使用非html5实现js板连连看游戏示例代码(2)


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;
}

}


图片类piece.js源文件如下:

复制代码 代码如下:


var Piece = function(game) {

// 游戏对象
this.game = game;

// 是否为边缘元素
this.isEdge = false;

// 是否挨着边缘元素
this.atEdge = false;

// 图片dom元素
this.dom = null;

// 图片元素
this.img = null;

// 图片元素来源
this.src = null;

// 轨迹元素
this.track = null;

// 是否可以作为轨迹
this.isTracked = false;

// 选中标记元素
this.selected = null;

// 图片横向排列
this.x = 0;

// 图片纵向排列
this.y = 0;

// 图片闪烁Id
this.flashId = null;

// 图片是否点击
this.onClicked = false;

// 闪烁次数
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");

},

// 初始化图片
initImg : function() {

this.img = document.createElement("img");

this.dom.appendChild(this.img);

},

// 满足算法后初始化track元素
initTrack : function() {

if (this.flashId != null) {

// 停止闪烁
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);

},

// 位图片设置来源
setImgSrc : function(src) {

this.src = src;

},

// 为图片设置二维排列位置
setPosition : function(x, y) {

this.x = x;
this.y = y;

},

// 为图片设置选中元素
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);

}

},

// 设置是否为边缘元素
setEdge : function(isEdge) {

this.isEdge = isEdge;

},

// 设置是否挨着边缘元素
setAtEdge : function(atEdge) {

this.atEdge = atEdge;

},

// 开始闪烁
flash : function() {

var _this = this;
this.flashId = setInterval(function() {_this.setSelected();}, 500);

},

// 停止闪烁
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);

}

},

// 对象被选择的内部函数
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;

};

},

// 检查是否有被点击的图片
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;

},

// 是否为同一个对象
equal : function(piece) {

return (this.x == piece.x && this.y == piece.y);

},

// 是否为同一个图片
equalImage : function(piece) {

return this.src == piece.src;

},

// 搜寻路径
searchTrack : function(piece) {

if (this.isNear(piece)) {

this.linkTrack(piece);

return;
}

if (this.isReach(piece) || this.isReach2(piece)) {

this.linkTrack(piece);

return;
}

},

// 是否相邻
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;
},

// 直线
isStraightReach : function(piece) {
//alert("isStraightReach");
if (this.isNear(piece)) {

return true;

}

var a = false;
var b = false;

// 沿y轴方向搜索
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轴方向搜索
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;
},


// 拐一次弯搜索
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;
},

// 直接或拐一次弯搜索
isReach : function(piece) {

var a = this.isStraightReach(piece);

var b = this.isReach1(piece);

return a || b;
},

// 拐两次弯搜索
isReach2 : function(piece) {

// 沿x轴正向搜索
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轴搜索
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轴搜索
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轴正向搜索
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;
},

// 路径连接
linkTrack : function(piece) {

this.initTrack();
piece.initTrack();
this.changeScore();
this.showTrack(piece);

},

// 显示足迹
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);

},

// 隐匿足迹
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;

},

// 分数增加
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;

}

},

// 判断是否通过
isPass : function() {

return this.track != null;
}

}


以上是源文件的代码,具体的实现代码请关注CSDN中zhangjinpeng66下载。下面讲一下连连看游戏最核心的部分,js实现搜索路径。

js实现搜索路径算法首先最简单的是判断两个图片能否直线到达函数代码如下:

复制代码 代码如下:

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