flex 联机游戏开发 - 五子棋游戏:(一)游戏核心
刚看到flex做的东西的时候,一下子很怀念当年用applet编程的日子,applet真的算是互联网的美好时光之一,可惜在主流浏览器的绞杀下最终烟消云散,过了10年,adobe又把这东西拾起来做成了flex,而我,在羡慕adobe flash 98%的用户装机量的同时,也不得不选择了用flex来开发一些自己的应用,能信任silverlight吗,连微软都要风传收购adobe的时候?你能信任javafx吗,他自己历时10年都掌握不了主流的互联网浏览器,很意外oracle为什么不把firefox一起收购了。这样,。。这样。
Hello,wolrd是所有程序员的开始,五子棋游戏应该也算是所有联机游戏开发的开始吧,我今天用这个游戏来练练手,了解一下flex的主要功能,换肤技术等,力求用最真实的开发过程来展示开发中的问题与思考。
1) 巧妇难为无米之炊,先画一个棋盘吧,,我斩时希望这个棋盘基本素质是,横,竖 一些线条,另外,在每个线杀的交叉点上有一个默认的棋子。额外的素质是,1,棋盘的线条多少是可变的,2)棋子的点击半径是可变的。棋子的颜色是可变的。
好了。画棋盘。。
1) 五子棋棋盘
//棋子直径 private var radios:int=22; //边间隔 private var padding:int=20; //线条的多少,代表了五子棋的难度 private var totalsize:int=15; //棋子的数组 private var boardArray:Array; //默认的颜色,与背景色同, private const DEFAULT_COLOR:SolidColor=new SolidColor(0xeeeeee,0); //黑棋 private const BLACK_COLOR:SolidColor=new SolidColor(0x000000,1); //白棋 private const WHITE_COLOR:SolidColor=new SolidColor(0xffffff,1); //玩家一 private const PLAYER_RONE_TURN:int=0; //玩家二 private const PLAYER_TWO_TURN:int=1; //当前玩家 private var turn:int; //y 轴的线条 for (var i:int=0;i<=totalsize;i++) { var line:Line=new Line(); line.xFrom=0+padding; line.xTo=board.width-padding; line.y=i*(board.height-2*padding)/totalsize+padding; line.stroke=new SolidColorStroke(0x000000,1,1,false); board.addElement(line); } //x 轴的线条 for (var j:int=0;j<=totalsize;j++) { var line2:Line=new Line(); line2.yFrom=0+padding; line2.yTo=board.height-padding; line2.x=j*(board.width-2*padding)/totalsize+padding; line2.stroke=new SolidColorStroke(0x000000,1,1,false); board.addElement(line2); } //默认的棋子, for (var x:int=0;x<=totalsize;x++) { for (var y:int=0;y<=totalsize;y++) { var ellipse:Ellipse=new Ellipse(); ellipse.width=radios; ellipse.height=radios; ellipse.x=x*(board.width-2*padding)/totalsize-radios/2+padding; ellipse.y=y*(board.height-2*padding)/totalsize-radios/2+padding; ellipse.fill=DEFAULT_COLOR; board.addElement(ellipse); boardArray[x][y]=ellipse; } }
棋盘的mxml文件中
<s:BorderContainer backgroundColor="#eeeeee" id="board" borderVisible="false" verticalCenter="0" horizontalCenter="0" click="boardClick(event)" width="400" height="400"> </s:BorderContainer>
画出来的效果如图
2 五子棋事件
现在已经有锅了,开始上米,给棋盘添加点击事件,逻辑就是当用户点中上面的黑色的圆框时,我们就让这个圆框根据用户的角色变颜色。形成自己的棋子。点击后就将游戏当前玩家交给另一方。将上面那个棋盘的测试黑棋换成背景色就可以开始了。
protected function boardClick(event:MouseEvent):void{ var posx:int=event.localX; var posy:int=event.localY; var clickEllipse:Ellipse; for (var x:int=0;x<=totalsize;x++) { for (var y:int=0;y<=totalsize;y++) { var ellipse:Ellipse=boardArray[x][y] as Ellipse; if (posx>=ellipse.x && posx<=(ellipse.x+radios)&&posy>=ellipse.y &&posy<=(ellipse.y+radios)) { clickEllipse=ellipse; break; } } } if (clickEllipse==null) return; if (clickEllipse.fill!=DEFAULT_COLOR) return; if (turn==PLAYER_RONE_TURN) { clickEllipse.fill=BLACK_COLOR; turn=PLAYER_TWO_TURN; } else { clickEllipse.fill=WHITE_COLOR; turn=PLAYER_RONE_TURN; } }
