怎么用JavaScript写一个小乌龟推箱子游戏
更新:HHH   时间:2023-1-7


本篇内容介绍了“怎么用JavaScript写一个小乌龟推箱子游戏”的有关知识,在实际案例的操作过程中,不少人都会遇到这样的困境,接下来就让小编带领大家学习一下如何处理这些情况吧!希望大家仔细阅读,能够学有所成!

推箱子游戏是老游戏了, 网上有各种各样的版本, 说下推箱子游戏的简单实现,以及我找到的一些参考视频实例

推箱子游戏的在线DEMO : 打开

如下是效果图:

这个拖箱子游戏做了移动端的适配, 我使用了zeptotouch模块, 通过手指滑动屏幕就可以控制乌龟走不同的方向;

因为推箱子这个游戏比较简单, 直接用了过程式的方式写代码, 模块也就是两个ViewModel, 剩下就是用户的事件Controller, 用户每一次按下键盘的方向键都会改变数据模型的数据,然后重新生成游戏的静态html, 然后用innerHTML方式插入到界面, 自动生成DOM节点;

游戏的关卡模型就是数据, 我把每一关的数据分为三块

  1. 地图数据,二维数组(地图数据包括板砖, 箱子要去的目标位置, 空白的位置)

  2. 箱子数据,一维数组(箱子的初始位置)

  3. 小乌龟的数据,json对象

每一个关卡都有对应的游戏关卡数据, 模拟的数据如下:

level: [                {                    //0是空的地图                     //1是板砖                     //3是目标点                     state:[                        [0,0,1,1,1,0,0,0,0],                        [0,1,1,3,3,1,0,0,0],                        [0,1,0,0,0,0,1,0,0],                        [0,1,0,0,0,0,1,0,0],                        [0,1,1,1,1,1,1,0,0]                    ],                    person: {x : 2, y : 2},                    box: [{x:3, y : 2},{x:4,y:2}]                },                //第二关                 {                    //0是空的地图                     //1是板砖                     //3是目标点                     state:[                        [0,1,1,1,1,1,0,0],                        [0,1,0,0,1,1,1,0],                        [0,1,0,0,0,0,1,0],                        [1,1,1,0,1,0,1,1],                        [1,3,1,0,1,0,0,1],                        [1,3,0,0,0,1,0,1],                        [1,3,0,0,0,0,0,1],                        [1,1,1,1,1,1,1,1]                    ],                    person: {x : 2, y : 2},                    box: [{x:3, y : 2}, {x:2,y:5} ,{x:5, y:6}]                    /*                    box : [                        {x:3, y : 1},                        {x:4, y : 1},                        {x:4, y : 2},                        {x:5, y : 5}                    ]                    */                },                //第三关                 {                    //0是空的地图                     //1是板砖                     //3是目标点                     state:[                        [0,0,0,1,1,1,1,1,1,0],                        [0,1,1,1,0,0,0,0,1,0],                        [1,1,3,0,0,1,1,0,1,1],                        [1,3,3,0,0,0,0,0,0,1],                        [1,3,3,0,0,0,0,0,1,1],                        [1,1,1,1,1,1,0,0,1,0],                        [0,0,0,0,0,1,1,1,1,0]                    ],                    person: {x : 8, y : 3},                    box: [{x:4, y : 2}, {x:3,y:3} ,{x:4, y:4},{x:5, y:3},{x:6, y:4}]                },                //第四关                 {                    //0是空的地图                     //1是板砖                     //3是目标点                     state:[                        [0,1,1,1,1,1,1,1,0,0],                        [0,1,0,0,0,0,0,1,1,1],                        [1,1,0,1,1,1,0,0,0,1],                        [1,0,0,0,0,0,0,0,0,1],                        [1,0,3,3,1,0,0,0,1,1],                        [1,1,3,3,1,0,0,0,1,0],                        [0,1,1,1,1,1,1,1,1,0]                    ],                    person: {x : 2, y : 3},                    box: [{x:2, y : 2}, {x:4,y:3} ,{x:6, y:4},{x:7, y:3},{x:6, y:4}]                },                //第五关                 {                    //0是空的地图                     //1是板砖                     //3是目标点                     state:[                        [0,0,1,1,1,1,0,0],                        [0,0,1,3,3,1,0,0],                        [0,1,1,0,3,1,1,0],                        [0,1,0,0,0,3,1,0],                        [1,1,0,0,0,0,1,1],                        [1,0,0,1,0,0,0,1],                        [1,0,0,0,0,0,0,1],                        [1,1,1,1,1,1,1,1]                    ],                    person: {x : 4, y : 6},                    box: [{x:4, y : 3}, {x:3,y:4} ,{x:4, y:5}, {x:5,y:5}]                    /*                     box : [                     {x:3, y : 1},                     {x:4, y : 1},                     {x:4, y : 2},                     {x:5, y : 5}                     ]                     */                },                    //第六关                 {                    //0是空的地图                     //1是板砖                     //3是目标点                     state:[                        [0,0,0,0,1,1,1,1,1,1,1,0],                        [0,0,0,0,1,0,0,1,0,0,1,0],                        [0,0,0,0,1,0,0,0,0,0,1,0],                        [1,1,1,1,1,0,0,1,0,0,1,0],                        [3,3,3,1,1,0,0,0,0,0,1,1],                        [3,0,0,1,0,0,0,0,1,0,0,1],                        [3,0,0,0,0,0,0,0,0,0,0,1],                        [3,0,0,1,0,0,0,0,1,0,0,1],                        [3,3,3,1,1,1,0,1,0,0,1,1],                        [1,1,1,1,1,0,0,0,0,0,1,0],                        [0,0,0,0,1,0,0,1,0,0,1,0],                        [0,0,0,0,1,1,1,1,1,1,1,0]                    ],                    person: {x : 5, y : 10},                    box: [                        {x:5,  y:6},                        {x:6,  y:3},                        {x:6,  y:5},                        {x:6,  y:7},                        {x:6,  y:9},                        {x:7,  y:2},                        {x:8,  y:2},                        {x:9,  y:6}                    ]                }            ]

