first init

This commit is contained in:
yupili 2022-09-16 18:14:04 +08:00
commit 9001cd7c25
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.eslintrc.js Normal file
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module.exports = {
env: {
browser: true,
es2021: true,
node: true,
},
extends: ["plugin:vue/vue3-recommended", "plugin:prettier/recommended"],
parserOptions: {
ecmaVersion: "latest",
parser: "@typescript-eslint/parser",
sourceType: "module",
},
plugins: ["vue", "@typescript-eslint", "prettier"],
rules: {
"prettier/prettier": "error",
},
};

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# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*
node_modules
dist
dist-ssr
*.local
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
.DS_Store
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?
.vercel

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{
"recommendations": ["Vue.volar"]
}

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被羊了个羊虐了后,我自己做了一个!

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/logo.png" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>鱼了个鱼</title>
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

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{
"name": "yulegeyu",
"private": true,
"version": "0.0.0",
"scripts": {
"dev": "vite",
"build": "vue-tsc --noEmit && vite build",
"preview": "vite preview"
},
"dependencies": {
"ant-design-vue": "^3.2.11",
"lodash": "^4.17.21",
"pinia": "^2.0.19",
"pinia-plugin-persistedstate": "^2.1.1",
"vue": "^3.2.37",
"vue-router": "4"
},
"devDependencies": {
"@types/lodash": "^4.14.185",
"@typescript-eslint/eslint-plugin": "^5.23.0",
"@typescript-eslint/parser": "^5.23.0",
"@vitejs/plugin-vue": "^3.0.3",
"eslint": "^8.15.0",
"eslint-config-prettier": "^8.5.0",
"eslint-config-standard": "^17.0.0",
"eslint-plugin-import": "^2.26.0",
"eslint-plugin-n": "^15.2.0",
"eslint-plugin-prettier": "^4.0.0",
"eslint-plugin-promise": "^6.0.0",
"eslint-plugin-vue": "^8.7.1",
"prettier": "^2.7.1",
"typescript": "^4.6.4",
"vite": "^3.0.7",
"vue-tsc": "^0.39.5"
}
}

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<template>
<div id="app">
<div class="content">
<router-view />
</div>
<div class="footer">
鱼了个鱼 ©2022 by
<a href="https://github.com/liyupi" target="_blank" style="color: #fff">
程序员鱼皮
</a>
|
<a
href="https://github.com/liyupi/yulegeyu"
target="_blank"
style="color: #fff"
>
代码开源
</a>
</div>
</div>
</template>
<script setup lang="ts"></script>
<style scoped>
#app {
padding: 16px 16px 50px;
background: url("assets/bg.jpeg");
height: 100vh;
background-size: 100% 100%;
}
.footer {
background: rgba(0, 0, 0, 0.6);
color: #fff;
padding: 12px;
text-align: center;
position: fixed;
bottom: 0;
left: 0;
right: 0;
}
</style>

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<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" aria-hidden="true" role="img" class="iconify iconify--logos" width="37.07" height="36" preserveAspectRatio="xMidYMid meet" viewBox="0 0 256 198"><path fill="#41B883" d="M204.8 0H256L128 220.8L0 0h97.92L128 51.2L157.44 0h47.36Z"></path><path fill="#41B883" d="m0 0l128 220.8L256 0h-51.2L128 132.48L50.56 0H0Z"></path><path fill="#35495E" d="M50.56 0L128 133.12L204.8 0h-47.36L128 51.2L97.92 0H50.56Z"></path></svg>

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import { RouteRecordRaw } from "vue-router";
import IndexPage from "../pages/IndexPage.vue";
export default [
{
path: "/",
component: IndexPage,
},
] as RouteRecordRaw[];

