拼圖游戲的代碼400行, 有點多了, 在線DEMO的地址是:打開;
因為使用canvas,所以某些瀏覽器是不支持的: you know;
為什么要用canvas(⊙o⊙)? 因為圖片是一整張jpg或者png, 我們要用把圖片導入到canvas畫布, 然后再調用上下文context的getImageData方法, 把圖片處理成小圖, 這些小圖就作為拼圖的基本單位;
如何判斷游戲是否結束, 或者說如何判斷用戶拼成的大圖是正確的? 我們就要在剛剛生成的小圖上面添加自定義屬性, 后期在小圖被移動后再一個個判斷,如果順序是對的, 那么這張大圖就拼接成功, 允許進入下一關;
游戲一共有四個關卡, 不會有人通關的,真的....因為第四關把圖片的寬高分別切成了6份, 看着都暈好吧(∩_∩);

因為要考慮到移動端的效果, 所以主界面圖片是根據屏幕適配, 拼圖大圖的大小是屏幕寬度和屏幕高度之間最小值的一半, 都是為了不出現滾動條。 比如:用戶的手機是橫屏模式, 這個橫屏的寬度是1000px,高度是300px, 如果我們把主圖片的寬設置為屏幕1000px的一半500, 那么垂直方向就出滾動條了;
用戶的事件只要考慮上下左右四個方向鍵即可, 要判斷圖片是否可以移動, 也要考慮到當圖片移動的時候的動畫效果 ,感興趣的話考慮我的實現, 和我寫的2048是一樣的道理;2048的DEMO;
如果用戶覺得這些圖片不好看, 甚至可以上傳自己手機的圖片, 瀏覽器要支持FileReader的API, 移動是基於webkit的內核,可以不用考慮兼容性;
代碼包含工具方法和一些基本的配置, 比如, 圖片地址的配置, 圖片要切成的塊數 , 加載圖片的工具方法等:
//游戲關卡的圖片和游戲每一個關卡要切成的圖片快個數 var levels = ["lake.jpg","cat.jpg","follower.jpg","view.jpg"]; var numbers = [3,4,5,6]; //工具方法 var util = { /** * @desc 圖片加載成功的話就執行回調函數 * @param 圖片地址 || 圖片的DataUrl數據; */ loadImg : function(e, fn) { var img = new Image; if( typeof e !== "string" ) { img.src = ( e.srcElement || e.target ).result; }else{ img.src = e; }; img.onload = function() {//document.body.appendChild( canvas ); //document.getElementById("content").appendChild( canvas ); fn&&fn(); }; } };
代碼是基於面向對象(oop), 包含了兩個類 :ClipImage 類, Block 類:
ClipImage類
/** * @desc 把圖片通過canvas切成一塊塊; */ function ClipImage(canvas , number) { }; $.extend(ClipImage.prototype, { /** * @desc 根據關卡把圖片canvas切成塊canvas * 然后渲染到DOM; * */ clip : function () { }, /** * @param 把canvas塊混排, 打亂排序; * */ //使用底線庫的方法shuffle打亂排序; random : function( ) { }, /** * @desc 把canvas渲染到DOM; * */ renderToDom : function () { }, updataDom : function(cav, obj) { this.updataMap(); $(cav).animate({top:obj.y*this.avH,left:obj.x*this.avW}); }, updataMap : function () { }, testSuccess : function () { } });
Block類
/** * @desc 對每一個canvas進行包裝; * @param canvas * @param left * @param top * @param avW * @param avH * @constructor Block */ var Block = function(canvas, left, top,avW, avH) { }; $.extend(Block.prototype, { /** * @desc 對每一個canvas進行定位, 然后添加到界面中; * */ init : function () { }, /** * @desc 對每一個canvas進行定位 * */ setPosition : function() { }, /** * @desc 向上移動會執行的函數 ,通過判斷maps下有沒有對應的key值判斷, 界面中的固定位置是否被占用; * */ upF : function(maps,numbers,cb) { }; }, /** * @desc 同上 * */ rightF : function(maps, numbers, cb) { }, /** * @desc 同上 * */ downF : function (maps,numbers,cb) { }, /** * @desc 同上 * */ leftF : function(maps,numbers,cb) { } });
為了考慮移動端,我們使用了zepto封裝的swipe系列事件, 默認並沒有這個模塊, 我們要通過script標簽引用進來, github的地址為 https://github.com/madrobby/zepto/blob/master/src/touch.js#files:
$(document).swipeLeft(function() { run(clipImage,"leftF") }).swipeUp(function() { run(clipImage,"upF") }).swipeRight(function() { run(clipImage,"rightF") }).swipeDown(function() { run(clipImage,"downF") });
雖然是一個小游戲,都是要考慮的東西真的不少,包括動畫效果, 是否可以移動, 更改數據模型, 是否成功進入下一個關卡等, 包含挺多的判斷;
全部代碼, 提供思路, 代碼可以作為參考:
<!DOCTYPE html>
<html>
<head lang="en">
<meta charset="UTF-8">
