Unity游戏开发之贪吃蛇(下)
作者:
虚拟喵
来源
: https://blog.csdn.net/qq_35361471/article/details/79327038
开发版本:unity 2017.1.1f1
适合人群:初学Unity者
源文件链接请见文末!
开启学习之旅吧!
边界传送
完善蛇头的触发检测,使用switch判断蛇头碰撞的墙面
//判断碰撞到物体的名字
switch (collision.gameObject.name)
{
case "Up":
//-transform.localPosition.y + 30 需要注意这里添加一个偏差值,防止蛇头刚移动到底部就碰到底部的碰撞器,下面同理
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 + 210, transform.localPosition.y, transform.localPosition.z);
break;
case "Right":
transform.localPosition = new Vector3(-375, transform.localPosition.y, transform.localPosition.z);
break;
}
设计UI
首先实现分数和长度的记录
新建MainUIController.cs脚本,做成单例模式
添加UpdateUI()方法,用于外部调用更新UI显示
private static MainUIController instance;
public static MainUIController Instance
{
get
{
return instance;
}
}
private void Awake()
{
if (instance == null)
{
instance = this;
}
}
public int score = 0;
public int length = 0;
public Text scoreText;
public Text lengthText;
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;
}
然后在SnakeHead.cs的触发检测中调用
if (collision.gameObject.CompareTag("Food"))
{
Destroy(collision.gameObject);
MainUIController.Instance.UpdateUI();
AddBody();
FoodCreator.Instance.CreateFood((Random.Range(0, 100) < 20) ? true : false);
}
else if (collision.gameObject.CompareTag("Reward"))
{
Destroy(collision.gameObject);
MainUIController.Instance.UpdateUI(Random.Range(5, 15) * 10);
AddBody();
}
设计暂停按钮,新建Pause按钮
public bool isPause = false;
public void Pause()
{
isPause = !isPause;
if (isPause)
{
Time.timeScale = 0;
//按钮图片的切换
pauseBtn.GetComponent<Image>().sprite = pauseSprites[1];
}
else
{
Time.timeScale = 1;
pauseBtn.GetComponent<Image>().sprite = pauseSprites[0];
}
}
然后将暂停按钮监听Pause方法
同理,返回键就重新加载场景 注意引用命名空间using UnityEngine.UI;
public void BackToHome()
{
SceneManager.LoadScene("StartScene");
}
设立一个布尔值用来判断是否有边界
public bool hasBorder
后续操作待定。。。
蛇死亡处理
实现蛇死亡特效
在SnakeHead.cs中添加Die()方法。微信搜索公众号 [爱上游戏开发],回复 “资料”,免费领取 200G 学习资料!
public GameObject dieEffect;
void Die()
{
audioSource.clip = dieClip;
audioSource.Play();
//取消蛇移动的InvokeRepeating调用
CancelInvoke();
isDie = true;
//实例化死亡效果
Instantiate(dieEffect, transform.position - Vector3.forward, Quaternion.identity);
//数据持久化PlayerPrefs以键值对的形式保存数据,可以保存int、string、float三种数据类型,类似字典
//Set用于保存数据,Get用于得到数据
PlayerPrefs.SetInt("lastLength", MainUIController.Instance.length);
PlayerPrefs.SetInt("lastScore", MainUIController.Instance.score);
//如果当前分数高于最高分数,就将最高数据进行更换
//GetInt("bestScore", 0)如果当前有bestScore值的话,则返回该值,如果没有,则返回0
if (PlayerPrefs.GetInt("bestScore", 0) < MainUIController.Instance.score)
{
PlayerPrefs.SetInt("bestLength", MainUIController.Instance.length);
PlayerPrefs.SetInt("bestScore", MainUIController.Instance.score);
}
//开启协成,调用GameOver方法
StartCoroutine(GameOver(1.5f));
}
IEnumerator GameOver(float t)
{
//停顿t秒执行下面语句
yield return new WaitForSeconds(t);
//重新加载到开始场景
UnityEngine.SceneManagement.SceneManager.LoadScene("StartScene");
}
完善蛇头触发检测
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Food"))
{
Destroy(collision.gameObject);
MainUIController.Instance.UpdateUI();
AddBody();
FoodCreator.Instance.CreateFood((Random.Range(0, 100) < 20) ? true : false);
}
else if (collision.gameObject.CompareTag("Reward"))
{
Destroy(collision.gameObject);
MainUIController.Instance.UpdateUI(Random.Range(5, 15) * 10);
