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Unity中C#实现小游戏之贪吃蛇(unity制作贪吃蛇教程)

nanyue 2024-07-22 13:51:48 技术文章 13 ℃

贪吃蛇

注意步骤如下

* 1.确定蛇方向 ,wsad键控制

* 2.蛇头/蛇身预设物

* 3.碰撞食物,生成随机食物

设计较为简单,源码如下:

using System.Collections;

using System.Collections.Generic;

using System.Linq;

using UnityEngine;

using UnityEngine.SceneManagement;

//贪吃蛇

public class SnakeMove : MonoBehaviour {

//控制蛇头移动函数二维

Vector3 SnakeVec = Vector3.up;

//蛇头

public GameObject SnakeHead;

//食物,多种

public GameObject[] SnakeFood;

//是否要创建身体

public bool IsGreat = false;

//存储身体位置信息

List<Transform> SnakeList = new List<Transform>();

public float Speed = 1f;

// Use this for initialization

void Start () {

for (int i = 0; i < 4; i++)

{

Invoke("OnGreatFood",0.3f); //初始值生成4个

}

InvokeRepeating("OnGreatMoveHead", 0, Speed);

}

// Update is called once per frame

void Update () {

SnakeVec = SnakeHeadVec();

if (Input.GetKeyDown(KeyCode.K))

{

for (int i = 0; i < SnakeList.Count; i++)

{

SnakeList.RemoveAt(i);

Destroy(SnakeList[i].gameObject,2);

}

}

}

//定义随机生成食物 Quaternion.identity每旋转前的初始角度 指Quaternion(0,0,0,0)

public void OnGreatFood()

{

int i = Random.Range(0,SnakeFood.Length);

Vector3 FoodVec = new Vector3(Random.Range(-10,10),Random.Range(-10,10),-0.5f);

GameObject clone = Instantiate(SnakeFood[i] ,FoodVec ,Quaternion.identity);

clone.GetComponent<Renderer>().material.color = new Color(Random.value ,Random.value ,Random.value ,Random.Range(0.5f,0.8f));

}

//移动函数

private Vector2 SnakeHeadVec()

{

if (Input.GetKeyDown(KeyCode.Q))

{

CancelInvoke("OnGreatMoveHead");

InvokeRepeating("OnGreatMoveHead",0,Speed * 0.1f);

}

if (Input.GetKeyUp(KeyCode.Q))

{

CancelInvoke("OnGreatMoveHead");

InvokeRepeating("OnGreatMoveHead", 0, Speed );

}

if (Input.GetKeyDown(KeyCode.W) && SnakeVec != Vector3.down)

{

SnakeVec = Vector3.up;

transform.localRotation = Quaternion.Euler(0,0,0);

}

else if (Input.GetKeyDown(KeyCode.S) && SnakeVec != Vector3.up)

{

SnakeVec = Vector3.down;

transform.localRotation = Quaternion.Euler(0, 0, -180);

}

else if (Input.GetKeyDown(KeyCode.A) && SnakeVec != Vector3.right)

{

SnakeVec = Vector3.left;

transform.localRotation = Quaternion.Euler(0, 0, 90);

}

else if (Input.GetKeyDown(KeyCode.D) && SnakeVec != Vector3.left)

{

SnakeVec = Vector3.right;

transform.localRotation = Quaternion.Euler(0, 0, -90);

}

return SnakeVec;

}

//产生碰撞,检测碰撞是谁?

private void OnTriggerEnter(Collider other)

{

if (other.tag == "SnakeFood")

{

Destroy(other.gameObject); //删除碰到的物

IsGreat = true; //创建身体

Invoke("OnGreatFood", 0.3f); //延迟0.3f生成

}

else if (other.tag == "SnakeBody")

{

Debug.Log("我是身体,我输出了");

}

else

{

SceneManager.LoadScene("Snake");

}

}

//定义移动/生成身体/存入数组

public void OnGreatMoveHead()

{

//获取初始头的位置

Vector3 HeadVec = transform.position;

if (IsGreat == true) //如果产生碰撞,就开始生成身体

{

Vector3 HeadVector = HeadVec;

GameObject HandClone;

HandClone = Instantiate(SnakeHead ,HeadVector ,Quaternion .identity); //生成身体,赋值

Color HandColor = new Color(Random.value ,Random.value ,Random.value);

HandClone.GetComponent<Renderer>().material.color = HandColor;

//存入数组

SnakeList.Insert(0,HandClone.transform);

IsGreat = false;//这里记得关,否则会一直生成身体

}

else if (SnakeList.Count > 0)

{

SnakeList.Last().position = HeadVec;

SnakeList.Insert(0,SnakeList.Last());

SnakeList.RemoveAt(SnakeList.Count - 1);

}

//transform.Translate(SnakeVec );

transform.position =transform.position + SnakeVec;

}

}

上边代码可以直接套用,基本功能实现;

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