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/**
* V2 level
*
* @author yupi https://github.com/liyupi
*/
import { useGlobalStore } from "./globalStore";
// @ts-ignore
import _ from "lodash";
import { nextTick, ref } from "vue";
const useGame = () => {
const { gameConfig } = useGlobalStore();
// 游戏状态0 - 初始化, 1 - 进行中, 2 - 结束
const gameStatus = ref(0);
// 各层块
const levelBlocksVal = ref<BlockType[]>([]);
// 随机区块
const randomBlocksVal = ref<BlockType[][]>([]);
// 插槽区
const slotAreaVal = ref<BlockType[]>([]);
// 当前槽占用数
const currSlotNum = ref(0);
// 保存所有块(包括随机块)
const blockData: Record<number, BlockType> = {};
// 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
const boxWidthNum = 24;
const boxHeightNum = 24;
// 每个格子的宽高
const widthUnit = 14;
const heightUnit = 14;
// 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)
let chessBoard: ChessBoardUnitType[][] = [];
/**
*
* @param width
* @param height
*/
const initChessBoard = (width: number, height: number) => {
chessBoard = new Array(width);
for (let i = 0; i < width; i++) {
chessBoard[i] = new Array(height);
for (let j = 0; j < height; j++) {
chessBoard[i][j] = {
blocks: [],
};
}
}
};
// 初始化棋盘
initChessBoard(boxWidthNum, boxHeightNum);
/**
*
*/
const initGame = () => {
console.log("initGame", gameConfig);
// 0. 设置父容器宽高
const levelBoardDom: any = document.getElementsByClassName("level-board");
levelBoardDom[0].style.width = widthUnit * boxWidthNum + "px";
levelBoardDom[0].style.height = heightUnit * boxHeightNum + "px";
// 1. 规划块数
// 块数单位(总块数必须是该值的倍数)
const blockNumUnit = gameConfig.composeNum * gameConfig.typeNum;
console.log("块数单位", blockNumUnit);
// 随机生成的总块数
const totalRandomBlockNum = gameConfig.randomBlocks.reduce((pre, curr) => {
return pre + curr;
}, 0);
console.log("随机生成的总块数", totalRandomBlockNum);
// 需要的最小块数
const minBlockNum =
gameConfig.levelNum * gameConfig.levelBlockNum + totalRandomBlockNum;
console.log("需要的最小块数", minBlockNum);
// 补齐到 blockNumUnit 的倍数
// e.g. minBlockNum = 14, blockNumUnit = 6, 补到 18
let totalBlockNum = minBlockNum;
if (totalBlockNum % blockNumUnit !== 0) {
totalBlockNum =
(Math.floor(minBlockNum / blockNumUnit) + 1) * blockNumUnit;
}
console.log("总块数", totalBlockNum);
// 2. 初始化块,随机生成块的内容
// 保存所有块的数组
const animalBlocks: string[] = [];
// 需要用到的动物数组
const needAnimals = gameConfig.animals.slice(0, gameConfig.typeNum);
// 依次把块塞到数组里
for (let i = 0; i < totalBlockNum; i++) {
animalBlocks.push(needAnimals[i % gameConfig.typeNum]);
}
// 打乱数组
const randomAnimalBlocks = _.shuffle(animalBlocks);
// 初始化
const allBlocks: BlockType[] = [];
for (let i = 0; i < totalBlockNum; i++) {
const newBlock = {
id: i,
status: 0,
level: 0,
type: randomAnimalBlocks[i],
higherThanBlocks: [] as BlockType[],
lowerThanBlocks: [] as BlockType[],
} as BlockType;
allBlocks.push(newBlock);
}
// 下一个要塞入的块
let pos = 0;
// 3. 计算随机生成的块
const randomBlocks: BlockType[][] = [];
gameConfig.randomBlocks.forEach((randomBlock, idx) => {
randomBlocks[idx] = [];
for (let i = 0; i < randomBlock; i++) {
randomBlocks[idx].push(allBlocks[pos]);
blockData[pos] = allBlocks[pos];
pos++;
}
});
// 剩余块数
let leftBlockNum = totalBlockNum - totalRandomBlockNum;
// 4. 计算有层级关系的块
const levelBlocks: BlockType[] = [];
let minX = 0;
let maxX = 22;
let minY = 0;
let maxY = 22;
// 分为 gameConfig.levelNum 批,依次生成,每批的边界不同
for (let i = 0; i < gameConfig.levelNum; i++) {
let nextBlockNum = Math.min(gameConfig.levelBlockNum, leftBlockNum);
// 最后一批,分配所有 leftBlockNum
if (i == gameConfig.levelNum - 1) {
nextBlockNum = leftBlockNum;
}
// 边界收缩
if (gameConfig.borderStep > 0) {
const dir = i % 4;
if (i > 0) {
if (dir === 0) {
minX += gameConfig.borderStep;
} else if (dir === 1) {
maxY -= gameConfig.borderStep;
} else if (dir === 2) {
minY += gameConfig.borderStep;
} else {
maxX -= gameConfig.borderStep;
}
}
}
const nextGenBlocks = allBlocks.slice(pos, pos + nextBlockNum);
levelBlocks.push(...nextGenBlocks);
pos = pos + nextBlockNum;
// 生成块的坐标
genLevelBlockPos(nextGenBlocks, minX, minY, maxX, maxY);
leftBlockNum -= nextBlockNum;
if (leftBlockNum <= 0) {
break;
}
}
console.log("最终剩余块数", leftBlockNum);
// 4. 初始化空插槽
const slotArea: BlockType[] = new Array(gameConfig.slotNum).fill(null);
console.log("随机块情况", randomBlocks);
return {
levelBlocks,
randomBlocks,
slotArea,
};
};
/**
*
* @param blocks
* @param minX
* @param minY
* @param maxX
* @param maxY
*/
const genLevelBlockPos = (
blocks: BlockType[],
minX: number,
minY: number,
maxX: number,
maxY: number
) => {
// 记录这批块的坐标,用于保证同批次元素不能完全重叠
const currentPosSet = new Set<string>();
for (let i = 0; i < blocks.length; i++) {
const block = blocks[i];
// 随机生成坐标
let newPosX;
let newPosY;
let key;
while (true) {
newPosX = Math.floor(Math.random() * maxX + minX);
newPosY = Math.floor(Math.random() * maxY + minY);
key = newPosX + "," + newPosY;
// 同批次元素不能完全重叠
if (!currentPosSet.has(key)) {
break;
}
}
chessBoard[newPosX][newPosY].blocks.push(block);
currentPosSet.add(key);
block.x = newPosX;
block.y = newPosY;
// 填充层级关系
genLevelRelation(block);
}
};
/**
*
* level
* @param block
*/
const genLevelRelation = (block: BlockType) => {
// 确定该块附近的格子坐标范围
const minX = Math.max(block.x - 2, 0);
const minY = Math.max(block.y - 2, 0);
const maxX = Math.min(block.x + 3, boxWidthNum - 2);
const maxY = Math.min(block.y + 3, boxWidthNum - 2);
// 遍历该块附近的格子
let maxLevel = 0;
for (let i = minX; i < maxX; i++) {
for (let j = minY; j < maxY; j++) {
const relationBlocks = chessBoard[i][j].blocks;
if (relationBlocks.length > 0) {
// 取当前位置最高层的块
const maxLevelRelationBlock =
relationBlocks[relationBlocks.length - 1];
// 排除自己
if (maxLevelRelationBlock.id === block.id) {
continue;
}
maxLevel = Math.max(maxLevel, maxLevelRelationBlock.level);
block.higherThanBlocks.push(maxLevelRelationBlock);
maxLevelRelationBlock.lowerThanBlocks.push(block);
}
}
}
// 比最高层的块再高一层(初始为 1
block.level = maxLevel + 1;
};
/**
*
* @param block
* @param e
* @param randomIdx >= 0
*/
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);
}
};
/**
*
*/
const doStart = () => {
gameStatus.value = 0;
const { levelBlocks, randomBlocks, slotArea } = initGame();
console.log(levelBlocks, randomBlocks, slotArea);
levelBlocksVal.value = levelBlocks;
randomBlocksVal.value = randomBlocks;
slotAreaVal.value = slotArea;
gameStatus.value = 1;
};
return {
gameStatus,
levelBlocksVal,
randomBlocksVal,
slotAreaVal,
widthUnit,
heightUnit,
doClickBlock,
doStart,
};
};
export default useGame;

