前言
我們之前完成了遊戲的基本布局,今天我們接着來講下如何實作飛行棋的遊戲邏輯。
遊戲邏輯
- 擲骰子:随機地擲出點數1~6,根據骰子點數和目前陣營的棋子狀态改變對應棋子的disabled屬性,以控制該棋子是否可互動移動,若無符合互動條件的棋子可操作則進行回合輪替。
todice() {
this.dice_dab = true;
this.dice_num = Math.floor(Math.random()*6+1);
switch(this.dice_num) {
case 1:
this.dice_pic = "point1";
break;
case 2:
this.dice_pic = "point2";
break;
case 3:
this.dice_pic = "point3";
break;
case 4:
this.dice_pic = "point4";
break;
case 5:
this.dice_pic = "point5";
break;
case 6:
this.dice_pic = "point6";
break;
default:
console.log("骰子意外出錯");
break;
}
// 骰子點數小于6,若有飛行狀态的棋子可點選,該回合可操作,否則回合輪替
if(6 > this.dice_num) {
var operable = false;
for(var i=0; i<4; i++) {
if("flying" == thetype[i].type) {
thetype[i].chess_dab = false;
operable = true;
}
}
if(false == operable) {
this.rotate();
}
else {}
}
// 骰子點數為6,除已到達的棋子都可點選
else {
for(var i=0; i<4; i++) {
if("arrive" != thetype[i].type) {
thetype[i].chess_dab = false;
}
}
}
},
- 選擇棋子:玩家選擇可移動的棋子行動,根據棋子狀态移動棋子。若棋子還未“起飛”,則移動到起點;若棋子已經行走在航線上,則移動與骰子點數對應的步數,若超過終點則回退多餘步數。
// 選中棋子行動
appoint(thecamp, num) {
for(var i=0; i<4; i++) {
thecamp[i].chess_dab = true;
}
// 若該棋子已進入航線
if(null != thecamp[num].step) {
for(var t=0; t<MapData[Route[this.theround%4][thecamp[num].step]].chess.length; t++) {
if(thecamp[num].index == MapData[Route[this.theround%4][thecamp[num].step]].chess[t].index) {
MapData[Route[this.theround%4][thecamp[num].step]].chess.splice(t, 1);
break;
}
}
}
// 如果該棋子處于待機狀态,進入起點,最後結束
if("wait" == thecamp[num].type) {
MapData[thecamp[num].index].chess.pop();
thecamp[num].step = 0;
thecamp[num].type = "flying";
thecamp[num].x = MapData[Route[this.theround%4][thecamp[num].step]].x;
thecamp[num].y = MapData[Route[this.theround%4][thecamp[num].step]].y;
thecamp[num].angle = MapData[Route[this.theround%4][thecamp[num].step]].angle;
MapData[Route[this.theround%4][thecamp[num].step]].chess.push(thecamp[num]);
this.dice_num = 0;
this.dice_dab = false;
this.dice_pic = "dice";
return;
}
temp = this.dice_num;
// 若走不到終點
if(56 >= (thecamp[num].step + this.dice_num)) {
forward = temp;
}
// 超過終點,回退幾步
else {
forward = 56 - thecamp[num].step;
backward = temp - forward;
}
// 0.5秒執行一次走棋方法
onestep = setInterval(()=> {
this.move(thecamp[num]);
}, 500);
},
- 棋子移動:重複定時器執行棋子移動方法,一步一步走完後确認落點,先後進行是否觸發踩棋子判定或位移判定,之後再進行回合輪替。當有棋子行至終點時更新左側的飛行進度,若其中三名玩家完成遊戲則遊戲結束,彈出排行榜,未完成的一方為最後一名。

// 移動棋子
move(thechess) {
// 若前進步數為0,且需要後退
if((0 == forward) && (0 != backward)) {
thechess.step -= 1;
backward --;
}
// 若需要前進
if(forward != 0) {
thechess.step += 1;
forward --;
}
thechess.x = MapData[Route[this.theround%4][thechess.step]].x;
thechess.y = MapData[Route[this.theround%4][thechess.step]].y;
thechess.angle = MapData[Route[this.theround%4][thechess.step]].angle;
temp -= 1;
// 若步數走完
if(0 == temp) {
clearInterval(onestep);
forward = 0;
backward = 0;
this.complex(thechess); // 踩棋子判斷
