푸시박스 게임은 오래된 게임입니다. 푸시박스 게임의 간단한 구현과 제가 찾은 몇 가지 참고 영상에 대해 말씀드리겠습니다.
렌더링은 다음과 같습니다.
이 상자 끌기 게임은 zepto의 터치 모듈을 사용하여 손가락으로 화면을 밀어서 거북이가 다른 방향으로 이동하도록 제어했습니다.
소코반 게임은 비교적 간단하기 때문에 코드는 절차적인 방식으로 직접 작성됩니다. 모듈은 두 개의 뷰와 모델이고 나머지는 사용자의 이벤트 컨트롤러입니다. 사용자가 키보드의 방향 키를 누를 때마다. 데이터가 변경되고 게임의 정적 HTML을 다시 생성한 다음 innerHTML을 사용하여 인터페이스에 삽입하여 자동으로 DOM 노드를 생성합니다.
게임의 레벨 모델은 데이터입니다. 각 레벨의 데이터를 세 부분으로 나누었습니다.지도 데이터, 2차원 배열(지도 데이터에는 타일, 상자의 대상 위치, 빈 위치가 포함됨)
박스 데이터, 1차원 배열(박스의 초기 위치)
작은 거북이 데이터, json 객체
각 레벨에는 해당 게임 레벨 데이터가 있습니다. 시뮬레이션 데이터는 다음과 같습니다.
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} ] } ]
게임의 템플릿 엔진은 HandlebarsJS를 사용합니다. 공식 웹사이트에 가면 API를 볼 수 있습니다. 제가 쓴 블로그입니다. Handlebars 사용법 문서(Handlebars.js): 오픈, 템플릿 콘텐츠:
<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>
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