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/**
* V1
*
* @author yupi https://github.com/liyupi
*/
import { useGlobalStore } from "./globalStore";
// @ts-ignore
import _ from "lodash";
import { nextTick, ref } from "vue";
const useGameV1 = () => {
const { gameConfig } = useGlobalStore();
// 游戏状态0 - 初始化, 1 - 进行中, 2 - 结束
const gameStatus = ref(0);
// 各层块
const levelBlocksVal = ref<BlockType[][]>([]);
// 随机区块
const randomBlocksVal = ref<BlockType[][]>([]);
// 插槽区
const slotAreaVal = ref<BlockType[]>([]);
// 当前槽占用数
const currSlotNum = ref(0);
// 保存所有块(包括随机块)
const blockData: Record<number, BlockType> = {};
// 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
const boxWidthNum = 24;
const boxHeightNum = 24;
// 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)
let chessBoard: ChessBoardUnitType[][] = [];
/**
*
* @param width
* @param height
*/
const initChessBoard = (width: number, height: number) => {
chessBoard = new Array(width);
for (let i = 0; i < width; i++) {
chessBoard[i] = new Array(height);
for (let j = 0; j < height; j++) {
chessBoard[i][j] = {
blocks: [],
};
}
}
};
// 初始化棋盘
initChessBoard(boxWidthNum, boxHeightNum);
/**
*
*/
const initGame = () => {
console.log("initGame", gameConfig);
// 1. 规划块数
// 块数单位(总块数必须是该值的倍数)
const blockNumUnit = gameConfig.composeNum * gameConfig.typeNum;
console.log("块数单位", blockNumUnit);
// 随机生成的总块数
const totalRandomBlockNum = gameConfig.randomBlocks.reduce((pre, curr) => {
return pre + curr;
}, 0);
console.log("随机生成的总块数", totalRandomBlockNum);
// 需要的最小块数
const minBlockNum = Math.ceil(
(gameConfig.levelNum *
(gameConfig.topBlockNum + gameConfig.minBottomBlockNum)) /
2 +
totalRandomBlockNum
);
console.log("需要的最小块数", minBlockNum);
// 补齐到 blockNumUnit 的倍数
// e.g. minBlockNum = 14, blockNumUnit = 6, 补到 18
let totalBlockNum = minBlockNum;
if (totalBlockNum % blockNumUnit !== 0) {
totalBlockNum =
(Math.floor(minBlockNum / blockNumUnit) + 1) * blockNumUnit;
}
console.log("总块数", totalBlockNum);
// 2. 随机生成块
// 保存所有块的数组
const animalBlocks: string[] = [];
// 需要用到的动物数组
const needAnimals = gameConfig.animals.slice(0, gameConfig.typeNum);
// 依次把块塞到数组里
for (let i = 0; i < totalBlockNum; i++) {
animalBlocks.push(needAnimals[i % gameConfig.typeNum]);
}
// 打乱数组
const randomAnimalBlocks = _.shuffle(animalBlocks);
// 下一个要塞入的块
let pos = 0;
// 3. 填充结果
// 计算随机生成的块
const randomBlocks: BlockType[][] = [];
gameConfig.randomBlocks.forEach((randomBlock, idx) => {
randomBlocks[idx] = [];
for (let i = 0; i < randomBlock; i++) {
const newBlock = {
id: pos,
level: i,
status: 0,
type: randomAnimalBlocks[pos],
higherThanBlocks: [] as BlockType[],
lowerThanBlocks: [] as BlockType[],
} as BlockType;
randomBlocks[idx].push(newBlock);
blockData[pos] = newBlock;
pos++;
}
});
// 剩余块数
let leftBlockNum = totalBlockNum - totalRandomBlockNum;
// 计算每层生成的块数
// 每层递减块数
// 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
const stepNum = Math.floor(
(gameConfig.topBlockNum - gameConfig.minBottomBlockNum) /
(gameConfig.levelNum - 1)
);
console.log("每层递减块数", stepNum);
// 下一层要分配的块数
let nextBlockNum = gameConfig.topBlockNum;
// 各层的块
const levelBlocks: BlockType[][] = [];
for (let i = 0; i < gameConfig.levelNum; i++) {
// 最后一层,所有的块都分配出去
if (i == gameConfig.levelNum - 1) {
nextBlockNum = leftBlockNum;
}
levelBlocks[i] = [];
// 添加新块
for (let j = 0; j < nextBlockNum; j++) {
if (pos >= totalBlockNum) {
break;
}
const newBlock = {
id: pos,
level: i,
status: 0,
type: randomAnimalBlocks[pos],
higherThanBlocks: [] as BlockType[],
lowerThanBlocks: [] as BlockType[],
} as BlockType;
levelBlocks[i].push(newBlock);
blockData[pos] = newBlock;
