资源准备:
资源准备好之后就创建一个Plane,把他放在相机的下面,成为相机的子物体,再创建4个空物体作为锚点
下面就是代码了:
public class Chess : MonoBehaviour
{
//四个锚点位置,用于计算棋子落点
public GameObject LeftTop;
public GameObject RightTop;
public GameObject LeftBottom;
public GameObject RightBottom;
//主摄像机
public Camera cam;
//锚点在屏幕上的映射位置
Vector3 LTPos;
Vector3 RTPos;
Vector3 LBPos;
Vector3 RBPos;
Vector3 PointPos;//当前点选的位置
float gridWidth = 1; //棋盘网格宽度
float gridHeight = 1; //棋盘网格高度
float minGridDis; //网格宽和高中较小的一个
Vector2[,] chessPos; //存储棋盘上所有可以落子的位置
int[,] chessState; //存储棋盘位置上的落子状态
enum turn { black, white };
turn chessTurn; //落子顺序
public Texture2D white; //白棋子
public Texture2D black; //黑棋子
public Texture2D blackWin; //白子获胜提示图
public Texture2D whiteWin; //黑子获胜提示图
int winner = 0; //获胜方,1为黑子,-1为白子
bool isPlaying = true; //是否处于对弈状态
// Start is called before the first frame update
void Start()
{
chessPos = new Vector2[15, 15];//棋盘上可落子的位置
chessState = new int[15, 15];//位置上的落子状态
chessTurn = turn.black;//落子顺序(黑子先)
}
// Update is called once per frame
void Update()
{
//计算锚点的位置
LTPos = cam.WorldToScreenPoint(LeftTop.transform.position);
RTPos = cam.WorldToScreenPoint(RightTop.transform.position);
LBPos = cam.WorldToScreenPoint(LeftBottom.transform.position);
RBPos = cam.WorldToScreenPoint(RightBottom.transform.position);
//计算网格宽度
gridWidth = (RTPos.x - LTPos.x) / 14;
//计算网格高度
gridHeight = (LTPos.y - LBPos.y) / 14;
minGridDis = gridWidth < gridHeight ? gridWidth : gridHeight;
//计算落子点的位置
for (int i = 0; i < 15; i++)
{
for (int j = 0; j < 15; j++)
{
chessPos[i, j] = new Vector2(LBPos.x + gridWidth * i, LBPos.y + gridHeight * j);
}
}
//检测鼠标输入并确定落子状态
if (isPlaying && Input.GetMouseButtonDown(0))
{
//获取鼠标位置
PointPos = Input.mousePosition;
for (int i = 0; i < 15; i++)
{
for (int j = 0; j < 15; j++)
{
//找到最接近鼠标点击位置的落子点,如果是空则落子
if (Dis(PointPos, chessPos[i, j]) < minGridDis / 2 && chessState[i, j] == 0)
{
//根据下棋顺序确定落子颜色
chessState[i, j] = chessTurn == turn.black ? 1 : -1;
//落子成功,更换下棋顺序
chessTurn = chessTurn == turn.black ? turn.white : turn.black;
}
}
}
//调用判断函数,确定是否有获胜方
int re = result();
if (re == 1)
{
Debug.Log("黑方胜出");
winner = 1;
isPlaying = false;
}
else if (re == -1)
{
Debug.Log("白方胜出");
winner = -1;
isPlaying = false;
}
}
//按下空格重新开始游戏
if (Input.GetKeyDown(KeyCode.Space))
{
for (int i = 0; i < 15; i++)
{
for (int j = 0; j < 15; j++)
{
chessState[i, j] = 0;
}
}
isPlaying = true;
chessTurn = turn.black;
winner = 0;
}
}
/// <summary>
/// 检测是否是获胜方的函数,不含黑棋禁手检测
/// </summary>
/// <returns></returns>
private int result()
{
int flag = 0;
//如果当前该白旗落子,标定黑棋刚刚下完一步,此时应该判断黑棋是否获胜
if (chessTurn == turn.white)
{
for (int i = 0; i < 11; i++)
