JavaScript 推箱子游戏

推箱子游戏的 逻辑非常简单,但是如果不动手的话,还是不太清楚。我在这里讲一下自己的思路。

制作推箱子,首先要有自己的设计素材。如下我也是网上找的素材

第二步,理清游戏的规则。

游戏规则:

1.小人将箱子分别推到球上,等每个箱子都覆盖到球上,则完成游戏。

2.小人不能推树,不能推两个箱子一起

3.小人可以踩球

第三步,简单的理清游戏规则后,就开始选用技术。首先肯定是JavaScript,然后选用canvas。

最后,我们开始制作游戏。

制作游戏其实 也是一步步来。做事不能太急。要分成阶段性来完成,就很方便。

具体代码如下。

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Document</title>
</head>

<body>
    <canvas id="canvas" width="560" height="560">
        can't see this
    </canvas>
    <div id="msg"></div>
    <img id="block" src="./img/block.gif" alt="" style="display:none;">
    <img id="wall" src="./img/wall.png" alt="" style="display:none;">
    <img id="box" src="./img/box.png" alt="" style="display:none;">
    <img id="down" src="./img/down.png" alt="" style="display:none;">
    <img id="left" src="./img/left.png" alt="" style="display:none;">
    <img id="right" src="./img/right.png" alt="" style="display:none;">
    <img id="up" src="./img/up.png" alt="" style="display:none;">
    <img id="ball" src="./img/ball.png" alt="" style="display:none;">
    <p id="msg"></p>
    <input type="button" value="上一关" onclick="level(-1)">
    <input type="button" value="重玩" onclick="level(0)">
    <input type="button" value="下一关" onclick="level(1)">
    <script src="./js/map.js"></script>
    <script>
        var canvas = document.getElementById('canvas');
        var ctx = canvas.getContext('2d');
        var dWidth = 35,
            dHeight = 35;
        var iCurLevel = 0; //当前关卡+1
        var steps = 0; // 移动步数
        var currenMap = [],
            userMap = [];
        var msg = document.getElementById('msg');
        var block = document.getElementById('block');
        var wall = document.getElementById('wall');
        var box = document.getElementById('box');
        var down = document.getElementById('down');
        var left = document.getElementById('left');
        var right = document.getElementById('right');
        var up = document.getElementById('up');
        var ball = document.getElementById('ball');
        var curMan = down; //小人面向
        // 复制二维数组
        function copyArray(arr) {
            var newArr = [];
            for (var i = 0; i < arr.length; i++) {
                newArr[i] = arr[i].concat();
            }
            return newArr;
        }
        // 初始化
        function init() {
            currenMap = copyArray(levels[iCurLevel]) // 当前原样地图
            userMap = copyArray(levels[iCurLevel]) // 当前使用地图
            steps = 0; // 初始化步数
            curMan = down; // 初始化小人面朝下
            msg.innerHTML = "当前第:" + (iCurLevel + 1) + "关,移动步数:" + steps;
            drawBlock() // 画草地
            drawMap(currenMap) // 画关卡地图
        }

        // 画草地
        function drawBlock() {
            for (var i = 0; i < 16; i++) {
                for (var j = 0; j < 16; j++) {
                    ctx.drawImage(block, i * dWidth, j * dHeight, dWidth, dHeight);

                }
            }
        }
        // 画小人位置
        function Point(x, y) {
            this.x = x;
            this.y = y;
        }

        var per_position = new Point(5, 5);
        // 画关卡地图
        function drawMap(level) {
            for (var i = 0; i < level.length; i++) {
                for (var j = 0; j < level[i].length; j++) {
                    var pic = block;
                    switch (level[i][j]) {
                        case 0:
                            pic = block;
                            break;
                        case 1:
                            pic = wall;
                            break;
                        case 2:
                            pic = ball;
                            break;
                        case 3:
                            pic = box;
                            break;
                        case 4:
                            pic = curMan;
                            per_position.x = i;
                            per_position.y = j;
                            break;
                        case 5:
                            pic = box;
                            break;
                    }
                    ctx.drawImage(pic, j * dWidth - (pic.width - dWidth) / 2, i * dHeight - (pic.height - dHeight), pic.width, pic.height);
                }
            }
        }

        // 切换关卡
        function level(next) {
            iCurLevel += next
            if (iCurLevel < 0) {
                alert('当前第一关');
                return;
            }
            if (iCurLevel > levels.length - 1) {
                alert('当前最后一关');
                return;
            }
            init();
        }

