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unity实现简单的贪吃蛇游戏

来源:互联网 收集:自由互联 发布时间:2021-05-09
本文实例为大家分享了unity实现简单贪吃蛇游戏的具体代码,供大家参考,具体内容如下 SatUIController代码 using UnityEngine;using UnityEngine.UI;public class StartUIController : MonoBehaviour{ public Text la

本文实例为大家分享了unity实现简单贪吃蛇游戏的具体代码,供大家参考,具体内容如下

SatUIController代码

using UnityEngine;
using UnityEngine.UI;

public class StartUIController : MonoBehaviour
{
  public Text lastText;
  public Text bestText;
  public Toggle blue;
  public Toggle yellow;
  public Toggle border;
  public Toggle noBorder;

  void Awake()
  {
    lastText.text = "上次:长度" + PlayerPrefs.GetInt("lastl", 0) + ",分数" + PlayerPrefs.GetInt("lasts", 0);
    bestText.text = "最好:长度" + PlayerPrefs.GetInt("bestl", 0) + ",分数" + PlayerPrefs.GetInt("bests", 0);
  }

  void Start()
  {
    if (PlayerPrefs.GetString("sh", "sh01") == "sh01")
    {
      blue.isOn = true;
      PlayerPrefs.SetString("sh", "sh01");
      PlayerPrefs.SetString("sb01", "sb0101");
      PlayerPrefs.SetString("sb02", "sb0102");
    }
    else
    {
      yellow.isOn = true;
      PlayerPrefs.SetString("sh", "sh02");
      PlayerPrefs.SetString("sb01", "sb0201");
      PlayerPrefs.SetString("sb02", "sb0202");
    }
    if (PlayerPrefs.GetInt("border", 1) == 1)
    {
      border.isOn = true;
      PlayerPrefs.SetInt("border", 1);
    }
    else
    {
      noBorder.isOn = true;
      PlayerPrefs.SetInt("border", 0);
    }
  }

  public void BlueSelected(bool isOn)
  {
    if (isOn)
    {
      PlayerPrefs.SetString("sh", "sh01");
      PlayerPrefs.SetString("sb01", "sb0101");
      PlayerPrefs.SetString("sb02", "sb0102");
    }
  }

  public void YellowSelected(bool isOn)
  {
    if (isOn)
    {
      PlayerPrefs.SetString("sh", "sh02");
      PlayerPrefs.SetString("sb01", "sb0201");
      PlayerPrefs.SetString("sb02", "sb0202");
    }
  }

  public void BorderSelected(bool isOn)
  {
    if (isOn)
    {
      PlayerPrefs.SetInt("border", 1);
    }
  }

  public void NoBorderSelected(bool isOn)
  {
    if (isOn)
    {
      PlayerPrefs.SetInt("border", 0);
    }
  }

  public void StartGame()
  {
    UnityEngine.SceneManagement.SceneManager.LoadScene(1);
  }
}

SnakeHead代码

using System.Collections;
using System.Collections.Generic;
//using System.Linq;
using UnityEngine;
using UnityEngine.UI;

public class SnakeHead : MonoBehaviour
{
  public List<Transform> bodyList = new List<Transform>();
  public float velocity = 0.35f;
  public int step;
  private int x;
  private int y;
  private Vector3 headPos;
  private Transform canvas;
  private bool isDie = false;

  public AudioClip eatClip;
  public AudioClip dieClip;
  public GameObject dieEffect;
  public GameObject bodyPrefab;
  public Sprite[] bodySprites = new Sprite[2];

  void Awake()
  {
    canvas = GameObject.Find("Canvas").transform;
    //通过Resources.Load(string path)方法加载资源,path的书写不需要加Resources/以及文件扩展名
    gameObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(PlayerPrefs.GetString("sh", "sh02"));
    bodySprites[0] = Resources.Load<Sprite>(PlayerPrefs.GetString("sb01", "sb0201"));
    bodySprites[1] = Resources.Load<Sprite>(PlayerPrefs.GetString("sb02", "sb0202"));
  }

  void Start()
  {
    InvokeRepeating("Move", 0, velocity);
    x = 0;y = step;
  }