效果如图。
3)五子棋胜负判断
现在,你如果跟你朋友下这个棋盘的话,把子填满也是分出胜负的,我们得加上一些判断胜负的条件,对于一个联机游戏,不涉及人工智能是比较简单的,当用户投子后我们只要判断用户的横,竖,斜4个方向是否有五个子连成一条线,有的话就表示用户胜利了。
在click事件的后部加上
if (isWinner()) { mx.controls.Alert.show("玩家"+turn+"记得比赛"); initBoard(); }
然后专心做isWinner()函数。我们可以通过暴力的方式获得当前ellipse的坐标值,但显然,代码就不容易让人理解,为了把视图与逻辑进行分离,我们需要引入另一个数组来定位用户下的棋的一个点,这个点包括四个值,x丝标,y坐标,棋子所属的玩家,还有一个圆。就命名为Qizhi吧。
public class Qizhi { public var x:int; public var y:int; public var turn:int; public var ellipse:Ellipse; public function Qizhi(x:int,y:int,turn:int,ellipse:Ellipse) { this.x=x; this.y=y; this.turn=turn; this.ellipse=ellipse; } }
click后的函数的第一次重构
protected function boardClick(event:MouseEvent):void{ var posx:int=event.localX; var posy:int=event.localY; var clickQizhi:Qizhi; for (var x:int=0;x<=totalsize;x++) { for (var y:int=0;y<=totalsize;y++) { var qizhi:Qizhi=boardArray[x][y] as Qizhi; var ellipse:Ellipse=qizhi.ellipse as Ellipse; if (posx>=ellipse.x && posx<=(ellipse.x+radios)&&posy>=ellipse.y &&posy<=(ellipse.y+radios)) { clickQizhi=qizhi; break; } } } if (clickQizhi==null) return; var clickEllipse:Ellipse=clickQizhi.ellipse as Ellipse; if (clickQizhi.turn!=PLAYER_NONE) return; if (turn==PLAYER_ONE_TURN) { clickQizhi.turn=PLAYER_ONE_TURN; clickEllipse.fill=BLACK_COLOR; } else { clickQizhi.turn=PLAYER_TWO_TURN; clickEllipse.fill=WHITE_COLOR; } if (isWinner(clickQizhi)) { mx.controls.Alert.show("玩家 "+turn+" 赢得比赛","恭喜你!"); if (winArray.length>0) { for each(var item:Qizhi in winArray) { item.ellipse.fill=RED_COLOR; } } board.removeEventListener(MouseEvent.CLICK,boardClick); btnstart.enabled=true; btnlose.enabled=false; return; } if (turn==PLAYER_ONE_TURN) { turn=PLAYER_TWO_TURN; } else { turn=PLAYER_ONE_TURN; } } 判断胜负的寒素 private function isWinner(clickQizhi:Qizhi):Boolean { //判断横向 if (xWinner(clickQizhi)) return true; //判断横向 if (yWinner(clickQizhi)) return true; //判断斜向 if (xy13Winner(clickQizhi)) return true; if (xy24Winner(clickQizhi)) return true; return false; } private function xWinner(clickQizhi:Qizhi):Boolean{ winArray=new ArrayCollection(); for (var xRight:int=clickQizhi.x+1;(xRight<=totalsize&&xRight<clickQizhi.x+5);xRight++) { var qizhiRight:Qizhi=boardArray[xRight][clickQizhi.y] as Qizhi; if (qizhiRight.turn==clickQizhi.turn) { winArray.addItem(qizhiRight); } else { break; } } for (var