基于Unity3D的打砖块游戏开发


//说明:原文上传时间:2014-11-20 地址:http://blog.sina.com.cn/s/blog_6e302d8b0102v4du.html
开发语言:C#
开发平台:Unity3D4.5.5f1
开发人员:
王士溥:负责3D部分代码编写以及软件分析
朱俊彰:负责基本代码编写以及测试
计划:
开发时间:2周
功能简介:3D打砖块小游戏,实现基本功能,在游戏中可以通过鼠标调节camera视角以及位置——左键+移动鼠标-水平移动;右键+移动鼠标-摄像头倾斜角度;滚轮-缩放镜头。

游戏画面:



游戏基本代码:
//Ball.cs
using UnityEngine;
using System.Collections;

public class Ball : MonoBehaviour {

    public float maxVelocity = 20;//珠球最大速度.
    public float minVelocity = 15;//珠球最小速度.

	void Awake () {
        rigidbody.velocity = new Vector3(0, 0, -18);//小球初始速度.
	}

	void Update () {
        //控制小球的速度在15—20之间.
        float totalVelocity = Vector3.Magnitude(rigidbody.velocity);//得到珠球的总的速度.
        if(totalVelocity > maxVelocity){
            float tooHard = totalVelocity / maxVelocity;
            rigidbody.velocity /= tooHard;
        }
        else if (totalVelocity < minVelocity)
        {
            float tooSlowRate = totalVelocity / minVelocity;
            rigidbody.velocity /= tooSlowRate;
        }
		//print(rigidbody.velocity);
        //若珠球的z坐标小于-3,游戏结束.
        if(transform.position.z <= -3){            
            BreakoutGame.SP.LostBall();
            Destroy(gameObject);//消除游戏组件.
        }
		//print (rigidbody.velocity);
	}
}

//Block.cs
using UnityEngine;
using System.Collections;

public class Block : MonoBehaviour {
	/// <summary>
	/// 触发器
	/// </summary>
	void OnCollisionEnter () {
        BreakoutGame.SP.HitBlock();
        Destroy(gameObject);//删除组件
	}
}

//BreakoutGame.cs
using UnityEngine;
using System.Collections;

public enum BreakoutGameState { playing, win, lost };//定义游戏状态.

public class BreakoutGame : MonoBehaviour
{
    public static BreakoutGame SP;
	public Transform ballPrefab;//珠球.
	private int totalBlocks;//总的方块数.
	private int blocksHit;//已经击打的方块数.
    private BreakoutGameState gameState;//游戏状态.


	public float ZoomSpeed = 10;
	public float MovingSpeed = 0.5f;//移动速度.
	public float RotateSpeed = 1;//旋转速度.
	public float distance = 5;
	

    void Awake()
    {
        SP = this;
        blocksHit = 0;
        gameState = BreakoutGameState.playing;
        totalBlocks = GameObject.FindGameObjectsWithTag("Pickup").Length;//得到所有的方块数.
        Time.timeScale = 1.0f;//设置传递时间为1 .
		//SpawnBall();
    }

	void Update(){
		Quaternion rotation = Quaternion.identity;
		Vector3 position;
		float delta_x, delta_y, delta_z;
		float delta_rotation_x, delta_rotation_y;
		
		//按下鼠标左键.
		if(Input.GetMouseButton(0)){
			delta_x = Input.GetAxis("Mouse X") * MovingSpeed;//获取x轴方向的鼠标运动增量,乘以相应的移动速度.
			delta_y = Input.GetAxis("Mouse Y") * MovingSpeed;//获取y轴方向的鼠标运动增量,乘以相应的移动速度.
			//rotation = Quaternion.Euler(0,transform.rotation.eulerAngles.y,0);//设置旋转的角度,存储在Quaternion中.
			rotation.eulerAngles = new Vector3(0,transform.rotation.eulerAngles.y,0);
			transform.position = rotation * new Vector3(-delta_x,0,-delta_y)+transform.position;
			//Debug.Log(rotation);
		}
		//按下鼠标右键.
		if(Input.GetMouseButton(1)){
			delta_rotation_x = Input.GetAxis("Mouse X") * RotateSpeed;
			delta_rotation_y = Input.GetAxis("Mouse Y") * RotateSpeed;
			position = transform.rotation*new Vector3(0,0,distance)+transform.position;
			transform.Rotate(0,delta_rotation_x,0,Space.World);
			transform.Rotate(delta_rotation_y,0,0);
			transform.position = transform.rotation * new Vector3(0,0,-distance)+position;
		}
		//滑动鼠标滚动条.
		if(Input.GetAxis("Mouse ScrollWheel")!=0){
			delta_z = -Input.GetAxis("Mouse ScrollWheel") * ZoomSpeed;
			transform.Translate(0,0,-delta_z);
			distance += delta_z;
		}
	
