add 支持选关

This commit is contained in:
yupili 2022-09-16 19:06:06 +08:00
parent c3da9ecf1b
commit d03ef31503
9 changed files with 356 additions and 1054 deletions

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@ -1,6 +1,12 @@
# 被羊了个羊虐了后,我自己做了一个! # 鱼了个鱼
> 被羊了个羊虐了百遍后,我自己做了一个!
在线体验https://yulegeyu.cn 在线体验https://yulegeyu.cn
玩法:
1. 支持选关
2. 支持自定义难度(待更新)
3. 无限道具(待更新)

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@ -1,9 +1,14 @@
import { RouteRecordRaw } from "vue-router"; import { RouteRecordRaw } from "vue-router";
import IndexPage from "../pages/IndexPage.vue"; import IndexPage from "../pages/IndexPage.vue";
import GamePage from "../pages/GamePage.vue";
export default [ export default [
{ {
path: "/", path: "/",
component: IndexPage, component: IndexPage,
}, },
{
path: "/game",
component: GamePage,
},
] as RouteRecordRaw[]; ] as RouteRecordRaw[];

131
src/core/gameConfig.ts Normal file
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@ -0,0 +1,131 @@
// 动物数组
const animals = [
"🐔",
"🐟",
"🦆",
"🐶",
"🐱",
"🐴",
"🐑",
"🐦",
"🐧",
"🐊",
"🐺",
"🐒",
"🐳",
"🐬",
"🐢",
"🦖",
"🦒",
"🦁",
"🐍",
"🐭",
"🐂",
];
export const defaultGameConfig: GameConfig = {
// 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: 12,
// 每层块数(大致)
levelBlockNum: 24,
// 边界收缩步长
borderStep: 1,
// 总层数(最小为 2
levelNum: 6,
// 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,
};
/**
*
*/
export const easyGameConfig: GameConfig = {
// 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: 8,
// 每层块数(大致)
levelBlockNum: 10,
// 边界收缩步长
borderStep: 1,
// 总层数(最小为 2
levelNum: 6,
// 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: [4, 4],
// 动物数组
animals,
};
/**
*
*/
export const middleGameConfig: GameConfig = {
// 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: 12,
// 边界收缩步长
borderStep: 1,
// 总层数(最小为 2
levelNum: 7,
// 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: [5, 5],
// 动物数组
animals,
};
/**
*
*/
export const hardGameConfig: GameConfig = {
// 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: 12,
// 每层块数(大致)
levelBlockNum: 16,
// 边界收缩步长
borderStep: 1,
// 总层数(最小为 2
levelNum: 8,
// 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: [6, 6],
// 动物数组
animals,
};
/**
*
*/
export const lunaticGameConfig: GameConfig = {
// 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: 14,
// 每层块数(大致)
levelBlockNum: 20,
// 边界收缩步长
borderStep: 2,
// 总层数(最小为 2
levelNum: 10,
// 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,
};

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@ -1,395 +0,0 @@
/**
* 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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@ -1,49 +1,5 @@
import { defineStore } from "pinia"; import { defineStore } from "pinia";
import { defaultGameConfig } from "./gameConfig";
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: 12,
// 每层块数(大致)
levelBlockNum: 30,
// 边界收缩步长
borderStep: 1,
// 总层数(最小为 2
levelNum: 8,
// 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: [
"🐔",
"🐟",
"🦆",
"🐶",
"🐱",
"🐴",
"🐑",
"🐦",
"🐧",
"🐊",
"🐺",
"🐒",
"🐳",
"🐬",
"🐢",
"🦖",
"🦒",
"🦁",
"🐍",
"🐭",
"🐂",
],
};
/** /**
* *
@ -52,6 +8,7 @@ const defaultGameConfig = {
*/ */
export const useGlobalStore = defineStore("global", { export const useGlobalStore = defineStore("global", {
state: () => ({ state: () => ({
customConfig: { ...defaultGameConfig },
gameConfig: { ...defaultGameConfig }, gameConfig: { ...defaultGameConfig },
}), }),
getters: {}, getters: {},
@ -67,6 +24,12 @@ export const useGlobalStore = defineStore("global", {
}, },
}, },
actions: { actions: {
setGameConfig(gameConfig: GameConfig) {
this.gameConfig = gameConfig;
},
setCustomConfig(customConfig: GameConfig) {
this.customConfig = customConfig;
},
reset() { reset() {
this.$reset(); this.$reset();
}, },

