Home >Web Front-end >JS Tutorial >Native JavaScript implements Lianliankan game
首先看一下html的布局方式在index.html文件中:
[html]
分 数
0
时 间
0
css文件夹下的index.css文件如下:
[css]
body {
font-size : 16px;
font-weight : bold;
color : grey;
}
#whole {
border : 1px double #999999;
border-width : 5px;
width : 800px;
height : 505px;
position : relative;
}
#gamePanel {
margin: 1px 1px 1px 1px;
width : 602px;
height : 502px;
background : url(../img/background.gif) repeat;
position : absolute;
}
#pieces {
margin-top : 35px;
border : 1px solid #999999;
width : 546px;
height : 434px;
position: relative;
}
#pieces .piece {
width : 32px;
height : 36px;
position : relative;
cursor : pointer;
float : left;
}
#pieces .track {
width : 32px;
height : 36px;
position : relative;
float : left;
}
#pieces .track2 {
width : 32px;
height : 36px;
position : relative;
float : left;
background : red;
}
#gameLogo {
margin-top : 60px;
border : 1px solid #999999;
left : 607px;
width : 187px;
height : 73px;
background : url(../img/logo.gif);
position: absolute;
}
#scorePanel {
border : 1px solid #999999;
left : 607px;
top : 200px;
width : 187px;
height : 30px;
position : absolute;
}
#score {
border : 1px solid #999999;
left : 607px;
top : 240px;
width : 187px;
height : 30px;
position : absolute;
}
#timePanel {
border : 1px solid #999999;
left : 607px;
top : 300px;
width : 187px;
height : 30px;
position : absolute;
}
#time {
border : 1px solid #999999;
left : 607px;
top : 340px;
width : 187px;
height : 30px;
position : absolute;
}
#button {
border : 1px solid #999999;
left : 607px;
top : 400px;
width : 187px;
height : 30px;
position : absolute;
}
Let’s take a look at the core js part implementation code. The js part is divided into three source files: game Each source file of .js, map.js, and piece.js corresponds to a class. This game uses the game class to manipulate map and picture piece objects:
game.js code is as follows:
[javascript]
// Game control class
var Game = {
// Game background
gamePanel: null,
// Score
Score : 0,
// Time
time: 0,
// Picture map
pieceMap: null,
// Picture list
pieceList: [],
pieceimglist: [],
// Picture random number list
randomlist: [],
// trajectory list
tracklist: [],
// whether the game starts
isgamebigin: false,
// Whether the picture element is clicked for the first time isFirstClick: true, GetElementById ( "). elementById("reset").disabled = false;
reset : function() {
document.getElementById("start").disabled = false; document.getElementById("reset"). document.getElementById("reset").disabled = document.getElementById("reset").
this.initPieces(); this.initImgPieces(); this.time = 0; document.getElementById("time").innerHTML = 0; this.score = 0; document.getElementById("score"). innerHTML = 0; this.isGameReset = true;// Initialization
init : function() {
if (this .isGameBegin) {
var _this = this;
this.time = 0;
This.gamePanel = document.getElementById("pieces");
This.initPieces(); this.initImgPieces(); This.isGameBegin = true;
},
机 随 // Add the randomly generated 150 pictures into the canvas Initpieces: Function () { var _This = this; this.initrandomList (); Random list sorting this.messRandomList(); var piece = new Piece(this); this.pieceList .push(piece); var x = (i%17); var y = Math.floor(i/17); This.pieceMap.put(x+","+y, piece); piece.setPosition(x, y); if (x == 0 || x == 16 || y == 0 || y == 11) {piece.dom.appendChild(piece.track) ;
piece.isTracked = true; ) {
e piece.Setatedge (true);
}
this.pieceimglist.push (piece);
// Initialize pictures initImgPieces : function() { This.pieceImgList[i].initImg ();This.pieceImgList[i].img.src = "img/pieces/"+this.randomList[i]+".gif"
This.pieceImgList[i].setImgSrc(this.pieceImgList[i].img. src);
