { score_recorder.RecordScore(hit.collider.gameObject); hit.collider.gameObject.transform.position = new Vector3(0, -10, 0); } } }
SSAction & DiskFlyAction
SSAction是动作基类,指定了动作包括Start()、Update()等函数,以及标志动作是否在执行的enable布尔变量,且阻止用户直接通过new生成动作对象;DiskFlyAction是飞行动作类,继承了动作基类SSAction,其中GetSSAction()通过传入初速度与角度创建并返回对应的飞行动作,Update()更新速度与角度,通过每一时刻进行速度乘以时间的位移来实现物体移动
public class DiskFlyAction : SSAction {
public float gravity = -0.1f; //重力加速度(-9.8过快)
private Vector3 start_velocity; //初速度
private Vector3 delta_velocity = Vector3.zero; //由重力引起的速度改变量
private Vector3 current_angle = Vector3.zero; //当前速度的欧拉角
private float time; //已经过去的时间
private DiskFlyAction() { }
public static DiskFlyAction GetSSAction(int lor, float angle, float speed) {
//初始化物体速度
DiskFlyAction action = CreateInstance<DiskFlyAction>();
if (lor == -1) {
action.start_velocity = Quaternion.Euler(new Vector3(0, 0, -angle)) * Vector3.left * speed;
}
else {
action.start_velocity = Quaternion.Euler(new Vector3(0, 0, angle)) * Vector3.right * speed;
}
return action;
}
public override void Update() {
//计算物体的向下的速度(水平速度不变)
time += Time.fixedDeltaTime;
delta_velocity.y = gravity * time;
//移动物体
transform.position += (start_velocity + delta_velocity) * Time.fixedDeltaTime;
current_angle.z = Mathf.Atan((start_velocity.y + delta_velocity.y) / start_velocity.x) * Mathf.Rad2Deg;
transform.eulerAngles = current_angle;
//检测移动是否结束
if (this.transform.position.y < -10) {
this.enable = false;
}
}
public override void Start() { }
}
SSActionManager & FlyActionManager
SSActionManager是动作管理基类,实现了动作的基本管理操作,包括将等待区的动作移入执行队列,执行队列中的动作,将执行完毕的动作删除;并提供了一个将动作加入等待区的接口
/*SSActionManager 动作管理基类*/
public class SSActionManager : MonoBehaviour {
private Dictionary<int, SSAction> actionsRunning = new Dictionary<int, SSAction>(); //执行队列
private List<SSAction> actionToRun = new List<SSAction>(); //等待执行的动作
private List<int> actionToDel = new List<int>(); //等待删除的动作的key列表
protected void Update() {
//加载等待中的动作进入执行队列
foreach (SSAction action in actionToRun) {
actionsRunning[action.GetInstanceID()] = action;
}
actionToRun.Clear();
//对于执行队列中每一个动作,检测执行还是删除
foreach (KeyValuePair<int, SSAction> actionKV in actionsRunning) {
SSAction action = actionKV.Value;
if (action.enable) {
action.Update();
}
else {
actionToDel.Add(action.GetInstanceID());
}
}
//删除已完成的动作
foreach (int key in actionToDel) {
SSAction action = actionsRunning[key];
actionsRunning.Remove(key);
Object.Destroy(action);
}
actionToDel.Clear();
}
public void StartAction(GameObject gameobject, SSAction action) {
action.gameobject = gameobject;
action.transform = gameobject.transform;
actionToRun.Add(action);
action.Start();
}
}
FlyActionManager是飞行动作管理类,提供了实现飞行动作的接口,通过传入的参数创建对应的飞行动作,然后将其加入等待区以便执行该动作
public class FlyActionManager : SSActionManager {
public DiskFlyAction fly;
public void DiskFly(GameObject disk, float angle, float speed) {
int leftOrRight = 1;//from left is 1, from right is -1