        // 绑定键盘 up down left right
        document.onkeydown = function curManUp(event) {
            var keyCode = event.keyCode;
            var p1 = {
                x: 0,
                y: 0
            }
            var p2 = {
                x: 0,
                y: 0
            }
            switch (keyCode) {
                case 38:
                    curMan = up;
                    p1.x = per_position.x - 1;
                    p1.y = per_position.y;
                    p2.x = per_position.x - 2;
                    p2.y = per_position.y;
                    break;
                case 39:
                    curMan = right;
                    p1.x = per_position.x;
                    p1.y = per_position.y + 1;
                    p2.x = per_position.x;
                    p2.y = per_position.y + 2;
                    break;
                case 40:
                    curMan = down;
                    p1.x = per_position.x + 1;
                    p1.y = per_position.y;
                    p2.x = per_position.x + 2;
                    p2.y = per_position.y;
                    break;
                case 37:
                    curMan = left;
                    p1.x = per_position.x;
                    p1.y = per_position.y - 1;
                    p2.x = per_position.x;
                    p2.y = per_position.y - 2;
                    break;
            }
            // 墙1,盒子3和墙1,盒子3和盒子3,盒子3和陷阱5,陷阱5和盒子3,陷阱5和墙1 都不能移动!
            if (userMap[p1.x][p1.y] == 1) {
                return false;
            }
            if (userMap[p1.x][p1.y] == 3 && (userMap[p2.x][p2.y] == 1 || userMap[p2.x][p2.y] == 3 || userMap[p2.x][p2.y] == 5)) {
                return false;
            }
            if (userMap[p1.x][p1.y] == 5 && (userMap[p2.x][p2.y] == 1 || userMap[p2.x][p2.y] == 3 || userMap[p2.x][p2.y] == 5)) {
                return false;
            }
            // 草地0 可以移动
            if (userMap[p1.x][p1.y] == 0) {
                userMap[per_position.x][per_position.y] = 0;
                userMap[p1.x][p1.y] = 4;
            }
            // 盒子和草地 可以移动
            if (userMap[p1.x][p1.y] == 3 && userMap[p2.x][p2.y] == 0) {
                userMap[per_position.x][per_position.y] = 0;
                userMap[p1.x][p1.y] = 4;
                userMap[p2.x][p2.y] = 3
            }
            // 盒子和球 可以移动
            if (userMap[p1.x][p1.y] == 3 && userMap[p2.x][p2.y] == 2) {
                userMap[per_position.x][per_position.y] = 0;
                userMap[p1.x][p1.y] = 4;
                userMap[p2.x][p2.y] = 5
            }
            // 球2 可以移动
            if (userMap[p1.x][p1.y] == 2) {
                userMap[per_position.x][per_position.y] = 0;
                userMap[p1.x][p1.y] = 4;
            }
            // 陷阱5和草地 可以移动
            if (userMap[p1.x][p1.y] == 5 && userMap[p2.x][p2.y] == 0) {
                userMap[per_position.x][per_position.y] = 0;
                userMap[p1.x][p1.y] = 4;
                userMap[p2.x][p2.y] = 3
            }
            // 陷阱5和球 可以移动
            if (userMap[p1.x][p1.y] == 5 && userMap[p2.x][p2.y] == 2) {
                userMap[per_position.x][per_position.y] = 0;
                userMap[p1.x][p1.y] = 4;
                userMap[p2.x][p2.y] = 5
            }

            // 当前小人位置 原先是球的话
            if (currenMap[per_position.x][per_position.y] == 2 || currenMap[per_position.x][per_position.y] == 5) {
                userMap[per_position.x][per_position.y] = 2;
            }

            steps++;
            msg.innerHTML = "当前第:" + (iCurLevel + 1) + "关,移动步数:" + steps
            drawBlock();
            drawMap(userMap);
            if (win()) {
                level(1);
            }
        }

        // 判断是否结束
        function win() {
            for (var i = 0; i < currenMap.length; i++) {
                for (var j = 0; j < currenMap[i].length; j++) {
                    if (currenMap[i][j] == 2 && userMap[i][j] !== 5 || currenMap[i][j] == 5 && userMap[i][j] !== 5) {
                        return false;
                    }
                }
            }
            return true;
        }

        // 初始化
        init()
    </script>
</body>

</html>

具体注释 都很清楚了。希望大家能喜欢



 oooO ↘┏━┓ ↙ Oooo  ( 踩)→┃你┃ ←(死 )   ( →┃√┃ ← ) /   \_)↗┗━┛ ↖(_/ 

原文地址:https://www.cnblogs.com/vivenZ/p/6818785.html