有一个很重要的东西就是推箱子游戏的主要逻辑:因为小乌龟走的地方只能是空白的区域,而且乌龟前面有墙就不能走, 或者乌龟前面是箱子,就再判断箱子前面是否有墙, 如果没有墙乌龟和箱子都可以走往前走一步,如果有墙就不能走。每一次小乌龟走了都改变地图数据,然后重新生成界面,如此循环, 每一小乌龟走完都要检测地图数据中的箱子数据是否全对上了,对上了就给用户提示, 并进入下一关;

游戏的模板引擎用了handlebarsJS, 可以去官网看API 。 这个是写过的一篇博客,Handlebars的使用方法文档整理(Handlebars.js):打开, 模板内容:

<script id="tpl" type="text/x-handlebars-template">         {{#initY}}{{/initY}}         {{#each this}}             {{#each this}}                 <div class="{{#getClass this}}{{/getClass}}" data-x="{{@index}}" data-y="{{#getY}}{{/getY}}" style="left:{{#calc @index}}{{/calc}};top:{{#calc 1111}}{{/calc}}">                     <!--{{@index}}                     {{#getY}}{{/getY}}                     -->                 </div>             {{/each}}             {{#addY}}{{/addY}}         {{/each}}     </script>

Handlebars定了几个helper,包括initY, getClass, getY,calc 、、、、,模板引擎主要是辅助的作用, 这边用Handlebars不是很明智啊, 代码的可读性变差了点, 这里面也利用了闭包保存变量, 避免全局变量的污染:

