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let maze : Array[Array[Int]]= [ | ||
// 第一关地图 16*16 地图 | ||
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], | ||
[1, 2, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1], | ||
[1, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1], | ||
[1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1], | ||
[1, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1], | ||
[1, 1, 1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1], | ||
[1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1], | ||
[1, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1], | ||
[1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1], | ||
[1, 0, 1, 1, 1, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1], | ||
[1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 1], | ||
[1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1], | ||
[1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1], | ||
[1, 0, 0, 1, 1, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1], | ||
[1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1], | ||
[1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 1], | ||
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], | ||
] | ||
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let tile_size = 6 //瓦片尺寸 | ||
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// 玩家坐标——类型 | ||
struct playerModel { | ||
mut x : Int | ||
mut y : Int | ||
} | ||
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//游戏状态-类型 | ||
struct gameStateModel { | ||
mut isGameOver : Bool | ||
} | ||
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// 当前关卡-类型 | ||
struct currentLevelModle { | ||
data : Array[Array[Int]] // 当前关卡地图数据 | ||
mut levelCompleted : Bool //当前关卡是否完成标志 | ||
} | ||
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// 当前关卡 | ||
let currentLevel : currentLevelModle = { | ||
data: maze.copy(), | ||
levelCompleted: false, | ||
} | ||
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// 玩家 | ||
let player : playerModel = { x: 1, y: 1 } | ||
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// 游戏状态 | ||
let gameState : gameStateModel = { isGameOver: false} | ||
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// 加载当前关卡 | ||
pub fn loadLevel() -> Unit { | ||
player.x = findPlayerIndex(currentLevel.data)[0] | ||
player.y = findPlayerIndex(currentLevel.data)[1] | ||
gameState.isGameOver = false | ||
currentLevel.levelCompleted = false | ||
drawLevel() | ||
} | ||
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// 绘制关卡 | ||
pub fn drawLevel() -> Unit { | ||
for y = 0; y < currentLevel.data.length(); y = y + 1 { | ||
for x = 0; x < currentLevel.data[y].length(); x = x + 1 { | ||
let tile = currentLevel.data[y][x] | ||
drawTile(x, y, tile) | ||
} | ||
} | ||
// 如果游戏结束,显示胜利信息 | ||
// if (gameOver) { | ||
// ctx.fillStyle = '#00FF00'; // 绿色胜利信息 | ||
// ctx.font = '24px Arial'; | ||
// ctx.fillText('You Win!', canvas.width / 2 - 50, canvas.height / 2); | ||
// } | ||
} | ||
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//绘制单个瓦片 | ||
pub fn drawTile(x : Int, y : Int, tile : Int) -> Unit { | ||
if tile == 0 { | ||
@wasm4.set_draw_colors(1) | ||
@wasm4.rect(x * tile_size, y * tile_size, tile_size, tile_size) | ||
} else if tile == 1 { | ||
@wasm4.set_draw_colors(2) | ||
@wasm4.rect( | ||
x * tile_size, | ||
y * tile_size, | ||
tile_size , | ||
tile_size , | ||
) | ||
} else if tile == 2 { | ||
@wasm4.set_draw_colors(3) | ||
@wasm4.rect( | ||
x * tile_size, | ||
y * tile_size, | ||
tile_size , | ||
tile_size , | ||
) | ||
}else if tile == 3 { | ||
@wasm4.set_draw_colors(4) | ||
@wasm4.rect(x * tile_size, y * tile_size, tile_size, tile_size) | ||
} | ||
} | ||
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// 在地图上查找玩家的初始位置 | ||
pub fn findPlayerIndex(level : Array[Array[Int]]) -> Array[Int] { | ||
for y = 0; y < level.length(); y = y + 1 { | ||
for x = 0; x < level[y].length(); x = x + 1 { | ||
if level[y][x] == 2 { | ||
return [x, y] | ||
} | ||
} | ||
} | ||
return [-1, -1] // 如果没有找到玩家,返回[-1, -1](理论上不应该发生) | ||
} | ||
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// 移动玩家 (0,1) | ||
pub fn movePlayer(dx : Int, dy : Int) -> Unit { | ||
let mut newX = 0 | ||
let mut newY = 0 | ||
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newX = (player.x + dx) | ||
newY = (player.y + dy) | ||
if newX >= 0 && | ||
newX < currentLevel.data.length() && | ||
newY >= 0 && | ||
newY < currentLevel.data.length() { | ||
let tile = currentLevel.data[newY][newX] | ||
if tile == 0 { | ||
currentLevel.data[player.y][player.x] = 0 | ||
currentLevel.data[newY][newX] = 2 | ||
player.x = newX | ||
player.y = newY | ||
} else if tile == 3 { | ||
currentLevel.data[player.y][player.x] = 0 | ||
currentLevel.data[newY][newX] = 3 | ||
player.x = newX | ||
player.y = newY | ||
} | ||
} | ||
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// 检查胜利条件 | ||
if checkWin() { | ||
gameState.isGameOver = true | ||
@wasm4.text("Game Victory!", 30, 120) | ||
@wasm4.tone( | ||
(2000, 0), | ||
@wasm4.ADSR::new(5), | ||
@wasm4.ADSRVolume::new(100), | ||
@wasm4.ToneFlag::new(), | ||
) | ||
} | ||
} | ||
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// 检查是否胜利 | ||
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pub fn checkWin()-> Bool { | ||
if(player.x == -1 && player.y == -1) { | ||
currentLevel.levelCompleted = true | ||
return true | ||
} | ||
return false | ||
} | ||
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pub fn controlPlayer() -> Unit { | ||
if gameState.isGameOver == false && currentLevel.levelCompleted == false { | ||
if @wasm4.get_gamepad().button_right { | ||
movePlayer(1, 0) | ||
} else if @wasm4.get_gamepad().button_down { | ||
movePlayer(0, 1) | ||
} else if @wasm4.get_gamepad().button_left { | ||
movePlayer(-1, 0) | ||
} else if @wasm4.get_gamepad().button_up { | ||
movePlayer(0, -1) | ||
} | ||
} | ||
} | ||
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pub fn start() -> Unit { | ||
loadLevel() | ||
} | ||
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struct Position { | ||
mut x : Int | ||
mut y : Int | ||
} | ||
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let pos : Position = { x: 0, y: 0 } | ||
pub fn update() -> Unit { | ||
controlPlayer() | ||
loadLevel() | ||
} |