this.getjump(thechess); // 位移判斷
// 向棋子目前落點寫入棋子資訊
ruzhan = setTimeout(()=> {
MapData[Route[this.theround%4][thechess.step]].chess.push(thechess);
}, 1200);
// 延遲後進行回合輪替
changeturn = setTimeout(()=> {
// 若該棋子到達終點,更新進度
if(56 == thechess.step) {
thechess.type = "arrive";
this.flylog[this.theround%4].progress += 1;
// 若該棋子走完後剛好全部到達,計入排行榜
if(4 == this.flylog[this.theround%4].progress) {
this.allrank.push(
{
rank: this.allrank.length + 1,
chess: this.flylog[this.theround%4].camp,
round: "用時" + this.theround + "回合",
}
)
if(3 == this.allrank.length) {
for(var i=0; i<4; i++) {
if(this.flylog[i].progress < 4) {
var chesstemp = this.flylog[i].camp;
}
}
this.allrank.push(
{
rank: this.allrank.length + 1,
chess: chesstemp,
round: "未完成",
}
)
this.dice_dab = true;
this.result = true;
return;
}
}
}
this.rotate();
}, 1500);
}
},
- 踩棋事件判定:當棋子落點處已有其它棋子時判斷是否異色,若為同方陣營的棋子則共處一格;若為其它陣營的棋子則會被擊落回到起點。
// 落點是否有棋子
complex(thechess) {
if(52 > MapData[Route[this.theround%4][thechess.step]].index) {
if(0 != MapData[Route[this.theround%4][thechess.step]].chess.length) {
// 我方棋子
if(thechess.color == MapData[Route[this.theround%4][thechess.step]].chess[0].color) {
}
// 敵方棋子,踩回起點
else {
for(var i=0; i<MapData[Route[this.theround%4][thechess.step]].chess.length; i++) {
MapData[Route[this.theround%4][thechess.step]].chess[i].type = "wait";
MapData[Route[this.theround%4][thechess.step]].chess[i].step = null;
MapData[Route[this.theround%4][thechess.step]].chess[i].x =
MapData[MapData[Route[this.theround%4][thechess.step]].chess[i].index].x;
MapData[Route[this.theround%4][thechess.step]].chess[i].y =
MapData[MapData[Route[this.theround%4][thechess.step]].chess[i].index].y;
MapData[Route[this.theround%4][thechess.step]].chess[i].angle =
MapData[MapData[Route[this.theround%4][thechess.step]].chess[i].index].angle;
this.flylog[this.theround%4].hit += 1;
}
MapData[Route[this.theround%4][thechess.step]].chess.splice(0, MapData[Route[this.theround%4][thechess.step]].chess.length);
}
}
}
},
- 位移事件判定:若棋子與落點處棋格顔色相同,則觸發跳躍移動到下一個同色棋格位置,接着再進行一次踩棋事件判定。
// 判斷觸發位移
getjump(thechess) {
// 在進入最後的直航線前的轉角前都有可能觸發位移
if(46 >= thechess.step) {
if(thechess.color == MapData[Route[this.theround%4][thechess.step]].color) {
if(18 == thechess.step) {
thechess.step += 12;
}
else {
thechess.step += 4;
}
jump1 = setTimeout(()=> {
thechess.x = MapData[Route[this.theround%4][thechess.step]].x;
thechess.y = MapData[Route[this.theround%4][thechess.step]].y;
thechess.angle = MapData[Route[this.theround%4][thechess.step]].angle;
// 第二次踩棋子
this.complex(thechess);
if(18 == thechess.step) {
jump2 = setTimeout(()=> {
thechess.step += 12;
thechess.x = MapData[Route[this.theround%4][thechess.step]].x;
thechess.y = MapData[Route[this.theround%4][thechess.step]].y;
thechess.angle = MapData[Route[this.theround%4][thechess.step]].angle;
// 第三次踩棋子