	} 



	/// <summary>
	/// 初始化珠球
	/// </summary>
    void SpawnBall()
    {
        Instantiate(ballPrefab, new Vector3(1.81f, 1.0f , 9.75f), Quaternion.identity);//实例化珠球.
    }
	/// <summary>
	/// 界面的渲染	
	/// </summary>
    void OnGUI(){
		GUILayout.Label("作者:朱俊璋、王士溥");
        GUILayout.Space(10);//添加空格.
        GUILayout.Label(" 己击打: " + blocksHit + "/" + totalBlocks);
		//游戏开始/
		if (GUI.Button(new Rect(0,150,80,30),"开始游戏")) {
			SpawnBall();
		}

        if (gameState == BreakoutGameState.lost)
        {
            GUILayout.Label("你输了!");
            if (GUILayout.Button("重新加载"))
            {
                Application.LoadLevel(Application.loadedLevel);//重新加载关卡.

            }
        }
        else if (gameState == BreakoutGameState.win)
        {
            GUILayout.Label("你赢了!");
            if (GUILayout.Button("重新加载"))
            {
                Application.LoadLevel(Application.loadedLevel);
            }
        }
    }
	/// <summary>
	/// 击打砖块
	/// </summary>
    public void HitBlock()
    {
        blocksHit++;
        if (blocksHit%10 == 0) //每击打十个砖块生成新的珠球.
        {
            SpawnBall();
        }
        if (blocksHit >= totalBlocks)//游戏胜利.
        {
            WinGame();
        }
    }
	/// <summary>
	/// 珠球掉落
	/// </summary>
	public void LostBall()
	{
		int ballsLeft = GameObject.FindGameObjectsWithTag("Player").Length;//获得剩余珠球数.
		if(ballsLeft<=1){
			SetGameOver();//游戏结束.
		}
	}
	/// <summary>
	/// 游戏胜利
	/// </summary>
    public void WinGame()
    {
        Time.timeScale = 0.0f; //设置游戏暂停.
        gameState = BreakoutGameState.win;
    }
	/// <summary>
	/// 游戏失败 
	/// </summary>
    public void SetGameOver()
    {
        Time.timeScale = 0.0f; //设置游戏暂停.
        gameState = BreakoutGameState.lost;
    }
}

//Paddle.cs
using UnityEngine;
using System.Collections;

public class Paddle : MonoBehaviour {

    public float moveSpeed = 20;

	void Update () {
		//获取水平方向,得到移动距离.
		float moveInput = Input.GetAxis("Horizontal") * Time.deltaTime * moveSpeed;
        transform.position += new Vector3(moveInput, 0, 0);
		//控制板条移动范围.
        float max = 14.0f;
        if (transform.position.x <= -max || transform.position.x >= max)
        {
            float xPos = Mathf.Clamp(transform.position.x, -max, max); //板条移动的x坐标范围在-max和max之间.
            transform.position = new Vector3(xPos, transform.position.y, transform.position.z);
        }
	}
	/// <summary>
	/// 增加小球碰撞后的水平速度,否则小球左右反弹的效果不理想。当珠球退出碰撞时调用该方法
	/// </summary>
	/// <param name="collisionInfo">Collision info.碰撞事件</param>
	void OnCollisionExit(Collision collisionInfo ) {
		Rigidbody rigid = collisionInfo.rigidbody;//得到我们碰撞的刚体.
		float xDistance = rigid.position.x - transform.position.x;//碰撞的珠球与板条的水平距离,落到板条中间时,水平速度保持不变.
		rigid.velocity = new Vector3(rigid.velocity.x + xDistance, rigid.velocity.y, rigid.velocity.z);//刚体碰撞后的速度.
	}
}



开发展示:



性能分析:
基于Unity3D的打砖块游戏开发



感想:
这次作业与第一次作业有很大区别,这次实现的内容跟接近实际并且运用了当下流行的跨平台开发工具Unity3D。在开发过程中遇到了难题,如游戏中视角的移动来展示3D的效果。但最后我们两个人合力完成了这个小型项目,我也意识到了合作的重要性。后期可以继续拓展游戏的可玩性如增加关卡内容;增加游戏美观度。

评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值