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如何利用js实现一个简单的拼图游戏

王林
王林转载
2020-04-25 09:19:512271浏览

如何利用js实现一个简单的拼图游戏

原理分析:

1、鼠标的点击和松开事件

2、显示原图作为参考

3、方块的移动替换

4、是否完成拼图的判断

5、完成之后会弹窗提示

效果图如下:

ef30d771867661fc28f58f0afc45126.png

实例代码如下:

<!DOCTYPE html>
<html>
 <head>
 <meta charset="UTF-8">
 <title>拼图游戏</title>
 </head>

 <style>
 body,
 html {
 padding: 0px;
 margin: 0px;
 background: #eee;
 }

 #fangkuai {
 width: 460px;
 height: 460px;
 margin: 20px auto;
 background: #F9F9F9;
 padding: 1px 1px;
 position: relative;
 }

 #maskBox {
 opacity: 0.5;
 display: block;
 }

 #tu img {
 width: 120px;
 height: 120px;
 }

 #tu {
 width: 130px;
 height: 130px;
 margin-left: 150px;
 }
 </style>

 <body>

 <div style="width:460px;margin:20px auto;text-align:center;line-height:30px;">游戏玩法:点击选中一个方块,在点击放在对应的方块里。</div>

 <div id="tu">
 <font>参考原图</font>
 <img src="true.png" />
 </div>

 <div id="fangkuai"></div>

 
 </body>
 <script>
 window.onload = function() {
 //生成函数
 gameInfo.init();
 }
 </script>
 <script>
 (function($g) {
 //游戏配置
 setting = {
 gameConfig: {
 url: "true.png",
 id: "fangkuai",
 //生成规格横4 纵4
 size: "4*4",
 //每个元素的间隔
 margin: 1,
 //拖动时候块透明度
 opacity: 0.8
 },
 setElement: {
 type: "div",
 id: "",
 float: "",
 display: "",
 margin: "",
 background: "",
 width: "",
 height: "",
 left: "",
 top: "",
 position: "",
 opacity: 0.4,
 animate: 0.8
 }
 };
 //元素生成参数
 var sg = setting.gameConfig;
 var st = setting.setElement;
 var gameInfo = function() {};
 gameInfo.prototype = {
 init: function() {
 this.creatObj();
 this.eventHand();
 },
 sortObj: {
 rightlist: [], //正确的排序
 romdlist: [] //打乱后的排序
 },
 creatObj: function() {
 sg.boxObj = document.getElementById(sg.id) || "";
 //尺寸自动获取
 var size = sg.size.split(&#39;*&#39;) || [0, 0];
 //计算单个div的高宽
 var w = Math.floor(sg.boxObj.offsetWidth / size[0]);
 var h = Math.floor(sg.boxObj.offsetHeight / size[1]);
 //图片生成div
 var size = sg.size.split(&#39;*&#39;) || [0, 0];
 var wt = size[0],
 hg = size[1];
 
 var sortList = [];
 for (var a = 0; a < wt * hg; a++) {
 sortList.push(a);
 }
 sortList.sort(randomsort);
 this.sortObj.rightlist = sortList;
 
 var _i = 0,
 sid = 0;
 for (; _i < wt; _i++) {
 var _s = 0;
 for (; _s < hg; _s++) {
 //赋值随机打散后的id
 st.id = sortList[sid++];
 st.display = "block";
 st.float = "left";
 
 st.margin = sg.margin + "px";
 st.background = "url(&#39;" + sg.url + "&#39;) " + (-w * _s) + "px " + (-h * _i) + "px";
 st.width = w - sg.margin * (wt / 2) + "px";
 st.height = h - sg.margin * (hg / 2) + "px";
 this.sortObj.romdlist.push(this.addElement());
 
 }
 }
 
 this.boxSort();
 },
 boxSort: function() {
 var _arrySort = this.sortObj.romdlist;
 var _tmp = [],
 _n = 0;
 eachBox(_arrySort, function(d) {
 _tmp.push(parseInt(_arrySort[d].id));
 });
 