  void Update()
  {
    if (Input.GetKeyDown(KeyCode.Space) && MainUIController.Instance.isPause == false && isDie == false)
    {
      CancelInvoke();
      InvokeRepeating("Move", 0, velocity - 0.2f);
    }
    if (Input.GetKeyUp(KeyCode.Space) && MainUIController.Instance.isPause == false && isDie == false)
    {
      CancelInvoke();
      InvokeRepeating("Move", 0, velocity);
    }
    if (Input.GetKey(KeyCode.W) && y != -step && MainUIController.Instance.isPause == false && isDie == false)
    {
      gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
      x = 0;y = step;
    }
    if (Input.GetKey(KeyCode.S) && y != step && MainUIController.Instance.isPause == false && isDie == false)
    {
      gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
      x = 0; y = -step;
    }
    if (Input.GetKey(KeyCode.A) && x != step && MainUIController.Instance.isPause == false && isDie == false)
    {
      gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
      x = -step; y = 0;
    }
    if (Input.GetKey(KeyCode.D) && x != -step && MainUIController.Instance.isPause == false && isDie == false)
    {
      gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
      x = step; y = 0;
    }
  }

  void Move()
  {
    headPos = gameObject.transform.localPosition;                        //保存下来蛇头移动前的位置
    gameObject.transform.localPosition = new Vector3(headPos.x + x, headPos.y + y, headPos.z); //蛇头向期望位置移动
    if (bodyList.Count > 0)
    {
      //由于我们是双色蛇身,此方法弃用
      //bodyList.Last().localPosition = headPos;                       //将蛇尾移动到蛇头移动前的位置
      //bodyList.Insert(0, bodyList.Last());                         //将蛇尾在List中的位置更新到最前
      //bodyList.RemoveAt(bodyList.Count - 1);                        //移除List最末尾的蛇尾引用

      //由于我们是双色蛇身,使用此方法达到显示目的
      for (int i = bodyList.Count - 2; i >= 0; i--)                      //从后往前开始移动蛇身
      {
        bodyList[i + 1].localPosition = bodyList[i].localPosition;             //每一个蛇身都移动到它前面一个节点的位置
      }
      bodyList[0].localPosition = headPos;                          //第一个蛇身移动到蛇头移动前的位置
    }
  }

  void Grow()
  {
    AudioSource.PlayClipAtPoint(eatClip, Vector3.zero);
    int index = (bodyList.Count % 2 == 0) ? 0 : 1;
    GameObject body = Instantiate(bodyPrefab, new Vector3(2000, 2000, 0), Quaternion.identity);
    body.GetComponent<Image>().sprite = bodySprites[index];
    body.transform.SetParent(canvas, false);
    bodyList.Add(body.transform);
  }

  void Die()
  {
    AudioSource.PlayClipAtPoint(dieClip, Vector3.zero);
    CancelInvoke();
    isDie = true;
    Instantiate(dieEffect);
    PlayerPrefs.SetInt("lastl", MainUIController.Instance.length);
    PlayerPrefs.SetInt("lasts", MainUIController.Instance.score);
    if (PlayerPrefs.GetInt("bests", 0) < MainUIController.Instance.score)
    {
      PlayerPrefs.SetInt("bestl", MainUIController.Instance.length);
      PlayerPrefs.SetInt("bests", MainUIController.Instance.score);
    }
    StartCoroutine(GameOver(1.5f));
  }

  IEnumerator GameOver(float t)
  {
    yield return new WaitForSeconds(t);
    UnityEngine.SceneManagement.SceneManager.LoadScene(1);
  }

  private void OnTriggerEnter2D(Collider2D collision)
  {
    if (collision.gameObject.CompareTag("Food"))
    {
      Destroy(collision.gameObject);
      MainUIController.Instance.UpdateUI();
      Grow();
      FoodMaker.Instance.MakeFood((Random.Range(0, 100) < 20) ? true : false);
    }
    else if (collision.gameObject.CompareTag("Reward"))
    {
      Destroy(collision.gameObject);
      MainUIController.Instance.UpdateUI(Random.Range(5, 15) * 10);
      Grow();
    }
    else if (collision.gameObject.CompareTag("Body"))
    {
      Die();
    }
    else
    {
      if (MainUIController.Instance.hasBorder)
      {
        Die();
      }
      else
      {
        switch (collision.gameObject.name)
        {
          case "Up":
            transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y + 30, transform.localPosition.z);
            break;
          case "Down":
            transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y - 30, transform.localPosition.z);
            break;
          case "Left":
            transform.localPosition = new Vector3(-transform.localPosition.x + 180, transform.localPosition.y, transform.localPosition.z);
            break;
          case "Right":
            transform.localPosition = new Vector3(-transform.localPosition.x + 240, transform.localPosition.y, transform.localPosition.z);
            break;
        }
      }
    }
  }
}

