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社区首页 >问答首页 >扫雷舰扫雷算法

扫雷舰扫雷算法
EN

Stack Overflow用户
提问于 2014-04-19 11:18:33
回答 1查看 1.4K关注 0票数 3

我正试图在闪存中为一个项目重新创建扫雷者,我已经到了放置地雷和数字的程度。我似乎想不出用于扩展点击磁贴并清除其邻居的递归算法。有两个数组,_map保存背景+矿山和数字,_clickable地图保存位于背景顶部的瓦片。所以基本上,我请求的是递归的帮助。如果这不够清楚,我会用必要的信息更新问题。

代码语言:javascript
复制
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);
    }
}

这是我为清除地雷而修改的函数

代码语言:javascript
复制
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;

}
EN

回答 1

Stack Overflow用户

发布于 2014-04-19 11:40:51

如果我搞错了actionscript语法,请原谅。我就是喜欢递归函数,所以我不得不回答这个问题。我将使用我能收集到的最准确的注释粘贴代码。如果你有什么问题,请提出来。我相信你可以将你需要的任何东西转换成适当的函数调用、属性引用等。

代码语言:javascript
复制
// Function to check if a tile is an empty space and then call
// itself for the surrounding tiles

function clearTiles( x:int, y:int ):void
{
    // Check if the location we are checking is out of the bounds of the
    // playable area
    if ( outOfBounds( x, y ) )
    {
        return;
    }

    // Get an object that contains the tile information for the location
    // we are checking
    var tempTile:Tile = _map[x][y];


    // If the tile has already been revealed then there is nothing to do
    if ( tempTile.cleared )
    {
        return;
    }

    // If the tile is a number then reveal it and return without checking
    // surrounding tiles
    var tempTileMask:DisplayObject = getTileMask(x,y);
    // since we're no longer in the click handler context, we need
    // to initialize the variable with something [TODO]
    if ( tempTile.hasNumber )
    {
        removeChild( tempTileMask );
        tempTile.cleared = true;
        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

    if ( tempTile.isEmpty )
    {
        // Remove the mask hiding the tiles property
        removeChild( tempTileMask );
        // Set the tile as cleared
        tempTile.cleared = true;

        clearTiles( tempTile.x - 1 , tempTile.y ); //Check tile to the left
        clearTiles( tempTile.x + 1 , tempTile.y ); //Check tile to the right
        clearTiles( tempTile.x , tempTile.y - 1 ); //Check tile above
        clearTiles( tempTile.x , tempTile.y + 1 ); //Check tile below
    }

}

您必须创建一个outOfBounds()函数来检查正在检查的X和Y是否大于当前的游戏板。看起来你引用_gridSize作为一个静态数字,所以我假设你所有的游戏面板都是正方形的(例如: 4x4,9x9,120x120)。在这种情况下,您可以使用如下代码:

代码语言:javascript
复制
function outOfBounds( int x, int y )
{
    if ( x < 0 )
    {
        return true;
    }

    if ( y < 0 )
    {
        return true;
    }

    if ( x > _gridSize - 1 )
    {
        return true;
    }

    if ( y > _gridSize -1 )
    {
        return true;
    }

    return false;
}
票数 4
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/23165398

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