<title></title>
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no">
<link rel="stylesheet" href="http://cdn.bootcss.com/bootstrap/3.3.5/css/bootstrap.min.css"/>
<script src="http://cdn.bootcss.com/zepto/1.0rc1/zepto.min.js"></script>
<script src="http://cdn.bootcss.com/underscore.js/1.8.3/underscore.js"></script>
<style>
body{
margin:0;
}
#content{
position: relative;
margin:40px auto;
}
canvas{
border:1px solid #f0f0f0;
box-shadow: 2px 2px 2px #eee;
}
</style>
</head>
<body>
<input type="file" name="file" id="file"/>
<div class="container">
<div class="row">
<div class="progress">
<div class="progress-bar progress-bar-success" role="progressbar" aria-valuenow="40" aria-valuemin="0" aria-valuemax="100" style="width: 25%">
<span class>當前是第<span id="now">1</span>關,共4關</span>
</div>
</div>
</div>
<div class="row">
<div id="content" class="clearfix ">
</div>
</div>
</div>
<script>
(function(fn) {
fn($);
})(function($) {
//這個canvas是緩存圖片用的;
var canvas = document.createElement("canvas");
var minScreenWidth = Math.min( document.documentElement.clientWidth/ 2, document.documentElement.clientHeight/2 );
canvas.width = minScreenWidth;
canvas.height = minScreenWidth;
document.getElementById("content").style.width = minScreenWidth + "px";
//保存了所有的block;
var blocks = [];
//工具方法
var util = {
/**
* @desc 圖片加載成功的話就執行回調函數
* @param 圖片地址 || 圖片的DataUrl數據;
*/
loadImg : function(e, fn) {
var img = new Image;
if( typeof e !== "string" ) {
img.src = ( e.srcElement || e.target ).result;
}else{
img.src = e;
};
img.onload = function() {
//canvas.width = img.width;
//canvas.height = img.height;
canvas.getContext("2d").drawImage( img, 0, 0 ,canvas.width, canvas.height);
//document.body.appendChild( canvas );
//document.getElementById("content").appendChild( canvas );
fn&&fn();
};
}
};
//綁定事件;
function bindEvents () {
var file = $("#file");
file.bind("change", function(ev) {
var reader = new FileReader;
reader.onload = function(e) {
util.loadImg(e, function() {
window.clipImage = new ClipImage(canvas, numbers[window.lev]);
window.clipImage.random();
Controller( window.clipImage, numbers[window.lev]);
});
};
reader.readAsDataURL(this.files[0]);
});
};
//游戲關卡的圖片和游戲每一個關卡要切成的圖片快個數
var levels = ["http://sqqihao.github.io/games/jigsaw/lake.jpg","http://sqqihao.github.io/games/jigsaw/cat.jpg","http://sqqihao.github.io/games/jigsaw/follower.jpg","http://sqqihao.github.io/games/jigsaw/view.jpg"];
var numbers = [3,4,5,6];
/**
* @desc 把圖片通過canvas切成一塊塊;
*/
function ClipImage(canvas , number) {
//blocks是一個二維數組,保存的是所有的canvas方塊;
this.blocks = [];
//instances是一維數組,保存的是實例化的數組;
this.instances = [];
this.maps = {};
this.canvas = canvas;
this.context = this.canvas.getContext("2d");
this.number = number;
this.clip();
};
$.extend(ClipImage.prototype, {
/**
* @desc 根據關卡把圖片canvas切成塊canvas
* 然后渲染到DOM;
* */
clip : function () {
var avW = this.avW = this.canvas.width/this.number;
var avH = this.avH = this.canvas.height/this.number;
