关于贪吃蛇的相关代码C#

StartUIController (开始界面控制)

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);
    }
}

FoodMaker 食物控制

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);
        }
    }
}

MainUIController(主界面)

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);
    }
}

SnakeHead(蛇头的控制)

using System.Collections;
using System.Collections.Generic;
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;
                }
            }
        }
    }
}

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