递归算法-扫雷
一直覺得掃雷的算法很神奇,研究了一下,其實(shí)就是簡單的遞歸算法。核心在于遍歷每個(gè)格子周圍的八個(gè)格子,計(jì)算雷數(shù):雷數(shù)大于0時(shí)顯示雷數(shù),雷數(shù)等于0時(shí)不顯示數(shù)字,并且利用遞歸方法自動(dòng)點(diǎn)開周圍的格子。
格子類
public class Grid {public bool IsLei;public bool IsClicked;public int Count; }掃雷地圖類
public class Map:MonoBehaviour,IPointerClickHandler {//地圖行數(shù)public const int RowCount;//地圖列數(shù)public const int ColCount;//將格子類存入一個(gè)數(shù)組public Grid[,] grids = new Grids[RowCount,ColCount];//將按鈕作為格子UI部分,用于點(diǎn)擊public GameObject[,] tiles = new GameObject[RowCount,ColCount];//格子周圍的八個(gè)方向private Vector2[] dirs = new Vector2[] { Vector2.up, Vector2.down, Vector2.left,Vector2.right ,new Vector2(-1,1),new Vector2(-1,-1),new Vector2(1,1),new Vector2(1,-1)};//格子的容器[SerializeField]private Transform gridContainer; //格子預(yù)制體Button [SerializeField]private GameObject gridPrefab;//初始地圖void StartGame(){for (int i = 0; i < RowCount; i++){for (int j = 0; j < ColCount; j++){grids[i, j] = new Grid();//隨機(jī)向格子中添加雷grids[i, j].IsLei = Random.Range(1, 11) < 3 ? true : false;//添加可點(diǎn)擊按鈕作為格子GameObject grid = Instantiate<GameObject>(gridPrefab);grid.transform.SetParent(gridContainer);//給按鈕命名,便于點(diǎn)擊的時(shí)候檢測grid.name = i.ToString() + "_" + j.ToString();tiles[i, j] = grid;}}}void Start(){StartGame();}//點(diǎn)擊事件檢測,獲取點(diǎn)擊的格子坐標(biāo)public void OnPointerClick(PointerEventData eventData){GameObject enter = eventData.pointerEnter;//如果點(diǎn)擊的是格子if (enter.name.Contains("_")){ //計(jì)算格子的坐標(biāo)int x = int.Parse(enter.name.Split('_')[0]);int y = int.Parse(enter.name.Split('_')[1]);GridClick(x, y);}}//點(diǎn)擊格子的結(jié)果判斷private void GridClick(int x,int y){if (!grids[x, y].IsClicked){grids[x, y].IsClicked = true;//檢測grids[x,y]是不是雷if (grids[x, y].IsLei){//是雷就輸了Debug.Log("輸了");return;}else {//如果不是雷,則檢測該格子周圍八個(gè)格子的情況for (int i = 0; i < dirs.Length; i++){int temp_x = x + (int)dirs[i].x;int temp_y = y + (int)dirs[i].y;//如果周圍有雷,則該格子雷數(shù)+1if (temp_x >= 0 && temp_x < RowCount && temp_y >= 0 && temp_y < ColCount){if (grids[temp_x, temp_y].IsLei){grids[x, y].Count++;}}}//格子點(diǎn)擊后變灰,并顯示雷數(shù)tiles[x, y].transform.GetChild(0).gameObject.SetActive(true);tiles[x, y].GetComponent<Image>().color = Color.gray;if (grids[x, y].Count > 0)tiles[x, y].GetComponentInChildren<Text>().text = grids[x, y].Count.ToString();elseDigui(x,y); }}}//當(dāng)grids[x,y]這個(gè)格子周圍雷數(shù)為0時(shí),調(diào)用遞歸方法自動(dòng)點(diǎn)開它周圍的八個(gè)格子private void Digui(int x, int y){for (int i = 0; i < dirs.Length; i++){int temp_x = x + (int)dirs[i].x;int temp_y = y + (int)dirs[i].y;//沒被點(diǎn)擊過if (temp_x>=0&&temp_x<RowCount&&temp_y>=0&&temp_y<ColCount){GridClick(temp_x,temp_y);}}} }運(yùn)行結(jié)果如下:
總結(jié)
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