26
src/core/type.d.ts vendored
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@ -22,3 +22,29 @@ interface ChessBoardUnitType {
// 放到当前格子里的块(层级越高下标越大) // 放到当前格子里的块(层级越高下标越大)
blocks: BlockType[]; blocks: BlockType[];
} }
/**
*
*/
interface GameConfig {
// 槽容量
slotNum: number;
// 需要多少个一样块的才能合成
composeNum: number;
// 动物类别数
typeNum: number;
// 每层块数(大致)
levelBlockNum: number;
// 边界收缩步长
borderStep: number;
// 总层数(最小为 2
levelNum: number;
// 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: number[];
// 动物数组
animals: string[];
// 最上层块数(已废弃)
// topBlockNum: 40,
// 最下层块数最小值(已废弃)
// minBottomBlockNum: 20,
}

127
src/pages/GamePage.vue Normal file
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@ -0,0 +1,127 @@
<template>
<div id="gamePage">
<a-button @click="doBack"> 返回</a-button>
<a-row align="center">
<!-- 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";
import { onMounted } from "vue";
import { useRouter } from "vue-router";
const router = useRouter();
const {
gameStatus,
levelBlocksVal,
randomBlocksVal,
slotAreaVal,
widthUnit,
heightUnit,
doClickBlock,
doStart,
} = useGame();
/**
* 回上一页
*/
const doBack = () => {
router.back();
};
onMounted(() => {
doStart();
});
</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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@ -1,119 +1,65 @@
<template> <template>
<div id="indexPage"> <div id="indexPage">
<a-row align="center"> <h1>🐟 鱼了个鱼</h1>
<a-button <div style="margin-bottom: 16px">低配版羊了个羊小游戏仅供消遣</div>
type="primary" <a-button
block block
style="margin-bottom: 16px" style="margin-bottom: 16px"
@click="doStart" @click="toGamePage(easyGameConfig)"
> >
开始 简单模式
</a-button> </a-button>
<!-- 分层选块 --> <a-button
<div class="level-board"> block
<div style="margin-bottom: 16px"
v-for="(block, idx) in levelBlocksVal" @click="toGamePage(middleGameConfig)"
v-show="gameStatus > 0" >
:key="idx" 中等模式
class="block level-block" </a-button>
:class="{ disabled: block.lowerThanBlocks.length > 0 }" <a-button
:data-id="block.id" block
:style="{ style="margin-bottom: 16px"
zIndex: 100 + block.level, @click="toGamePage(hardGameConfig)"
left: block.x * widthUnit + 'px', >
top: block.y * heightUnit + 'px', 困难模式
}" </a-button>
@click="(e) => doClickBlock(block, e)" <a-button
> block
{{ block.type }} style="margin-bottom: 16px"
</div> @click="toGamePage(lunaticGameConfig)"
</div> >
<!-- 随机选块 --> 地域模式
<div class="random-board"> </a-button>
<div <a-button block style="margin-bottom: 16px" disabled @click="toGamePage">
v-for="(randomBlock, index) in randomBlocksVal" 自定义暂未开放
:key="index" </a-button>
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> </div>
</template> </template>
<script setup lang="ts"> <script setup lang="ts">
import useGame from "../core/game"; import { useRouter } from "vue-router";
import {
easyGameConfig,
middleGameConfig,
hardGameConfig,
lunaticGameConfig,
} from "../core/gameConfig";
import { useGlobalStore } from "../core/globalStore";
const { const router = useRouter();
gameStatus,
levelBlocksVal, const { setGameConfig } = useGlobalStore();
randomBlocksVal,
slotAreaVal, const toGamePage = (config?: GameConfig) => {
widthUnit, if (config) {
heightUnit, setGameConfig(config);
doClickBlock, }
doStart, router.push("/game");
} = useGame(); };
</script> </script>
<style scoped> <style scoped>
.level-board { #indexPage {
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; text-align: center;
vertical-align: top;
display: inline-block;
}
.disabled {
background: grey;
cursor: not-allowed;
} }
</style> </style>

View File

@ -1,507 +0,0 @@
<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>