我是靠谱客的博主 要减肥八宝粥,最近开发中收集的这篇文章主要介绍unity实现简单贪吃蛇游戏,觉得挺不错的,现在分享给大家,希望可以做个参考。

概述

本文实例为大家分享了unity实现贪吃蛇游戏的具体代码,供大家参考,具体内容如下

首先创建一个头部,编写脚本利用WASD控制头部的移动。

Vector3 up=new Vector3(0,1,0);
Vector3 down=new Vector3(0,-1,0);
Vector3 left=new Vector3(-1,0,0);
Vector3 right=new Vector3(1,0,0);
Vector3 now;//头部实际前进方向

  float timer=0f;
  float timerGap=0.1f;
  void Start () 
  {
    now = up;
  }
  void Update () 
  {
    if (now!=up&&now!=down&&Input.GetKey (KeyCode.W))
    {
      now = up;
    }
    if (now!=up&&now!=down&&Input.GetKey (KeyCode.S))
    {
      now = down;
    }
    if (now!=left&&now!=right&&Input.GetKey (KeyCode.A))
    {
      now=left;
    }
    if (now!=left&&now!=right&&Input.GetKey (KeyCode.D))
    {
      now = right;
    }

    timer += Time.deltaTime;

    if (timer > timerGap) 
    {
      //每隔0.1s向当前方向移动一个单位(0.5为头部大小)。
      timer = 0;
      transform.position = 0.5f * now + transform.position;

    }

  }

然后就是创建初始身体,实现身体跟随头部。采用的方法是将身体放进一个数组,然后下标0的身体移动到头部之前的位置,然后下标 i 的身体移动到 i-1 的position。

创建初始身体,并放入数组。

public GameObject body;//身体预设体
List<GameObject> snakeBody = new List<GameObject>(); 

  void Awake()
  {
    for (int i = 0; i < 3; ++i) 
    {
      GameObject newbodynext=Instantiate (body, 
      transform.position-(i+1)*new Vector3(0,0.5f,0),
      Quaternion.identity)as GameObject;
      snakeBody.Add (newbodynext);
    }
  }

实现跟随

void Update () 
  {
    if (now!=up&&now!=down&&Input.GetKey (KeyCode.W))
    {
      now = up;
    }
    if (now!=up&&now!=down&&Input.GetKey (KeyCode.S))
    {
      now = down;
    }
    if (now!=left&&now!=right&&Input.GetKey (KeyCode.A))
    {
      now=left;
    }
    if (now!=left&&now!=right&&Input.GetKey (KeyCode.D))
    {
      now = right;
    }

    timer += Time.deltaTime;

    if (timer > timerGap) 
    {
      Vector3 tmpPosition = transform.position;//记录头部变化前的位置
      List<Vector3> tmpList = new List<Vector3> ();//记录身体变化前的位置 

      for (int i = 0; i < snakeBody.Count; ++i) 
      {
        tmpList.Add (snakeBody [i].transform.position);
      }

      timer = 0;


      transform.position = 0.5f * now + transform.position;

      snakeBody [0].transform.position = tmpPosition;//将0移到头部之前的位置


      //依次前移身体的位置
      for (int i = 1; i < snakeBody.Count; ++i) 
      {
        snakeBody [i].transform.position = tmpList [i - 1];
      }

    }

}

初始蛇创建好后,就开始添加食物,和增长蛇的身体。还有检测游戏失败,即撞到身体或者边界,采用事件触发检测完成。

创建食物

public GameObject foodPrefab;//食物预设体
void Start () {
    now = up;

    createFood ();


  }

  void createFood()
  {

    float x = Random.Range(-6.5f, 6.5f);
    float y = Random.Range(-4.5f, 4.5f);          
    Instantiate(foodPrefab,new Vector3(x,y,0f),Quaternion.identity);
  }