AddBody();
}
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 + 210, transform.localPosition.y, transform.localPosition.z);
break;
case "Right":
transform.localPosition = new Vector3(-375, transform.localPosition.y, transform.localPosition.z);
break;
}
}
}
}
存储用户设置
我们使用数据持久化保存PlayerPrefs来保存用户的设置,实现保存玩家上一次的设置,上一节我们就用该方法保存了游戏的得分
需要将蛇头和所有蛇身的精灵资源放在Resources文件夹中,动态加载资源
新建四个方法BlueSelected(),YellowSelected(),BorderSelected(),NoBorderSelected(),分别绑定开始界面的四个Toggle选项
使用PlayerPrefs来存储用户设置
public class StartUIController : MonoBehaviour
{
public Text lastText;
public Text bestText;
public Toggle blue;
public Toggle yellow;
public Toggle border;
public Toggle noBorder;
private void Start()
{
lastText.text = "上次:长度"+PlayerPrefs.GetInt("lastLength",0)+",分数" + PlayerPrefs.GetInt("lastScore", 0);
bestText.text = "最好:长度" + PlayerPrefs.GetInt("bestLength", 0) + ",分数" + PlayerPrefs.GetInt("bestScore", 0);
//GetString如果sh已经有值,则判断是否为样式一小蛇,如果用户还没有设置,则默认为样式一
if (PlayerPrefs.GetString("sh", "sb01") == "sb01")
{
blue.isOn = true;
BlueSelected(true);
}
else
{
yellow.isOn = true;
YellowSelected(true);
}
//有无边界的判断如上
if (PlayerPrefs.GetInt("border", 0) == 1)
{
border.isOn = true;
BorderSelected(true);
}
else
{
noBorder.isOn = true;
NoBorderSelected(true);
}
}
//选择了样式一小蛇
public void BlueSelected(bool isOn)
{
if (isOn)
{
PlayerPrefs.SetString("sh", "sh01");
PlayerPrefs.SetString("sb01", "sb0101");
PlayerPrefs.SetString("sb02", "sb0102");
//如果选择该样式,修改图片颜色,用于区别
blue.GetComponentInChildren<Image>().color = new Color32(1, 159, 232, 90);
}
else
{
blue.GetComponentInChildren<Image>().color = new Color32(1, 159, 232, 50);
}
}
//选择了样式二小蛇
public void YellowSelected(bool isOn)
{
if (isOn)
{
PlayerPrefs.SetString("sh", "sh02");
PlayerPrefs.SetString("sb01", "sb0201");
PlayerPrefs.SetString("sb02", "sb0202");
yellow.GetComponentInChildren<Image>().color = new Color32(1, 159, 232, 90);
}
else
{
yellow.GetComponentInChildren<Image>().color = new Color32(1, 159, 232, 50);
}
}
//选择有边界模式
public void BorderSelected(bool isOn)
{
if (isOn)
{
PlayerPrefs.SetInt("border", 1);
}
}
//选择无边界模式
public void NoBorderSelected(bool isOn)
{
if (isOn)
{
PlayerPrefs.SetInt("border", 0);
}
}
//开始游戏
public void StartGame()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("MainScene");
}
}
用户设置已经存储,需要在游戏开始后,SnakeHead.cs中动态读取设置
private void Awake()
{
gameObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(PlayerPrefs.GetString("sh", "sh01"));
bodySprites[0] = Resources.Load<Sprite>(PlayerPrefs.GetString("sb01", "sb0101"));
bodySprites[1] = Resources.Load<Sprite>(PlayerPrefs.GetString("sb02", "sb0102"));
}
在MainUIController.cs中读取用户是否设置边界
private void Start()
{
//判断是否设置了边界
if (PlayerPrefs.GetInt("border", 0) == 0)
{
//hasBorder标志位用于判断蛇头碰到边界是否死亡
hasBorder = false;
//遍历bgImage父物体下所有子物体
foreach (Transform item in bgImage.gameObject.transform)
{
//在无边界模式下,禁用掉边界
item.gameObject.GetComponent<Image>().enabled = false;
}
}
else
{
hasBorder = true;
}
}
添加音效和背景音乐都是相同操作,在此不再赘述!
对了,为了方便,我直接设置屏幕大小为1280*720,只需要在awake方法中加Screen.SetResolution(1280, 720,false);
基本完成游戏的开发,大家也可以发挥想象力,再添砖加瓦,完善功能!
素材及工程文件:百度云链接https://pan.baidu.com/s/1eIfkkd9A9hl4dNvdI6tr9Q 提取码:4x8o
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