JavaScript写一个小乌龟推箱子游戏
  0jrBHAPRPwKm 2023年11月02日 100 0

  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实例

  推箱子游戏的在线DEMO : 打开

  如下是效果图:

JavaScript写一个小乌龟推箱子游戏_Handlebars

  这个拖箱子游戏做了移动端的适配, 我使用了zeptotouch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ViewModel, 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

  1.   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)
  2.   箱子数据,一维数组(箱子的初始位置)
  3.   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:

JavaScript写一个小乌龟推箱子游戏_Handlebars_02

JavaScript写一个小乌龟推箱子游戏_Handlebars_03

<!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>

View Code

 

  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;

  推箱子游戏的在线DEMO : 打开

参考:

    别人写的推箱子:打开

    妙味的杜鹏老师的推箱子视频:打开

 

天道酬勤



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最后一次编辑于 2023年11月08日 0

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