actionscript 3-扫雷算法



我正试图在flash中为一个项目重新创建扫雷器,我已经做到了放置地雷和编号。我似乎想不出点击瓷砖并清除其邻居的递归算法。有两个数组,_map保持背景+mines&数字,_可点击地图包含位于背景顶部的瓷砖。所以基本上,我想要的是递归方面的帮助。如果这还不够清楚,我会用必要的信息更新这个问题。

private function onClick(e:MouseEvent):void 
{
    trace("on Click");
    var symbol = e.currentTarget;
    var tempTileMask:TileMask = symbol;
    var tempTile:Tile = _map[tempTileMask.yCoord][tempTileMask.xCoord]
    if (tempTile.hasMine)
    {
        for (var i:int = _gridSize - 1; i >= 0; i--)
            for (var j:int = _gridSize - 1; j >= 0; j--)
            {
                var temp:TileMask = _clickableMap[i][j];
                removeChild(temp);
            }
        //explosion();
        //gameOver();
    }
    if (tempTile.hasNumber)
    {
        removeChild(tempTileMask);
        tempTile.cleared = true;
    }
    else
    {
        clearTiles(tempTile.xCoord, tempTile.yCoord);
    }
}

这是我修改过的清除地雷的功能

function clearTiles( x:int, y:int )
{
    // Get an object that contains the tile information for the location
    // we are checking
    if(_map[y][x] != null) 
    {
        var tempTile:Tile = _map[y][x];
        var tempTileMask:TileMask = _clickableMap[y][x];
        // Check if the location we are checking is out of the bounds of the
        // playable area
        trace(tempTile);
        if ( tempTile.outOfBounds(x, y) )
        {
            return;
        }
        // If the tile has already been revealed then there is nothing to do
        trace("before clearing");
        if ( tempTile.cleared )
        {
            trace("clearing tile");
            return;
        }
        // If the tile hasn't been revealed and it's an empty square we
        // reveal the location then call this function again for each
        // surrounding block
        trace("before check for surrounding tiles");
        if ( tempTile.hasNumber != true && tempTile.hasMine != true )
        {
            trace("check for surrounding tiles");
            // Remove the mask hiding the tiles property
            removeChild( tempTileMask );
            // Set the tile as cleared
            tempTile.cleared = true;
            if(_map[tempTile.yCoord][tempTile.xCoord - 1] != null)
            {
                var tile1:Tile =_map[tempTile.yCoord][tempTile.xCoord - 1]
                if(!tile1.cleared)
                    clearTiles( tempTile.xCoord - 1 , tempTile.yCoord ); //Check tile to the left
            }
            if(_map[tempTile.yCoord][tempTile.xCoord + 1] != null)
            {
                var tile2:Tile =_map[tempTile.yCoord][tempTile.xCoord + 1]
                if(!tile2.cleared)
                    clearTiles( tempTile.xCoord + 1 , tempTile.yCoord ); //Check tile to the left
            }
            if(_map[tempTile.yCoord - 1][tempTile.xCoord] != null)
            {
                var tile3:Tile =_map[tempTile.yCoord - 1][tempTile.xCoord]
                if(!tile3.cleared)
                    clearTiles( tempTile.xCoord, tempTile.yCoord - 1 ); //Check tile to the left
            }
            if(_map[tempTile.yCoord + 1][tempTile.xCoord] != null)
            {
                var tile4:Tile =_map[tempTile.yCoord + 1][tempTile.xCoord]
                if(!tile4.cleared)
                    clearTiles( tempTile.xCoord, tempTile.yCoord + 1 ); //Check tile to the left
            }
            if(_map[tempTile.yCoord - 1][tempTile.xCoord - 1] != null)
            {
                var tile5:Tile =_map[tempTile.yCoord - 1][tempTile.xCoord - 1]
                if(!tile5.cleared)
                    clearTiles( tempTile.xCoord - 1, tempTile.yCoord - 1 ); //Check tile to the left
            }
            if(_map[tempTile.yCoord + 1][tempTile.xCoord + 1] != null)
            {
                var tile6:Tile =_map[tempTile.yCoord + 1][tempTile.xCoord + 1]
                if(!tile6.cleared)
                    clearTiles( tempTile.xCoord + 1, tempTile.yCoord + 1 ); //Check tile to the left
            } 
            if(_map[tempTile.yCoord - 1][tempTile.xCoord + 1] != null)
            {
                var tile7:Tile =_map[tempTile.yCoord - 1][tempTile.xCoord + 1]
                if(!tile7.cleared)
                    clearTiles( tempTile.xCoord + 1, tempTile.yCoord - 1 ); //Check tile to the left
            }

            if(_map[tempTile.yCoord + 1][tempTile.xCoord - 1] != null)
            {
                var tile8:Tile =_map[tempTile.yCoord + 1][tempTile.xCoord - 1]
                if(!tile8.cleared)
                    clearTiles( tempTile.xCoord - 1, tempTile.yCoord + 1 ); //Check tile to the left
            }
        }
    }
    else
        return;
}

如果我搞砸了actionscript语法,请原谅。我只是喜欢递归函数,所以我不得不回答这个问题。我将粘贴带有我所能收集到的最准确注释的代码。如果你有问题,请提问。我相信你可以将你需要的任何东西转换为适当的函数调用、属性引用等。

// Function to check if a tile is an empty space and then call
// itself for the surrounding tiles
function clearTiles( x:int, y:int ):void
{
    // Check if the location we are checking is out of the bounds of the
    // playable area
    if ( outOfBounds( x, y ) )
    {
        return;
    }
    // Get an object that contains the tile information for the location
    // we are checking
    var tempTile:Tile = _map[x][y];

    // If the tile has already been revealed then there is nothing to do
    if ( tempTile.cleared )
    {
        return;
    }
    // If the tile is a number then reveal it and return without checking
    // surrounding tiles
    var tempTileMask:DisplayObject = getTileMask(x,y);
    // since we're no longer in the click handler context, we need
    // to initialize the variable with something [TODO]
    if ( tempTile.hasNumber )
    {
        removeChild( tempTileMask );
        tempTile.cleared = true;
        return;
    }

    // If the tile hasn't been revealed and it's an empty square we
    // reveal the location then call this function again for each
    // surrounding block
    if ( tempTile.isEmpty )
    {
        // Remove the mask hiding the tiles property
        removeChild( tempTileMask );
        // Set the tile as cleared
        tempTile.cleared = true;
        clearTiles( tempTile.x - 1 , tempTile.y ); //Check tile to the left
        clearTiles( tempTile.x + 1 , tempTile.y ); //Check tile to the right
        clearTiles( tempTile.x , tempTile.y - 1 ); //Check tile above
        clearTiles( tempTile.x , tempTile.y + 1 ); //Check tile below
    }
}

你必须创建一个outOfBounds()函数来检查被检查的X和Y是否大于当前游戏板。看起来你把_gridSize引用为一个静态数字,所以我假设你所有的游戏板都是正方形(例如:4x4,9x9,120x120)。在这种情况下,你可以使用这样的东西:

function outOfBounds( int x, int y )
{
    if ( x < 0 )
    {
        return true;
    }
    if ( y < 0 )
    {
        return true;
    }
    if ( x > _gridSize - 1 )
    {
        return true;
    }
    if ( y > _gridSize -1 )
    {
        return true;
    }
    return false;
}

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