{
for (int j = 0; j < 15; j++)
{
if (j < 4)
{
//横向
if (chessState[i, j] == 1 && chessState[i, j + 1] == 1 && chessState[i, j + 2] == 1 && chessState[i, j + 3] == 1 && chessState[i, j + 4] == 1)
{
flag = 1;
return flag;
}
//纵向
if (chessState[i, j] == 1 && chessState[i + 1, j] == 1 && chessState[i + 2, j] == 1 && chessState[i + 3, j] == 1 && chessState[i + 4, j] == 1)
{
flag = 1;
return flag;
}
//右斜线
if (chessState[i, j] == 1 && chessState[i + 1, j + 1] == 1 && chessState[i + 2, j + 2] == 1 && chessState[i + 3, j + 3] == 1 && chessState[i + 4, j + 4] == 1)
{
flag = 1;
return flag;
}
}
else if (j >= 4 && j < 14)
{
//横向
if (chessState[i, j] == 1 && chessState[i, j + 1] == 1 && chessState[i, j + 2] == 1 && chessState[i, j + 3] == 1 && chessState[i, j + 4] == 1)
{
flag = 1;
return flag;
}
//纵向
if (chessState[i, j] == 1 && chessState[i + 1, j] == 1 && chessState[i + 2, j] == 1 && chessState[i + 3, j] == 1 && chessState[i + 4, j] == 1)
{
flag = 1;
return flag;
}
//右斜线
if (chessState[i, j] == 1 && chessState[i + 1, j + 1] == 1 && chessState[i + 2, j + 2] == 1 && chessState[i + 3, j + 3] == 1 && chessState[i + 4, j + 4] == 1)
{
flag = 1;
return flag;
}
//左斜线
if (chessState[i, j] == 1 && chessState[i + 1, j - 1] == 1 && chessState[i + 2, j - 2] == 1 && chessState[i + 3, j - 3] == 1 && chessState[i + 4, j - 4] == 1)
{
flag = 1;
return flag;
}
}
else
{
//纵向
if (chessState[i, j] == 1 && chessState[i + 1, j] == 1 && chessState[i + 2, j] == 1 && chessState[i + 3, j] == 1 && chessState[i + 4, j] == 1)
{
flag = 1;
return flag;
}
//左斜线
if (chessState[i, j] == 1 && chessState[i + 1, j - 1] == 1 && chessState[i + 2, j - 2] == 1 && chessState[i + 3, j - 3] == 1 && chessState[i + 4, j - 4] == 1)
{
flag = 1;
return flag;
}
}
}
}
for (int i = 11; i < 15; i++)
{
for (int j = 0; j < 11; j++)
{
//只需要判断横向
if (chessState[i, j] == 1 && chessState[i, j + 1] == 1 && chessState[i, j + 2] == 1 && chessState[i, j + 3] == 1 && chessState[i, j + 4] == 1)
{
flag = 1;
return flag;
}
}
}
}
//如果当前该黑棋落子,标定白旗刚刚下完一步,此时应该判断白旗是否获胜
else if (chessTurn == turn.black)
{
for (int i = 0; i < 11; i++)
{
for (int j = 0; j < 15; j++)
{
if (j < 4)
{
//横向
if (chessState[i, j] == -1 && chessState[i, j + 1] == -1 && chessState[i, j + 2] == -1 && chessState[i, j + 3] == -1 && chessState[i, j + 4] == -1)
{
flag = -1;
return flag;
}
//纵向
if (chessState[i, j] == -1 && chessState[i + 1, j] == -1 && chessState[i + 2, j] == -1 && chessState[i + 3, j] == -1 && chessState[i + 4, j] == -1)
{
flag = -1;
return flag;
}
//右斜线
if (chessState[i, j] == -1 && chessState[i + 1, j + 1] == -1 && chessState[i + 2, j + 2] == -1 && chessState[i + 3, j + 3] == -1 && chessState[i + 4, j + 4] == -1)
