打砖块游戏的研发记录

这是参加Nway的面试,测试题,有猎头推荐,Nway,时空之刃,公司的主要人员,参与暗黑游戏,火炬之光等高质量的游戏成员主导研发。国内由网易雷火发行,现在正成立中国区团队。

Client Engineer Programming Test:

 

Please write a simple breakout clone in Unity.

When completed please return the completed Unity project and playable scene.

 

This project should take roughly 3 – 4 hours to complete, however you can spend more time on it if you feel it will give a better impression of your skills, please report back with how much time you spent on it.

Bonus points for tile effects, ball effects, and visually amazing submissions.

 

 

Very basic breakout:

https://www.youtube.com/watch?v=hW7Sg5pXAok

 

More advanced breakout (Arkanoid):

https://www.youtube.com/watch?v=YzplBmJ8Q-4


观看需要翻墙。

高等难度的有实现:

1.有随机的buff掉落

2.球可以变为实心的,可以一下穿过所有的障碍物

3.滑板,可以变为double,

4.小球每撞击下,可以分类成3个。

5.实现滑板可以直接射击砖块

 

项目在github 上https://github.com/zhutaorun/Breakout/

master 分支是最快实现的方法

branch 是重新整合,从统一管理和游戏状态是实现,可扩展性比较高了


考察点:

1.是对unity本身的熟悉

2.对编码风格的了解

3.对一些常见的物理场景的实现

4.一些知识点的考察,如碰撞和物理实现


master上最主要的代码 Player,挂在滑板上的,难点是左右边距,在不同的显示屏幕下,边框距离是不同,可以使用boxcollider,来约束。

using UnityEngine;
using System.Collections;

public class Player : MonoBehaviour {
    public float playerVelocity;
    private Vector3 playerPosition;
    public float boundary;

    private int playerLives;
    private int playerPoints;

    public AudioClip pointSound;
    public AudioClip lifeSound;
    // Use this for initialization
	void Start() {
        playerPosition = gameObject.transform.localPosition;
	    playerLives = 3;
	    playerPoints = 0;
	}
	
	// Update is called once per frame
    private void Update()
    {
        //horizontal movement
        playerPosition.x += Input.GetAxis("Horizontal")*playerVelocity;

        //leave the game
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }

        transform.localPosition =playerPosition;

        // boundaries
        if (playerPosition.x < -boundary)
        {
            transform.localPosition = new Vector3(-boundary, playerPosition.y, playerPosition.z);
        }
        if (playerPosition.x > boundary)
        {
            transform.localPosition = new Vector3(boundary, playerPosition.y, playerPosition.z);
        }

        //check game state
        WinLose();
    }

    private void WinLose()
    {
        //restart the game
        if (playerLives == 0)
        {
            Application.LoadLevel("first");
        }

        //blocks destroyed
        if(GameObject.FindGameObjectsWithTag("Block").Length==0)
        {
            //Check the current level
            if (Application.loadedLevelName == "first")
            {
                Application.LoadLevel("second");
            }
            else
            {
                Application.Quit();
            }
        }
    }
   

    public void AddPoints(int points)
    {
        playerPoints += points;
        GetComponent<AudioSource>().PlayOneShot(pointSound);
    }

    private void OnGUI()
    {
        GUI.Label(new Rect(5.0f,3.0f,200.0f,200.0f),"lives:"+playerLives +"Score:" +playerPoints);
    }

    public void TakeLife()
    {
        playerLives--;
        GetComponent<AudioSource>().PlayOneShot(lifeSound);
    }
}
 BallScript,挂着球体上,难点是掉落的算法,一种是y坐标低于滑板,或者colldier下来判断,在develop分支使用这种方法

using UnityEngine;
using System.Collections;

public class BallScript : MonoBehaviour {

    private bool ballIsActive;
    private Vector3 ballPosition;
    private Vector2 ballInitialForce;
    private Rigidbody2D ballRigidbody2D;
    // GameObject
    public GameObject playerObject;

    public AudioClip hitSound;

	// Use this for initialization
	void Start() {
        // create the force
        ballInitialForce = new Vector2(2000.0f, 4000.0f);

        // set to inactive
        ballIsActive = false;

        // ball position
        ballPosition = transform.position;

	    ballRigidbody2D = GetComponent<Rigidbody2D>();
	}
	
	// Update is called once per frame
	void Update() {
        // check for user input
        if (Input.GetButtonDown("Jump") == true)
        {
            // check if is the first play
            if (!ballIsActive){
                // add a force
                ballRigidbody2D.isKinematic = false;
                ballRigidbody2D.AddForce(ballInitialForce);
                // set ball active
                ballIsActive = !ballIsActive;
            }
        }

        if (!ballIsActive && playerObject != null)
        {
            // get and use the player position
            ballPosition.x = playerObject.transform.position.x;