(function() {             var y = 0;             Handlebars.registerHelper("initY", function() {                 y = 0;             });             Handlebars.registerHelper("addY", function() {                 y++;             });             Handlebars.registerHelper("getY", function() {                 return y;             });             Handlebars.registerHelper("calc", function(arg) {                 //console.log(arg)                 if(arg!==1111) {                     return 50*arg + "px";                 }else{                     return 50*y + "px";                 };             });             Handlebars.registerHelper("getClass", function(arg) {                 switch( arg ) {                     case 0 :                         return "bg"                     case 1 :                         return "block"                     case 2 :                         return "box"                     case 3 :                         return "target"                 };             });             window.util = {                 isMobile : function() {                     return navigator.userAgent.toLowerCase().indexOf("mobile") !== -1 || navigator.userAgent.toLowerCase().indexOf("android") !== -1  || navigator.userAgent.toLowerCase().indexOf("pad") !== -1;                 }             }         })();

因为要兼容移动端, 我们要检查是否是手机或者平板,如果是的话,我就添加对应的DOM元素(方向键DOM元素),然后绑定对应的事件, zeptoJS提供了touch模块,我们要去官网去找,然后额外引用进来,打开地址 , 然后就可以使用swipeLeft,swipeUp,swipeDown, swipeRight 这几个事件:

if( window.util.isMobile() ) {                     $(window).on("swipeLeft",function() {                         _this.step("left");                     }).on("swipeRight",function() {                         _this.step("right");                     }).on("swipeUp",function() {                         _this.step("top");                     }).on("swipeDown",function() {                         _this.step("bottom");                     });                     mobileDOM();                      $(".arrow-up").tap(function() {                         _this.step("top");                     });                     $(".arrow-down").tap(function() {                         _this.step("bottom");                     });                     $(".arrow-left").tap(function() {                         _this.step("left");                     });                     $(".arrow-right").tap(function() {                         _this.step("right");                     });                 }else{                     $(window).on("keydown", function(ev) {                         var state = "";                         switch( ev.keyCode ) {                             case 37 :                                 state = "left";                             break;                             case 39 :                                 state = "right";                             break;                             case 38 :                                 state = "top";                             break;                             case 40 :                                 state = "bottom";                             break;                         };                         _this.step(state)                     });                 };

因为要保存用户的当前关卡, 也额外引用了jQuery-cookies插件, 每一次闯关成功,我们就保存一次当前的闯关记录, 当用户不想玩或者别的原因关闭了浏览器, 过几天想重新玩的时候可以继续玩;

  1. if( G.now+1 > G.level.length-1 ) { 

  2.                             alert("闯关成功"); 

  3.                             return ; 

  4.                         }else{ 

  5.                             //如果可用的等级大于当前的等级,就把level设置进去; 

  6.                             if( G.now+1 > parseInt( $.cookie('level') || 0 )) { 

  7.                                 $.cookie('level' , G.now+1 , { expires: 7 }); 

  8.                             }; 

  9.                             start( G.now+1 ); 

  10.                             return ; 

  11.                         };

所有的代码在这里:

