向大家分享一款如何實現js版連連看游戲,如下圖所示:
首先看一下html的布局方式在index.html文件中:
復制代碼 代碼如下:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<title>連連看</title>
<link rel="stylesheet" type="text/css" href="css/index.css"/>
</head>
<body>
<center>
<div id="whole">
<div id="gamePanel" tabindex="0">
<div id="pieces">
</div>
</div>
<div id="gameLogo">
</div>
<div id="scorePanel">
<span>分 數</span>
</div>
<div id="score">
<span>0</span>
</div>
<div id="timePanel">
<span>時 間</span>
</div>
<div id="time">
<span>0</span>
</div>
<div id="button">
<input id="start" type="button" onclick="Start();" value="開始"></input>
<input id="reset" type="button" onclick="Reset();"value="重置"></input>
</div>
</div>
</center>
<script type="text/javascript" src="js/map.js"></script>
<script type="text/javascript" src="js/piece.js"></script>
<script type="text/javascript" src="js/game.js"></script>
</body>
</html>
css文件夾下的index.css文件如下:
復制代碼 代碼如下:
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;
}
下面讓我們來看一下最核心的js部分實現代碼,js部分分為三個源文件即game.js、map.js、piece.js每一個源文件對應一個類,其中本游戲通過game類來操縱map和圖片piece對象:
game.js代碼如下:
復制代碼 代碼如下:
// 游戲控制類
var Game = {
// 游戲背景
gamePanel : null,
// 分數
score : 0,
// 時間
time : 0,
// 圖片映射表
pieceMap : null,
// 圖片列表
pieceList : [],
// 圖片列表不包含圖片
pieceImgList : [],
// 圖片隨機數列表
randomList : [],
// 軌跡列表
trackList : [],
// 游戲是否開始
isGameBigin : false,
// 游戲是否結束
isGameOver : false,
// 游戲是否重置
isGameReset : false,
// 圖片元素是否第一次點擊
isFirstClick : true,
// 開始游戲
start : function() {
document.getElementById("start").disabled = true;
document.getElementById("reset").disabled = false;
if (this.isGameReset) {
this.isGameOver = false;
this.startTime();
return;
} else if (this.isGameBegin) {
return;
} else {
this.init();
return;
}
},
reset : function() {
document.getElementById("start").disabled = false;
document.getElementById("reset").disabled = true;
this.clear();
this.initPieces();
this.initImgPieces();
this.time = 0;
document.getElementById("time").innerHTML = 0;
this.score = 0;
document.getElementById("score").innerHTML = 0;
this.isGameReset = true;
this.isGameBegin = true;
},
// 初始化
init : function() {
if (this.isGameBegin) {
return;
}
this.pieceMap = new Map();
var _this = this;
this.time = 0;
this.startTime();
this.gamePanel = document.getElementById("pieces");
this.initPieces();
this.initImgPieces();
this.isGameBegin = true;
},
// 將隨機生成的150張圖片添加進畫布
initPieces : function() {
var _this = this;
this.initRandomList();
// 打亂隨機列表排序
this.messRandomList();
for (var i = 0; i < 204; i ++) {
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);
this.gamePanel.appendChild(piece.dom);
if (x == 0 || x == 16 || y == 0 || y == 11) {
piece.track = document.createElement("div");
piece.track.className = "track";
piece.dom.appendChild(piece.track);
piece.isTracked = true;
continue;
} else {
if (x == 1 || x == 15 || y == 1 || y == 10) {
piece.setAtEdge(true);
}
this.pieceImgList.push(piece);
}
}
},
// 初始化圖片
initImgPieces : function() {
for (var i = 0; i < this.pieceImgList.length; i ++) {
this.pieceImgList[i].initImg();
this.pieceImgList[i].img.src = "img/pieces/"+this.randomList[i]+".gif"
this.pieceImgList[i].setImgSrc(this.pieceImgList[i].img.src);
// 執行圖片點擊事件
this.pieceImgList[i].onClick();
}
},
// 初始化隨機表
initRandomList : function() {
// 獲取隨機數列,成雙出現
for (var i = 0; i < 75; i ++) {
