Unity3D制作2048并且有分数

2015年02月06日 11:18 0 点赞 0 评论 更新于 2025-11-21 16:01

各位朋友大家好,今天我将分享在多年工作经验中,如何快速有效地使用Unity3D制作带有计分功能的2048游戏。以下是具体的操作代码,希望对大家有所帮助。

using UnityEngine;
using System.Collections;

public class NewBehaviourScript : MonoBehaviour
{
public UILabel valueLabel;
bool gameover = false;

// 游戏开始时的初始化操作
void Start()
{
gameover = false;
valueLabel = GameObject.Find("ValueLabel").GetComponentInChildren<UILabel>();
valueLabel.text = "Game Start";
valueLabel.color = Color.green;
}

// 每帧更新时检查输入
void Update()
{
if (!gameover)
{
if (Input.GetKeyDown(KeyCode.D))
{
moveR();
CreateNumber();
}
else if (Input.GetKeyDown(KeyCode.A))
{
moveL();
CreateNumber();
}
else if (Input.GetKeyDown(KeyCode.W))
{
moveU();
CreateNumber();
}
else if (Input.GetKeyDown(KeyCode.S))
{
moveD();
CreateNumber();
}
}
}

// 向上移动的逻辑
void moveU()
{
for (int i = 1; i <= 4; i++)
{
bool flag = false;
for (int j = 2; j <= 4; j++)
{
for (int k = j - 1; k >= 1; k--)
{
// 获取当前元素
GameObject go = GameObject.Find("L" + (k + 1).ToString() + i.ToString());
Debug.Log("当前对象: " + go.name);
UILabel currentLabel = go.GetComponentInChildren<UILabel>();

// 获取下一个元素
GameObject goNext = GameObject.Find("L" + k.ToString() + i.ToString());
Debug.Log("下一个对象: " + goNext.name);
UILabel nextLabel = goNext.GetComponentInChildren<UILabel>();

// 比较逻辑
if (currentLabel.text != "")
{
if (nextLabel.text == "")
{
nextLabel.text = currentLabel.text;
currentLabel.text = "";
}
else if (currentLabel.text == nextLabel.text)
{
if (!flag)
{
int sum = int.Parse(nextLabel.text) + int.Parse(currentLabel.text);
nextLabel.text = sum.ToString();
currentLabel.text = "";
flag = true;
}
}
}
}
}
}
}

// 向下移动的逻辑
void moveD()
{
for (int i = 1; i <= 4; i++)
{
bool flag = false;
for (int j = 3; j >= 1; j--)
{
for (int k = j + 1; k <= 4; k++)
{
// 获取当前元素
GameObject go = GameObject.Find("L" + (k - 1).ToString() + i.ToString());
Debug.Log("当前对象: " + go.name);
UILabel currentLabel = go.GetComponentInChildren<UILabel>();

// 获取下一个元素
GameObject goNext = GameObject.Find("L" + k.ToString() + i.ToString());
Debug.Log("下一个对象: " + goNext.name);
UILabel nextLabel = goNext.GetComponentInChildren<UILabel>();

// 比较逻辑
if (currentLabel.text != "")
{
if (nextLabel.text == "")
{
nextLabel.text = currentLabel.text;
currentLabel.text = "";
}
else if (currentLabel.text == nextLabel.text)
{
if (!flag)
{
int sum = int.Parse(nextLabel.text) + int.Parse(currentLabel.text);
nextLabel.text = sum.ToString();
currentLabel.text = "";
flag = true;
}
}
}
}
}
}
}

// 向左移动的逻辑
void moveL()
{
for (int i = 1; i <= 4; i++)
{
bool flag = false;
for (int j = 2; j <= 4; j++)
{
for (int k = j - 1; k >= 1; k--)
{
// 获取当前元素
GameObject go = GameObject.Find("L" + i.ToString() + (k + 1).ToString());
Debug.Log("当前对象: " + go.name);
UILabel currentLabel = go.GetComponentInChildren<UILabel>();

// 获取下一个元素
GameObject goNext = GameObject.Find("L" + i.ToString() + k.ToString());
Debug.Log("下一个对象: " + goNext.name);
UILabel nextLabel = goNext.GetComponentInChildren<UILabel>();

// 比较逻辑
if (currentLabel.text != "")
{
if (nextLabel.text == "")
{
nextLabel.text = currentLabel.text;
currentLabel.text = "";
}
else if (currentLabel.text == nextLabel.text)
{
if (!flag)
{
int sum = int.Parse(nextLabel.text) + int.Parse(currentLabel.text);
nextLabel.text = sum.ToString();
currentLabel.text = "";
flag = true;
}
}
}
}
}
}
}

// 向右移动的逻辑
void moveR()
{
for (int i = 1; i <= 4; i++)
{
bool flag = false;
for (int j = 3; j >= 1; j--)
{
for (int k = j + 1; k <= 4; k++)
{
// 获取当前元素
GameObject go = GameObject.Find("L" + i.ToString() + (k - 1).ToString());
Debug.Log("当前对象: " + go.name);
UILabel currentLabel = go.GetComponentInChildren<UILabel>();

// 获取下一个元素
GameObject goNext = GameObject.Find("L" + i.ToString() + k.ToString());
Debug.Log("下一个对象: " + goNext.name);
UILabel nextLabel = goNext.GetComponentInChildren<UILabel>();

// 比较逻辑
if (currentLabel.text != "")
{
if (nextLabel.text == "")
{
nextLabel.text = currentLabel.text;
currentLabel.text = "";
}
else if (currentLabel.text == nextLabel.text)
{
if (!flag)
{
int sum = int.Parse(nextLabel.text) + int.Parse(currentLabel.text);
nextLabel.text = sum.ToString();
currentLabel.text = "";
flag = true;
}
}
}
}
}
}
}

// 创建新数字的逻辑
void CreateNumber()
{
int count = 0;
bool flag = false;
for (int i = 1; i <= 4; i++)
{
if (!flag)
{
for (int j = 1; j <= 4; j++)
{
GameObject go = GameObject.Find("L" + i.ToString() + j.ToString());
UILabel label = go.GetComponentInChildren<UILabel>();
if (label.text == "")
{
int r = Random.Range(1, 10);
if (r <= 5)
{
int value = Random.Range(1, 5);
if (value < 4)
label.text = "2";
else
label.text = "4";
flag = true;
break;
}
}
else
{
if (++count == 16)
{
valueLabel.text = "Game Over";
valueLabel.color = Color.red;
gameover = true;
}
}
}
}
else
break;
}
}
}

以上代码实现了使用Unity3D制作2048游戏并带有计分功能的核心逻辑。在代码中,通过Start方法进行游戏的初始化,在Update方法中监听玩家的输入,根据不同的输入调用相应的移动方法,移动后调用CreateNumber方法随机生成新的数字。当所有格子都被填满时,游戏结束。