508 lines
14 KiB
Vue
508 lines
14 KiB
Vue
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<template>
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<div id="indexPage">
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<a-row align="center">
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<a-button
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type="primary"
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block
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style="margin-bottom: 16px"
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@click="doStart"
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>
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开始
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</a-button>
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<!-- 分层选块 -->
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<div class="level-board">
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<div
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v-for="(levelBlock, index) in levelBlocksVal"
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:key="index"
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class="level"
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>
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<div
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v-for="(block, idx) in levelBlock"
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v-show="gameStatus > 0"
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:key="idx"
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class="block level-block"
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:class="{ disabled: block.lowerThanBlocks.length > 0 }"
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:data-id="block.id"
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:style="{ zIndex: 10000 - index }"
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@click="(e) => doClickBlock(block, e)"
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>
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{{ block.type }}
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</div>
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</div>
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</div>
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<!-- 随机选块 -->
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<div class="random-board">
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<div
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v-for="(randomBlock, index) in randomBlocksVal"
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:key="index"
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class="random-area"
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>
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<div
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v-if="randomBlock.length > 0"
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class="block"
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@click="(e) => doClickBlock(randomBlock[0], e, index)"
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>
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{{ randomBlock[0].type }}
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</div>
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<div
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v-for="num in Math.max(randomBlock.length - 1, 0)"
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:key="num"
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class="block disabled"
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></div>
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</div>
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</div>
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<!-- 槽位 -->
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<div v-if="slotAreaVal.length > 0" class="slot-board">
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<div
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v-for="(slotBlock, index) in slotAreaVal"
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:key="index"
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class="block"
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>
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{{ slotBlock?.type }}
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</div>
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</div>
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</a-row>
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</div>
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</template>
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<script setup lang="ts">
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import { useGlobalStore } from "../core/globalStore";
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// @ts-ignore
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import _ from "lodash";
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import { nextTick, ref } from "vue";
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const { gameConfig } = useGlobalStore();
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// 游戏状态:0 - 初始化, 1 - 进行中, 2 - 结束
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const gameStatus = ref(0);
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// 各层块
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const levelBlocksVal = ref<BlockType[][]>([]);
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// 随机区块
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const randomBlocksVal = ref<BlockType[][]>([]);
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// 插槽区
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const slotAreaVal = ref<BlockType[]>([]);
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// 当前槽占用数
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const currSlotNum = ref(0);
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/**
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* 块类型
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*/
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interface BlockType {
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id: number;
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x: number;
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y: number;
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level: number;
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type: string;
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// 0 - 正常, 1 - 已点击, 2 - 已消除
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status: 0 | 1 | 2;
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// 压住的其他块
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higherThanBlocks: BlockType[];
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// 被哪些块压住(为空表示可点击)
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lowerThanBlocks: BlockType[];
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}
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/**
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* 每个格子单元类型
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*/
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interface ChessBoardUnitType {
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// 放到当前格子里的块(层级越高下标越小)
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blocks: BlockType[];
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}
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// 保存所有块(包括随机块)
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const blockData: Record<number, BlockType> = {};
