我正试图用Flash重新制作扫雷游戏,已经放置了地雷和数字。但我似乎无法找出递归算法来扩展单击瓦片并清除其相邻瓦片。有两个数组,_map包含背景+地雷和数字,_clickable map包含位于背景上方的瓦片。因此,我所要求的基本上是递归帮助。如果这不够清楚,我会更新问题并提供必要的信息。
private function onClick(e:MouseEvent):void
{
trace("on Click");
var symbol = e.currentTarget;
var tempTileMask:TileMask = symbol;
var tempTile:Tile = _map[tempTileMask.yCoord][tempTileMask.xCoord]
if (tempTile.hasMine)
{
for (var i:int = _gridSize - 1; i >= 0; i--)
for (var j:int = _gridSize - 1; j >= 0; j--)
{
var temp:TileMask = _clickableMap[i][j];
removeChild(temp);
}
//explosion();
//gameOver();
}
if (tempTile.hasNumber)
{
removeChild(tempTileMask);
tempTile.cleared = true;
}
else
{
clearTiles(tempTile.xCoord, tempTile.yCoord);
}
}
这是我修改后的清除地雷功能。
function clearTiles( x:int, y:int )
{
// Get an object that contains the tile information for the location
// we are checking
if(_map[y][x] != null)
{
var tempTile:Tile = _map[y][x];
var tempTileMask:TileMask = _clickableMap[y][x];
// Check if the location we are checking is out of the bounds of the
// playable area
trace(tempTile);
if ( tempTile.outOfBounds(x, y) )
{
return;
}
// If the tile has already been revealed then there is nothing to do
trace("before clearing");
if ( tempTile.cleared )
{
trace("clearing tile");
return;
}
// If the tile hasn't been revealed and it's an empty square we
// reveal the location then call this function again for each
// surrounding block
trace("before check for surrounding tiles");
if ( tempTile.hasNumber != true && tempTile.hasMine != true )
{
trace("check for surrounding tiles");
// Remove the mask hiding the tiles property
removeChild( tempTileMask );
// Set the tile as cleared
tempTile.cleared = true;
if(_map[tempTile.yCoord][tempTile.xCoord - 1] != null)
{
var tile1:Tile =_map[tempTile.yCoord][tempTile.xCoord - 1]
if(!tile1.cleared)
clearTiles( tempTile.xCoord - 1 , tempTile.yCoord ); //Check tile to the left
}
if(_map[tempTile.yCoord][tempTile.xCoord + 1] != null)
{
var tile2:Tile =_map[tempTile.yCoord][tempTile.xCoord + 1]
if(!tile2.cleared)
clearTiles( tempTile.xCoord + 1 , tempTile.yCoord ); //Check tile to the left
}
if(_map[tempTile.yCoord - 1][tempTile.xCoord] != null)
{
var tile3:Tile =_map[tempTile.yCoord - 1][tempTile.xCoord]
if(!tile3.cleared)
clearTiles( tempTile.xCoord, tempTile.yCoord - 1 ); //Check tile to the left
}
if(_map[tempTile.yCoord + 1][tempTile.xCoord] != null)
{
var tile4:Tile =_map[tempTile.yCoord + 1][tempTile.xCoord]
if(!tile4.cleared)
clearTiles( tempTile.xCoord, tempTile.yCoord + 1 ); //Check tile to the left
}
if(_map[tempTile.yCoord - 1][tempTile.xCoord - 1] != null)
{
var tile5:Tile =_map[tempTile.yCoord - 1][tempTile.xCoord - 1]
if(!tile5.cleared)
clearTiles( tempTile.xCoord - 1, tempTile.yCoord - 1 ); //Check tile to the left
}
if(_map[tempTile.yCoord + 1][tempTile.xCoord + 1] != null)
{
var tile6:Tile =_map[tempTile.yCoord + 1][tempTile.xCoord + 1]
if(!tile6.cleared)
clearTiles( tempTile.xCoord + 1, tempTile.yCoord + 1 ); //Check tile to the left
}
if(_map[tempTile.yCoord - 1][tempTile.xCoord + 1] != null)
{
var tile7:Tile =_map[tempTile.yCoord - 1][tempTile.xCoord + 1]
if(!tile7.cleared)
clearTiles( tempTile.xCoord + 1, tempTile.yCoord - 1 ); //Check tile to the left
}
if(_map[tempTile.yCoord + 1][tempTile.xCoord - 1] != null)
{
var tile8:Tile =_map[tempTile.yCoord + 1][tempTile.xCoord - 1]
if(!tile8.cleared)
clearTiles( tempTile.xCoord - 1, tempTile.yCoord + 1 ); //Check tile to the left
}
}
}
else
return;
}
if (tempTile.hasNumber)
部分,那么它应该可以正常工作。如果还有问题,请随时在这里跟进。 - Stack of Pancakes