Files
solvable-sheep-game/src/components/Game.tsx
T

523 lines
16 KiB
TypeScript

import React, {
FC,
MouseEventHandler,
useEffect,
useRef,
useState,
} from 'react';
import './Game.scss';
import {
LAST_LEVEL_STORAGE_KEY,
LAST_SCORE_STORAGE_KEY,
LAST_TIME_STORAGE_KEY,
linkReg,
randomString,
waitTimeout,
} from '../utils';
import { Icon, Theme } from '../themes/interface';
interface MySymbol {
id: string;
status: number; // 0->1->2 正常->队列中->三连
isCover: boolean;
x: number;
y: number;
icon: Icon;
}
type Scene = MySymbol[];
// 随机位置、偏移量
const randomPositionOffset: (
offsetPool: number[],
range: number[]
) => { offset: number; row: number; column: number } = (offsetPool, range) => {
const offset = offsetPool[Math.floor(offsetPool.length * Math.random())];
const row = range[0] + Math.floor((range[1] - range[0]) * Math.random());
const column = range[0] + Math.floor((range[1] - range[0]) * Math.random());
return { offset, row, column };
};
// 制作场景:8*8虚拟网格 4*4->8*8
const sceneRanges = [
[2, 6],
[1, 6],
[1, 7],
[0, 7],
[0, 8],
];
const offsets = [0, 25, -25, 50, -50];
const makeScene: (level: number, icons: Icon[]) => Scene = (level, icons) => {
// 初始图标x2
const iconPool = icons.slice(0, 2 * level);
const offsetPool = offsets.slice(0, 1 + level);
const scene: Scene = [];
// 网格范围,随等级由中心扩满
const range = sceneRanges[Math.min(4, level - 1)];
// 在范围内随机摆放图标
const randomSet = (icon: Icon) => {
const { offset, row, column } = randomPositionOffset(offsetPool, range);
scene.push({
isCover: false,
status: 0,
icon,
id: randomString(6),
x: column * 100 + offset,
y: row * 100 + offset,
});
};
// 每间隔5级别增加icon池
let compareLevel = level;
while (compareLevel > 0) {
iconPool.push(
...iconPool.slice(0, Math.min(10, 2 * (compareLevel - 5)))
);
compareLevel -= 5;
}
// icon池中每个生成六张卡片
for (const icon of iconPool) {
for (let i = 0; i < 6; i++) {
randomSet(icon);
}
}
return scene;
};
// o(n) 时间复杂度的洗牌算法
const fastShuffle: <T = any>(arr: T[]) => T[] = (arr) => {
const res = arr.slice();
for (let i = 0; i < res.length; i++) {
const idx = (Math.random() * res.length) >> 0;
[res[i], res[idx]] = [res[idx], res[i]];
}
return res;
};
// 洗牌
const washScene: (level: number, scene: Scene) => Scene = (level, scene) => {
// 打乱顺序
const updateScene = fastShuffle(scene);
const offsetPool = offsets.slice(0, 1 + level);
const range = sceneRanges[Math.min(4, level - 1)];
// 重新设置位置
const randomSet = (symbol: MySymbol) => {
const { offset, row, column } = randomPositionOffset(offsetPool, range);
symbol.x = column * 100 + offset;
symbol.y = row * 100 + offset;
symbol.isCover = false;
};
// 仅对仍在牌堆中的进行重置
for (const symbol of updateScene) {
if (symbol.status !== 0) continue;
randomSet(symbol);
}
return updateScene;
};
// icon对应的组件
interface SymbolProps extends MySymbol {
onClick: MouseEventHandler;
}
const Symbol: FC<SymbolProps> = ({ x, y, icon, isCover, status, onClick }) => {
return (
<div
className="symbol"
style={{
transform: `translateX(${x}%) translateY(${y}%)`,
backgroundColor: isCover ? '#999' : 'white',
opacity: status < 2 ? 1 : 0,
}}
onClick={onClick}
>
<div
className="symbol-inner"
style={{ opacity: isCover ? 0.4 : 1 }}
>
{typeof icon.content === 'string' ? (
linkReg.test(icon.content) ? (
/*图片地址*/
<img src={icon.content} alt="" />
) : (
/*字符表情*/
<i>{icon.content}</i>
)
) : (
/*ReactNode*/
icon.content
)}
</div>
</div>
);
};
const Game: FC<{
theme: Theme<any>;
initLevel?: number;
initScore?: number;
initTime?: number;
}> = ({ theme, initLevel = 1, initScore = 0, initTime = 0 }) => {
const maxLevel = theme.maxLevel || 50;
const [scene, setScene] = useState<Scene>(
makeScene(initLevel, theme.icons)
);
const [level, setLevel] = useState<number>(initLevel);
const [score, setScore] = useState<number>(initScore);
const [queue, setQueue] = useState<MySymbol[]>([]);