pos++;
}
leftBlockNum -= nextBlockNum;
nextBlockNum -= stepNum;
}
console.log("剩余块数", leftBlockNum);
// 4. 初始化空插槽
const slotArea: BlockType[] = new Array(gameConfig.slotNum).fill(null);
console.log(
"各层数量",
levelBlocks
.map((levelBlock, idx) => `${idx}层:${levelBlock.length}`)
.join("\n")
);
console.log("随机块情况", randomBlocks);
return {
levelBlocks,
randomBlocks,
slotArea,
};
};
/**
*
*/
const randomPos = () => {
const levelBoardDom: any = document.getElementsByClassName("level-board");
// 为方便给格子设置固定宽高,不动态计算了
// const totalWidth = levelBoardDom[0].clientWidth;
const blockDomList = document.getElementsByClassName("level-block");
// 每个格子的宽高
const widthUnit = 14;
const heightUnit = 14;
// 设置父容器宽高
levelBoardDom[0].style.width = widthUnit * boxWidthNum + "px";
levelBoardDom[0].style.height = heightUnit * boxHeightNum + "px";
// 遍历时层级递增
for (let i = 0; i < blockDomList.length; i++) {
let blockDom: any = blockDomList[i];
const blockId = blockDom.dataset.id;
const block = blockData[blockId];
blockDom.style.position = "absolute";
// 随机生成坐标,当前层级不能重复
let newPosX;
let newPosY;
while (true) {
newPosX = Math.floor(Math.random() * (boxWidthNum - 2));
newPosY = Math.floor(Math.random() * (boxHeightNum - 2));
const currChessBoardUnit = chessBoard[newPosX][newPosY];
// 同层级元素不能完全重叠
if (
currChessBoardUnit.blocks.length < 1 ||
currChessBoardUnit.blocks[currChessBoardUnit.blocks.length - 1]
.level != block.level
) {
break;
}
}
chessBoard[newPosX][newPosY].blocks.push(block);
block.x = newPosX;
block.y = newPosY;
blockDom.style.left = newPosX * widthUnit + "px";
blockDom.style.top = newPosY * heightUnit + "px";
}
};
// 可能导致死循环,暂不使用
// /**
// * 判断某个坐标是否和其他块有重叠
// * @param x
// * @param y
// * @param block
// */
// const hasOverlap = (x: number, y: number, block: BlockType) => {
// // 确定该块附近的格子坐标范围
// const minX = Math.max(x - 2, 0);
// const minY = Math.max(y - 2, 0);
// const maxX = Math.min(x + 3, boxWidthNum - 2);
// const maxY = Math.min(y + 3, boxWidthNum - 2);
// // 遍历该块附近的格子
// for (let i = minX; i < maxX; i++) {
// for (let j = minY; j < maxY; j++) {
// const relationBlocks = chessBoard[i][j].blocks;
// for (const relationBlock of relationBlocks) {
// if (relationBlocks[relationBlocks.length - 1].level != block.level) {
// return false;
// }
// }
// }
// }
// return true;
// };
/**
*
*
* level
*/
const bindLevelRelation = () => {
levelBlocksVal.value.forEach((levelBlock) => {
levelBlock.forEach((block) => {
const x = block.x;
const y = block.y;
// 确定该块附近的格子坐标范围
const minX = Math.max(x - 2, 0);
const minY = Math.max(y - 2, 0);
const maxX = Math.min(x + 3, boxWidthNum - 2);
const maxY = Math.min(y + 3, boxWidthNum - 2);
// 遍历该块附近的格子
for (let i = minX; i < maxX; i++) {
for (let j = minY; j < maxY; j++) {
const relationBlocks = chessBoard[i][j].blocks;
relationBlocks.forEach((relationBlock) => {
// 建立覆盖关系
if (relationBlock.level > block.level) {
block.higherThanBlocks.push(relationBlock);
relationBlock.lowerThanBlocks.push(block);
}
});
}
}
});
});
};
/**
*
* @param block
* @param e
* @param randomIdx >= 0
*/
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);
}
};
/**
*
*/
const doStart = () => {
gameStatus.value = 0;
const { levelBlocks, randomBlocks, slotArea } = initGame();
console.log(levelBlocks, randomBlocks, slotArea);
levelBlocksVal.value = levelBlocks;
randomBlocksVal.value = randomBlocks;
slotAreaVal.value = slotArea;
// 等 dom 更新后才刷新坐标
nextTick(() => {
randomPos();
bindLevelRelation();
gameStatus.value = 1;
});
};
return {
gameStatus,
levelBlocksVal,
randomBlocksVal,
slotAreaVal,
doClickBlock,
doStart,
};
};
export default useGameV1;

