mirror of
https://ghproxy.com/https://github.com/StreakingMan/solvable-sheep-game
synced 2025-05-24 02:17:36 +08:00
501 lines
14 KiB
TypeScript
501 lines
14 KiB
TypeScript
import React, {
|
||
FC,
|
||
MouseEventHandler,
|
||
useEffect,
|
||
useRef,
|
||
useState,
|
||
} from 'react';
|
||
|
||
import './App.css';
|
||
import { GithubIcon } from './GithubIcon';
|
||
import { randomString, waitTimeout } from './utils';
|
||
import { defaultTheme } from './themes/default';
|
||
import { Icon, Theme } from './themes/interface';
|
||
import { fishermanTheme } from './themes/fisherman';
|
||
import { jinlunTheme } from './themes/jinlun';
|
||
import { ikunTheme } from './themes/ikun';
|
||
import { pddTheme } from './themes/pdd';
|
||
import { BeiAn } from './BeiAn';
|
||
import { Info } from './Info';
|
||
|
||
// 主题
|
||
const themes = [defaultTheme, fishermanTheme, jinlunTheme, ikunTheme, pddTheme];
|
||
|
||
// 最大关卡
|
||
const maxLevel = 50;
|
||
|
||
interface MySymbol {
|
||
id: string;
|
||
status: number; // 0->1->2
|
||
isCover: boolean;
|
||
x: number;
|
||
y: number;
|
||
icon: Icon;
|
||
}
|
||
|
||
type Scene = MySymbol[];
|
||
|
||
// 8*8网格 4*4->8*8
|
||
const makeScene: (level: number, icons: Icon[]) => Scene = (level, icons) => {
|
||
const curLevel = Math.min(maxLevel, level);
|
||
const iconPool = icons.slice(0, 2 * curLevel);
|
||
const offsetPool = [0, 25, -25, 50, -50].slice(0, 1 + curLevel);
|
||
|
||
const scene: Scene = [];
|
||
|
||
const range = [
|
||
[2, 6],
|
||
[1, 6],
|
||
[1, 7],
|
||
[0, 7],
|
||
[0, 8],
|
||
][Math.min(4, curLevel - 1)];
|
||
|
||
const randomSet = (icon: Icon) => {
|
||
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());
|
||
scene.push({
|
||
isCover: false,
|
||
status: 0,
|
||
icon,
|
||
id: randomString(6),
|
||
x: column * 100 + offset,
|
||
y: row * 100 + offset,
|
||
});
|
||
};
|
||
|
||
// 大于5级别增加icon池
|
||
let compareLevel = curLevel;
|
||
while (compareLevel > 0) {
|
||
iconPool.push(
|
||
...iconPool.slice(0, Math.min(10, 2 * (compareLevel - 5)))
|
||
);
|
||
compareLevel -= 5;
|
||
}
|
||
|
||
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) => {
|
||
const updateScene = fastShuffle(scene);
|
||
const offsetPool = [0, 25, -25, 50, -50].slice(0, 1 + level);
|
||
const range = [
|
||
[2, 6],
|
||
[1, 6],
|
||
[1, 7],
|
||
[0, 7],
|
||
[0, 8],
|
||
][Math.min(4, level - 1)];
|
||
|
||
const randomSet = (symbol: MySymbol) => {
|
||
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());
|
||
symbol.x = column * 100 + offset;
|
||
symbol.y = row * 100 + offset;
|
||
symbol.isCover = false;
|
||
};
|
||
|
||
for (const symbol of updateScene) {
|
||
if (symbol.status !== 0) continue;
|
||
randomSet(symbol);
|
||
}
|
||
|
||
return updateScene;
|
||
};
|
||
|
||
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 ? 0.5 : 1 }}
|
||
>
|
||
{typeof icon.content === 'string' ? (
|
||
<i>{icon.content}</i>
|
||
) : (
|
||
icon.content
|
||
)}
|
||
</div>
|
||
</div>
|
||
);
|
||
};
|
||
|
||
const App: FC = () => {
|
||
const [curTheme, setCurTheme] = useState<Theme<any>>(defaultTheme);
|
||
const [scene, setScene] = useState<Scene>(makeScene(1, curTheme.icons));
|
||
const [level, setLevel] = useState<number>(1);
|
||
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();
|
||
} else {
|
||
bgmRef.current?.pause();
|
||
}
|
||
}, [bgmOn]);
|
||
|
||
// 主题切换
|
||
useEffect(() => {
|
||
// 初始化时不加载bgm
|
||
if (once) {
|
||
setBgmOn(false);
|
||
setTimeout(() => {
|
||
setBgmOn(true);
|
||
}, 300);
|
||
}
|
||
restart();
|
||
}, [curTheme]);
|
||
|
||
// 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 pop = () => {
|
||
if (!queue.length) return;
|
||
const updateQueue = queue.slice();
|
||
const symbol = updateQueue.shift();
|
||
if (!symbol) return;
|
||
const find = scene.find((s) => s.id === symbol.id);
|
||
if (find) {