function() { Int(Math.random() *22*10000, 10); var number = random%23; this.randomList.push(number); this.randomList.push(number); parseInt(Math.random()*15*10000, 10); var number = random%150; var temp; temp = this.randomList [i]; this.randomList[i] = this.randomList[number]; this.randomList[number] = temp; } } },var _this = this;
} else {
. innerHTML = this.time;
this.isGameBegin = true;
setTimeout(function() {_this.startTime();}, 1000);
}
Clear
clear : function() {
for (var i = 0; i < this.pieceList.length; i ++) {
i] .dom);
this.pieceImgList = []; this.isGameOver = true; this.isGameBegin = false; ElementById("start").disabled = false;document.getElementById("reset").disabled = true;
}
// Game start entrance
function Start() {
Game.start();
}
// Game reset entry
function Reset() {
Game.reset();
}
Customized js version mapping structure map.js The source file is as follows:
[javascript]
var Map = function(){
this.data = [];
}
M ap.prototype = {
put : function(key, value) {
return this.data[key]; },
isEmpty : function() {
return this.data .length == 0;
},
size: function() {
} return this.data.length;
}
pictures The source file of class piece.js is as follows:
[javascript]
var Piece = function(game) {
// Game object
this.game = game;
// Is it an edge? Element
this.isEdge = false;
// Whether it is next to the edge element
this.atEdge = false;
// Image dom element
this.dom = null;
/ / Image element
this.img = null;
// Image element source
this.src = null;
// Track element
this.track = null;
// Whether it can be used as a track
This.isTracked = false;
// Check mark element
this.selected = null;
// Pictures arranged horizontally This.x = 0;
// Pictures are arranged vertically
this.y = 0;
// Picture flash Id
this.flashId = null;
// Whether the picture is clicked
this.onClicked = false;
// Number of flashes
this.flashCount = 0;
this.init();
}
Piece.prototype = {
// Initialization
init : function( ) {
This.dom = document.createElement("div");
this.dom.className = "piece"; createElement("img");
},
// Initialization image
initImg: function() {
this.img = document.createElement("img");
this.dom.appendChild(this.img);
},
// 满足算法后初始化track元素
initTrack : function() {
if (this.flashId != null) {
// 停止闪烁
this.stopFlash();
}
//alert("initTrack middle");
if (this.track != null) {
return;
}
this.onClicked = false;
this.dom.removeChild(this.img);
this.track = document.createElement("div");
this.track.className = "track";
this.dom.appendChild(this.track);
},
// 位图片设置来源
setImgSrc : function(src) {
this.src = src;
},
// 为图片设置二维排列位置
setPosition : function(x, y) {
this.x = x;
this.y = y;
},
// 为图片设置选中元素
setSelected : function() {
if (this.flashCount ++ % 2 == 0) {
//this.dom.removeChild(this.img);
//this.selected.src = "img/selected.gif";
//this.dom.appendChild(this.selected);
this.img.src = "img/pieces/flash.gif";
} else {
//if (this.selected != null) {
// this.dom.removeChild(this.selected);
//}
this.img.src = this.src;
//this.dom.appendChild(this.img);
}
},
// 设置是否为边缘元素
setEdge : function(isEdge) {
this.isEdge = isEdge;
},
// 设置是否挨着边缘元素
setAtEdge : function(atEdge) {
this.atEdge = atEdge;
},
// 开始闪烁
flash : function() {
var _this = this;
This.flashId = setInterval(function() {_this.setSelected();}, 500);
},
// Stop flashing
stopFlash : function() {
clearInterval( this.flashId);
if (this.flashCount % 2 == 1) {
.selected); //this.dom.appendChild(this.img); , 对 // Object internal function OnClick: Function () { if (this.OnClicked) { Return; }} var _This = this; . if (_this.onClicked) { Return; }} (_this.checkpiece ()) { Return; }} _this.flash ( ); _this.onClicked = true;// Check if there is a clicked picture
checkPiece: function() {
i = 0; i < this.game.pieceList.length; i ++) {
)) {
//alert("The same Image"); [i]);
pieceList[i].stopFlash();
this.game.pieceList[i].onClicked = false; return false; ;
.