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import { defineStore } from "pinia";
const defaultGameConfig = {
// 槽容量
slotNum: 7,
// 需要多少个一样块的才能合成
composeNum: 3,
// 动物类别数
typeNum: 10,
// 每层块数(大致)
levelBlockNum: 30,
// 边界收缩步长
borderStep: 1,
// 总层数(最小为 2
levelNum: 2,
// 最上层块数
topBlockNum: 40,
// 最下层块数最小值
minBottomBlockNum: 20,
// 随机区块数(数组长度代表随机区数量,值表示每个随机区生产多少块)
randomBlocks: [8, 8],
// 动物数组
animals: [
"🐔",
"🐟",
"🦆",
"🐶",
"🐱",
"🐴",
"🐑",
"🐦",
"🐧",
"🐊",
"🐺",
"🐒",
"🐳",
"🐬",
"🐢",
"🦖",
"🦒",
"🦁",
"🐍",
"🐭",
"🐂",
],
};
/**
*
*
* @author yupi
*/
export const useGlobalStore = defineStore("global", {
state: () => ({
gameConfig: { ...defaultGameConfig },
}),
getters: {},
// 持久化
persist: {
key: "global",
storage: window.localStorage,
beforeRestore: (context) => {
console.log("load globalStore data start");
},
afterRestore: (context) => {
console.log("load globalStore data end");
},
},
actions: {
reset() {
this.$reset();
},
},
});