触发检测

void OnTriggerEnter(Collider other) 
  {  //这个other就是被碰撞体

    if (other.gameObject.tag.Equals("Food")) 
    {

      Destroy(other.gameObject);

      GameObject newbodynext = Instantiate (body,
      snakeBody[snakeBody.Count-1].transform.position,
      Quaternion.identity)as GameObject;

      snakeBody.Add (newbodynext);//增加蛇的身体
      createFood();
    }
    else if(other.gameObject.tag.Equals("Body"))
    {
      SceneManager.LoadScene("Snake", LoadSceneMode.Single);//重新开始
    }
  }


  void OnTriggerExit(Collider other)
  {
    if (other.gameObject.tag.Equals("Boundary")) 
      SceneManager.LoadScene("Snake", LoadSceneMode.Single);
  }

完整代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class HeadMove : MonoBehaviour {



  public GameObject body;
  public GameObject foodPrefab;


  Vector3 up=new Vector3(0,1,0);
  Vector3 down=new Vector3(0,-1,0);
  Vector3 left=new Vector3(-1,0,0);
  Vector3 right=new Vector3(1,0,0);
  Vector3 now;


  float timer=0f;
  float timerGap=0.1f;

  List<GameObject> snakeBody = new List<GameObject>();  
  // Use this for initialization

  void Awake()
  {
    for (int i = 0; i < 3; ++i) 
    {
      GameObject newbodynext=Instantiate (body, transform.position-(i+1)*new Vector3(0,0.5f,0),Quaternion.identity)as GameObject;
      snakeBody.Add (newbodynext);
    }
  }
  void Start () {
    now = up;

    createFood ();


  }

  void createFood()
  {

    float x = Random.Range(-6.5f, 6.5f);
    float y = Random.Range(-4.5f, 4.5f);          
    Instantiate(foodPrefab,new Vector3(x,y,0f),Quaternion.identity);
  }

  // Update is called once per frame
  void Update () 
  {
    if (now!=up&&now!=down&&Input.GetKey (KeyCode.W))
    {
      now = up;
    }
    if (now!=up&&now!=down&&Input.GetKey (KeyCode.S))
    {
      now = down;
    }
    if (now!=left&&now!=right&&Input.GetKey (KeyCode.A))
    {
      now=left;
    }
    if (now!=left&&now!=right&&Input.GetKey (KeyCode.D))
    {
      now = right;
    }

    timer += Time.deltaTime;

    if (timer > timerGap) 
    {
      Vector3 tmpPosition = transform.position;
      List<Vector3> tmpList = new List<Vector3> (); 

      for (int i = 0; i < snakeBody.Count; ++i) 
      {
        tmpList.Add (snakeBody [i].transform.position);
      }

      timer = 0;


      transform.position = 0.5f * now + transform.position;

      snakeBody [0].transform.position = tmpPosition;


      for (int i = 1; i < snakeBody.Count; ++i) 
      {
        snakeBody [i].transform.position = tmpList [i - 1];
      }

    }

  }



  void OnTriggerEnter(Collider other) 
  {  //这个other就是被碰撞体

    if (other.gameObject.tag.Equals("Food")) 
    {

      Destroy(other.gameObject);
      GameObject newbodynext = Instantiate (body,snakeBody[snakeBody.Count-1].transform.position,Quaternion.identity)as GameObject;
      snakeBody.Add (newbodynext);
      createFood();
    }
    //由于身体和头部一开始就接触,所以将身体的碰撞半径减小到0.4
    else if(other.gameObject.tag.Equals("Body"))
    {
      SceneManager.LoadScene("Snake", LoadSceneMode.Single);
    }
  }


  void OnTriggerExit(Collider other)
  {
    if (other.gameObject.tag.Equals("Boundary")) 
      SceneManager.LoadScene("Snake", LoadSceneMode.Single);
  }
}

将该脚本挂载在头部对象上然后添加身体和食物预设体,再添加边界即可。

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