推箱子游戏是老游戏了, 网上有各种各样的版本, 说下推箱子游戏的简单实现,以及我找到的一些参考视频和实例;
推箱子游戏的在线DEMO : 打开
如下是效果图:
这个拖箱子游戏做了移动端的适配, 我使用了zepto的touch模块, 通过手指滑动屏幕就可以控制乌龟走不同的方向;
因为推箱子这个游戏比较简单, 直接用了过程式的方式写代码, 模块也就是两个View 和 Model, 剩下就是用户的事件Controller, 用户每一次按下键盘的方向键都会改变数据模型的数据,然后重新生成游戏的静态html, 然后用innerHTML方式插入到界面, 自动生成DOM节点;
游戏的关卡模型就是数据, 我把每一关的数据分为三块:
- 地图数据,二维数组(地图数据包括板砖, 箱子要去的目标位置, 空白的位置)
- 箱子数据,一维数组(箱子的初始位置)
- 小乌龟的数据,json对象
每一个关卡都有对应的游戏关卡数据, 模拟的数据如下:
- 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} ] } ]
有一个很重要的东西就是推箱子游戏的主要逻辑:因为小乌龟走的地方只能是空白的区域,而且乌龟前面有墙就不能走, 或者乌龟前面是箱子,就再判断箱子前面是否有墙, 如果没有墙乌龟和箱子都可以走往前走一步,如果有墙就不能走。每一次小乌龟走了都改变地图数据,然后重新生成界面,如此循环, 每一小乌龟走完都要检测地图数据中的箱子数据是否全对上了,对上了就给用户提示, 并进入下一关;
游戏的模板引擎用了handlebarsJS, 可以去官网看API 。 这个是写过的一篇博客,Handlebars的使用方法文档整理(Handlebars.js):打开, 模板内容:
- <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>
为Handlebars定了几个helper,包括initY, getClass, getY,calc 、、、、,模板引擎主要是辅助的作用, 这边用Handlebars不是很明智啊, 代码的可读性变差了点, 这里面也利用了闭包保存变量, 避免全局变量的污染:
- (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;
- }
- }
- })();
因为要兼容移动端, 我们要检查是否是手机或者平板,如果是的话,我就添加对应的DOM元素(方向键DOM元素),然后绑定对应的事件, zeptoJS提供了touch模块,我们要去官网去找,然后额外引用进来,打开地址 , 然后就可以使用swipeLeft,swipeUp,swipeDown, swipeRight 这几个事件:
- 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)
- });
- };
因为要保存用户的当前关卡, 也额外引用了jQuery-cookies插件, 每一次闯关成功,我们就保存一次当前的闯关记录, 当用户不想玩或者别的原因关闭了浏览器, 过几天想重新玩的时候可以继续玩;
- 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 ;
- };
所有的代码在这里:
- <!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>
游戏一共有6关, 每一关成功通过即可解锁下一关, 地图的话其实可以多找些的,哈哈;
作者:方方和圆圆
来源:51CTO