Le jeu push box est un jeu ancien. Il existe différentes versions sur Internet. Permettez-moi de parler de la mise en œuvre simple du jeu push box, ainsi que de quelques vidéos de référence et exemples que j'ai trouvés ;
Voici le rendu :
Ce jeu de glissement de boîte a été adapté au terminal mobile. J'ai utilisé le module tactile de zepto pour contrôler la tortue pour qu'elle aille dans différentes directions en faisant glisser l'écran avec votre doigt
Parce que le jeu Sokoban est relativement simple, le code est écrit directement de manière procédurale. Le module est composé de deux vues et modèles, et le reste est le contrôleur d'événements de l'utilisateur. Chaque fois que l'utilisateur appuie sur la touche de direction du clavier, les données seront modifiées. Modélisez les données, puis régénérez le HTML statique du jeu, puis insérez-le dans l'interface en utilisant innerHTML pour générer automatiquement des nœuds DOM
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Le modèle de niveau du jeu est constitué de données. J'ai divisé les données de chaque niveau en trois parties :Données cartographiques, tableau bidimensionnel (les données cartographiques incluent les tuiles, l'emplacement cible de la boîte et l'emplacement vide)
Données de la boîte, tableau unidimensionnel (position initiale de la boîte)
Données de la petite tortue, objet json
Chaque niveau a des données de niveau de jeu correspondantes. Les données simulées sont les suivantes :
level: [ { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,0,1,1,1,0,0,0,0], [0,1,1,3,3,1,0,0,0], [0,1,0,0,0,0,1,0,0], [0,1,0,0,0,0,1,0,0], [0,1,1,1,1,1,1,0,0] ], person: {x : 2, y : 2}, box: [{x:3, y : 2},{x:4,y:2}] }, //第二关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,1,1,1,1,1,0,0], [0,1,0,0,1,1,1,0], [0,1,0,0,0,0,1,0], [1,1,1,0,1,0,1,1], [1,3,1,0,1,0,0,1], [1,3,0,0,0,1,0,1], [1,3,0,0,0,0,0,1], [1,1,1,1,1,1,1,1] ], person: {x : 2, y : 2}, box: [{x:3, y : 2}, {x:2,y:5} ,{x:5, y:6}] /* box : [ {x:3, y : 1}, {x:4, y : 1}, {x:4, y : 2}, {x:5, y : 5} ] */ }, //第三关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,0,0,1,1,1,1,1,1,0], [0,1,1,1,0,0,0,0,1,0], [1,1,3,0,0,1,1,0,1,1], [1,3,3,0,0,0,0,0,0,1], [1,3,3,0,0,0,0,0,1,1], [1,1,1,1,1,1,0,0,1,0], [0,0,0,0,0,1,1,1,1,0] ], person: {x : 8, y : 3}, box: [{x:4, y : 2}, {x:3,y:3} ,{x:4, y:4},{x:5, y:3},{x:6, y:4}] }, //第四关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,1,1,1,1,1,1,1,0,0], [0,1,0,0,0,0,0,1,1,1], [1,1,0,1,1,1,0,0,0,1], [1,0,0,0,0,0,0,0,0,1], [1,0,3,3,1,0,0,0,1,1], [1,1,3,3,1,0,0,0,1,0], [0,1,1,1,1,1,1,1,1,0] ], person: {x : 2, y : 3}, box: [{x:2, y : 2}, {x:4,y:3} ,{x:6, y:4},{x:7, y:3},{x:6, y:4}] }, //第五关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,0,1,1,1,1,0,0], [0,0,1,3,3,1,0,0], [0,1,1,0,3,1,1,0], [0,1,0,0,0,3,1,0], [1,1,0,0,0,0,1,1], [1,0,0,1,0,0,0,1], [1,0,0,0,0,0,0,1], [1,1,1,1,1,1,1,1] ], person: {x : 4, y : 6}, box: [{x:4, y : 3}, {x:3,y:4} ,{x:4, y:5}, {x:5,y:5}] /* box : [ {x:3, y : 1}, {x:4, y : 1}, {x:4, y : 2}, {x:5, y : 5} ] */ }, //第六关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,0,0,0,1,1,1,1,1,1,1,0], [0,0,0,0,1,0,0,1,0,0,1,0], [0,0,0,0,1,0,0,0,0,0,1,0], [1,1,1,1,1,0,0,1,0,0,1,0], [3,3,3,1,1,0,0,0,0,0,1,1], [3,0,0,1,0,0,0,0,1,0,0,1], [3,0,0,0,0,0,0,0,0,0,0,1], [3,0,0,1,0,0,0,0,1,0,0,1], [3,3,3,1,1,1,0,1,0,0,1,1], [1,1,1,1,1,0,0,0,0,0,1,0], [0,0,0,0,1,0,0,1,0,0,1,0], [0,0,0,0,1,1,1,1,1,1,1,0] ], person: {x : 5, y : 10}, box: [ {x:5, y:6}, {x:6, y:3}, {x:6, y:5}, {x:6, y:7}, {x:6, y:9}, {x:7, y:2}, {x:8, y:2}, {x:9, y:6} ] } ]