const [sortedQueue, setSortedQueue] = useState<
Record<MySymbol['id'], number>
>({});
const [finished, setFinished] = useState<boolean>(false);
const [tipText, setTipText] = useState<string>('');
const [animating, setAnimating] = useState<boolean>(false);
// 音效
const soundRefMap = useRef<Record<string, HTMLAudioElement>>({});
// 第一次点击时播放bgm
const bgmRef = useRef<HTMLAudioElement>(null);
const [bgmOn, setBgmOn] = useState<boolean>(false);
const [once, setOnce] = useState<boolean>(false);
useEffect(() => {
if (!bgmRef.current) return;
if (bgmOn) {
bgmRef.current.volume = 0.5;
bgmRef.current.play().then();
} else {
bgmRef.current.pause();
}
}, [bgmOn]);
// 关卡缓存
useEffect(() => {
localStorage.setItem(LAST_LEVEL_STORAGE_KEY, level.toString());
localStorage.setItem(LAST_SCORE_STORAGE_KEY, score.toString());
localStorage.setItem(LAST_TIME_STORAGE_KEY, usedTime.toString());
}, [level]);
// 队列区排序
useEffect(() => {
const cache: Record<string, MySymbol[]> = {};
// 加上索引,避免以id字典序来排
const idx = 0;
for (const symbol of queue) {
if (cache[idx + symbol.icon.name]) {
cache[idx + symbol.icon.name].push(symbol);
} else {
cache[idx + symbol.icon.name] = [symbol];
}
}
const temp = [];
for (const symbols of Object.values(cache)) {
temp.push(...symbols);
}
const updateSortedQueue: typeof sortedQueue = {};
let x = 50;
for (const symbol of temp) {
updateSortedQueue[symbol.id] = x;
x += 100;
}
setSortedQueue(updateSortedQueue);
}, [queue]);
// 初始化覆盖状态
useEffect(() => {
checkCover(scene);
}, []);
// 向后检查覆盖
const checkCover = (scene: Scene) => {
const updateScene = scene.slice();
for (let i = 0; i < updateScene.length; i++) {
// 当前item对角坐标
const cur = updateScene[i];
cur.isCover = false;
if (cur.status !== 0) continue;
const { x: x1, y: y1 } = cur;
const x2 = x1 + 100,
y2 = y1 + 100;
for (let j = i + 1; j < updateScene.length; j++) {
const compare = updateScene[j];
if (compare.status !== 0) continue;
// 两区域有交集视为选中
// 两区域不重叠情况取反即为交集
const { x, y } = compare;
if (!(y + 100 <= y1 || y >= y2 || x + 100 <= x1 || x >= x2)) {
cur.isCover = true;
break;
}
}
}
setScene(updateScene);
};
// 弹出
const popTime = useRef(0);
const pop = () => {
if (!queue.length) return;
const updateQueue = queue.slice();
const symbol = updateQueue.shift();
setScore(score - 1);
if (!symbol) return;
const find = scene.find((s) => s.id === symbol.id);
if (find) {
setQueue(updateQueue);
find.status = 0;
find.x = 100 * (popTime.current % 7);
popTime.current++;
find.y = 800;
checkCover(scene);
// 音效
if (soundRefMap.current?.['sound-shift']) {
soundRefMap.current['sound-shift'].currentTime = 0;
soundRefMap.current['sound-shift'].play().then();
}
}
};
// 撤销
const undo = () => {
if (!queue.length) return;
setScore(score - 1);
const updateQueue = queue.slice();
const symbol = updateQueue.pop();
if (!symbol) return;
const find = scene.find((s) => s.id === symbol.id);
if (find) {
setQueue(updateQueue);
find.status = 0;
checkCover(scene);
// 音效
if (soundRefMap.current?.['sound-undo']) {
soundRefMap.current['sound-undo'].currentTime = 0;
soundRefMap.current['sound-undo'].play().then();
}
}
};
// 洗牌
const wash = () => {
setScore(score - 1);
checkCover(washScene(level, scene));
// 音效
if (soundRefMap.current?.['sound-wash']) {
soundRefMap.current['sound-wash'].currentTime = 0;
soundRefMap.current['sound-wash'].play().then();
}
};
// 加大难度,该方法由玩家点击下一关触发
const levelUp = () => {
if (level >= maxLevel) {
return;
}
// 跳关扣关卡对应数值的分
setScore(score - level);
setFinished(false);
setLevel(level + 1);
setQueue([]);
checkCover(makeScene(level + 1, theme.icons));
};
// 重开
const restart = () => {
setFinished(false);
setScore(0);
setLevel(1);
setQueue([]);
checkCover(makeScene(1, theme.icons));
setUsedTime(0);
startTimer(true);
};
// 点击item
const clickSymbol = async (idx: number) => {