|
||
setQueue(updateQueue);
|
||
find.status = 0;
|
||
find.x = 100 * Math.floor(8 * Math.random());
|
||
find.y = 700;
|
||
checkCover(scene);
|
||
// 音效
|
||
if (soundRefMap.current?.['sound-shift']) {
|
||
soundRefMap.current['sound-shift'].currentTime = 0;
|
||
soundRefMap.current['sound-shift'].play();
|
||
}
|
||
}
|
||
};
|
||
|
||
// 撤销
|
||
const undo = () => {
|
||
if (!queue.length) return;
|
||
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();
|
||
}
|
||
}
|
||
};
|
||
|
||
// 洗牌
|
||
const wash = () => {
|
||
checkCover(washScene(level, scene));
|
||
// 音效
|
||
if (soundRefMap.current?.['sound-wash']) {
|
||
soundRefMap.current['sound-wash'].currentTime = 0;
|
||
soundRefMap.current['sound-wash'].play();
|
||
}
|
||
};
|
||
|
||
// 加大难度
|
||
const levelUp = () => {
|
||
if (level >= maxLevel) {
|
||
return;
|
||
}
|
||
setFinished(false);
|
||
setLevel(level + 1);
|
||
setQueue([]);
|
||
checkCover(makeScene(level + 1, curTheme.icons));
|
||
};
|
||
|
||
// 重开
|
||
const restart = () => {
|
||
setFinished(false);
|
||
setLevel(1);
|
||
setQueue([]);
|
||
checkCover(makeScene(1, curTheme.icons));
|
||
};
|
||
|
||
// 点击item
|
||
const clickSymbol = async (idx: number) => {
|
||
if (finished || animating) return;
|
||
|
||
if (!once) {
|
||
setBgmOn(true);
|
||
setOnce(true);
|
||
}
|
||
|
||
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) {
|
||
soundRefMap.current[symbol.icon.clickSound].currentTime = 0;
|
||
soundRefMap.current[symbol.icon.clickSound].play();
|
||
}
|
||
|
||
let updateQueue = queue.slice();
|
||
updateQueue.push(symbol);
|
||
|
||
setQueue(updateQueue);
|
||
checkCover(updateScene);
|
||
|
||
setAnimating(true);
|
||
await waitTimeout(150);
|
||
|
||
const filterSame = updateQueue.filter((sb) => sb.icon === symbol.icon);
|
||
|
||
// 三连了
|
||
if (filterSame.length === 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) {
|
||
soundRefMap.current[
|
||
symbol.icon.tripleSound
|
||
].currentTime = 0;
|
||
soundRefMap.current[symbol.icon.tripleSound].play();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 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
|
||
setLevel(level + 1);
|
||
setQueue([]);
|
||
checkCover(makeScene(level + 1, curTheme.icons));
|
||
} else {
|
||
setQueue(updateQueue);
|
||
checkCover(updateScene);
|
||
}
|
||
|
||
setAnimating(false);
|
||
};
|
||
|
||
return (
|
||
<>
|
||
<h2>{curTheme.title}</h2>
|
||
<h6>
|
||
<GithubIcon />
|
||
</h6>
|
||
<h3 className="flex-container flex-center">
|
||
主题:
|
||
<select
|
||
onChange={(e) =>
|
||
setCurTheme(themes[Number(e.target.value)])
|
||
}
|
||
>
|
||
{themes.map((t, idx) => (
|
||
<option key={t.name} value={idx}>
|
||
{t.name}
|
||
</option>
|
||
))}
|
||
</select>
|
||
Level: {level}
|
||
</h3>
|
||
|
||
{curTheme.desc}
|
||
|
||
<div className="app">
|
||
<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 : 895}
|
||
onClick={() => clickSymbol(idx)}
|
||
/>
|
||
))}
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div className="queue-container flex-container flex-center" />
|
||
<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>
|
||
{/*<button onClick={test}>测试</button>*/}
|
||
</div>
|
||
|
||
<Info />
|
||
|
||
<BeiAn />
|
||
|
||
{finished && (
|
||
<div className="modal">
|
||
<h1>{tipText}</h1>
|
||
<button onClick={restart}>再来一次</button>
|
||
</div>
|
||
)}
|
||
|
||
{/*bgm*/}
|
||
<button className="bgm-button" onClick={() => setBgmOn(!bgmOn)}>
|
||
{bgmOn ? '🔊' : '🔈'}
|
||
<audio
|
||
ref={bgmRef}
|
||
loop
|
||
src={curTheme?.bgm || '/sound-disco.mp3'}
|
||
/>
|
||
</button>
|
||
|
||
{/*音效*/}
|
||
{curTheme.sounds.map((sound) => (
|
||
<audio
|
||
key={sound.name}
|
||
ref={(ref) => {
|
||
if (ref) soundRefMap.current[sound.name] = ref;
|
||
}}
|
||
src={sound.src}
|
||
/>
|
||
))}
|
||
</>
|
||
);
|
||
};
|
||
|
||
export default App;
|