<!DOCTYPE html> <html> <head lang="en">     <meta charset="UTF-8">     <title></title>     <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no">     <link rel="stylesheet" href="http://cdn.bootcss.com/bootstrap/3.3.4/css/bootstrap.min.css">     <link rel="stylesheet" href="http://sqqihao.github.io/games/rusBlock/libs/Tiny-Alert/css/zepto.alert.css"/>     <script src="libs/jquery-1.9.1.min.js"></script>     <script src="libs/handlebars.js"></script>     <script src="libs/jquery-cookie.js"></script>     <script src="http://sqqihao.github.io/games/rusBlock/libs/Tiny-Alert/js/zepto.alert.js"></script>     <script id="tpl" type="text/x-handlebars-template">         {{#initY}}{{/initY}}         {{#each this}}             {{#each this}}                 <div class="{{#getClass this}}{{/getClass}}" data-x="{{@index}}" data-y="{{#getY}}{{/getY}}" style="left:{{#calc @index}}{{/calc}};top:{{#calc 1111}}{{/calc}}">                     <!--{{@index}}                     {{#getY}}{{/getY}}                     -->                 </div>             {{/each}}             {{#addY}}{{/addY}}         {{/each}}     </script>     <script>         (function() {             var y = 0;             Handlebars.registerHelper("initY", function() {                 y = 0;             });             Handlebars.registerHelper("addY", function() {                 y++;             });             Handlebars.registerHelper("getY", function() {                 return y;             });             Handlebars.registerHelper("calc", function(arg) {                 //console.log(arg)                 if(arg!==1111) {                     return 50*arg + "px";                 }else{                     return 50*y + "px";                 };             });             Handlebars.registerHelper("getClass", function(arg) {                 switch( arg ) {                     case 0 :                         return "bg"                     case 1 :                         return "block"                     case 2 :                         return "box"                     case 3 :                         return "target"                 };             });             window.util = {                 isMobile : function() {                     return navigator.userAgent.toLowerCase().indexOf("mobile") !== -1 || navigator.userAgent.toLowerCase().indexOf("android") !== -1  || navigator.userAgent.toLowerCase().indexOf("pad") !== -1;                 }             }         })();     </script> </head> <style>     #game{         display: none;     }     #house{         position: relative;     }     .bg{         position: absolute;         width:50px;         height:50px;         box-sizing: border-box;     }     .block{         position: absolute;         background-image: url(imgs/wall.png);         width:50px;         height:50px;         box-sizing: border-box;     }     .box{         position: absolute;         background: #fbd500;         width:50px;         height:50px;         background-image: url(imgs/box.png);     }     .target{         position: absolute;         background: url(imgs/target.jpg);         background-size: 50px 50px;;         width:50px;         height:50px;         box-sizing: border-box;     }     #person{         background-image: url(imgs/person.png);         width:50px;         height:50px;         position: absolute;     }     #person.up{         background-position: 0 0;     }     #person.right{         background-position:-50px  0 ;     }     #person.bottom{         background-position:-100px 0 ;     }     #person.left{         background-position:-150px 0 ;     }     /*移动端的DOM*/     .operate-bar{         font-size:30px;     }     .height20percent{         height:30%;     }     .height30percent{         height:30%;     }     .height40percent{         height:40%;     }     .height100percent{         height:100%;     }     .font30{         font-size:30px;         color:#34495e;     } </style> <body>     <div id="select">         <div class="container">             <div class="row">                 <p class="text-info">                     已经解锁的关卡:                 <p id="level">                 </p>                 </p>                 <button id="start" class="btn btn-default">                     开始游戏                 </button>             </div>         </div>     </div>     <div id="game" class="container">         <div class="row">             <button onclick="location.reload()" class="btn btn-info" >                 返回选择关卡重新             </button>             <div id="house">             </div>         </div>     </div>      <script>         G = {             level: [                 {                     //0是空的地图                     //1是板砖                     //3是目标点                     state:[                         [0,0,1,1,1,0,0,0,0],                         [0,1,1,3,3,1,0,0,0],                         [0,1,0,0,0,0,1,0,0],                         [0,1,0,0,0,0,1,0,0],                         [0,1,1,1,1,1,1,0,0]                     ],                     person: {x : 2, y : 2},                     box: [{x:3, y : 2},{x:4,y:2}]                 },                 //第二关                 {                     //0是空的地图                     //1是板砖                     //3是目标点                     state:[                         [0,1,1,1,1,1,0,0],                         [0,1,0,0,1,1,1,0],                         [0,1,0,0,0,0,1,0],                         [1,1,1,0,1,0,1,1],                         [1,3,1,0,1,0,0,1],                         [1,3,0,0,0,1,0,1],                         [1,3,0,0,0,0,0,1],                         [1,1,1,1,1,1,1,1]                     ],                     person: {x : 2, y : 2},                     box: [{x:3, y : 2}, {x:2,y:5} ,{x:5, y:6}]                     /*                     box : [                         {x:3, y : 1},                         {x:4, y : 1},                         {x:4, y : 2},                         {x:5, y : 5}                     ]                     */                 },                 //第三关                 {                     //0是空的地图                     //1是板砖                     //3是目标点                     state:[                         [0,0,0,1,1,1,1,1,1,0],                         [0,1,1,1,0,0,0,0,1,0],                         [1,1,3,0,0,1,1,0,1,1],                         [1,3,3,0,0,0,0,0,0,1],                         [1,3,3,0,0,0,0,0,1,1],                         [1,1,1,1,1,1,0,0,1,0],                         [0,0,0,0,0,1,1,1,1,0]                     ],                     person: {x : 8, y : 3},                     box: [{x:4, y : 2}, {x:3,y:3} ,{x:4, y:4},{x:5, y:3},{x:6, y:4}]                 },                 //第四关                 {                     //0是空的地图                     //1是板砖                     //3是目标点                     state:[                         [0,1,1,1,1,1,1,1,0,0],                         [0,1,0,0,0,0,0,1,1,1],                         [1,1,0,1,1,1,0,0,0,1],                         [1,0,0,0,0,0,0,0,0,1],                         [1,0,3,3,1,0,0,0,1,1],                         [1,1,3,3,1,0,0,0,1,0],                         [0,1,1,1,1,1,1,1,1,0]                     ],                     person: {x : 2, y : 3},                     box: [{x:2, y : 2}, {x:4,y:3} ,{x:6, y:4},{x:7, y:3},{x:6, y:4}]                 },                 //第五关                 {                     //0是空的地图                     //1是板砖                     //3是目标点                     state:[                         [0,0,1,1,1,1,0,0],                         [0,0,1,3,3,1,0,0],                         [0,1,1,0,3,1,1,0],                         [0,1,0,0,0,3,1,0],                         [1,1,0,0,0,0,1,1],                         [1,0,0,1,0,0,0,1],                         [1,0,0,0,0,0,0,1],                         [1,1,1,1,1,1,1,1]                     ],                     person: {x : 4, y : 6},                     box: [{x:4, y : 3}, {x:3,y:4} ,{x:4, y:5}, {x:5,y:5}]                     /*                      box : [                      {x:3, y : 1},                      {x:4, y : 1},                      {x:4, y : 2},                      {x:5, y : 5}                      ]                      */                 },                     //第六关                 {                     //0是空的地图                     //1是板砖                     //3是目标点                     state:[                         [0,0,0,0,1,1,1,1,1,1,1,0],                         [0,0,0,0,1,0,0,1,0,0,1,0],                         [0,0,0,0,1,0,0,0,0,0,1,0],                         [1,1,1,1,1,0,0,1,0,0,1,0],                         [3,3,3,1,1,0,0,0,0,0,1,1],                         [3,0,0,1,0,0,0,0,1,0,0,1],                         [3,0,0,0,0,0,0,0,0,0,0,1],                         [3,0,0,1,0,0,0,0,1,0,0,1],                         [3,3,3,1,1,1,0,1,0,0,1,1],                         [1,1,1,1,1,0,0,0,0,0,1,0],                         [0,0,0,0,1,0,0,1,0,0,1,0],                         [0,0,0,0,1,1,1,1,1,1,1,0]                     ],                     person: {x : 5, y : 10},                     box: [                         {x:5,  y:6},                         {x:6,  y:3},                         {x:6,  y:5},                         {x:6,  y:7},                         {x:6,  y:9},                         {x:7,  y:2},                         {x:8,  y:2},                         {x:9,  y:6}                     ]                 }             ],             //map data             mapData : (function() {                 var data = {};                 return {                     get: function () {                         return data;                     },                     set: function (arg) {                         data = arg;                     },                     //穿进来的数据在界面中是否存在;                     collision: function (x, y) {                         if( data.state[y][x] === 1)return true;                         return false;                     },                     collisionBox : function(x,y) {                         for(var i= 0, len= data.box.length; i< len; i++) {                             if( data.box[i].x === x&& data.box[i].y === y)return data.box[i];                         };                         return false;                     }                 }             })(),             view : {                 initMap : function(map) {                     document.getElementById("house").innerHTML = Handlebars.compile( document.getElementById("tpl").innerHTML )( map );                 },                 initPerson : function(personXY) {                     var per = document.createElement("div");                     per.id = "person";                     G.per = per;                     document.getElementById("house").appendChild(per);                     per.style.left = 50* personXY.x+"px";                     per.style.top = 50* personXY.y+"px";                 },                 initBox : function(boxs) {                     for(var i=0;i<boxs.length; i++) {                         var box = document.createElement("div");                         box.className = "box";                         G.box = box;                         document.getElementById("house").appendChild(box);                         box.style.left = boxs[i].x*50 + "px";                         box.style.top = boxs[i].y*50 + "px";                     };                 },                 deleteBox : function() {                     var eBoxs = document.getElementsByClassName("box");                     var len = eBoxs.length;                     while( len-- ) {                         eBoxs[len].parentNode.removeChild( eBoxs[len] );                     };                 }             },             /*             * 0;向上             * 1:向右             * 2:向下             * 3:向左             * */             direction : 0,             step : function(xy) {                 //这里面要做很多判断                 /*包括:                  用户当前的方向和以前是否一样,如果不一样要先转头;                  如果一样的话,判断前面是否有石头, 是否有箱子;                      如果前面有墙壁或者                      前面有箱子,而且箱子前面有墙壁就return                  把人物往前移动                  如果人物的位置上有一个箱子,把箱子也移动一下;                  */                 var mapData = this.mapData.get();                 //对参数进行处理;                 if ( typeof xy === "string" ) {                     var x = 0, y = 0, xx = 0, yy = 0;                     switch( xy ) {                         case "left" :                                 if(this.direction==0){                                     x = -1;                                     xx = -2;                                 }else{                                     x = 0;                                 };                             this.direction = 0;                             break;                         case "top" :                                 if(this.direction===1){                                     y = -1;                                     yy = -2                                 }else{                                     y = 0;                                 };                                 this.direction = 1;                             break;                         case "right" :                                 if(this.direction === 2) {                                     x = 1;                                     xx = 2;                                 }else{                                     x = 0;                                 };                             this.direction = 2;                             break;                         case "bottom" :                                 if(this.direction ===3 ) {                                     y = 1;                                     yy = 2;                                 }else{                                     y = 0;                                 };                             this.direction = 3;                     };                     //如果是墙壁就不能走                     if( this.mapData.collision(mapData.person.x + x, mapData.person.y+y) ) {                         return;                     };                     //如果碰到的是箱子, 而且箱子前面是墙壁, 就return                     if( this.mapData.collisionBox(mapData.person.x+x, mapData.person.y+y) &&  this.mapData.collision(mapData.person.x+xx, mapData.person.y+yy)) {                         return;                     };                     if( this.mapData.collisionBox(mapData.person.x+x, mapData.person.y+y) &&  this.mapData.collisionBox(mapData.person.x+xx, mapData.person.y+yy)) {                         return                     }                     //mapData.x+xx, mapData.y+yy                     mapData.person.x = mapData.person.x + x;                     mapData.person.y = mapData.person.y + y;                      this.per.style.left = 50* mapData.person.x+"px";                     this.per.style.top = 50* mapData.person.y+"px";                     this.per.className = {                         0:"up",                         1:"right",                         2:"bottom",                         3:"left"                     }[this.direction];                     var theBox = {};                     if(theBox = this.mapData.collisionBox(mapData.person.x, mapData.person.y)) {                         theBox.x = mapData.person.x+x;                         theBox.y = mapData.person.y+y;                         this.view.deleteBox();                         this.view.initBox(mapData.box);                         this.testSuccess();                     };                     //如果碰到了箱子,而且箱子前面不能走就return, 否则就走箱子和人物;                 };             },             /*             * return Boolean;             * */             //遍历所有的box,如果在box中的所有x,y在地图中对应的值为3,全部通过就返回true             testSuccess : function() {                 var mapData = this.mapData.get();                 for(var i=0; i<mapData.box.length; i++) {                     if(mapData.state[mapData.box[i].y][mapData.box[i].x] != 3) {                         return false;                     };                 };                 $.dialog({                     content : '游戏成功, 进入下一关!',                     title : 'alert',                     ok : function() {                         if( G.now+1 > G.level.length-1 ) {                             alert("闯关成功");                             return ;                         }else{                             //如果可用的等级大于当前的等级,就把level设置进去;                             if( G.now+1 > parseInt( $.cookie('level') || 0 )) {                                 $.cookie('level' , G.now+1 , { expires: 7 });                             };                             