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// 总共划分 24 x 24 的格子,每个块占 3 x 3 的格子,生成的起始 x 和 y 坐标范围均为 0 ~ 21
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const boxWidthNum = 24;
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const boxHeightNum = 24;
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// 保存整个 "棋盘" 的每个格子状态(下标为格子起始点横纵坐标)
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let chessBoard: ChessBoardUnitType[][] = [];
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/**
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* 初始化指定大小的棋盘
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* @param width
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* @param height
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*/
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const initChessBoard = (width: number, height: number) => {
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chessBoard = new Array(width);
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for (let i = 0; i < width; i++) {
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chessBoard[i] = new Array(height);
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for (let j = 0; j < height; j++) {
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chessBoard[i][j] = {
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blocks: [],
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};
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}
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}
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};
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// 初始化棋盘
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initChessBoard(boxWidthNum, boxHeightNum);
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/**
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* 游戏初始化
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*/
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const initGame = () => {
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console.log("initGame", gameConfig);
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// 1. 规划块数
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// 块数单位(总块数必须是该值的倍数)
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const blockNumUnit = gameConfig.composeNum * gameConfig.typeNum;
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console.log("块数单位", blockNumUnit);
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// 随机生成的总块数
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const totalRandomBlockNum = gameConfig.randomBlocks.reduce((pre, curr) => {
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return pre + curr;
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}, 0);
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console.log("随机生成的总块数", totalRandomBlockNum);
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// 需要的最小块数
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const minBlockNum = Math.ceil(
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(gameConfig.levelNum *
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(gameConfig.topBlockNum + gameConfig.minBottomBlockNum)) /
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2 +
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totalRandomBlockNum
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);
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console.log("需要的最小块数", minBlockNum);
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// 补齐到 blockNumUnit 的倍数
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// e.g. minBlockNum = 14, blockNumUnit = 6, 补到 18
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let totalBlockNum = minBlockNum;
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if (totalBlockNum % blockNumUnit !== 0) {
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totalBlockNum = (Math.floor(minBlockNum / blockNumUnit) + 1) * blockNumUnit;
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}
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console.log("总块数", totalBlockNum);
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// 2. 随机生成块
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// 保存所有块的数组
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const animalBlocks: string[] = [];
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// 需要用到的动物数组
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const needAnimals = gameConfig.animals.slice(0, gameConfig.typeNum);
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// 依次把块塞到数组里
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for (let i = 0; i < totalBlockNum; i++) {
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animalBlocks.push(needAnimals[i % gameConfig.typeNum]);
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}
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// 打乱数组
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const randomAnimalBlocks = _.shuffle(animalBlocks);
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// 下一个要塞入的块
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let pos = 0;
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// 3. 填充结果
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// 计算随机生成的块
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const randomBlocks: BlockType[][] = [];
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gameConfig.randomBlocks.forEach((randomBlock, idx) => {
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randomBlocks[idx] = [];
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for (let i = 0; i < randomBlock; i++) {
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const newBlock = {
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id: pos,
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level: i,
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status: 0,
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type: randomAnimalBlocks[pos],
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higherThanBlocks: [] as BlockType[],
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lowerThanBlocks: [] as BlockType[],
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} as BlockType;
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randomBlocks[idx].push(newBlock);
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blockData[pos] = newBlock;
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pos++;
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}
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});
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// 剩余块数
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let leftBlockNum = totalBlockNum - totalRandomBlockNum;
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// 计算每层生成的块数
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// 每层递减块数
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// e.g. 最上层 38 块,最下层不小于 20 块,共 10 层,则每层递减块数为 18 / 9 = 2
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const stepNum = Math.floor(
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(gameConfig.topBlockNum - gameConfig.minBottomBlockNum) /
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(gameConfig.levelNum - 1)
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);
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console.log("每层递减块数", stepNum);
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// 下一层要分配的块数
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let nextBlockNum = gameConfig.topBlockNum;
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// 各层的块
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const levelBlocks: BlockType[][] = [];
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for (let i = 0; i < gameConfig.levelNum; i++) {