var random = parseInt(Math.random()*22*10000, 10);
var number = random%23;
this.randomList.push(number);
this.randomList.push(number);
}
},
// 打亂隨機表
messRandomList : function() {
for (var i = 0; i < this.randomList.length; i ++) {
var random = 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;
}
},
// 開始計時
startTime : function() {
var _this = this;
if (this.isGameOver) {
return;
} else {
this.time ++;
document.getElementById("time").innerHTML = this.time;
this.isGameBegin = true;
setTimeout(function() {_this.startTime();}, 1000);
}
},
// 清除
clear : function() {
for (var i = 0; i < this.pieceList.length; i ++) {
this.gamePanel.removeChild(this.pieceList[i].dom);
}
this.pieceList = [];
this.randomList = [];
this.pieceImgList = [];
this.isGameOver = true;
this.isGameBegin = false;
}
}
window.onload = function() {
document.getElementById("start").disabled = false;
document.getElementById("reset").disabled = true;
}
// 游戲開始入口
function Start() {
Game.start();
}
// 游戲重置入口
function Reset() {
Game.reset();
}
自定義的js版映射結構map.js源文件如下:
復制代碼 代碼如下:
var Map = function(){
this.data = [];
}
Map.prototype = {
put : function(key, value) {
this.data[key] = value;
},
get : function(key) {
return this.data[key];
},
remove : function(key) {
this.data[key] = null;
},
isEmpty : function() {
return this.data.length == 0;
},
size : function() {
return this.data.length;
}
}
圖片類piece.js源文件如下:
復制代碼 代碼如下:
var Piece = function(game) {
// 游戲對象
this.game = game;
// 是否為邊緣元素
this.isEdge = false;
// 是否挨著邊緣元素
this.atEdge = false;
// 圖片dom元素
this.dom = null;
// 圖片元素
this.img = null;
// 圖片元素來源
this.src = null;
// 軌跡元素
this.track = null;
// 是否可以作為軌跡
this.isTracked = false;
// 選中標記元素
this.selected = null;
// 圖片橫向排列
this.x = 0;
// 圖片縱向排列
this.y = 0;
// 圖片閃爍Id
this.flashId = null;
// 圖片是否點擊
this.onClicked = false;
// 閃爍次數
this.flashCount = 0;
this.init();
}
Piece.prototype = {
// 初始化
init : function() {
this.dom = document.createElement("div");
this.dom.className = "piece";
this.selected = document.createElement("img");
},
// 初始化圖片
initImg : function() {
this.img = document.createElement("img");
this.dom.appendChild(this.img);
},
// 滿足算法後初始化track元素
initTrack : function() {
if (this.flashId != null) {
// 停止閃爍
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);
},
// 位圖片設置來源
setImgSrc : function(src) {
this.src = src;
},
// 為圖片設置二維排列位置
setPosition : function(x, y) {
this.x = x;
this.y = y;
},
// 為圖片設置選中元素
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);
}
},
// 設置是否為邊緣元素
setEdge : function(isEdge) {
this.isEdge = isEdge;
},
// 設置是否挨著邊緣元素
setAtEdge : function(atEdge) {
this.atEdge = atEdge;
},
// 開始閃爍
flash : function() {
var _this = this;
this.flashId = setInterval(function() {_this.setSelected();}, 500);
},
// 停止閃爍
stopFlash : function() {
clearInterval(this.flashId);
if (this.flashCount % 2 == 1) {
//if (this.selected != null) {
// this.dom.removeChild(this.selected);
//}
this.img.src = this.src;
//this.dom.appendChild(this.img);
}
},
// 對象被選擇的內部函數
onClick : function() {
if (this.onClicked) {
return;
}
var _this = this;
this.img.onclick = function() {
if (!document.getElementById("start").disabled) {
return;
}
if (_this.onClicked) {
return;
}
if (_this.checkPiece()) {
return;
}
_this.flash();
_this.onClicked = true;
};
},
// 檢查是否有被點擊的圖片
checkPiece : function() {