Le moteur de modèles du jeu utilise handlebarsJS. Vous pouvez vous rendre sur le site officiel pour voir l'API. Il s'agit d'un blog que j'ai écrit, Documentation d'utilisation du guidon (Handlebars.js) : Ouvert, contenu du modèle :
<script id="tpl" type="text/x-handlebars-template"> {{#initY}}{{/initY}} {{#each this}} {{#each this}} <div class="{{#getClass this}}{{/getClass}}" data-x="{{@index}}" data-y="{{#getY}}{{/getY}}" style="left:{{#calc @index}}{{/calc}};top:{{#calc 1111}}{{/calc}}"> <!--{{@index}} {{#getY}}{{/getY}} --> </div> {{/each}} {{#addY}}{{/addY}} {{/each}} </script>
(function() { var y = 0; Handlebars.registerHelper("initY", function() { y = 0; }); Handlebars.registerHelper("addY", function() { y++; }); Handlebars.registerHelper("getY", function() { return y; }); Handlebars.registerHelper("calc", function(arg) { //console.log(arg) if(arg!==1111) { return 50*arg + "px"; }else{ return 50*y + "px"; }; }); Handlebars.registerHelper("getClass", function(arg) { switch( arg ) { case 0 : return "bg" case 1 : return "block" case 2 : return "box" case 3 : return "target" }; }); window.util = { isMobile : function() { return navigator.userAgent.toLowerCase().indexOf("mobile") !== -1 || navigator.userAgent.toLowerCase().indexOf("android") !== -1 || navigator.userAgent.toLowerCase().indexOf("pad") !== -1; } } })();
if( window.util.isMobile() ) { $(window).on("swipeLeft",function() { _this.step("left"); }).on("swipeRight",function() { _this.step("right"); }).on("swipeUp",function() { _this.step("top"); }).on("swipeDown",function() { _this.step("bottom"); }); mobileDOM(); $(".arrow-up").tap(function() { _this.step("top"); }); $(".arrow-down").tap(function() { _this.step("bottom"); }); $(".arrow-left").tap(function() { _this.step("left"); }); $(".arrow-right").tap(function() { _this.step("right"); }); }else{ $(window).on("keydown", function(ev) { var state = ""; switch( ev.keyCode ) { case 37 : state = "left"; break; case 39 : state = "right"; break; case 38 : state = "top"; break; case 40 : state = "bottom"; break; }; _this.step(state) }); };
if( G.now+1 > G.level.length-1 ) { alert("闯关成功"); return ; }else{ //如果可用的等级大于当前的等级,就把level设置进去; if( G.now+1 > parseInt( $.cookie('level') || 0 )) { $.cookie('level' , G.now+1 , { expires: 7 }); }; start( G.now+1 ); return ; };
<!DOCTYPE html> <html> <head lang="en"> <meta charset="UTF-8"> <title></title> <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no"> <link rel="stylesheet" href="http://cdn.bootcss.com/bootstrap/3.3.4/css/bootstrap.min.css"> <link rel="stylesheet" href="http://sqqihao.github.io/games/rusBlock/libs/Tiny-Alert/css/zepto.alert.css"/> <script src="libs/jquery-1.9.1.min.js"></script> <script src="libs/handlebars.js"></script> <script src="libs/jquery-cookie.js"></script> <script src="http://sqqihao.github.io/games/rusBlock/libs/Tiny-Alert/js/zepto.alert.js"></script> <script id="tpl" type="text/x-handlebars-template"> {{#initY}}{{/initY}} {{#each this}} {{#each this}} <div class="{{#getClass this}}{{/getClass}}" data-x="{{@index}}" data-y="{{#getY}}{{/getY}}" style="left:{{#calc @index}}{{/calc}};top:{{#calc 1111}}{{/calc}}"> <!--{{@index}} {{#getY}}{{/getY}} --> </div> {{/each}} {{#addY}}{{/addY}} {{/each}} </script> <script> (function() { var y = 0; Handlebars.registerHelper("initY", function() { y = 0; }); Handlebars.registerHelper("addY", function() { y++; }); Handlebars.registerHelper("getY", function() { return y; }); Handlebars.registerHelper("calc", function(arg) { //console.log(arg) if(arg!