xLeft:int=clickQizhi.x-1;(xLeft>=0&&xLeft>clickQizhi.x-5);xLeft--) { var qizhiLeft:Qizhi=boardArray[xLeft][clickQizhi.y] as Qizhi; if (qizhiLeft.turn==clickQizhi.turn) { winArray.addItem(qizhiLeft); } else { break; } } if (winArray.length>=4) { winArray.addItem(clickQizhi); return true; } return false; } private function yWinner(clickQizhi:Qizhi):Boolean{ winArray=new ArrayCollection(); var length:int=1; for (var yRight:int=clickQizhi.y+1;(yRight<=totalsize&&yRight<clickQizhi.y+5);yRight++) { var qizhiBottom:Qizhi=boardArray[clickQizhi.x][yRight] as Qizhi; if (qizhiBottom.turn==clickQizhi.turn) { winArray.addItem(qizhiBottom); } else { break; } } for (var yLeft:int=clickQizhi.y-1;(yLeft>=0&&yLeft>clickQizhi.y-5);yLeft--) { var qizhiTop:Qizhi=boardArray[clickQizhi.x][yLeft] as Qizhi; if (qizhiTop.turn==clickQizhi.turn) { winArray.addItem(qizhiTop); } else { break; } } if (winArray.length>=4) { winArray.addItem(clickQizhi); return true; } return false; } private function xy24Winner(clickQizhi:Qizhi):Boolean{ winArray=new ArrayCollection(); //第四象限 for (var yRight:int=clickQizhi.y+1;(yRight<=totalsize&&yRight<clickQizhi.y+5);yRight++) { if (clickQizhi.x+(yRight-clickQizhi.y)<=totalsize) { var qizhiRight:Qizhi=boardArray[clickQizhi.x+(yRight-clickQizhi.y)][yRight] as Qizhi; if (qizhiRight.turn==clickQizhi.turn) { winArray.addItem(qizhiRight); } else { break; } } else { break; } } //第二象限 for (var yLeft:int=clickQizhi.y-1;(yLeft>=0&&yLeft>clickQizhi.y-5);yLeft--) { if (clickQizhi.x-yLeft>=0) { var qizhiLeft:Qizhi=boardArray[clickQizhi.x-(clickQizhi.x-yLeft)][yLeft] as Qizhi; if (qizhiLeft.turn==clickQizhi.turn) { winArray.addItem(qizhiLeft); } else { break; } } else { break; } } if (winArray.length>=4) { winArray.addItem(clickQizhi); return true; } return false; } private function xy13Winner(clickQizhi:Qizhi):Boolean{ winArray=new ArrayCollection(); //第三象限 for (var yRight:int=clickQizhi.y+1;(yRight<=totalsize&&yRight<clickQizhi.y+5);yRight++) { if (clickQizhi.x-(yRight-clickQizhi.y)>=0) { var qizhiBottom:Qizhi=boardArray[clickQizhi.x-(yRight-clickQizhi.y)][yRight] as Qizhi; if (qizhiBottom.turn==clickQizhi.turn) { winArray.addItem(qizhiBottom); } else { break; } } else { break; } } //第一象限 for (var yLeft:int=clickQizhi.y-1;(yLeft>=0&&yLeft>clickQizhi.y-5);yLeft--) { if (clickQizhi.x+(clickQizhi.y-yLeft)<=totalsize) { var qizhiTop:Qizhi=boardArray[clickQizhi.x+(clickQizhi.y-yLeft)][yLeft] as Qizhi; if (qizhiTop.turn==clickQizhi.turn) { winArray.addItem(qizhiTop); } else { break; } } else { break; } } if (winArray.length>=4) { winArray.addItem(clickQizhi); return true; } return false; }