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Merge pull request #136 from bom-coder/main
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add sourcecode
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bzy-debug authored Nov 21, 2024
2 parents e4eb1b6 + 3845895 commit 8183681
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263 changes: 263 additions & 0 deletions teams/GAMING TEAM/sourcecode/main.mbt
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// push-box Game
let user = "u"

let wall = "w"

let box = "b"

let goal = "g"

let empty = "e"

let allLevels : Array[Array[Array[String]]] = [
[
// 第一关地图 16*16 地图
[wall, wall, wall, wall, wall, wall, wall, wall,wall, wall, wall, wall, wall, wall, wall, wall],
[wall, user, empty, box, empty, empty,empty,empty,empty,empty,empty,empty, goal, empty,empty,wall],
[wall, empty, empty, empty, empty, empty, empty,empty,empty,empty,empty,empty, empty, empty,empty, wall],
[wall, empty, empty, empty, empty, empty, empty,empty,empty,empty,empty,empty, empty, empty,empty, wall],
[wall, empty, wall, wall, wall, wall, wall,wall,wall,wall,wall,empty, empty, empty,empty, wall],
[wall, empty, wall, empty, empty, empty, goal,empty,empty,empty,wall,empty, empty, empty,empty, wall],
[wall, empty, wall, empty, empty, empty, empty,empty,empty,empty,wall,empty, empty, empty,empty, wall],
[wall, empty, wall, empty, empty, empty, empty,empty,empty,empty,wall,empty, empty, empty,empty, wall],
[wall, empty, wall, empty, empty, empty, empty,empty,empty,empty,wall,empty, empty, empty,empty, wall],
[wall, empty, wall, empty, empty, empty, empty,empty,empty,empty,wall,empty, empty, empty,empty, wall],
[wall, empty, wall, empty, empty, empty, box,empty,empty,empty,wall,empty, empty, empty,empty, wall],
[wall, empty, wall, empty, empty, empty, empty,empty,empty,empty,wall,empty, empty, empty,empty, wall],
[wall, empty, wall, empty, empty, empty, empty,empty,empty,empty,wall,empty, empty, empty,empty, wall],
[wall, empty, empty, empty, empty, empty, empty,empty,empty,empty,empty,empty, empty, empty,empty, wall],
[wall, empty, empty, empty, empty, empty, empty,empty,empty,empty,empty,empty, empty, empty,empty, wall],
[wall, wall, wall, wall, wall, wall, wall, wall,wall, wall, wall, wall, wall, wall, wall, wall],
// ... 其他行
],
[
// 第二关地图
[wall, wall, wall, wall, wall, wall, wall, wall],
[wall, user, empty, box, empty, goal, empty, wall],
[wall, empty, wall, empty, empty, empty, empty, wall],
[wall, empty, wall, empty, empty, empty, empty, wall],
[wall, empty, empty, empty, empty, box, empty, wall],
[wall, empty, empty, empty, empty, goal, empty, wall],
[wall, wall, wall, wall, wall, wall, wall, wall],
],
// 更多关卡待设计
]

let currentLevelIndex = 0 // 当前关卡索引,从0开始

let tile_size = 10 //瓦片尺寸

// 玩家坐标——类型
struct PlayerModel {
mut x : Int
mut y : Int
}

//游戏状态-类型
struct GameStateModel {
mut isGameOver : Bool
mut gameTitle : String
}

// 当前关卡-类型
struct CurrentLevelModle {
data : Array[Array[String]] // 当前关卡地图数据
mut levelCompleted : Bool //当前关卡是否完成标志
}

// 当前关卡
let currentLevel : CurrentLevelModle = {
data: allLevels[currentLevelIndex].copy(),
levelCompleted: false,
}

// 玩家
let player : PlayerModel = { x: 1, y: 1 }

// 游戏状态
let gameState : GameStateModel = { isGameOver: false, gameTitle: "start" }

// 加载当前关卡
pub fn loadLevel() -> Unit {
player.x = findPlayerIndex(currentLevel.data)[0]
player.y = findPlayerIndex(currentLevel.data)[1]
gameState.isGameOver = false
currentLevel.levelCompleted = false
drawLevel()
}

// 绘制关卡
pub fn drawLevel() -> Unit {
// ctx.clearRect(0, 0, canvas.width, canvas.height);
for y = 0; y < currentLevel.data.length(); y = y + 1 {
for x = 0; x < currentLevel.data[y].length(); x = x + 1 {
let tile = currentLevel.data[y][x]
drawTile(x, y, tile)
}
}
// 如果游戏结束,显示胜利信息
// if (gameOver) {
// ctx.fillStyle = '#00FF00'; // 绿色胜利信息
// ctx.font = '24px Arial';
// ctx.fillText('You Win!', canvas.width / 2 - 50, canvas.height / 2);
// }
}

