在开始提问之前,让我用砖解释这个概念。
游戏是一款益智游戏。我有一个6x6的网格。除了一个之外,我在网格的所有方格上都有砖块。空方块(在游戏开始时始终以5x5开始)的原因是,如果砖块旁边有空方块,则只能移动。他们将移动的方向将朝向空方。换句话说,他们将在触摸时与空方块交换位置。你可以说运动和视觉部分看起来几乎像滑块图片游戏。虽然游戏概念不同。
我的第一个问题是,由于某种原因,我只能朝着一个方向移动砖头。我应该可以在所有四个方向(向上,向下,向左,向右)移动它们。我已经检查过NSLog,看到只有屏幕上的UIImages才更新到新位置。不是代码中的实际位置。换句话说......代码似乎认为即使在屏幕上的砖块移动到另一个方块之后,砖块仍然处于起始位置。在代码中“更新”位置的最佳方法是什么,以便我可以移动到四个方向中的任何一个?
我的第二个问题是,当我用NSLog检查时,位于网格上4x5位置的砖块(在空方块的左侧)似乎以“1的价格”获得两个位置。这导致砖变得“迷失方向”并且不能正常移动,这只是一步。砖应该只得到一个位置,即x = 4 y = 5而不是x = 4 y = 5,x = 5 y = 5.我已将问题定位到网格上的空方块。没有它,砖块运动很好。有没有办法解决这个问题,因为空方块是游戏的一部分?
IBOutlet UIImageView *grid[BRICKWIDTH][BRICKHEIGHT];
NSString *brickTypes[6];
//Putting the bricks on the grid
-(void)createbricks{
brickTypes[0] = @"Ch'en.png";
brickTypes[1] = @"K'ank'in.png";
brickTypes[2] = @"K'ayab'.png";
brickTypes[3] = @"kej.png";
brickTypes[4] = @"kumk'u.png";
brickTypes[5] = @"mak.png";
//empty spot in the bottom right corner of the grid
blankPosition = CGPointMake(5, 5);
int Bx = blankPosition.x;
int By = blankPosition.y;
NSLog(@"CreateBricks, Startposition, blankPosition.x = Bx: %d", Bx);
NSLog(@"CreateBricks, Startposition, blankPosition.y = By: %d", By);
for (int y = 0; y < BRICKHEIGHT; y++)
{
for (int x = 0; x < BRICKWIDTH; x++)
{
CGPoint orgPosition = CGPointMake(x,y);
if( blankPosition.x == orgPosition.x && blankPosition.y == orgPosition.y ){
continue;
}
UIImage *image = [UIImage imageNamed: brickTypes [rand() % 6]];
grid[x][y] = [[[UIImageView alloc] initWithImage:image] autorelease];
CGRect newFrame = grid[x][y].frame;
newFrame.origin = CGPointMake((x * 48)+52, (y * 49)+7);
grid[x][y].frame = newFrame;
[self.view addSubview:grid[x][y]];
NSLog(@"Grid x: %d", x);
NSLog(@"Grid y: %d", y);
[image release];
}
}
}
//Valid moves: UP, DOWN, LEFT or RIGHT
-(Move) validMove:(int) brickX Yposition: (int) brickY{
NSLog(@"validmode, Current Xposition, brickX: %d", brickX);
NSLog(@"validmode, Current Yposition, brickY: %d", brickY);
// blank spot above current brick
if( brickX == blankPosition.x && brickY == blankPosition.y+1 ){
return UP;
NSLog(@"UP");
}
// bank splot below current brick
if( brickX == blankPosition.x && brickY == blankPosition.y-1 ){
return DOWN;
NSLog(@"Down");
}
// bank spot left of the current brick
if( brickX == blankPosition.x+1 && brickY == blankPosition.y ){
return LEFT;
NSLog(@"Left");
}
// bank spot right of the current brick
if( brickX == blankPosition.x-1 && brickY == blankPosition.y ){
return RIGHT;
NSLog(@"Right");
}
return NONE;
}
//Animation of the direction of the movement
-(void) movePiece: (int) brickX YPosition: (int) brickY inDirectionX: (int) dx inDirectionY: (int) dy withAnimation: (BOOL) animate{
NSLog(@"MovePiece in Direction, Xposition, brickX: %d", brickX);
NSLog(@"MovePiece in Direction, Yposition, brickY: %d", brickY);
NSLog(@"MovePiece in Direction, inDirectionX, dx: %d", dx);
NSLog(@"MovePiece in Direction, inDirectionY, dy: %d", dy);
currentPosition = CGPointMake(brickX +dx,brickY + dy);
int Dx = currentPosition.x;
int Dy = currentPosition.y;
NSLog(@"MovePiece in Direction, CurrentPosition.x (BrickX+dx) = Dx: %d", Dx);
NSLog(@"MovePiece in Direction, CurrentPosition.y (BrickY+dy) = Dy: %d", Dy);