for(var i=0; i< this.number; i++ ) {
for(var j=0; j<this.number; j++ ) {
this.blocks[i] = this.blocks[i] || [];
var canvas = document.createElement("canvas");
canvas.width = avW;
canvas.height = avH;
canvas.x = j;
canvas.y = i;
canvas.map = i+"_"+j;
canvas.correctMap = i+"_"+j;
var imageData = this.context.getImageData(j*avW, i*avH, avW, avH);
canvas.getContext("2d").putImageData( imageData, 0, 0 );
if( i === j && j=== (this.number-1) )break;
// 把canvas放到二維數組blocks中;
this.blocks[i][j] = canvas;
};
};
this.renderToDom();
},
/**
* @param 把canvas塊混排, 打亂排序;
* */
random : function( ) {
var len = this.instances.length;
while(len--) {
$(this.instances[len].canvas).remove();
};
//使用底線庫的方法shuffle打亂排序;
this.blocks = _.shuffle(this.blocks);
for(var i=0 ;i <this.blocks.length; i++) {
this.blocks[i] = _.shuffle(this.blocks[i]);
}
this.renderToDom();
},
/**
* @desc 把canvas渲染到DOM;
* */
renderToDom : function () {
document.getElementById("content").innerHTML = "";
this.maps = {};
this.doms = [];
this.instances = [];
for(var i=0; i<this.blocks.length; i++ ) {
for(var j=0; j<this.blocks[i].length; j++) {
var instance = new Block( this.blocks[i][j], j, i ,this.avW, this.avH);
//把實例化的數據保存到instances
this.instances.push( instance );
this.maps[i+"_"+j] = true;
};
};
},
updataDom : function(cav, obj) {
this.updataMap();
$(cav).animate({top:obj.y*this.avH,left:obj.x*this.avW});
},
updataMap : function () {
this.maps = {};
var len = this.instances.length;
while(len--) {
this.maps[this.instances[len].canvas.y + "_" + this.instances[len].canvas.x] = true;
this.instances[len].canvas.map = this.instances[len].canvas.y + "_" + this.instances[len].canvas.x;
};
/*
for(var i=0; i<this.blocks.length; i++ ) {
for (var j = 0; j < this.blocks[i].length; j++) {
this.maps[this.blocks[i][j].y + "_" + this.blocks[i][j].x] = true;
}
}*/
},
testSuccess : function () {
var len = this.instances.length;
while(len--) {
//只要有一個不等就無法成功;
if(this.instances[len].canvas.correctMap !== this.instances[len].canvas.map) {
return ;
};
};
console.log("成功");
if( ++window.lev >=4 ) {
alert("已經通關");
return ;
} ;
$("#now").html( window.lev + 1 );
$(".progress-bar").width( (window.lev+ 1) * 25 + "%" );
init(window.lev);
}
});
/**
* @desc 對每一個canvas進行包裝;
* @param canvas
* @param left
* @param top
* @param avW
* @param avH
* @constructor Block
*/
var Block = function(canvas, left, top,avW, avH) {
this.canvas = canvas;
this.left = left;
this.top = top;
this.avW = avW;
this.avH = avH;
this.init();
};
$.extend(Block.prototype, {
/**
* @desc 對每一個canvas進行定位, 然后添加到界面中;
* */
init : function () {
this.canvas.style.position = "absolute";
this.canvas.style.left = this.avW*this.left +"px";
this.canvas.style.top = this.avH*this.top +"px";
this.canvas.x = this.left;
this.canvas.y = this.top;
document.getElementById("content").appendChild( this.canvas );
},
/**
* @desc 對每一個canvas進行定位
* */
setPosition : function() {