start( G.now+1 );                             return ;                         };                     },                     cancel : function(){                         location.reload();                     },                     lock : true                 });             },             //这里面需要处理 map, 人物数据, box数据             init : function() {                 //更新地图;                 //this.level[0].state                 this.view.initMap( this.mapData.get().state  );                 this.view.initPerson( this.mapData.get().person );                 this.view.initBox( this.mapData.get().box );                 //this.person = this.factory.Person(0,0);                 //this.box = this.factory.Box([{x:0,y:1},{x:1,y:1},{x:0,y:2},{x:1,y:2}]);                 if( this.hasBind ) {                     return                 };                 this.hasBind = true;                 this.controller();             },             controller : function() {                 function mobileDOM() {                     var mobileDOMString = '\                         <div class="navbar-fixed-bottom height20percent operate-bar"  >\                             <div class="container height100percent">\                                 <div class="row text-center height100percent">\                                     <div class="height40percent arrow-up">\                                         <span class="glyphicon glyphicon-arrow-up" aria-hidden="true"></span>\                                     </div>\                                     <div  class="height30percent">\                                         <div class="col-xs-6 arrow-left">\                                             <span class="glyphicon glyphicon-arrow-left" aria-hidden="true"></span>\                                         </div>\                                         <div class="col-xs-6 arrow-right">\                                             <span class="glyphicon glyphicon-arrow-right" aria-hidden="true"></span>\                                         </div>\                                     </div>\                                     <div  class="height30percent arrow-down">\                                         <span class="glyphicon glyphicon-arrow-down" aria-hidden="true"></span>\                                     </div>\                                 </div>\                             </div>\                         </div>\                         ';                         +function addDOM() {                             $("#game").append( mobileDOMString );                         }();                 };                 var _this = this;                 if( window.util.isMobile() ) {                     $(window).on("swipeLeft",function() {                         _this.step("left");                     }).on("swipeRight",function() {                         _this.step("right");                     }).on("swipeUp",function() {                         _this.step("top");                     }).on("swipeDown",function() {                         _this.step("bottom");                     });                     mobileDOM();                      $(".arrow-up").tap(function() {                         _this.step("top");                     });                     $(".arrow-down").tap(function() {                         _this.step("bottom");                     });                     $(".arrow-left").tap(function() {                         _this.step("left");                     });                     $(".arrow-right").tap(function() {                         _this.step("right");                     });                 }else{                     $(window).on("keydown", function(ev) {                         var state = "";                         switch( ev.keyCode ) {                             case 37 :                                 state = "left";                             break;                             case 39 :                                 state = "right";                             break;                             case 38 :                                 state = "top";                             break;                             case 40 :                                 state = "bottom";                             break;                         };                         _this.step(state)                     });                 };             }         };          function start( level ) {             G.now = level;             G.mapData.set(G.level[level] );             G.init();             $("#game").show();             $("#select").hide();         };          function init() {             var cookieLevel = $.cookie('level') || 0;             start( cookieLevel );         };         $("#start").click(function() {             init();         });         String.prototype.repeat = String.prototype.repeat || function(num) {             return  (new Array(num+1)).join( this.toString() );         };          window.onload = function() {             var cookieLevel = $.cookie('level') || 0;             $("#level").html( function() {                 var index = 0;                return "<a href='###' class='btn btn-info' onclick='start({{i}})'>关卡</a>&nbsp;&nbsp;&nbsp;&nbsp;".repeat((parseInt($.cookie('level')) || 0)+1).replace(/{{i}}/gi, function() {                    return index++;                })             });         }     </script> </body> </html>

游戏一共有6关, 每一关成功通过即可解锁下一关, 地图的话其实可以多找些的;

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