if (disk.transform.position.x > 0) leftOrRight = -1;
fly = DiskFlyAction.GetSSAction(leftOrRight, angle, speed);
this.StartAction(disk, fly);
}
}
Disk & DiskFactory
Disk类储存飞碟的基本信息
/*Disk 飞碟类,参数在 prefab 中设置*/
public class Disk : MonoBehaviour {
public int type = 1;
public int score = 1;
public Color color = Color.black;
}
DiskFactory类是飞碟工厂类,采用单例模式
-
缓存了已创建的飞碟,有正在使用的与空闲的两种
public static DiskFactory DiskF; private List<Disk> busyDisks = new List<Disk>(); private List<Disk> freeDisks = new List<Disk>(); // Singleton private DiskFactory(){} public static DiskFactory GetInstance(){ if(DiskF == null){ DiskF = new DiskFactory(); } return DiskF; }
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提供了获取空闲飞碟的接口GetDisk(int type),先检测是否有已缓存的对应type的空闲飞碟,若是有则取出该飞碟,若是没有则依据type初始化一个新飞碟。将得到的飞碟加入正使用队列,然后返回该飞碟。
public GameObject GetDisk(int type) { GameObject disk_prefab = null; //find free disk of wanted type if (freeDisks.Count > 0) { for(int i = 0; i < freeDisks.Count; i++) { if (freeDisks[i].type == type) { disk_prefab = freeDisks[i].gameObject; freeDisks.Remove(freeDisks[i]); break; } } } //No wanted free disk exists, load one new if(disk_prefab == null) { if(type == 1) { disk_prefab = GameObject.Instantiate( Resources.Load<GameObject>("Prefabs/disk1"), new Vector3(0, -10f, 0), Quaternion.identity); } else if (type == 2) { disk_prefab = GameObject.Instantiate( Resources.Load<GameObject>("Prefabs/disk2"), new Vector3(0, -10f, 0), Quaternion.identity); } else { disk_prefab = GameObject.Instantiate( Resources.Load<GameObject>("Prefabs/disk3"), new Vector3(0, -10f, 0), Quaternion.identity); } disk_prefab.GetComponent<Renderer>().material.color = disk_prefab.GetComponent<Disk>().color; } busyDisks.Add(disk_prefab.GetComponent<Disk>()); disk_prefab.SetActive(true); return disk_prefab; }
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提供了回收飞碟接口FreeUsedDisks(),将已经移动到屏幕外的飞碟回收到空闲飞碟队列,以供下次使用,减少飞碟对象的创建与销毁
public void FreeUsedDisks() { for(int i = 0; i < busyDisks.Count; i++) { if (busyDisks[i].gameObject.transform.position.y <= -10f) { freeDisks.Add(busyDisks[i]); busyDisks.Remove(busyDisks[i]); } } }
ScoreRecorder
ScoreRecorder类承担记分员的工作,定义了记分规则RecordScore(GameObject disk),提供了获取积分的接口GetScore(),由于记分员只有一个,所以采用单例模式。
/*ScoreRecorder 记分员类*/
public class ScoreRecorder {
public static ScoreRecorder scoreR;
private float score;
// Singleton
private ScoreRecorder(){}
public static ScoreRecorder GetInstance(){
if(scoreR == null){
scoreR = new ScoreRecorder();
}
return scoreR;
}
void Start () {
score = 0;
}
public void RecordScore(GameObject disk) {
score += disk.GetComponent<Disk>().score;
}
public float GetScore() {
return score;
}
public void Reset() {
score = 0;
}
}
成果展示
游戏规则
- 游戏有 3 个 round,每个 round 都包括 10 次 trial;
- 每个 trial 的的飞碟的色彩、发射位置、速度、角度、同时出现的个数都可能不同:在 round1 中,每个 trial 会发射一个飞碟;round2 和 round3 中,每个 trial 会发射随机发射一或两个飞碟,不同颜色的飞碟会给予不同的分数;
- 随 round 增大,出现的飞碟变得更难击中,trial 间隔变得更短。
游戏效果
开始
游戏中
结束