            // apply player X position to the ball
            transform.position = ballPosition;
        }

        //Check if ball falls
        if (ballIsActive && transform.position.y < -6)
        {
            ballIsActive = !ballIsActive;
            ballPosition.x = playerObject.transform.position.x;
            ballPosition.y = 65f;
            transform.position = ballPosition;

            ballRigidbody2D.isKinematic = true;
            playerObject.SendMessage("TakeLife");
        }
	}

    void OnCollisionEnter2D(Collision2D collision)
    {
        if (ballIsActive)
        {
            GetComponent<AudioSource>().PlayOneShot(hitSound);
        }
    }
}

BlockScript,OnCollisionEnter2D,是现实的重点,这边实现了多种颜色装块的不同碰撞次数和得分值。sendMessage 方法,从实现角度,算是最快的

using UnityEngine;
using System.Collections;

public class BlockScript : MonoBehaviour
{
    public int hitsTokill;
    public int points;
    private int numberOfHits;

	// Use this for initialization
	void Start()
	{
	    numberOfHits = 0;
	}
	
	// Update is called once per frame
	void Update() {
	  
	}

    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Ball")
        {
            numberOfHits++;
            if (numberOfHits == hitsTokill)
            {
                //get reference of player object
                GameObject player = GameObject.FindGameObjectWithTag("Player");

                //send message 
                player.SendMessage("AddPoints", points);

                //destroy the object
                Destroy(this.gameObject);
            }
        }
    }
}


develop 分支最重要的脚本GameManager

using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;

public class GameManager : MonoBehaviour 
{
	public static int lives = 3;
	public static int score = 0;
	public static GameState currentGameState = GameState.Start;
	public static int blockCount = 28;
	private GameObject[] blocks;

	public static BallScript ball;

	Text statusText;
	// Use this for initialization
	void Start () {
		blocks = GameObject.FindGameObjectsWithTag("Block");
		ball = GameObject.Find ("Ball").GetComponent<BallScript>();
		statusText = GameObject.Find ("Status").GetComponent<Text>();
	}

	private bool InputTake()
	{
		return Input.touchCount > 0 || Input.GetMouseButtonUp(0);
	}

	
	// Update is called once per frame
	void Update () 
	{
		switch (currentGameState) 
		{
			case GameState.Start:
				if(InputTake())
				{
					statusText.text = string.Format("Lives:{0}Score:{1}",lives,score);
					currentGameState = GameState.Playing;
					ball.StartBall();
				}
				break;
			case GameState.Playing:
				statusText.text = string.Format("Lives:{0}Score:{1}",lives,score);
				break;
			case GameState.Won:
				if(InputTake())
				{
					Restart();
					ball.StartBall();
					statusText.text = string.Format("Lives:{0}Score:{1}",lives,score);
					currentGameState = GameState.Playing;
				}
				break;
			case GameState.LostALife:
				if(InputTake())
				{
					ball.StartBall();
					statusText.text = string.Format("Lives:{0}Score:{1}",lives,score);
					currentGameState = GameState.Playing;
				}
				break;
			case GameState.LostAllLives:
				if(InputTake())
				{
					Restart();
					ball.StartBall();
					statusText.text = string.Format("Lives:{0}Score:{1}",lives,score);
					currentGameState = GameState.Playing;
				}
				break;
			default:
				break;
		}
	}

	private void Restart()
	{
		foreach (var item in blocks) 
		{
			item.SetActive(true);
		}
		lives = 3;
		score = 0;
	}

	public void DecreaseLives()
	{
		if (lives > 0) 
		{
			lives--;
		}
		if (lives == 0) 
		{
			statusText.text = "Lost all lives.Tap to play again";
			currentGameState = GameState.LostAllLives;
		}
		else 
		{
			statusText.text = "Lost a life.Tap to continue";
			currentGameState = GameState.LostALife;
		}
		ball.StopBall();
	}

	public enum GameState
	{
		Start,
		Playing,
		Won,
		LostALife,
		LostAllLives
	}
}

面试反馈。我是在大概3个月没碰unity的情况下,电话面试,因为手机的问题,不是很好,还在等消息.

消息出来了,继续看机会了

使用unity5.1版本,4.6的版本打不开的。

unitypackage下载  http://pan.baidu.com/s/1mgq1QNe


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