//绘制单个瓦片
pub fn drawTile(x : Int, y : Int, tile : String) -> Unit {
if tile == wall {
@wasm4.set_draw_colors(3)
@wasm4.rect(x * tile_size, y * tile_size, tile_size, tile_size)
} else if tile == box {
@wasm4.set_draw_colors(3)
@wasm4.rect(
x * tile_size + 5,
y * tile_size + 5,
tile_size ,
tile_size ,
)
// @wasm4.set_draw_colors(4)
// @wasm4.rect(
// x * tile_size + 15,
// y * tile_size + 15,
// tile_size - 10,
// tile_size - 10,
// )
} else if tile == goal {
@wasm4.set_draw_colors(2)
@wasm4.rect(
x * tile_size + 5,
y * tile_size + 5,
tile_size ,
tile_size ,
)
} else if tile == user {
@wasm4.set_draw_colors(4)
@wasm4.rect(x * tile_size, y * tile_size, tile_size, tile_size)
// @wasm4.rect(x , y , tile_size, tile_size)

}
}

// 在地图上查找玩家的初始位置
pub fn findPlayerIndex(level : Array[Array[String]]) -> Array[Int] {
for y = 0; y < level.length(); y = y + 1 {
for x = 0; x < level[y].length(); x = x + 1 {
if level[y][x] == user {
return [x, y]
}
}
}
return [-1, -1] // 如果没有找到玩家,返回[-1, -1](理论上不应该发生)
}

// 移动玩家 (0,1)
pub fn movePlayer(dx : Int, dy : Int) -> Unit {
let mut newX = 0
let mut newY = 0

newX = (player.x + dx) //1
newY = (player.y + dy) // 2
if newX >= 0 &&
newX < currentLevel.data[0].length() &&
newY >= 0 &&
newY < currentLevel.data.length() {
let tile = currentLevel.data[newY][newX]
if tile == empty || tile == box {
if tile == box {
let nextTile = currentLevel.data[newY + dy][newX + dx]
if nextTile == empty || nextTile == goal {
currentLevel.data[newY + dy][newX + dx] = box
} else {
return
}
} // Cannot push box into a wall or another box
currentLevel.data[player.y][player.x] = empty
currentLevel.data[newY][newX] = user
player.x = newX
player.y = newY
if tile == goal {
currentLevel.data[player.y][player.x] = goal
currentLevel.data[newY][newX] = empty
}
}
}

// 检查胜利条件
if checkWin() {
gameState.isGameOver = true
}
}

// 检查是否胜利

pub fn checkWin() -> Bool {
for y = 0; y < currentLevel.data.length(); y = y + 1 {
for x = 0; x < currentLevel.data[y].length(); x = x + 1 {
if currentLevel.data[y][x] == box &&
allLevels[currentLevelIndex][y][x] == box &&
currentLevel.data[y][x] != goal {
return false
// 如果箱子不在初始位置且不在目标位置上,则未胜利
} else if allLevels[currentLevelIndex][y][x] == box &&
currentLevel.data[y][x] == goal {
// 如果箱子已经推到目标位置,则继续检查下一个
// 这里不需要额外操作,因为只要箱子在目标位置就视为正确
} else if allLevels[currentLevelIndex][y][x] == goal &&
currentLevel.data[y][x] != goal &&
currentLevel.data[y][x] != box {
return false
}
}
}
// 如果目标位置为空且没有箱子,则未胜利(但这种情况通常不会发生,除非玩家把箱子推错了)
// 注意:这个条件可能是多余的,因为只要箱子数量正确且都在目标位置,就视为胜利
// 如果所有箱子都在目标位置(或初始就不是箱子但现在为空的情况也被视为正确),则胜利
currentLevel.levelCompleted = true // 所有箱子都在目标位置,当前关卡完成
return true
}


pub fn controlPlayer() -> Unit {
if gameState.isGameOver == false && currentLevel.levelCompleted == false {
if @wasm4.get_gamepad(index=1).button_right {
movePlayer(1, 0)
} else if @wasm4.get_gamepad(index=1).button_down {
movePlayer(0, 1)
} else if @wasm4.get_gamepad(index=1).button_left {
movePlayer(-1, 0)
} else if @wasm4.get_gamepad(index=1).button_up {
movePlayer(0, -1)
}
drawLevel()
} else if currentLevel.levelCompleted {
// 当前关卡已完成,询问玩家是否继续下一关(这里简单处理为直接跳到下一关)
let currentLevelIndex = currentLevelIndex + 1
if currentLevelIndex < allLevels.length() {
// alert('加载下一关')
loadLevel()
} else { // 加载下一关
// 所有关卡都已完成,可以显示“游戏通关”信息
gameState.isGameOver = true // 设置为true以阻止进一步的移动输入
@wasm4.set_draw_colors(0x4U, index=4)
@wasm4.text("Game Over!", 40, 80)
}
}
}

pub fn start() -> Unit {

}


struct Position {
mut x : Int
mut y : Int
}

let pos : Position = { x: 0, y: 0 }
pub fn update() -> Unit {
loadLevel()
controlPlayer()

}
3 changes: 3 additions & 0 deletions teams/GAMING TEAM/sourcecode/moon_version.txt
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moon 0.1.20241106 (79e45ae 2024-11-06) ~\.moon\bin\moon.exe
moonc v0.1.20241106+8f17a3fc7 ~\.moon\bin\moonc.exe
moonrun 0.1.20241106 (79e45ae 2024-11-06) ~\.moon\bin\moonrun.exe

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