MainUIController

using UnityEngine;
using UnityEngine.UI;

public class MainUIController : MonoBehaviour
{
  private static MainUIController _instance;
  public static MainUIController Instance
  {
    get
    {
      return _instance;
    }
  }

  public bool hasBorder = true;
  public bool isPause = false;
  public int score = 0;
  public int length = 0;
  public Text msgText;
  public Text scoreText;
  public Text lengthText;
  public Image pauseImage;
  public Sprite[] pauseSprites;
  public Image bgImage;
  private Color tempColor;

  void Awake()
  {
    _instance = this;
  }

  void Start()
  {
    if (PlayerPrefs.GetInt("border", 1) == 0)
    {
      hasBorder = false;
      foreach (Transform t in bgImage.gameObject.transform)
      {
        t.gameObject.GetComponent<Image>().enabled = false;
      }
    }
  }

  void Update()
  {
    switch (score / 100)
    {
      case 0:
      case 1:
      case 2:
        break;
      case 3:
      case 4:
        ColorUtility.TryParseHtmlString("#CCEEFFFF", out tempColor);
        bgImage.color = tempColor;
        msgText.text = "阶段" + 2;
        break;
      case 5:
      case 6:
        ColorUtility.TryParseHtmlString("#CCFFDBFF", out tempColor);
        bgImage.color = tempColor;
        msgText.text = "阶段" + 3;
        break;
      case 7:
      case 8:
        ColorUtility.TryParseHtmlString("#EBFFCCFF", out tempColor);
        bgImage.color = tempColor;
        msgText.text = "阶段" + 4;
        break;
      case 9:
      case 10:
        ColorUtility.TryParseHtmlString("#FFF3CCFF", out tempColor);
        bgImage.color = tempColor;
        msgText.text = "阶段" + 5;
        break;
      default:
        ColorUtility.TryParseHtmlString("#FFDACCFF", out tempColor);
        bgImage.color = tempColor;
        msgText.text = "无尽阶段";
        break;
    }
  }

  public void UpdateUI(int s = 5, int l = 1)
  {
    score += s;
    length += l;
    scoreText.text = "得分:\n" + score;
    lengthText.text = "长度:\n" + length;
  }

  public void Pause()
  {
    isPause = !isPause;
    if (isPause)
    {
      Time.timeScale = 0;
      pauseImage.sprite = pauseSprites[1];
    }
    else
    {
      Time.timeScale = 1;
      pauseImage.sprite = pauseSprites[0];
    }
  }

  public void Home()
  {
    UnityEngine.SceneManagement.SceneManager.LoadScene(0);
  }
}

FoodMaker代码

using UnityEngine;
using UnityEngine.UI;

public class FoodMaker : MonoBehaviour
{
  private static FoodMaker _instance;
  public static FoodMaker Instance
  {
    get
    {
      return _instance;
    }
  }

  public int xlimit = 21;
  public int ylimit = 11;
  public int xoffset = 7;
  public GameObject foodPrefab;
  public GameObject rewardPrefab;
  public Sprite[] foodSprites;
  private Transform foodHolder;

  void Awake()
  {
    _instance = this;
  }

  void Start()
  {
    foodHolder = GameObject.Find("FoodHolder").transform;
    MakeFood(false);
  }

  public void MakeFood(bool isReward)
  {
    int index = Random.Range(0, foodSprites.Length);
    GameObject food = Instantiate(foodPrefab);
    food.GetComponent<Image>().sprite = foodSprites[index];
    food.transform.SetParent(foodHolder, false);
    int x = Random.Range(-xlimit + xoffset, xlimit);
    int y = Random.Range(-ylimit, ylimit);
    food.transform.localPosition = new Vector3(x * 30, y * 30, 0);
    if (isReward)
    {
      GameObject reward = Instantiate(rewardPrefab);
      reward.transform.SetParent(foodHolder, false);
      x = Random.Range(-xlimit + xoffset, xlimit);
      y = Random.Range(-ylimit, ylimit);
      reward.transform.localPosition = new Vector3(x * 30, y * 30, 0);
    }
  }
}

代码放置如下

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持自由互联。

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