 _tmp.sort(function(a, b) {
 return a > b ? 1 : -1;
 });
 
 for (; _n < _tmp.length; _n++) {
 var _s = 0;
 for (; _s < _arrySort.length; _s++) {
 if (_arrySort[_s].id == _tmp[_n]) {
 sg.boxObj.appendChild(_arrySort[_s]);
 }
 }
 }
 return _tmp;
 },
 
 addElement: function() {
 var obj = document.createElement(st.type);
 obj.id = st.id;
 obj.style.display = st.display;
 obj.style.float = st.float;
 obj.style.margin = st.margin;
 obj.style.background = st.background;
 obj.style.width = st.width;
 obj.style.position = st.position;
 obj.style.top = st.top;
 obj.style.left = st.left;
 obj.style.height = st.height;
 return obj;
 },
 mouseEvent: {
 mousedown: function(ev) {
 ev = ev || ev.event;
 ev.preventDefault();
 
 st.type = "span";
 st.id = "maskBox";
 st.width = this.offsetWidth + "px";
 st.height = this.offsetHeight + "px";
 st.position = "absolute";
 st.background = "";
 
 st.left = this.offsetLeft + "px";
 st.top = this.offsetTop + "px";
 },
 mouseup: function(ev) {
 ev = ev || ev.event;
 
 ev.preventDefault();
 var obj = document.getElementById(this.id);
 if (obj) {
 sg.boxObj.removeChild(obj);
 }
 },
 mousemove: function(ev) {
 ev = ev || ev.event;
 this.style.left = getX_Y.call(this, "x", ev) + "px";
 this.style.top = getX_Y.call(this, "y", ev) + "px";
 }
 
 },
 
 gameCheck: function() {
 var s = 0,
 bols = true;
 var _arry = this.sortObj.rightlist;
 var _arryRom = this.sortObj.romdlist;
 console.log(_arry);
 console.log(_arryRom);
 for (; s < _arry.length; s++) {
 if (_arry[s] != _arryRom[s].id) {
 bols = false;
 break;
 }
 }
 return bols;
 },
 eventHand: function() {
 var obj = sg.boxObj.getElementsByTagName("div");
 var i = 0,
 olen = obj.length;
 var that = this;
 var m = that.mouseEvent;
 var box_index = 0;
 for (; i < olen;) {
 (function(n) {
 //按下鼠标
 obj[n].addEventListener("mousedown", function(e) {
 var _this = this;
 m.mousedown.call(_this, e);
 st.background = _this.style.background;
 _this.style.background = "#FFF";
 
 var _newObj = that.addElement();
 sg.boxObj.appendChild(_newObj);
 _newObj.style.opacity = sg.opacity;
 //移动位置
 _newObj.onmousemove = function(e) {
 m.mousemove.call(_newObj, e);
 
 var _i = 0;
 
 for (; _i < olen; _i++) {
 var _w = parseInt(obj[_i].style.width) / 1.5;
 var _h = parseInt(obj[_i].style.height) / 1.5;
 var _left = obj[_i].offsetLeft;
 var _top = obj[_i].offsetTop;
 var _boxX = parseInt(this.style.left);
 var _boxY = parseInt(this.style.top);
 
 eachBox(obj, function(d) {
 obj[d].style.opacity = 1.0;
 });
 
 if (_left + _w > _boxX || _left > _boxX + _w) {
 if (_top + _h > _boxY || _top > _boxY + _h) {
 box_index = _i;
 obj[_i].style.opacity = st.opacity;
 break;
 }
 
 }
 }
 };
 //鼠标松开
 _newObj.addEventListener("mouseup", function(e) {
 _newObj.onmousemove = function(e) {};
 //获取当前停留元素的坐标
 var tagObj = {
 id1: obj[box_index].id,
 id2: _this.id,
 bg1: obj[box_index].style.background,
 bg2: this.style.background
 };
 //交换位置
 _this.id = tagObj.id1;
 _this.style.background = tagObj.bg1;
 obj[box_index].id = tagObj.id2;
 obj[box_index].style.background = tagObj.bg2;
 
 that.sortObj.romdlist = obj;
 //还原样式
 eachBox(obj, function(d) {
 obj[d].style.opacity = 1.0;
 });
 m.mouseup.call(_newObj, e);
 //判断是否完成拼图
 if (that.gameCheck()) {
 alert("好棒呀!!!");
 }
 }, false);
 
 }, false);
 
 })(i++);
 
 }
 
 }
 }
 //随机数
 function randomsort(a, b) {
 return Math.random() > .5 ? -1 : 1;
 }
 
 function eachBox(obj, fn) {
 var _s = 0;
 for (; _s < obj.length; _s++) {
 fn(_s);
 }
 }
 
 function getX_Y(s, ev) {
 var _b = (ev.clientX - this.parentNode.offsetLeft) - (this.offsetWidth / 2);
 if (s === "y") {
 _b = (ev.clientY - this.parentNode.offsetTop) - (this.offsetHeight / 2);
 }
 return _b;
 }
 $g.gameInfo = new gameInfo();
 })(window)
 </script>
</html>

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