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/**
*
*/
interface BlockType {
id: number;
x: number;
y: number;
level: number;
type: string;
// 0 - 正常, 1 - 已点击, 2 - 已消除
status: 0 | 1 | 2;
// 压住的其他块
higherThanBlocks: BlockType[];
// 被哪些块压住(为空表示可点击)
lowerThanBlocks: BlockType[];
}
/**
*
*/
interface ChessBoardUnitType {
// 放到当前格子里的块(层级越高下标越大)
blocks: BlockType[];
}

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import { createApp } from "vue";
import Antd from "ant-design-vue";
import App from "./App.vue";
import * as VueRouter from "vue-router";
import routes from "./configs/routes";
import { createPinia } from "pinia";
import piniaPluginPersistedstate from "pinia-plugin-persistedstate";
import "ant-design-vue/dist/antd.css";
import "./style.css";
// 路由
const router = VueRouter.createRouter({
history: VueRouter.createWebHashHistory(),
routes,
});
// 状态管理
const pinia = createPinia();
pinia.use(piniaPluginPersistedstate);
createApp(App).use(Antd).use(router).use(pinia).mount("#app");

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<template>
<div id="indexPage">
<a-row align="center">
<a-button
type="primary"
block
style="margin-bottom: 16px"
@click="doStart"
>
开始
</a-button>
<!-- 分层选块 -->
<div class="level-board">
<div
v-for="(block, idx) in levelBlocksVal"
v-show="gameStatus > 0"
:key="idx"
class="block level-block"
:class="{ disabled: block.lowerThanBlocks.length > 0 }"
:data-id="block.id"
:style="{
zIndex: 100 + block.level,
left: block.x * widthUnit + 'px',
top: block.y * heightUnit + 'px',
}"
@click="(e) => doClickBlock(block, e)"
>
{{ block.type }}
</div>
</div>
<!-- 随机选块 -->
<div class="random-board">
<div
v-for="(randomBlock, index) in randomBlocksVal"
:key="index"
class="random-area"
>
<div
v-if="randomBlock.length > 0"
class="block"
@click="(e) => doClickBlock(randomBlock[0], e, index)"
>
{{ randomBlock[0].type }}
</div>
<div
v-for="num in Math.max(randomBlock.length - 1, 0)"
:key="num"
class="block disabled"
></div>
</div>
</div>
<!-- 槽位 -->
<div v-if="slotAreaVal.length > 0" class="slot-board">
<div
v-for="(slotBlock, index) in slotAreaVal"
:key="index"
class="block"
>
{{ slotBlock?.type }}
</div>
</div>
</a-row>
</div>
</template>
<script setup lang="ts">
import useGame from "../core/game";
const {
gameStatus,
levelBlocksVal,
randomBlocksVal,
slotAreaVal,
widthUnit,
heightUnit,
doClickBlock,
doStart,
} = useGame();
</script>
<style scoped>
.level-board {
position: relative;
}
.level-block {
position: absolute;
}
.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>