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// 最后一层,所有的块都分配出去
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if (i == gameConfig.levelNum - 1) {
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nextBlockNum = leftBlockNum;
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}
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levelBlocks[i] = [];
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// 添加新块
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for (let j = 0; j < nextBlockNum; j++) {
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if (pos >= totalBlockNum) {
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break;
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}
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const newBlock = {
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id: pos,
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level: i,
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status: 0,
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type: randomAnimalBlocks[pos],
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higherThanBlocks: [] as BlockType[],
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lowerThanBlocks: [] as BlockType[],
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} as BlockType;
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levelBlocks[i].push(newBlock);
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blockData[pos] = newBlock;
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pos++;
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}
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leftBlockNum -= nextBlockNum;
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nextBlockNum -= stepNum;
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}
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console.log("剩余块数", leftBlockNum);
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// 4. 初始化空插槽
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const slotArea: BlockType[] = new Array(gameConfig.slotNum).fill(null);
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console.log(
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"各层数量",
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levelBlocks
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.map((levelBlock, idx) => `第${idx}层:${levelBlock.length} 块`)
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.join("\n")
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);
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console.log("随机块情况", randomBlocks);
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return {
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levelBlocks,
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randomBlocks,
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slotArea,
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};
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};
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/**
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* 随机生成块坐标
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*/
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const randomPos = () => {
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const levelBoardDom: any = document.getElementsByClassName("level-board");
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// 为方便给格子设置固定宽高,不动态计算了
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// const totalWidth = levelBoardDom[0].clientWidth;
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const blockDomList = document.getElementsByClassName("level-block");
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// 每个格子的宽高
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const widthUnit = 14;
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const heightUnit = 14;
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// 设置父容器宽高
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levelBoardDom[0].style.width = widthUnit * boxWidthNum + "px";
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levelBoardDom[0].style.height = heightUnit * boxHeightNum + "px";
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// 遍历时层级递增
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for (let i = 0; i < blockDomList.length; i++) {
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let blockDom: any = blockDomList[i];
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const blockId = blockDom.dataset.id;
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const block = blockData[blockId];
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blockDom.style.position = "absolute";
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// 随机生成坐标,当前层级不能重复
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let newPosX;
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let newPosY;
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while (true) {
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newPosX = Math.floor(Math.random() * (boxWidthNum - 2));
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newPosY = Math.floor(Math.random() * (boxHeightNum - 2));
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const currChessBoardUnit = chessBoard[newPosX][newPosY];
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// 同层级元素不能完全重叠
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if (
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currChessBoardUnit.blocks.length < 1 ||
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currChessBoardUnit.blocks[currChessBoardUnit.blocks.length - 1].level !=
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block.level
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) {
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break;
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}
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}
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chessBoard[newPosX][newPosY].blocks.push(block);
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block.x = newPosX;
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block.y = newPosY;
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blockDom.style.left = newPosX * widthUnit + "px";
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blockDom.style.top = newPosY * heightUnit + "px";
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}
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};
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// 可能导致死循环,暂不使用
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// /**
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// * 判断某个坐标是否和其他块有重叠
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// * @param x
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// * @param y
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// * @param block
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// */
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// const hasOverlap = (x: number, y: number, block: BlockType) => {
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// // 确定该块附近的格子坐标范围
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// const minX = Math.max(x - 2, 0);
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// const minY = Math.max(y - 2, 0);
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// const maxX = Math.min(x + 3, boxWidthNum - 2);
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// const maxY = Math.min(y + 3, boxWidthNum - 2);
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// // 遍历该块附近的格子
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// for (let i = minX; i < maxX; i++) {
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// for (let j = minY; j < maxY; j++) {
