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 )   \ ( →┃√┃ ← ) /   \_)↗┗━┛ ↖(_/

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