unity實(shí)現(xiàn)簡單貪吃蛇游戲
本文實(shí)例為大家分享了unity實(shí)現(xiàn)貪吃蛇游戲的具體代碼,供大家參考,具體內(nèi)容如下
首先創(chuàng)建一個(gè)頭部,編寫腳本利用WASD控制頭部的移動(dòng)。
Vector3 up=new Vector3(0,1,0); Vector3 down=new Vector3(0,-1,0); Vector3 left=new Vector3(-1,0,0); Vector3 right=new Vector3(1,0,0); Vector3 now;//頭部實(shí)際前進(jìn)方向 float timer=0f; float timerGap=0.1f; void Start () { now = up; } void Update () { if (now!=up&&now!=down&&Input.GetKey (KeyCode.W)) { now = up; } if (now!=up&&now!=down&&Input.GetKey (KeyCode.S)) { now = down; } if (now!=left&&now!=right&&Input.GetKey (KeyCode.A)) { now=left; } if (now!=left&&now!=right&&Input.GetKey (KeyCode.D)) { now = right; } timer += Time.deltaTime; if (timer > timerGap) { //每隔0.1s向當(dāng)前方向移動(dòng)一個(gè)單位(0.5為頭部大?。?。 timer = 0; transform.position = 0.5f * now + transform.position; } }
然后就是創(chuàng)建初始身體,實(shí)現(xiàn)身體跟隨頭部。采用的方法是將身體放進(jìn)一個(gè)數(shù)組,然后下標(biāo)0的身體移動(dòng)到頭部之前的位置,然后下標(biāo) i 的身體移動(dòng)到 i-1 的position。
創(chuàng)建初始身體,并放入數(shù)組。
public GameObject body;//身體預(yù)設(shè)體 List<GameObject> snakeBody = new List<GameObject>(); void Awake() { for (int i = 0; i < 3; ++i) { GameObject newbodynext=Instantiate (body, transform.position-(i+1)*new Vector3(0,0.5f,0), Quaternion.identity)as GameObject; snakeBody.Add (newbodynext); } }
實(shí)現(xiàn)跟隨
void Update () { if (now!=up&&now!=down&&Input.GetKey (KeyCode.W)) { now = up; } if (now!=up&&now!=down&&Input.GetKey (KeyCode.S)) { now = down; } if (now!=left&&now!=right&&Input.GetKey (KeyCode.A)) { now=left; } if (now!=left&&now!=right&&Input.GetKey (KeyCode.D)) { now = right; } timer += Time.deltaTime; if (timer > timerGap) { Vector3 tmpPosition = transform.position;//記錄頭部變化前的位置 List<Vector3> tmpList = new List<Vector3> ();//記錄身體變化前的位置 for (int i = 0; i < snakeBody.Count; ++i) { tmpList.Add (snakeBody [i].transform.position); } timer = 0; transform.position = 0.5f * now + transform.position; snakeBody [0].transform.position = tmpPosition;//將0移到頭部之前的位置 //依次前移身體的位置 for (int i = 1; i < snakeBody.Count; ++i) { snakeBody [i].transform.position = tmpList [i - 1]; } } }
初始蛇創(chuàng)建好后,就開始添加食物,和增長蛇的身體。還有檢測游戲失敗,即撞到身體或者邊界,采用事件觸發(fā)檢測完成。
創(chuàng)建食物
public GameObject foodPrefab;//食物預(yù)設(shè)體 void Start () { now = up; createFood (); } void createFood() { float x = Random.Range(-6.5f, 6.5f); float y = Random.Range(-4.5f, 4.5f); Instantiate(foodPrefab,new Vector3(x,y,0f),Quaternion.identity); }
觸發(fā)檢測
void OnTriggerEnter(Collider other) { //這個(gè)other就是被碰撞體 if (other.gameObject.tag.Equals("Food")) { Destroy(other.gameObject); GameObject newbodynext = Instantiate (body, snakeBody[snakeBody.Count-1].transform.position, Quaternion.identity)as GameObject; snakeBody.Add (newbodynext);//增加蛇的身體 createFood(); } else if(other.gameObject.tag.Equals("Body")) { SceneManager.LoadScene("Snake", LoadSceneMode.Single);//重新開始 } } void OnTriggerExit(Collider other) { if (other.gameObject.tag.Equals("Boundary")) SceneManager.LoadScene("Snake", LoadSceneMode.Single); }
完整代碼
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class HeadMove : MonoBehaviour { public GameObject body; public GameObject foodPrefab; Vector3 up=new Vector3(0,1,0); Vector3 down=new Vector3(0,-1,0); Vector3 left=new Vector3(-1,0,0); Vector3 right=new Vector3(1,0,0); Vector3 now; float timer=0f; float timerGap=0.1f; List<GameObject> snakeBody = new List<GameObject>(); // Use this for initialization void Awake() { for (int i = 0; i < 3; ++i) { GameObject newbodynext=Instantiate (body, transform.position-(i+1)*new Vector3(0,0.5f,0),Quaternion.identity)as GameObject; snakeBody.Add (newbodynext); } } void Start () { now = up; createFood (); } void createFood() { float x = Random.Range(-6.5f, 6.5f); float y = Random.Range(-4.5f, 4.5f); Instantiate(foodPrefab,new Vector3(x,y,0f),Quaternion.identity); } // Update is called once per frame void Update () { if (now!=up&&now!=down&&Input.GetKey (KeyCode.W)) { now = up; } if (now!=up&&now!=down&&Input.GetKey (KeyCode.S)) { now = down; } if (now!=left&&now!=right&&Input.GetKey (KeyCode.A)) { now=left; } if (now!=left&&now!=right&&Input.GetKey (KeyCode.D)) { now = right; } timer += Time.deltaTime; if (timer > timerGap) { Vector3 tmpPosition = transform.position; List<Vector3> tmpList = new List<Vector3> (); for (int i = 0; i < snakeBody.Count; ++i) { tmpList.Add (snakeBody [i].transform.position); } timer = 0; transform.position = 0.5f * now + transform.position; snakeBody [0].transform.position = tmpPosition; for (int i = 1; i < snakeBody.Count; ++i) { snakeBody [i].transform.position = tmpList [i - 1]; } } } void OnTriggerEnter(Collider other) { //這個(gè)other就是被碰撞體 if (other.gameObject.tag.Equals("Food")) { Destroy(other.gameObject); GameObject newbodynext = Instantiate (body,snakeBody[snakeBody.Count-1].transform.position,Quaternion.identity)as GameObject; snakeBody.Add (newbodynext); createFood(); } //由于身體和頭部一開始就接觸,所以將身體的碰撞半徑減小到0.4 else if(other.gameObject.tag.Equals("Body")) { SceneManager.LoadScene("Snake", LoadSceneMode.Single); } } void OnTriggerExit(Collider other) { if (other.gameObject.tag.Equals("Boundary")) SceneManager.LoadScene("Snake", LoadSceneMode.Single); } }
將該腳本掛載在頭部對(duì)象上然后添加身體和食物預(yù)設(shè)體,再添加邊界即可。
以上就是本文的全部內(nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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