,
);- this.x) == 1) && (piece.y == this.y)
|| (Math.abs(piece.y - this.y) == 1) && (piece.x == this. x);
//alert("isStraightReach");
if (this.isNear(piece )) {
a = false;
var b = false;
= pieces. < this.max(this.y, piece.y); i ++) {
//alert("this.x == piece.x: " + piece.x + "," + i);
if (this.game.pieceMap.get(piece.x + "," + i).isPass()) {
a = true;
this.game.trackList.push(this.game.pieceMap.get(piece.x + "," + i));
continue;
} else {
a = false;
this.game.trackList = [];
return a;
}
}
}
// 沿x轴方向搜索
if (this.y == piece.y) {
//alert("!!!!!!!!!!!");
for (var i = this.min(this.x, piece.x) + 1; i < this.max(this.x, piece.x); i ++) {
//alert("this.y == piece.y: " + i + "," + piece.y);
if (this.game.pieceMap.get(i + "," + piece.y).isPass()) {
b = true;
this.game.trackList.push(this.game.pieceMap.get(i + "," + piece.y));
continue;
} else {
b = false
this.game.trackList = [];
return b;
}
}
}
return a || b;
},
// 拐一次弯搜索
isReach1 : function(piece) {
//alert("isReach1");
var corner_1 = this.game.pieceMap.get(this.x + "," + piece.y);
var corner_2 = this.game.pieceMap.get(piece.x + "," + this.y);
var _this = this;
if ((_this.isStraightReach(corner_1))
&& (corner_1.isStraightReach(piece))
&& corner_1.isPass()) {
//alert("corner_1: " + this.x + "," + piece.y);
this.game.trackList.push(corner_1);
return true;
}
if ((_this.isStraightReach(corner_2))
&& (corner_2.isStraightReach(piece))
&& corner_2.isPass()) {
//alert("corner_2: " + piece.x + "," + this.y);
this.game.trackList.push(corner_2);
return true;
}
return false;
},
// 直接或拐一次弯搜索
isReach : function(piece) {
var a = this.isStraightReach(piece);
var b = this.isReach1(piece);
return a || b;
},
// 拐两次弯搜索
isReach2 : function(piece) {
// 沿x轴正向搜索
for (var i = this.x + 1; i < 17; i ++) {
if (!this.game.pieceMap.get(i + "," + this.y).isPass()) {
this.game.trackList = [];
break;
} else if (this.game.pieceMap.get(i + "," + this.y).isReach(piece)
&& this.game.pieceMap.get(i + "," + this.y).isPass()) {
this.game.trackList.push(this.game.pieceMap.get(i + "," + this.y));
return true;
}
}
// 沿x轴搜索
for (var i = this.x - 1; i >= 0; i --) {
if (!this.game.pieceMap.get(i + "," + this.y).isPass()) {
this.game.trackList = [];
break;
} else if (this.game.pieceMap.get(i + "," + this.y).isReach(piece)
&& this.game.pieceMap.get(i + "," + this.y).isPass()) {
this.game.trackList.push(this.game.pieceMap.get(i + "," + this.y));
return true;
}
}
// 沿y轴搜索
for (var i = this.y - 1; i >= 0; i --) {
if (!this.game.pieceMap.get(this.x + "," + i).isPass()) {
this.game.trackList = [];
break;
} else if (this.game.pieceMap.get(this.x + "," + i).isReach(piece)
&& this.game.pieceMap.get(this.x + "," + i).isPass()) {
this.game.trackList.push(this.game.pieceMap.get(this.x + "," + i));
return true;
}
}
// 沿y轴正向搜索
for (var i = this.y + 1; i < 12; i ++) {
if (!this.game.pieceMap.get(this.x + "," + i).isPass()) {
this.game.trackList = [];
break;
} else if (this.game.pieceMap.get(this.x + "," + i).isReach(piece)
&& this.game.pieceMap.get(this.x + "," + i).isPass()) {
this.game.trackList.push(this.game.pieceMap.get(this.x + "," + i));
return true;
}
}
return false;
},
// 路径连接
linkTrack : function(piece) {
this.initTrack();
piece.initTrack();
this.changeScore();
this.showTrack(piece);
},
// 显示足迹
showTrack : function(piece) {
this.game.trackList.push(piece);
this.track.className = "track2";
for (var i = 0; i < this.game.trackList.length; i ++) {
//alert(i);
this.game.trackList[i].track.className = "track2";
}
var _this = this;
setTimeout(function() {_this.hideTrack()}, 500);
},
// 隐匿足迹
hideTrack : function() {
for (var i = 0; i < this.game.trackList.length; i ++) {
this.game.trackList[i].track.className = "track";
}
this.game.trackList = [];
this.track.className = "track";
this.isTracked = true;
},
// 分数增加
changeScore : function() {
this.game.score += 100;
document.getElementById("score").innerHTML = this.game.score;
},
min : function(a, b) {
if (a < b) {
return a;
} else {
return b;