==1111) { return 50*arg + "px"; }else{ return 50*y + "px"; }; }); Handlebars.registerHelper("getClass", function(arg) { switch( arg ) { case 0 : return "bg" case 1 : return "block" case 2 : return "box" case 3 : return "target" }; }); window.util = { isMobile : function() { return navigator.userAgent.toLowerCase().indexOf("mobile") !== -1 || navigator.userAgent.toLowerCase().indexOf("android") !== -1 || navigator.userAgent.toLowerCase().indexOf("pad") !== -1; } } })(); </script> </head> <style> #game{ display: none; } #house{ position: relative; } .bg{ position: absolute; width:50px; height:50px; box-sizing: border-box; } .block{ position: absolute; background-image: url(imgs/wall.png); width:50px; height:50px; box-sizing: border-box; } .box{ position: absolute; background: #fbd500; width:50px; height:50px; background-image: url(imgs/box.png); } .target{ position: absolute; background: url(imgs/target.jpg); background-size: 50px 50px;; width:50px; height:50px; box-sizing: border-box; } #person{ background-image: url(imgs/person.png); width:50px; height:50px; position: absolute; } #person.up{ background-position: 0 0; } #person.right{ background-position:-50px 0 ; } #person.bottom{ background-position:-100px 0 ; } #person.left{ background-position:-150px 0 ; } /*移动端的DOM*/ .operate-bar{ font-size:30px; } .height20percent{ height:30%; } .height30percent{ height:30%; } .height40percent{ height:40%; } .height100percent{ height:100%; } .font30{ font-size:30px; color:#34495e; } </style> <body> <div id="select"> <div class="container"> <div class="row"> <p class="text-info"> 已经解锁的关卡: <p id="level"> </p> </p> <button id="start" class="btn btn-default"> 开始游戏 </button> </div> </div> </div> <div id="game" class="container"> <div class="row"> <button onclick="location.reload()" class="btn btn-info" > 返回选择关卡重新 </button> <div id="house"> </div> </div> </div> <script> G = { level: [ { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,0,1,1,1,0,0,0,0], [0,1,1,3,3,1,0,0,0], [0,1,0,0,0,0,1,0,0], [0,1,0,0,0,0,1,0,0], [0,1,1,1,1,1,1,0,0] ], person: {x : 2, y : 2}, box: [{x:3, y : 2},{x:4,y:2}] }, //第二关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,1,1,1,1,1,0,0], [0,1,0,0,1,1,1,0], [0,1,0,0,0,0,1,0], [1,1,1,0,1,0,1,1], [1,3,1,0,1,0,0,1], [1,3,0,0,0,1,0,1], [1,3,0,0,0,0,0,1], [1,1,1,1,1,1,1,1] ], person: {x : 2, y : 2}, box: [{x:3, y : 2}, {x:2,y:5} ,{x:5, y:6}] /* box : [ {x:3, y : 1}, {x:4, y : 1}, {x:4, y : 2}, {x:5, y : 5} ] */ }, //第三关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,0,0,1,1,1,1,1,1,0], [0,1,1,1,0,0,0,0,1,0], [1,1,3,0,0,1,1,0,1,1], [1,3,3,0,0,0,0,0,0,1], [1,3,3,0,0,0,0,0,1,1], [1,1,1,1,1,1,0,0,1,0], [0,0,0,0,0,1,1,1,1,0] ], person: {x : 8, y : 3}, box: [{x:4, y : 2}, {x:3,y:3} ,{x:4, y:4},{x:5, y:3},{x:6, y:4}] }, //第四关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,1,1,1,1,1,1,1,0,0], [0,1,0,0,0,0,0,1,1,1], [1,1,0,1,1,1,0,0,0,1], [1,0,0,0,0,0,0,0,0,1], [1,0,3,3,1,0,0,0,1,1], [1,1,3,3,1,0,0,0,1,0], [0,1,1,1,1,1,1,1,1,0] ], person: {x : 2, y : 3}, box: [{x:2, y : 2}, {x:4,y:3} ,{x:6, y:4},{x:7, y:3},{x:6, y:4}] }, //第五关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,0,1,1,1,1,0,0], [0,0,1,3,3,1,0,0], [0,1,1,0,3,1,1,0], [0,1,0,0,0,3,1,0], [1,1,0,0,0,0,1,1], [1,0,0,1,0,0,0,1], [1,0,0,0,0,0,0,1], [1,1,1,1,1,1,1,1] ], person: {x : 4, y : 6}, box: [{x:4, y : 3}, {x:3,y:4} ,{x:4, y:5}, {x:5,y:5}] /* box : [ {x:3, y : 1}, {x:4, y : 1}, {x:4, y : 2}, {x:5, y : 5} ] */ }, //第六关 { //0是空的地图 //1是板砖 //3是目标点 state:[ [0,0,0,0,1,1,1,1,1,1,1,0], [0,0,0,0,1,0,0,1,0,0,1,0], [0,0,0,0,1,0,0,0,0,0,1,0], [1,1,1,1,1,0,0,1,0,0,1,0], [3,3,3,1,1,0,0,0,0,0,1,1], [3,0,0,1,0,0,0,0,1,0,0,1], [3,0,0,0,0,0,0,0,0,0,0,1], [3,0,0,1,0,0,0,0,1,0,0,1], [3,3,3,1,1,1,0,1,0,0,1,1], [1,1,1,1,1,0,0,0,0,0,1,0], [0,0,0,0,1,0,0,1,0,0,1,0], [0,0,0,0,1,1,1,1,1,1,1,0] ], person: {x : 5, y : 10}, box: [ {x:5, y:6}, {x:6, y:3}, {x:6, y:5}, {x:6, y:7}, {x:6, y:9}, {x:7, y:2}, {x:8, y:2}, {x:9, y:6} ] } ], //map data mapData : (function() { var data = {}; return { get: function () { return data; }, set: function (arg) { data = arg; }, //穿进来的数据在界面中是否存在; collision: function (x, y) { if( data.state[y][x] === 1)return true; return false; }, collisionBox : function(x,y) { for(var i= 0, len= data.box.length; i< len; i++) { if( data.box[i].x === x&& data.box[i].y === y)return data.box[i]; }; return false; } } })(), view : { initMap : function(map) { document.getElementById("house").innerHTML = Handlebars.compile( document.getElementById("tpl").innerHTML )( map ); }, initPerson : function(personXY) { var per = document.createElement("div"); per.id = "person"; G.per = per; document.getElementById("house").appendChild(per); per.style.left = 50* personXY.x+"px"; per.style.top = 50* personXY.y+"px"; }, initBox : function(boxs) { for(var i=0;i<boxs.length; i++) { var box = document.createElement("div"); box.className = "box"; G.box = box; document.getElementById("house").appendChild(box); box.style.left = boxs[i].x*50 + "px"; box.style.top = boxs[i].y*50 + "px"; }; }, deleteBox : function() { var eBoxs = document.getElementsByClassName("box"); var len = eBoxs.length; while( len-- ) { eBoxs[len].parentNode.removeChild( eBoxs[len] ); }; } }, /* * 0;向上 * 1:向右 * 2:向下 * 3:向左 * */ direction : 0, step : function(xy) { //这里面要做很多判断 /*包括: 用户当前的方向和以前是否一样,如果不一样要先转头; 如果一样的话,判断前面是否有石头, 是否有箱子; 如果前面有墙壁或者 前面有箱子,而且箱子前面有墙壁就return 把人物往前移动 如果人物的位置上有一个箱子,把箱子也移动一下; */ var mapData = this.mapData.get(); //对参数进行处理; if ( typeof xy === "string" ) { var x = 0, y = 0, xx = 0, yy = 0; switch( xy ) { case "left" : if(this.direction==0){ x = -1; xx = -2; }else{ x = 0; }; this.direction = 0; break; case "top" : if(this.direction===1){ y = -1; yy = -2 }else{ y = 0; }; this.direction = 1; break; case "right" : if(this.direction === 2) { x = 1; xx = 2; }else{ x = 0; }; this.direction = 2; break; case "bottom" : if(this.direction ===3 ) { y = 1; yy = 2; }else{ y = 0; }; this.direction = 3; }; //如果是墙壁就不能走 if( this.mapData.collision(mapData.person.x + x, mapData.person.y+y) ) { return; }; //如果碰到的是箱子, 而且箱子前面是墙壁, 就return if( this.mapData.collisionBox(mapData.person.x+x, mapData.person.y+y) && this.mapData.collision(mapData.person.x+xx, mapData.person.y+yy)) { return; }; if( this.mapData.collisionBox(mapData.person.x+x, mapData.person.y+y) && this.mapData.collisionBox(mapData.person.x+xx, mapData.person.y+yy)) { return } //mapData.x+xx, mapData.y+yy mapData.person.x = mapData.person.x + x; mapData.person.y = mapData.person.y + y; this.per.style.left = 50* mapData.person.x+"px"; this.per.style.top = 50* mapData.person.y+"px"; this.per.className = { 0:"up", 1:"right", 2:"bottom", 3:"left" }[this.direction]; var theBox = {}; if(theBox = this.mapData.collisionBox(mapData.person.x, mapData.person.y)) { theBox.x = mapData.person.x+x; theBox.y = mapData.person.y+y; this.view.deleteBox(); this.view.initBox(mapData.box); this.testSuccess(); }; //如果碰到了箱子,而且箱子前面不能走就return, 