if (finished || animating) return;
// 第一次点击时,播放bgm,开启计时
if (!once) {
setBgmOn(true);
setOnce(true);
startTimer();
}
const updateScene = scene.slice();
const symbol = updateScene[idx];
if (symbol.isCover || symbol.status !== 0) return;
symbol.status = 1;
// 点击音效
if (soundRefMap.current?.[symbol.icon.clickSound]) {
soundRefMap.current[symbol.icon.clickSound].currentTime = 0;
soundRefMap.current[symbol.icon.clickSound].play().then();
}
// 将点击项目加入队列
let updateQueue = queue.slice();
updateQueue.push(symbol);
setQueue(updateQueue);
checkCover(updateScene);
// 动画锁 150ms
setAnimating(true);
await waitTimeout(150);
// 查找当前队列中与点击项相同的
const filterSame = updateQueue.filter((sb) => sb.icon === symbol.icon);
// 后续状态判断
// 三连了
if (filterSame.length === 3) {
// 三连一次+3分
setScore(score + 3);
updateQueue = updateQueue.filter((sb) => sb.icon !== symbol.icon);
for (const sb of filterSame) {
const find = updateScene.find((i) => i.id === sb.id);
if (find) {
find.status = 2;
// 三连音效
if (soundRefMap.current?.[symbol.icon.tripleSound]) {
soundRefMap.current[
symbol.icon.tripleSound
].currentTime = 0;
soundRefMap.current[symbol.icon.tripleSound]
.play()
.then();
}
}
}
}
// 输了
if (updateQueue.length === 7) {
setTipText('失败了');
setFinished(true);
}
if (!updateScene.find((s) => s.status !== 2)) {
// 胜利
if (level === maxLevel) {
setTipText('完成挑战');
setFinished(true);
return;
}
// 升级
// 通关奖励关卡对应数值分数
setScore(score + level);
setLevel(level + 1);
setQueue([]);
checkCover(makeScene(level + 1, theme.icons));
} else {
setQueue(updateQueue);
checkCover(updateScene);
}
setAnimating(false);
};
// 计时相关
const [startTime, setStartTime] = useState<number>(0);
const [now, setNow] = useState<number>(0);
const [usedTime, setUsedTime] = useState<number>(initTime);
const intervalRef = useRef<NodeJS.Timeout | null>(null);
// 结束时重置计时器和关卡信息
useEffect(() => {
if (finished) {
intervalRef.current && clearInterval(intervalRef.current);
localStorage.setItem(LAST_LEVEL_STORAGE_KEY, '1');
localStorage.setItem(LAST_SCORE_STORAGE_KEY, '0');
localStorage.setItem(LAST_TIME_STORAGE_KEY, '0');
}
}, [finished]);
// 更新使用时间
useEffect(() => {
if (startTime && now) setUsedTime(now - startTime);
}, [now]);
// 计时器
const startTimer = (restart?: boolean) => {
setStartTime(Date.now() - (restart ? 0 : initTime));
setNow(Date.now());
intervalRef.current && clearInterval(intervalRef.current);
intervalRef.current = setInterval(() => {
setNow(Date.now());
}, 10);
};
return (
<>
<div className="game">
<div className="scene-container">
<div className="scene-inner">
{scene.map((item, idx) => (
<Symbol
key={item.id}
{...item}
x={
item.status === 0
? item.x
: item.status === 1
? sortedQueue[item.id]
: -1000
}
y={item.status === 0 ? item.y : 945}
onClick={() => clickSymbol(idx)}
/>
))}
</div>
</div>
</div>
<div className="queue-container" />
<div className="flex-container flex-between">
<button className="flex-grow" onClick={pop}>
弹出
</button>
<button className="flex-grow" onClick={undo}>
撤销
</button>
<button className="flex-grow" onClick={wash}>
洗牌
</button>
<button className="flex-grow" onClick={levelUp}>
下一关
</button>
</div>
<div className="level">
关卡{level}/{maxLevel} 剩余
{scene.filter((i) => i.status === 0).length}
<br />
得分{score}
<br />
用时{(usedTime / 1000).toFixed(3)}秒
</div>
{/*提示弹窗*/}
{finished && (
<div className="modal">
<h1>{tipText}</h1>
<h1>得分{score}</h1>
<h1>用时{(usedTime / 1000).toFixed(3)}秒</h1>
<button onClick={restart}>再来一次</button>
</div>
)}
{/*bgm*/}
{theme.bgm && (
<button className="bgm-button" onClick={() => setBgmOn(!bgmOn)}>
{bgmOn ? '🔊' : '🔈'}
<audio ref={bgmRef} loop src={theme.bgm} />
</button>
)}
{/*音效*/}
{theme.sounds.map((sound) => (
<audio
key={sound.name}
ref={(ref) => {
if (ref) soundRefMap.current[sound.name] = ref;
}}
src={sound.src}
/>
))}
</>
);
};
export default Game;