<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Match-3 on PlumePHP</title><link>https://plumephp.com/tags/match-3/</link><description>Recent content in Match-3 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Fri, 03 Apr 2026 14:05:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/match-3/index.xml" rel="self" type="application/rss+xml"/><item><title>Phaser 三消连锁系统：匹配检测、掉落补位和动画队列要可复现</title><link>https://plumephp.com/phaser-match3-combo-cascade-2026/</link><pubDate>Fri, 03 Apr 2026 14:05:00 +0800</pubDate><guid>https://plumephp.com/phaser-match3-combo-cascade-2026/</guid><description>&lt;h2 id="三消最难的是连锁之后还说得清"&gt;三消最难的是“连锁之后还说得清”&lt;/h2&gt;
&lt;p&gt;三消原型看起来简单：交换两个棋子，找到三连，消除，棋子往下掉，再补新棋子。真正做成游戏后，复杂度会不断增加：四连生成横向炸弹，五连生成彩虹球，T 型生成范围炸弹，连锁有倍率，道具可以打断棋盘，目标任务要统计指定颜色，关卡需要保证初始棋盘无自动消除且至少有一步可走。若所有逻辑都写在 Phaser 动画回调里，连锁一多就会变成不可复现的混乱。&lt;/p&gt;</description></item></channel></rss>