否则就走箱子和人物; }; }, /* * return Boolean; * */ //遍历所有的box,如果在box中的所有x,y在地图中对应的值为3,全部通过就返回true testSuccess : function() { var mapData = this.mapData.get(); for(var i=0; i<mapData.box.length; i++) { if(mapData.state[mapData.box[i].y][mapData.box[i].x] != 3) { return false; }; }; $.dialog({ content : '游戏成功, 进入下一关!', title : 'alert', ok : function() { if( G.now+1 > G.level.length-1 ) { alert("闯关成功"); return ; }else{ //如果可用的等级大于当前的等级,就把level设置进去; if( G.now+1 > parseInt( $.cookie('level') || 0 )) { $.cookie('level' , G.now+1 , { expires: 7 }); }; start( G.now+1 ); return ; }; }, cancel : function(){ location.reload(); }, lock : true }); }, //这里面需要处理 map, 人物数据, box数据 init : function() { //更新地图; //this.level[0].state this.view.initMap( this.mapData.get().state ); this.view.initPerson( this.mapData.get().person ); this.view.initBox( this.mapData.get().box ); //this.person = this.factory.Person(0,0); //this.box = this.factory.Box([{x:0,y:1},{x:1,y:1},{x:0,y:2},{x:1,y:2}]); if( this.hasBind ) { return }; this.hasBind = true; this.controller(); }, controller : function() { function mobileDOM() { var mobileDOMString = '\ <div class="navbar-fixed-bottom height20percent operate-bar" >\ <div class="container height100percent">\ <div class="row text-center height100percent">\ <div class="height40percent arrow-up">\ <span class="glyphicon glyphicon-arrow-up" aria-hidden="true"></span>\ </div>\ <div class="height30percent">\ <div class="col-xs-6 arrow-left">\ <span class="glyphicon glyphicon-arrow-left" aria-hidden="true"></span>\ </div>\ <div class="col-xs-6 arrow-right">\ <span class="glyphicon glyphicon-arrow-right" aria-hidden="true"></span>\ </div>\ </div>\ <div class="height30percent arrow-down">\ <span class="glyphicon glyphicon-arrow-down" aria-hidden="true"></span>\ </div>\ </div>\ </div>\ </div>\ '; +function addDOM() { $("#game").append( mobileDOMString ); }(); }; var _this = this; if( window.util.isMobile() ) { $(window).on("swipeLeft",function() { _this.step("left"); }).on("swipeRight",function() { _this.step("right"); }).on("swipeUp",function() { _this.step("top"); }).on("swipeDown",function() { _this.step("bottom"); }); mobileDOM(); $(".arrow-up").tap(function() { _this.step("top"); }); $(".arrow-down").tap(function() { _this.step("bottom"); }); $(".arrow-left").tap(function() { _this.step("left"); }); $(".arrow-right").tap(function() { _this.step("right"); }); }else{ $(window).on("keydown", function(ev) { var state = ""; switch( ev.keyCode ) { case 37 : state = "left"; break; case 39 : state = "right"; break; case 38 : state = "top"; break; case 40 : state = "bottom"; break; }; _this.step(state) }); }; } }; function start( level ) { G.now = level; G.mapData.set(G.level[level] ); G.init(); $("#game").show(); $("#select").hide(); }; function init() { var cookieLevel = $.cookie('level') || 0; start( cookieLevel ); }; $("#start").click(function() { init(); }); String.prototype.repeat = String.prototype.repeat || function(num) { return (new Array(num+1)).join( this.toString() ); }; window.onload = function() { var cookieLevel = $.cookie('level') || 0; $("#level").html( function() { var index = 0; return "<a href='###' class='btn btn-info' onclick='start({{i}})'>关卡</a> ".repeat((parseInt($.cookie('level')) || 0)+1).replace(/{{i}}/gi, function() { return index++; }) }); } </script> </body> </html>
Ce qui précède représente l’intégralité du contenu de cet article, j’espère que vous l’aimerez tous.