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敏感的笨笨鸭IWPt查看:0 回复:0 评论:0 创建时间:2021-10-06T11:10:36
大家好,我是敏感的笨笨鸭IWPt
今天我又来玩圈地之王,但结果总是出人预料:我圈了很多地方,结果是别的队赢了……
想想就伤心……
于是我就拍下脑袋
开始创作。别问我1服哪去了,因为1服我玩炸了……(1服做完后,我想玩玩在发,结果一直开关开关,于是后面每次开始都蹦出来个SyndaxError: time out of range……于是我干脆利落地把1服删了,否则就太
了)
于是我又创造了2服,就是没改进多少。源代码在下面:
const SECONDS_PER_TICK = 125 / 16;
const ROUND_TIME = 200 * SECONDS_PER_TICK;//每局游戏时长
const MIN_PLAYERS = 2;//玩家数量下限
const GRID_X = 128;
const GRID_Z = 128;
const GRID_Y = 128;
const TEAMS = [
{ r: 1, g: 0, b: 0, v: voxels.id('red_light'), n: '红队', score: 0, },
{ r: 0, g: 1, b: 0, v: voxels.id('green_light'), n: '绿队', score: 0, },
{ r: 0, g: 0, b: 1, v: voxels.id('blue_light'), n: '蓝队', score: 0, },
{ r: 1, g: 0, b: 1, v: voxels.id('purple'), n: '紫队', score: 0, },
{ r: 0, g: 1, b: 1, v: voxels.id('indigo_light'), n: '靛蓝队', score: 0, },
{ r: 1, g: 1, b: 0, v: voxels.id('yellow_light'), n: '黄队', score: 0, },
];
// 辅助函数,用于随机打乱一个数组
function shuffle (array) {
for (let i = 1; i < array.length; ++i) {
const temp = array[i];
const x = (Math.random() * (i + 1)) | 0;
array[i] = array[x];
array[x] = temp;
}
return array;
}
async function startGame () {
// 将地面初始化,全部变成黑色
for (let k = 0; k < GRID_Z; ++k) {
for (let j = 0; j < 9; ++j) {
for (let i = 0; i < GRID_X; ++i) {
voxels.setVoxel(i, j, k, 'black');
}
}
}
// 等待玩家进入
while (world.querySelectorAll('player').length < MIN_PLAYERS) {
world.say('等待其他玩家加入...');
await sleep(1000);
world.say('2个玩家立即开始');
await world.nextPlayerJoin();
}
// 足够玩家加入后,就开始倒计时
for (let i = 3; i > 0; --i) {
world.say(i + '...');
await sleep(1000);
}
world.say('去圈地吧!看谁是圈地之王?');
// 每局都随机打乱队伍
const players = shuffle(world.querySelectorAll('player'));
shuffle(TEAMS);
// 设置玩家的颜色和初始位置
function setTeam (p, t) {
p.player.color.r = t.r;
p.player.color.g = t.g;
p.player.color.b = t.b;
p.position.x = Math.random() * GRID_X;
p.position.y = 30;
p.position.z = Math.random() * GRID_Z;
}
// 获得初始团队
const teams = players.map((p, i) => {
const t = TEAMS[i % TEAMS.length]
setTeam(p, t);
return t;
})
//当玩家接触到地面任意方块时,更新该方块的颜色
const contactHandler = world.onVoxelContact(({ entity, x, y, z }) => {
const idx = players.indexOf(entity);
if (idx < 0) {
return;
}
const t = teams[idx];
voxels.setVoxelId(x, y, z, t.v);
});
// 新玩家加入,会被随机分配到一个队伍
const joinHandler = world.onPlayerJoin(({entity}) => {
const t = TEAMS[(Math.random() * teams.length) | 0];
setTeam(entity, t);
teams.push(t);
players.push(entity);
entity.player.enableJump = false;
});
// 每局游戏会在计时到达时结束。
const endTick = world.currentTick + ROUND_TIME;
// 检测游戏是否进行中
function gameInProgress () {
let numActivePlayers = 0;
for (let i = 0; i < players.length; ++i) {
if (!players[i].destroyed) {
numActivePlayers += 1;
}
}
return world.currentTick < endTick && numActivePlayers >= MIN_PLAYERS;
}
// 通过深度优先搜索,将圈起来的地自动填色
const visited = new Uint8Array(GRID_X * GRID_Z)
const toVisit = []
function mark (i, j, team) {
const idx = i + j * GRID_X;
if (i < 0 || i >= GRID_X ||
j < 0 || j >= GRID_Z ||
visited[idx] ||
voxels.getVoxel(i, 8, j) === team) {
return;
}
visited[idx] = true;
toVisit.push(i, j);
}
function fillHoles (team) {
visited.fill(0);
for (let i = 0; i < Math.max(GRID_X, GRID_Z); ++i) {
mark(i, 0, team);//更正了,将8改成了0
mark(0, i, team);
mark(GRID_X - 1, i, team);
mark(i, GRID_Z - 1, team);
}
while (toVisit.length > 0) {
const z = toVisit.pop() | 0;
const x = toVisit.pop() | 0;
mark(x - 1, z, team);
mark(x + 1, z, team);
mark(x, z - 1, team);
mark(x, z + 1, team);
}
let score = 0;
for (let j = 0; j < GRID_Z; ++j) {
for (let i = 0; i < GRID_X; ++i) {
const idx = i + j * GRID_X;
if (!visited[idx]) {
voxels.setVoxelId(i, 8, j, team);
score += 1;
}
}
}
return score;
}
// 当游戏运行时
while (gameInProgress()) {
// 等待 1 Tick
await world.nextTick();
// 计算各队伍的分数
for (let i = 0; i < TEAMS.length; ++i) {
const c = TEAMS[i].score = fillHoles(TEAMS[i].v);
// 如果有团队圈完全场,那么直接胜出
if (c >= GRID_X * GRID_Z) {
break;
}
TEAMS.sort((a, b) => b.score - a.score);
world.snowColor = new Box3RGBAColor(TEAMS[0].r, TEAMS[0].g, TEAMS[0].b, 1)
}
}
// 清除事件处理器
contactHandler.cancel();
joinHandler.cancel();
// 重置玩家颜色
for (let i = 0; i < players.length; ++i) {
const c = players[i].player.color;
c.r = c.g = c.b = 1;
}
world.say('本局游戏结束!');
await sleep(5000);
// 宣布获胜队伍
TEAMS.sort((a, b) => b.score - a.score);
world.say(`恭喜 ${TEAMS[0].n} 成为圈地之王!!`);
world.snowColor = new Box3RGBAColor(TEAMS[0].r, TEAMS[0].g, TEAMS[0].b, 1)
world.rainDensity = 100;
world.rainColor = new Box3RGBAColor(TEAMS[0].r, TEAMS[0].g, TEAMS[0].b, 1)
await sleep(3000);
for (let k = 0; k < GRID_Z; ++k) {
for (let i = 0; i < GRID_X; ++i) {
voxels.setVoxel(i, 8, k, voxels.name(TEAMS[0].v));
}
}
await sleep(3000);
world.rainDensity = 0;
await sleep(3000);
}
// 无限循环游戏
(async function () {
world.snowColor = new Box3RGBAColor(0,0,0,1);
while (true) {
await startGame();
}
})();
希望各位da lao帮我改进下,然后把改进后的地图在评论区公布。