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<template>
<div id="indexPage">
<a-row align="center">
<a-button
type="primary"
block
style="margin-bottom: 16px"
@click="doStart"
>
开始
</a-button>
<!-- 分层选块 -->
<div class="level-board">
<div
v-for="(levelBlock, index) in levelBlocksVal"
:key="index"
class="level"
>
<div
v-for="(block, idx) in levelBlock"
v-show="gameStatus > 0"
:key="idx"
class="block level-block"
:class="{ disabled: block.lowerThanBlocks.length > 0 }"
:data-id="block.id"
:style="{ zIndex: 10000 - index }"
@click="(e) => doClickBlock(block, e)"
>
{{ block.type }}
</div>
</div>
</div>
<!-- 随机选块 -->
<div class="random-board">
<div
v-for="(randomBlock, index) in randomBlocksVal"
:key="index"
class="random-area"
>
<div
v-if="randomBlock.length > 0"
class="block"
@click="(e) => doClickBlock(randomBlock[0], e, index)"
>
{{ randomBlock[0].type }}
</div>
<div
v-for="num in Math.max(randomBlock.length - 1, 0)"
:key="num"
class="block disabled"
></div>
</div>
</div>
<!-- 槽位 -->
<div v-if="slotAreaVal.length > 0" class="slot-board">
<div
v-for="(slotBlock, index) in slotAreaVal"
:key="index"
class="block"
>
{{ slotBlock?.type }}
</div>
</div>
</a-row>
</div>
</template>
<script setup lang="ts">
import { useGlobalStore } from "../core/globalStore";
// @ts-ignore
import _ from "lodash";
import { nextTick, ref } from "vue";
const { gameConfig } = useGlobalStore();
// 0 - , 1 - , 2 -
const gameStatus = ref(0);
//
const levelBlocksVal = ref<BlockType[][]>([]);
//
const randomBlocksVal = ref<BlockType[][]>([]);
//
const slotAreaVal = ref<BlockType[]>([]);
//
const currSlotNum = ref(0);
/**
* 块类型
*/
interface BlockType {
id: number;
x: number;
y: number;
level: number;
type: string;
// 0 - , 1 - , 2 -
status: 0 | 1 | 2;
//
higherThanBlocks: BlockType[];
//
lowerThanBlocks: BlockType[];
}
/**
* 每个格子单元类型
*/
interface ChessBoardUnitType {
//
blocks: BlockType[];
}
//
const blockData: Record<number, BlockType> = {};
// 24 x 24 3 x 3 x y 0 ~ 21
const boxWidthNum = 24;
const boxHeightNum = 24;
// ""
let chessBoard: ChessBoardUnitType[][] = [];
/**
* 初始化指定大小的棋盘
* @param width
* @param height
*/
const initChessBoard = (width: number, height: number) => {
chessBoard = new Array(width);
for (let i = 0; i < width; i++) {
chessBoard[i] = new Array(height);
for (let j = 0; j < height; j++) {
chessBoard[i][j] = {
blocks: [],
};
}
}
};
//
initChessBoard(boxWidthNum, boxHeightNum);
/**
* 游戏初始化
*/
const initGame = () => {
console.log("initGame", gameConfig);
// 1.
//
const blockNumUnit = gameConfig.composeNum * gameConfig.typeNum;
console.log("块数单位", blockNumUnit);
//
const totalRandomBlockNum = gameConfig.randomBlocks.reduce((pre, curr) => {
return pre + curr;
}, 0);
console.log("随机生成的总块数", totalRandomBlockNum);
//
const minBlockNum = Math.ceil(
(gameConfig.levelNum *
(gameConfig.topBlockNum + gameConfig.minBottomBlockNum)) /
2 +
totalRandomBlockNum
);
console.log("需要的最小块数", minBlockNum);
// blockNumUnit
// e.g. minBlockNum = 14, blockNumUnit = 6, 18
let totalBlockNum = minBlockNum;
if (totalBlockNum % blockNumUnit !== 0) {
totalBlockNum = (Math.floor(minBlockNum / blockNumUnit) + 1) * blockNumUnit;
}
console.log("总块数", totalBlockNum);
// 2.
//
const animalBlocks: string[] = [];
//
const needAnimals = gameConfig.animals.slice(0, gameConfig.typeNum);
//
for (let i = 0; i < totalBlockNum; i++) {
animalBlocks.push(needAnimals[i % gameConfig.typeNum]);
}
//
const randomAnimalBlocks = _.shuffle(animalBlocks);
//
let pos = 0;
// 3.
//
const randomBlocks: BlockType[][] = [];
gameConfig.randomBlocks.forEach((randomBlock, idx) => {
randomBlocks[idx] = [];
for (let i = 0; i < randomBlock; i++) {
const newBlock = {
id: pos,
level: i,
status: 0,
type: randomAnimalBlocks[pos],
higherThanBlocks: [] as BlockType[],
lowerThanBlocks: [] as BlockType[],
} as BlockType;
randomBlocks[idx].push(newBlock);
blockData[pos] = newBlock;
pos++;
}
});
//
let leftBlockNum = totalBlockNum - totalRandomBlockNum;
//
//
// e.g. 38 20 10 18 / 9 = 2
const stepNum = Math.floor(
(gameConfig.topBlockNum - gameConfig.minBottomBlockNum) /
(gameConfig.levelNum - 1)
);
console.log("每层递减块数", stepNum);
//
let nextBlockNum = gameConfig.topBlockNum;
//
const levelBlocks: BlockType[][] = [];
for (let i = 0; i < gameConfig.levelNum; i++) {
//
if (i == gameConfig.levelNum - 1) {
nextBlockNum = leftBlockNum;
}
levelBlocks[i] = [];
//
for (let j = 0; j < nextBlockNum; j++) {
if (pos >= totalBlockNum) {
break;
}
const newBlock = {
id: pos,
level: i,
status: 0,
type: randomAnimalBlocks[pos],
higherThanBlocks: [] as BlockType[],
lowerThanBlocks: [] as BlockType[],
} as BlockType;
levelBlocks[i].push(newBlock);
blockData[pos] = newBlock;
pos++;
}
leftBlockNum -= nextBlockNum;
nextBlockNum -= stepNum;
}
console.log("剩余块数", leftBlockNum);
// 4.
const slotArea: BlockType[] = new Array(gameConfig.slotNum).fill(null);
console.log(
"各层数量",
levelBlocks
.map((levelBlock, idx) => `${idx}层:${levelBlock.length}`)
.join("\n")
);
console.log("随机块情况", randomBlocks);
return {
levelBlocks,
randomBlocks,
slotArea,
};
};
/**
* 随机生成块坐标
*/
const randomPos = () => {
const levelBoardDom: any = document.getElementsByClassName("level-board");
// 便
// const totalWidth = levelBoardDom[0].clientWidth;
