This article will explain to you the steps and key points of making a push box game with JS through code analysis. Friends who need it can refer to it and learn it. I hope it can help everyone.
demo:
Step analysis:
The code of this article has been placed on github, and a lot of work has been done in it. Detailed code comments can be copied and run locally to take a look.
1. Rendering map
html structure:
html structure is very simple, just make a bunch of p's to place them The map class is enough. I have initialized 12*9 p here, and the map has a maximum of nine rows of height.
These p's are all the same size, and the only difference in map rendering is the color.
Map function:
var box=$('.box p'); //地图使用的p集合 function create(){ //创建地图函数 box.each(function(index){ //index的数量是固定的,是box p下面p的数量 // 每次创建地图初始化p box.eq(index).removeClass(); }); box.each(function(index,element){ //循环整个p的数量 二维数组里数量不够的 默认为空白 //level为关卡数 根据关卡渲染地图 builder为二维数组,为地图关卡 if(builder[level][index]){ //过滤0 box.eq(index).addClass('type'+builder[level][index]); } }); box.eq(origin[level]).addClass("pusher"); //推箱人 皮卡丘位置 } //第一关的地图长这样(下面只是栗子,不是代码),0代表不可抵达区域,1代表目标(要被推到的地方), //2代表普通路径(可以走的),3代表墙,4代表箱子 [0,0,0,0,3,3,3,0,0,0,0,0, 0,0,0,0,3,1,3,0,0,0,0,0, 0,0,0,0,3,2,3,3,3,3,0,0, 0,0,3,3,3,4,2,4,1,3,0,0, 0,0,3,1,2,4,2,3,3,3,0,0, 0,0,3,3,3,3,4,3,0,0,0,0, 0,0,0,0,0,3,1,3,0,0,0,0, 0,0,0,0,0,3,3,3,0,0,0,0]
2. Capture keyboard events to determine whether it can be moved
Use $(document).keydown()jqery event, Capture keyboard events.
Capture keyboard events, up, down, left, and wsad.
$(document).keydown(function (e) { var key=e.which; switch(key){ //col 的值为12,上下移动要12个p为一个周期 //方向键上或者w case 87: case 38: move(-col);//判断移动函数 break; //方向键下或者s case 83: case 40: move(col); break; //方向键左或者a case 65: case 37: move(-1); break; //方向键右或者d case 68: case 39: move(1); break; } setTimeout(win,500); //按键之后调判断是否过关 });
Determine whether it can be moved.
It is divided into two judgment conditions: one is to push the box, and the other is to move naturally without pushing the box, otherwise Pikachu will not move.
function move(step){ //是否移动判断 // 分为两个判断条件一个是推箱子,一个是不推箱子 自然移动。 否则不移动皮卡丘 //step 上下是12个p一个周期,左右是1个p positin是皮卡丘的原来位置 var pikaqiu1=box.eq(position);//皮卡丘现在的地方 var pikaqiu2=box.eq(position+step);//皮卡丘要去的下一个地方 var pushBox=box.eq(position+step*2);//箱子要去的下一个地方 if(!pikaqiu2.hasClass('type4')&&( pikaqiu2.hasClass('type1')||pikaqiu2.hasClass('type2'))){ //自然移动 //判断:如果下一个p的class不包含type4(箱子),并且 下一个p含有type1(目标位置),或者type2(普通路径) //这一步和下一步判断是否有type4的原因是普通路径会变成有type4的路径,这时候就会出现问题 pikaqiu1.removeClass("pusher"); //移除当前皮卡丘 pikaqiu2.addClass("pusher");//移动皮卡丘到下一个位置 position=position+step;//增加position值 } else if((pikaqiu2.hasClass('type4'))&&(!pushBox.hasClass('type4'))&&(pushBox.hasClass('type1')|| pushBox.hasClass('type2')) ) { //推箱子 //如果下一个p的class包含type4(箱子)并且 不包含重叠type4(箱子) 并且 包含class type1(目标位置)或者 包含type2(空路) pikaqiu2.removeClass('type4');//移除当前箱子 pikaqiu1.removeClass("pusher");//移除当前皮卡丘 pushBox.addClass('type4');//移动箱子到下一个位置 pikaqiu2.addClass("pusher").addClass("type2");// //本来是type4 移除之后,这里没有class了,要变成普通路径 position=position+step;//增加position值 } }
3. Victory judgment:
This victory judgment must be called every time you move.
function win(){ //胜利条件判断 if($(".type1.type4").length===goal){ //推的箱子与关卡设置通过箱子的数量对比 if(level<9) { alert("666,挑战下一关吧--OBKoro1"); level++; //关卡+1 goal = goalList[level]; position = origin[level]; create(); }else { alert("厉害啊 大佬 通关了都"); } } }
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