this.canvas.style.left = this.avW*this.canvas.x +"px";
this.canvas.style.top = this.avH*this.canvas.y +"px";
},
/**
* @desc 向上移動會執行的函數 ,通過判斷maps下有沒有對應的key值判斷, 界面中的固定位置是否被占用;
* */
upF : function(maps,numbers,cb) {
//如果目標有
var temp = (this.canvas.y>0 ? (this.canvas.y-1) : this.canvas.y);
var targetXY = temp+"_"+this.canvas.x;
if( !maps[targetXY] ) {
this.canvas.y = temp;
this.canvas.map = targetXY;
//alert("可以走")
cb(this.canvas, {
x : this.canvas.x,
y : this.canvas.y
});
return true;
};
},
/**
* @desc 同上
* */
rightF : function(maps, numbers, cb) {
var temp = ((this.canvas.x+1>numbers-1) ? this.canvas.x : this.canvas.x+1);
var targetXY = this.canvas.y+"_"+temp;
if( !maps[targetXY] ) {
this.canvas.x = temp;
this.canvas.map = targetXY;
//alert("可以走")
cb(this.canvas, {
x : this.canvas.x,
y : this.canvas.y
});
return true;
};
},
/**
* @desc 同上
* */
downF : function (maps,numbers,cb) {
var temp = ((this.canvas.y+1>numbers-1) ? this.canvas.y : this.canvas.y+1);
var targetXY = temp+"_"+this.canvas.x
if( !maps[targetXY] ) {
this.canvas.y = temp;
this.canvas.map = targetXY;
cb(this.canvas, {
x : this.canvas.x,
y : this.canvas.y
});
//alert("可以走");
return true;
};
},
/**
* @desc 同上
* */
leftF : function(maps,numbers,cb) {
var temp = ( (this.canvas.x-1)>=0 ? this.canvas.x-1 : this.canvas.x );
var targetXY = this.canvas.y+"_"+temp;
if( !maps[targetXY] ) {
this.canvas.x = temp;
this.canvas.map = targetXY;
//alert("可以走")
cb(this.canvas, {
x : this.canvas.x,
y : this.canvas.y
});
return true;
};
}
});
/**
* @desc 主要控制器;
*
* */
function Controller( clipImage, number) {
var run = function( clipImage, name ) {
//window.clipImage.doms ,window.clipImage.maps, numbers[level], window.clipImage.updataDom.bind(window.clipImage)
for(var i=0; i<clipImage.instances.length; i++ ) {
var instance = clipImage.instances[i];
if( instance[name].bind(instance)(clipImage.maps, number, clipImage.updataDom.bind(clipImage)) ) {
clipImage.testSuccess();
return
};
};
}
$(window).unbind("keydown");
$(window).bind("keydown", function(ev) {
var name;
switch(ev.keyCode) {
case 37 :
name = "leftF";
break;
case 38 :
name = "upF";
break;
case 39 :
name = "rightF";
break;
case 40 :
name = "downF";
break;
default :
ev.preventDefault();
return false
};
run( clipImage, name );
ev.preventDefault();
});
$(document).swipeLeft(function() {
run(clipImage,"leftF")
}).swipeUp(function() {
run(clipImage,"upF")
}).swipeRight(function() {
run(clipImage,"rightF")
}).swipeDown(function() {
run(clipImage,"downF")
});
};
function init(level) {
util.loadImg( levels[level] ,function() {
window.clipImage = new ClipImage(canvas, numbers[level]);
window.clipImage.random();
Controller( window.clipImage, numbers[level] || 3);
});
};
$(function() {
window.lev = 0;
init(lev);
bindEvents();
});
});
</script>
</body>
</html>
如果有bug直接評論, 我會修正, 提git的issue也行,
DEMO地址查看:打開
作者: NONO
出處:http://www.cnblogs.com/diligenceday/
QQ:287101329
