Permainan kotak tekan ialah permainan lama Terdapat pelbagai versi di Internet. Biar saya bercakap tentang pelaksanaan permainan kotak tekan, serta beberapa video rujukan dan contoh yang saya temui
Berikut ialah pemaparan:
Permainan menyeret kotak ini telah disesuaikan dengan terminal mudah alih saya menggunakan modul sentuh zepto untuk mengawal penyu untuk pergi ke arah yang berbeza dengan meluncurkan skrin menggunakan jari anda
Oleh kerana permainan Sokoban agak mudah, kod tersebut ditulis secara langsung dalam cara prosedural, dan selebihnya ialah Pengawal acara pengguna Setiap kali pengguna menekan kekunci arah pada papan kekunci. data akan diubah data model, kemudian jana semula HTML statik permainan, dan kemudian masukkan ke dalam antara muka menggunakan innerHTML untuk menjana nod DOM secara automatik;
Model tahap permainan ialah data Saya membahagikan data setiap tahap kepada tiga bahagian:Data peta, tatasusunan dua dimensi (data peta termasuk jubin, lokasi sasaran kotak dan lokasi kosong)
Data kotak, tatasusunan satu dimensi (kedudukan awal kotak)
Data penyu kecil, objek json
Setiap tahap mempunyai data tahap permainan yang sepadan Data simulasi adalah seperti berikut:
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} ] } ]
Beberapa pembantu ditakrifkan untuk Handlebars, termasuk initY, getClass, getY, calc,,,, Enjin templat digunakan terutamanya sebagai fungsi tambahan Tidaklah bijak untuk menggunakan Handlebar di sini sedikit lebih teruk, penutupan juga digunakan untuk menyelamatkan pembolehubah untuk mengelakkan pencemaran pembolehubah global:
<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>
Kerana ia perlu serasi dengan peranti mudah alih, kita perlu menyemak sama ada ia telefon mudah alih atau tablet Jika ya, saya akan menambah elemen DOM yang sepadan (elemen DOM kunci arah), dan kemudian mengikat acara yang sepadan. zeptoJS menyediakan modul sentuh, kami Pergi ke tapak web rasmi untuk mencarinya, kemudian tambah rujukan tambahan, buka alamat, dan kemudian anda boleh menggunakan acara swipeLeft, swipeUp, swipeDown, swipeRight:
(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; } } })();
Kerana kami perlu menyimpan tahap semasa pengguna, kami juga menggunakan pemalam jQuery-cookies Setiap kali tahap berjaya dibersihkan, kami akan menyimpan rekod tahap semasa apabila pengguna tidak mahu bermain atau menutup penyemak imbas atas sebab lain, penyemak imbas akan ditutup selepas beberapa hari Anda boleh terus bermain apabila anda mahu bermain semula;
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) }); };
Semua kod ada di sini:
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 ; };
Terdapat 6 tahap dalam permainan Berjaya melepasi setiap tahap akan membuka kunci tahap seterusnya, haha
<!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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