blankPosition = CGPointMake(blankPosition.x-dx, blankPosition.y-dy);
int Bx = blankPosition.x;
int By = blankPosition.y;
NSLog(@"MovePiece in Direction, Movedposition, blankPosition.x (blankPosition.x-dx) = Bx: %d", Bx);
NSLog(@"MovePiece in Direction, Movedposition, blankPosition.y (blankPosition.y-dy) = By: %d", By);
if( animate ){
[UIView beginAnimations:@"frame" context:nil];
}
//Moving the brick to it´s new location
grid[brickX][brickY].frame = CGRectMake((Dx * 48)+52, (Dy * 49)+7, 50, 50 );
if( animate ){
[UIView commitAnimations];
}
[sharedSoundManager playSoundWithKey:@"movingbricks" gain:0.13f pitch:1.0f shouldLoop:NO];
}
//Which direction the brick will move to
-(void) movePiece:(int) brickX YPosition: (int) brickY withAnimation:(BOOL) animate{
NSLog(@"MovePiece with Animation, Current Xposition, brickX: %d", brickX);
NSLog(@"MovePiece with Animation, Current Xposition, brickY: %d", brickY);
switch([self validMove:brickX Yposition:brickY]){
case UP:
[self movePiece: brickX YPosition: brickY inDirectionX:0 inDirectionY:-1 withAnimation:animate];
NSLog(@"UP");
NSLog(@"-----------------------------------------------");
break;
case DOWN:
[self movePiece:brickX YPosition: brickY inDirectionX:0 inDirectionY:1 withAnimation:animate];
NSLog(@"DOWN");
NSLog(@"-----------------------------------------------");
break;
case LEFT:
[self movePiece:brickX YPosition: brickY inDirectionX:-1 inDirectionY:0 withAnimation:animate];
NSLog(@"LEFT");
NSLog(@"-----------------------------------------------");
break;
case RIGHT:
[self movePiece:brickX YPosition: brickY inDirectionX:1 inDirectionY:0 withAnimation:animate];
NSLog(@"RIGHT");
NSLog(@"-----------------------------------------------");
break;
default:
break;
}
}
//Get the point on the screen (but inside the grid) where the touch was made
-(void) getPieceAtPoint:(CGPoint) point{
CGRect touchRect = CGRectMake(point.x, point.y, 1.0, 1.0);
NSLog(@"getPieceAtPoint, point.x: %d" , point.x);
NSLog(@"getPieceAtPoint, point.y: %d" , point.y);
for (int y = 0; y < BRICKHEIGHT; y++){
for (int x = 0; x < BRICKWIDTH; x++){
if( CGRectIntersectsRect([grid[x][y] frame], touchRect) ){
NSLog(@"getPieceAtPoint, Forloop, X: %d" , x);
NSLog(@"getPieceAtPoint, Forloop, Y: %d" , y);
[self movePiece:x YPosition:y withAnimation:YES];
}
}
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(@"touchesEnded");
if(!GamePaused){
int Bx = blankPosition.x;
int By = blankPosition.y;
NSLog(@"touchesEnded, blankPosition.x = Bx: %d", Bx);
NSLog(@"touchesEnded, blankPosition.y = By: %d", By);
int Dx = currentPosition.x;
int Dy = currentPosition.y;
NSLog(@"touchesEnded, CurrentPosition.x = Dx: %d", Dx);
NSLog(@"touchesEnded, CurrentPosition.y = Dy: %d", Dy);
UITouch *touch = [touches anyObject];
CGPoint currentTouch = [touch locationInView:self.view];
[self getPieceAtPoint:currentTouch];
}
}
答案 0 :(得分:0)
尝试替换该行:
grid[brickX][brickY].frame = CGRectMake((Dx * 48)+52, (Dy * 49)+7, 50, 50 );
使用:
grid[Dx][Dy] = grid[brickX][brickY];
grid[Dx][Dy].frame = CGRectMake((Dx * 48)+52, (Dy * 49)+7, 50, 50 );
grid[brickX][brickY] = NULL;
该代码更新了“代码中的实际位置”。