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// const relationBlocks = chessBoard[i][j].blocks;
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// for (const relationBlock of relationBlocks) {
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// if (relationBlocks[relationBlocks.length - 1].level != block.level) {
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// return false;
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// }
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// }
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// }
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// }
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// return true;
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// };
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/**
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* 绑定层级覆盖关系(用于确认哪些元素是当前可点击的)
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*
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* 核心逻辑:每个块压住和其坐标有交集棋盘格内所有 level 大于它的点,双向建立联系
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*/
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const bindLevelRelation = () => {
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levelBlocksVal.value.forEach((levelBlock) => {
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levelBlock.forEach((block) => {
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const x = block.x;
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const y = block.y;
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// 确定该块附近的格子坐标范围
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const minX = Math.max(x - 2, 0);
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const minY = Math.max(y - 2, 0);
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const maxX = Math.min(x + 3, boxWidthNum - 2);
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const maxY = Math.min(y + 3, boxWidthNum - 2);
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// 遍历该块附近的格子
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for (let i = minX; i < maxX; i++) {
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for (let j = minY; j < maxY; j++) {
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const relationBlocks = chessBoard[i][j].blocks;
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relationBlocks.forEach((relationBlock) => {
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// 建立覆盖关系
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if (relationBlock.level > block.level) {
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block.higherThanBlocks.push(relationBlock);
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relationBlock.lowerThanBlocks.push(block);
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}
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});
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}
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}
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});
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});
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};
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/**
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* 开始游戏
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*/
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const doStart = () => {
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gameStatus.value = 0;
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const { levelBlocks, randomBlocks, slotArea } = initGame();
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console.log(levelBlocks, randomBlocks, slotArea);
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levelBlocksVal.value = levelBlocks;
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randomBlocksVal.value = randomBlocks;
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slotAreaVal.value = slotArea;
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// 等 dom 更新后才刷新坐标
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nextTick(() => {
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randomPos();
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bindLevelRelation();
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gameStatus.value = 1;
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});
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};
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/**
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* 点击块事件
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* @param block
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* @param e
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* @param randomIdx 随机区域下标,>= 0 表示点击的是随机块
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|||
|
*/
|
|||
|
const doClickBlock = (block: BlockType, e: Event, randomIdx = -1) => {
|
|||
|
// 已经输了 / 已经被点击 / 有上层块,不能再点击
|
|||
|
if (
|
|||
|
currSlotNum.value >= gameConfig.slotNum ||
|
|||
|
block.status !== 0 ||
|
|||
|
block.lowerThanBlocks.length > 0
|
|||
|
) {
|
|||
|
return;
|
|||
|
}
|
|||
|
// 修改元素状态为已点击
|
|||
|
block.status = 1;
|
|||
|
// 移除当前元素
|
|||
|
if (randomIdx >= 0) {
|
|||
|
// 移除所点击的随机区域的第一个元素
|
|||
|
randomBlocksVal.value[randomIdx] = randomBlocksVal.value[randomIdx].slice(
|
|||
|
1,
|
|||
|
randomBlocksVal.value[randomIdx].length
|
|||
|
);
|
|||
|
} else {
|
|||
|
// 删除节点
|
|||
|
// @ts-ignore
|
|||
|
e.target.remove();
|
|||
|
// 移除覆盖关系
|
|||
|
block.higherThanBlocks.forEach((higherThanBlock) => {
|
|||
|
_.remove(higherThanBlock.lowerThanBlocks, (lowerThanBlock) => {
|
|||
|
return lowerThanBlock.id === block.id;
|
|||
|
});
|
|||
|
});
|
|||
|
}
|
|||
|
// 新元素加入插槽
|
|||
|
let tempSlotNum = currSlotNum.value;
|
|||
|
slotAreaVal.value[tempSlotNum] = block;
|
|||
|
// 检查是否有可消除的
|
|||
|
// block => 出现次数
|
|||
|
const map: Record<string, number> = {};
|
|||
|
// 去除空槽
|
|||
|
const tempSlotAreaVal = slotAreaVal.value.filter((slotBlock) => !!slotBlock);
|
|||
|
tempSlotAreaVal.forEach((slotBlock) => {
|
|||
|
const type = slotBlock.type;
|
|||
|
if (!map[type]) {
|
|||
|
map[type] = 1;
|
|||
|
} else {
|
|||
|
map[type]++;
|
|||
|
}
|
|||
|
});
|
|||
|
console.log("tempSlotAreaVal", tempSlotAreaVal);
|
|||
|
console.log("map", map);
|
|||
|
// 得到新数组
|
|||
|
const newSlotAreaVal = new Array(gameConfig.slotNum).fill(null);
|
|||
|
tempSlotNum = 0;
|
|||
|
tempSlotAreaVal.forEach((slotBlock) => {
|
|||
|
// 成功消除(不添加到新数组中)
|
|||
|
if (map[slotBlock.type] >= gameConfig.composeNum) {
|
|||
|
// 块状态改为已消除
|
|||
|
slotBlock.status = 2;
|
|||
|
return;
|
|||
|
}
|
|||
|
newSlotAreaVal[tempSlotNum++] = slotBlock;
|
|||
|
});
|
|||
|
slotAreaVal.value = newSlotAreaVal;
|
|||
|
currSlotNum.value = tempSlotNum;
|
|||
|
// 游戏结束
|
|||
|
if (tempSlotNum >= gameConfig.slotNum) {
|
|||
|
gameStatus.value = 2;
|
|||
|
setTimeout(() => {
|
|||
|
alert("你输了");
|
|||
|
}, 2000);
|
|||
|
}
|
|||
|
};
|
|||
|
</script>
|
|||
|
|
|||
|
<style scoped>
|
|||
|
.level-board {
|
|||
|
position: relative;
|
|||
|
}
|
|||
|
|
|||
|
.level {
|
|||
|
}
|
|||
|
|
|||
|
.random-board {
|
|||
|
margin-top: 8px;
|
|||
|
}
|
|||
|
|
|||
|
.random-area {
|
|||
|
margin-top: 8px;
|
|||
|
}
|
|||
|
|
|||
|
.slot-board {
|
|||
|
margin-top: 24px;
|
|||
|
border: 10px solid saddlebrown;
|
|||
|
}
|
|||
|
|
|||
|
.block {
|
|||
|
font-size: 28px;
|
|||
|
width: 42px;
|
|||
|
height: 42px;
|
|||
|
line-height: 42px;
|
|||
|
border: 1px solid #eee;
|
|||
|
background: white;
|
|||
|
text-align: center;
|
|||
|
vertical-align: top;
|
|||
|
display: inline-block;
|
|||
|
}
|
|||
|
|
|||
|
.disabled {
|
|||
|
background: grey;
|
|||
|
cursor: not-allowed;
|
|||
|
}
|
|||
|
</style>
|