this.complex(thechess);
}, 500);
}
}, 500);
}
}
},
- 回合輪替:以回合數%4的方式進行回合輪替,若玩家擲出點數6則追加一次擲骰子機會。
// 回合輪替
rotate() {
// 剛剛是否投出6,是則再來一次,否則回合數加一,進行輪替
if(6 == this.dice_num) {
if(4 == this.flylog[this.theround%4].progress) {
this.theround += 1;
}
}
else {
this.theround += 1;
}
this.dice_num = 0;
this.dice_pic = "dice";
this.dice_dab = false;
switch(this.theround % 4) {
case 0: // 紅的回合
thetype = this.RED;
this.roundtitle = "紅色方的回合";
break;
case 1: // 綠的回合
thetype = this.GREEN;
this.roundtitle = "綠色方的回合";
break;
case 2: // 黃的回合
thetype = this.YELLOW;
this.roundtitle = "黃色方的回合";
break;
case 3: // 藍的回合
thetype = this.BLUE;
this.roundtitle = "藍色方的回合";
break;
default:
console.log("意外出錯");
break;
}
// 若該顔色的4枚棋子都已到達終點,直接進行回合輪替
var win = 0;
for(var i=0; i<4; i++) {
if("arrive" == thetype[i].type) {
win += 1;
}
}
if(4 == win) {
this.rotate();
}
},
- 重新開始遊戲:為了避免誤觸,将按鈕事件設定為長按觸發,長按後重置遊戲各個變量為初始值。
// 重新開始遊戲
restart() {
// 重置遊戲其它變量
clearInterval(onestep);
temp = 0;
forward = 0;
backward = 0;
clearTimeout(jump1);
clearTimeout(jump2);
clearTimeout(ruzhan);
clearTimeout(changeturn);
this.roundtitle = "";
this.theround = 0;
this.dice_pic = "dice";
this.dice_num = 0;
this.dice_dab = false;
this.result = false;
// 重置地圖
for(var i=0; i<MapData.length; i++) {
MapData[i].chess = [];
}
// 重置飛行記錄和排行榜
for(var j=0; j<4; j++) {
this.flylog[j].hit = 0;
this.flylog[j].progress = 0;
}
this.allrank = [];
// 重置棋子
for(var k=0; k<4; k++) {
this.RED[k].type = "wait";
this.RED[k].chess_dab = true;
this.RED[k].step = null;
this.RED[k].x = MapData[this.RED[k].index].x;
this.RED[k].y = MapData[this.RED[k].index].y;
this.RED[k].angle = MapData[this.RED[k].index].angle;
this.GREEN[k].type = "wait";
this.GREEN[k].chess_dab = true;
this.GREEN[k].step = null;
this.GREEN[k].x = MapData[this.GREEN[k].index].x;
this.GREEN[k].y = MapData[this.GREEN[k].index].y;
this.GREEN[k].angle = MapData[this.GREEN[k].index].angle;
this.YELLOW[k].type = "wait";
this.YELLOW[k].chess_dab = true;
this.YELLOW[k].step = null;
this.YELLOW[k].x = MapData[this.YELLOW[k].index].x;
this.YELLOW[k].y = MapData[this.YELLOW[k].index].y;
this.YELLOW[k].angle = MapData[this.YELLOW[k].index].angle;
this.BLUE[k].type = "wait";
this.BLUE[k].chess_dab = true;
this.BLUE[k].step = null;
this.BLUE[k].x = MapData[this.BLUE[k].index].x;
this.BLUE[k].y = MapData[this.BLUE[k].index].y;
this.BLUE[k].angle = MapData[this.BLUE[k].index].angle;
}
// 棋子歸位
for(var l=0; l<4; l++) {
MapData[77+l].chess.push(this.RED[l]);
MapData[82+l].chess.push(this.GREEN[l]);
MapData[87+l].chess.push(this.YELLOW[l]);
MapData[92+l].chess.push(this.BLUE[l]);
}
// 預設紅色先手
thetype = this.RED;
this.roundtitle = "紅色方的回合";
},
結語
至此,飛行棋小遊戲項目開發完畢,希望大家能從遊戲中理清邏輯,學到需要的知識。
<br>項目倉庫連結 https://gitee.com/zhan-weisong/flight-chess
附件連結:https://ost.51cto.com/resource/2365
本文作者:Looker_song