const blockDomList = document.getElementsByClassName("level-block");
//
const widthUnit = 14;
const heightUnit = 14;
//
levelBoardDom[0].style.width = widthUnit * boxWidthNum + "px";
levelBoardDom[0].style.height = heightUnit * boxHeightNum + "px";
//
for (let i = 0; i < blockDomList.length; i++) {
let blockDom: any = blockDomList[i];
const blockId = blockDom.dataset.id;
const block = blockData[blockId];
blockDom.style.position = "absolute";
//
let newPosX;
let newPosY;
while (true) {
newPosX = Math.floor(Math.random() * (boxWidthNum - 2));
newPosY = Math.floor(Math.random() * (boxHeightNum - 2));
const currChessBoardUnit = chessBoard[newPosX][newPosY];
//
if (
currChessBoardUnit.blocks.length < 1 ||
currChessBoardUnit.blocks[currChessBoardUnit.blocks.length - 1].level !=
block.level
) {
break;
}
}
chessBoard[newPosX][newPosY].blocks.push(block);
block.x = newPosX;
block.y = newPosY;
blockDom.style.left = newPosX * widthUnit + "px";
blockDom.style.top = newPosY * heightUnit + "px";
}
};
// 使
// /**
// *
// * @param x
// * @param y
// * @param block
// */
// const hasOverlap = (x: number, y: number, block: BlockType) => {
// //
// const minX = Math.max(x - 2, 0);
// const minY = Math.max(y - 2, 0);
// const maxX = Math.min(x + 3, boxWidthNum - 2);
// const maxY = Math.min(y + 3, boxWidthNum - 2);
// //
// for (let i = minX; i < maxX; i++) {
// for (let j = minY; j < maxY; j++) {
// const relationBlocks = chessBoard[i][j].blocks;
// for (const relationBlock of relationBlocks) {
// if (relationBlocks[relationBlocks.length - 1].level != block.level) {
// return false;
// }
// }
// }
// }
// return true;
// };
/**
* 绑定层级覆盖关系用于确认哪些元素是当前可点击的
*
* 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
*/
const bindLevelRelation = () => {
levelBlocksVal.value.forEach((levelBlock) => {
levelBlock.forEach((block) => {
const x = block.x;
const y = block.y;
//
const minX = Math.max(x - 2, 0);
const minY = Math.max(y - 2, 0);
const maxX = Math.min(x + 3, boxWidthNum - 2);
const maxY = Math.min(y + 3, boxWidthNum - 2);
//
for (let i = minX; i < maxX; i++) {
for (let j = minY; j < maxY; j++) {
const relationBlocks = chessBoard[i][j].blocks;
relationBlocks.forEach((relationBlock) => {
//
if (relationBlock.level > block.level) {
block.higherThanBlocks.push(relationBlock);
relationBlock.lowerThanBlocks.push(block);
}
});
}
}
});
});
};
/**
* 开始游戏
*/
const doStart = () => {
gameStatus.value = 0;
const { levelBlocks, randomBlocks, slotArea } = initGame();
console.log(levelBlocks, randomBlocks, slotArea);
levelBlocksVal.value = levelBlocks;
randomBlocksVal.value = randomBlocks;
slotAreaVal.value = slotArea;
// dom
nextTick(() => {
randomPos();
bindLevelRelation();
gameStatus.value = 1;
});
};
/**
* 点击块事件
* @param block
* @param e
* @param randomIdx 随机区域下标>= 0 表示点击的是随机块
*/
const doClickBlock = (block: BlockType, e: Event, randomIdx = -1) => {
// / /
if (
currSlotNum.value >= gameConfig.slotNum ||
block.status !== 0 ||
block.lowerThanBlocks.length > 0
) {
return;
}
//
block.status = 1;
//
if (randomIdx >= 0) {
//
randomBlocksVal.value[randomIdx] = randomBlocksVal.value[randomIdx].slice(
1,
randomBlocksVal.value[randomIdx].length
);
} else {
//
// @ts-ignore
e.target.remove();
//
block.higherThanBlocks.forEach((higherThanBlock) => {
_.remove(higherThanBlock.lowerThanBlocks, (lowerThanBlock) => {
return lowerThanBlock.id === block.id;
});
});
}
//
let tempSlotNum = currSlotNum.value;
slotAreaVal.value[tempSlotNum] = block;
//
// block =>
const map: Record<string, number> = {};
//
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);
//
const newSlotAreaVal = new Array(gameConfig.slotNum).fill(null);
tempSlotNum = 0;
tempSlotAreaVal.forEach((slotBlock) => {
//
if (map[slotBlock.type] >= gameConfig.composeNum) {
//
slotBlock.status = 2;
return;
}
newSlotAreaVal[tempSlotNum++] = slotBlock;
});
slotAreaVal.value = newSlotAreaVal;
currSlotNum.value = tempSlotNum;
//
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>

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/// <reference types="vite/client" />
declare module '*.vue' {
import type { DefineComponent } from 'vue'
const component: DefineComponent<{}, {}, any>
export default component
}

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{
"compilerOptions": {
"target": "ESNext",
"useDefineForClassFields": true,
"module": "ESNext",
"moduleResolution": "Node",
"strict": true,
"jsx": "preserve",
"sourceMap": true,
"resolveJsonModule": true,
"isolatedModules": true,
"esModuleInterop": true,
"lib": ["ESNext", "DOM"],
"skipLibCheck": true
},
"include": ["src/**/*.ts", "src/**/*.d.ts", "src/**/*.tsx", "src/**/*.vue"],
"references": [{ "path": "./tsconfig.node.json" }]
}

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{
"compilerOptions": {
"composite": true,
"module": "ESNext",
"moduleResolution": "Node",
"allowSyntheticDefaultImports": true
},
"include": ["vite.config.ts"]
}

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import { defineConfig } from "vite";
import vue from "@vitejs/plugin-vue";
// https://vitejs.dev/config/
export default defineConfig({
plugins: [
vue({
// 支持 Markdown 文件加载
include: [/\.vue$/],
}),
],
});

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