{
flag = -1;
return flag;
}
}
else if (j >= 4 && j < 11)
{
//横向
if (chessState[i, j] == -1 && chessState[i, j + 1] == -1 && chessState[i, j + 2] == -1 && chessState[i, j + 3] == -1 && chessState[i, j + 4] == -1)
{
flag = -1;
return flag;
}
//纵向
if (chessState[i, j] == -1 && chessState[i + 1, j] == -1 && chessState[i + 2, j] == -1 && chessState[i + 3, j] == -1 && chessState[i + 4, j] == -1)
{
flag = -1;
return flag;
}
//右斜线
if (chessState[i, j] == -1 && chessState[i + 1, j + 1] == -1 && chessState[i + 2, j + 2] == -1 && chessState[i + 3, j + 3] == -1 && chessState[i + 4, j + 4] == -1)
{
flag = -1;
return flag;
}
//左斜线
if (chessState[i, j] == -1 && chessState[i + 1, j - 1] == -1 && chessState[i + 2, j - 2] == -1 && chessState[i + 3, j - 3] == -1 && chessState[i + 4, j - 4] == -1)
{
flag = -1;
return flag;
}
}
else
{
//纵向
if (chessState[i, j] == -1 && chessState[i + 1, j] == -1 && chessState[i + 2, j] == -1 && chessState[i + 3, j] == -1 && chessState[i + 4, j] == -1)
{
flag = -1;
return flag;
}
//左斜线
if (chessState[i, j] == -1 && chessState[i + 1, j - 1] == -1 && chessState[i + 2, j - 2] == -1 && chessState[i + 3, j - 3] == -1 && chessState[i + 4, j - 4] == -1)
{
flag = -1;
return flag;
}
}
}
}
for (int i = 11; i < 15; i++)
{
for (int j = 0; j < 11; j++)
{
//只需要判断横向
if (chessState[i, j] == -1 && chessState[i, j + 1] == -1 && chessState[i, j + 2] == -1 && chessState[i, j + 3] == -1 && chessState[i, j + 4] == -1)
{
flag = -1;
return flag;
}
}
}
}
return flag;
}
/// <summary>
/// 计算平面距离函数
/// </summary>
/// <param name="pointPos"></param>
/// <param name="vector2"></param>
/// <returns></returns>
private float Dis(Vector3 mPos, Vector2 gridPos)
{
//Pow返回次幂 Sqrt平方根
return Mathf.Sqrt(Mathf.Pow(mPos.x - gridPos.x, 2) + Mathf.Pow(mPos.y - gridPos.y, 2));
}
private void OnGUI()
{
//绘制棋子
for (int i = 0; i < 15; i++)
{
for (int j = 0; j < 15; j++)
{
if (chessState[i, j] == 1)
{
GUI.DrawTexture(new Rect(chessPos[i, j].x - gridWidth / 2, Screen.height - chessPos[i,j].y - gridHeight / 2, gridWidth, gridHeight), black);
}
if (chessState[i, j] == -1)
{
GUI.DrawTexture(new Rect(chessPos[i, j].x - gridWidth / 2, Screen.height - chessPos[i,j].y - gridHeight / 2, gridWidth, gridHeight), white);
}
}
}
//根据获胜状态,弹出相应的胜利图片
if (winner == 1 )
{
GUI.DrawTexture(new Rect(Screen.width * 0.25f, Screen.height * 0.25f, Screen.width * 0.5f, Screen.height * 0.25f), blackWin);
}
if (winner == -1)
{
GUI.DrawTexture(new Rect(Screen.width * 0.25f, Screen.height * 0.25f, Screen.width * 0.5f, Screen.height * 0.25f), whiteWin);
}
}
}