for (var i = 0; i < this.game.pieceList.length; i ++) {
if (this.game.pieceList[i].onClicked && !this.game.pieceList[i].equal(this)) {
if (this.game.pieceList[i].equalImage(this)) {
//alert("The same Image");
this.searchTrack(this.game.pieceList[i]);
} else {
this.game.pieceList[i].stopFlash();
this.game.pieceList[i].onClicked = false;
this.onClicked = false;
return false;
}
return true;
} else {
continue;
}
}
return false;
},
// 是否為同一個對象
equal : function(piece) {
return (this.x == piece.x && this.y == piece.y);
},
// 是否為同一個圖片
equalImage : function(piece) {
return this.src == piece.src;
},
// 搜尋路徑
searchTrack : function(piece) {
if (this.isNear(piece)) {
this.linkTrack(piece);
return;
}
if (this.isReach(piece) || this.isReach2(piece)) {
this.linkTrack(piece);
return;
}
},
// 是否相鄰
isNear : function(piece) {
var a = (Math.abs(piece.x - this.x) == 1) && (piece.y == this.y)
|| (Math.abs(piece.y - this.y) == 1) && (piece.x == this.x);
return a;
},
// 直線
isStraightReach : function(piece) {
//alert("isStraightReach");
if (this.isNear(piece)) {
return true;
}
var a = false;
var b = false;
// 沿y軸方向搜索
if (this.x == piece.x) {
//alert("!!!!!!!!!!!");
for (var i = this.min(this.y, piece.y) + 1; i < 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軸方向搜索
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;
},
// 拐一次彎搜索
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;
},
// 直接或拐一次彎搜索
isReach : function(piece) {
var a = this.isStraightReach(piece);
var b = this.isReach1(piece);
return a || b;
},
// 拐兩次彎搜索
isReach2 : function(piece) {
// 沿x軸正向搜索
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軸搜索
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軸搜索
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軸正向搜索
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;
},
// 路徑連接
linkTrack : function(piece) {
this.initTrack();
piece.initTrack();
this.changeScore();
this.showTrack(piece);
},
// 顯示足跡
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);
},
// 隱匿足跡
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;
},
// 分數增加
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;
}
},
max : function(a, b) {
if (a > b) {
return a;
} else {
return b;
}
},
// 判斷是否通過
isPass : function() {
return this.track != null;
}
}
以上是源文件的代碼,具體的實現代碼請關注CSDN中zhangjinpeng66下載。下面講一下連連看游戲最核心的部分,js實現搜索路徑。
js實現搜索路徑算法首先最簡單的是判斷兩個圖片能否直線到達函數代碼如下:
復制代碼 代碼如下:
// 直線
isStraightReach : function(piece) {
//alert("isStraightReach");
if (this.isNear(piece)) {
return true;
}
var a = false;
var b = false;
// 沿y軸方向搜索
if (this.x == piece.x) {
//alert("!!!!!!!!!!!");
for (var i = this.min(this.y, piece.y) + 1; i < 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軸方向搜索
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;
},
該函數實現了連連看判斷兩圖片是否符合連接條件的最簡單的一步,然後是拐一次彎搜索。
復制代碼 代碼如下:
// 拐一次彎搜索
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;
},
在拐一次彎搜索的函數中調用了直接搜索的函數,同樣最復雜的拐兩次彎搜索也會調用拐一次彎搜索的函數。
復制代碼 代碼如下:
// 拐兩次彎搜索
isReach2 : function(piece) {
// 沿x軸正向搜索
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軸搜索
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軸搜索
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軸正向搜索
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;
},
該函數以點擊的圖片為中心分別沿x軸,y軸展開搜索。
以上是本游戲代碼的全部內容。具體游戲源碼請到CSDN中zhangjinpeng66的資源裡下載。