using UnityEngine;
using System.Collections.Generic;
public class Game : MonoBehaviour {
Map map;//地图类
Card[,] mCards;//存放卡片的数组
//存放隐藏的卡牌
List<Card> mHideCards = new List<Card>();
//存放所有的卡牌精灵
public Sprite[] mSprites;
public static Game Instance;
void Awake()
{
Instance = this;
}
void Start ()
{
map = GetComponent<Map>();//地图就是当前物体身上的脚本
map.InitGrid();//初始化格子
mCards = map.InitCard();//初始化卡片并且拿到初始化的所有卡片的信息
//将地图上的所有的卡片先放入隐藏卡片的集合里
for (int i = 0; i < mCards.GetLength(0); i++)
{
for (int j = 0; j < mCards.GetLength(1); j++)
{
mHideCards.Add(mCards[i,j]);
}
}
//随机先生成两个卡片
RandomCard();
RandomCard();
}
//向上移动
void MoveUp()
{
//行由上到下
for (int j=2; j >= 0; j--)
{
for (int i = 0; i < 4; i++)
{
//如果当前卡牌未隐藏
if (mCards[i,j].mUI.activeSelf)
{
//记录行号
int row = j;
// -1表示不向上移动,否则表示向上移动的位置
int up = -1;
bool isadd = false;
while (++row<4)
{
//向上移动
//Double 如果与该位置卡牌跟数值相同
if (mCards[i, row].mNum == mCards[i, j].mNum)
{
mCards[i, row].DoAdd();//上面的图片数值加倍
mCards[i, j].Hide();//当前图片隐藏
mHideCards.Add(mCards[i, j]);//把当前图片加到隐藏集合中
isadd = true;//表示已经加倍过啦
break;//跳出本层内循环
}
if (!mCards[i, row].mUI.activeSelf)//如果上面的图片是激活状态
{
up = row;//记录位置
continue;
}
//不动
else
{
break;
}
}
//如果没有执行过Add操作 并且可以向上移动
if (up!=-1&&isadd)
{
//该位置卡牌显示
mCards[i, up].Show(mCards[i, j].mNum);
mHideCards.Remove(mCards[i, up]);//从隐藏列表中除去
//原位置卡牌隐藏
mCards[i, j].Hide();
mHideCards.Add(mCards[i, j]);
}
}
}
}
}
void MoveDown()
{
//行由下到上
for (int j = 0; j < 3; j--)
{
for (int i = 0; i < 4; i++)
{
//如果卡牌未隐藏
if (mCards[i, j].mUI.activeSelf)
{
//记录行号
int row = j;
// -1表示不向上移动,否则表示向上移动的位置
int up = -1;
bool isadd = false;
while (--row >=0)
{
//向上移动
//Double 如果与该位置卡牌跟数值相同
if (mCards[i, row].mNum == mCards[i, j].mNum)
{
mCards[i, row].DoAdd();
mCards[i, j].Hide();
mHideCards.Add(mCards[i, j]);
isadd = true;
break;
}
if (!mCards[i, row].mUI.activeSelf)
{
up = row;//记录位置
continue;
}
//不动
else
{
break;
}
}
//如果没有执行过Add操作 并且可以向上移动
if (up != -1 && isadd)
{
//该位置卡牌显示
mCards[i, up].Show(mCards[i, j].mNum);
mHideCards.Remove(mCards[i, up]);
//原位置卡牌隐藏
mCards[i, j].Hide();
mHideCards.Add(mCards[i, j]);
}
}
}
}
}
//随机显示一张卡牌
bool RandomCard()
{
int x;
if (mHideCards.Count==0)
{
return false;
}
x = Random.Range(0, mHideCards.Count);
if (Random.Range(0, 4) == 3)//25%的几率是4
{
mHideCards[x].Show(4);//在相应的位置显示相应的卡牌(mHideCards其实存储的单位是二维坐标信息)
}
else//75%的机率是2
{
mHideCards[x].Show(2);
}
mHideCards.Remove(mHideCards[x]); //从隐藏集合中去除相应元素
return true;
}
//根据Num获取精灵图片的方法
public Sprite GetImg(int num)
{
num = (int)Mathf.Log(num, 2);//当num=2时 经过计算 num新值为1,num=4,新值为2;
return mSprites[num-1];//mSprites中的前两张图片为数字2和4
}
void Update ()
{
if (Input.GetKeyDown(KeyCode.W))
{
MoveUp();
}
if (Input.GetKeyDown(KeyCode.S))
{
// MoveDown();
}
}
}
using UnityEngine;
using System.Collections;
/// <summary>
/// 卡片类
/// </summary>
public class Card
{
//卡片
public GameObject mUI;
//卡片数值 2,4,8,16,32...
public int mNum;
//卡片显示
public void Show(int num)
{
mNum = num;
mUI.GetComponent<SpriteRenderer>().sprite = Game.Instance.GetImg(num);
mUI.gameObject.SetActive(true);
mUI.transform.localScale = Vector3.one;
iTween.ScaleFrom(mUI.gameObject, Vector3.zero, 1.5f);
}
//卡片隐藏
public void Hide()
{
mNum = 0;
mUI.gameObject.SetActive(false);
}
//卡片叠加
public void DoAdd()
{
mNum *= 2;
mUI.GetComponent<SpriteRenderer>().sprite = Game.Instance.GetImg(mNum);
}
}
using UnityEngine;
using System.Collections;
public class Map : MonoBehaviour
{
//地图4*4
public const int SIZE = 4;
//边长
public const float MAPLENGTH = 6.25f;
//格子边长
public const float GRIDLENGTH = 1.3f;
//间距
public const float OFFSET = 0.21F;
//格子预设体
public GameObject mGridPrefab;
//卡片预设体
public GameObject mCardPrefab;
private Card[,] mCards = new Card [ SIZE, SIZE];
//生成格子
public void InitGrid()
{
Vector2 pos;
for (int i = 0; i < SIZE; i++)
{
for (int j = 0; j < SIZE; j++)
{
GameObject grid = Instantiate(mGridPrefab) as GameObject;
pos = CalPosByIndex(i, j);
grid.transform.position = pos;
grid.transform.SetParent(transform);
}
}
}
//初始化卡片
public Card[,] InitCard()
{
for (int i = 0; i < SIZE; i++)
{
for (int j = 0; j < SIZE; j++)
{
mCards[i, j] = new Card();
mCards[i, j].mUI = Instantiate(mCardPrefab);
mCards[i, j].mUI.transform.position= CalPosByIndex(i, j);
mCards[i, j].Hide();
}
}
return mCards;
}
//根据坐标算出实际坐标
public static Vector2 CalPosByIndex(int x, int y)
{
float _x = GRIDLENGTH / 2 - MAPLENGTH / 2 + (x + 1) * OFFSET + x * GRIDLENGTH;
float _y = GRIDLENGTH / 2 - MAPLENGTH / 2 + (y + 1) * OFFSET + y * GRIDLENGTH;
return new Vector2(_x, _y);
}
}