原理分析:
1、鼠标的点击和松开事件
2、显示原图作为参考
3、方块的移动替换
4、是否完成拼图的判断
5、完成之后会弹窗提示
效果图如下:
实例代码如下:
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>拼图游戏</title> </head> <style> body, html { padding: 0px; margin: 0px; background: #eee; } #fangkuai { width: 460px; height: 460px; margin: 20px auto; background: #F9F9F9; padding: 1px 1px; position: relative; } #maskBox { opacity: 0.5; display: block; } #tu img { width: 120px; height: 120px; } #tu { width: 130px; height: 130px; margin-left: 150px; } </style> <body> <div style="width:460px;margin:20px auto;text-align:center;line-height:30px;">游戏玩法:点击选中一个方块,在点击放在对应的方块里。</div> <div id="tu"> <font>参考原图</font> <img src="true.png" /> </div> <div id="fangkuai"></div> </body> <script> window.onload = function() { //生成函数 gameInfo.init(); } </script> <script> (function($g) { //游戏配置 setting = { gameConfig: { url: "true.png", id: "fangkuai", //生成规格横4 纵4 size: "4*4", //每个元素的间隔 margin: 1, //拖动时候块透明度 opacity: 0.8 }, setElement: { type: "div", id: "", float: "", display: "", margin: "", background: "", width: "", height: "", left: "", top: "", position: "", opacity: 0.4, animate: 0.8 } }; //元素生成参数 var sg = setting.gameConfig; var st = setting.setElement; var gameInfo = function() {}; gameInfo.prototype = { init: function() { this.creatObj(); this.eventHand(); }, sortObj: { rightlist: [], //正确的排序 romdlist: [] //打乱后的排序 }, creatObj: function() { sg.boxObj = document.getElementById(sg.id) || ""; //尺寸自动获取 var size = sg.size.split('*') || [0, 0]; //计算单个div的高宽 var w = Math.floor(sg.boxObj.offsetWidth / size[0]); var h = Math.floor(sg.boxObj.offsetHeight / size[1]); //图片生成div var size = sg.size.split('*') || [0, 0]; var wt = size[0], hg = size[1]; var sortList = []; for (var a = 0; a < wt * hg; a++) { sortList.push(a); } sortList.sort(randomsort); this.sortObj.rightlist = sortList; var _i = 0, sid = 0; for (; _i < wt; _i++) { var _s = 0; for (; _s < hg; _s++) { //赋值随机打散后的id st.id = sortList[sid++]; st.display = "block"; st.float = "left"; st.margin = sg.margin + "px"; st.background = "url('" + sg.url + "') " + (-w * _s) + "px " + (-h * _i) + "px"; st.width = w - sg.margin * (wt / 2) + "px"; st.height = h - sg.margin * (hg / 2) + "px"; this.sortObj.romdlist.push(this.addElement()); } } this.boxSort(); }, boxSort: function() { var _arrySort = this.sortObj.romdlist; var _tmp = [], _n = 0; eachBox(_arrySort, function(d) { _tmp.push(parseInt(_arrySort[d].id)); }); _tmp.sort(function(a, b) { return a > b ? 1 : -1; }); for (; _n < _tmp.length; _n++) { var _s = 0; for (; _s < _arrySort.length; _s++) { if (_arrySort[_s].id == _tmp[_n]) { sg.boxObj.appendChild(_arrySort[_s]); } } } return _tmp; }, addElement: function() { var obj = document.createElement(st.type); obj.id = st.id; obj.style.display = st.display; obj.style.float = st.float; obj.style.margin = st.margin; obj.style.background = st.background; obj.style.width = st.width; obj.style.position = st.position; obj.style.top = st.top; obj.style.left = st.left; obj.style.height = st.height; return obj; }, mouseEvent: { mousedown: function(ev) { ev = ev || ev.event; ev.preventDefault(); st.type = "span"; st.id = "maskBox"; st.width = this.offsetWidth + "px"; st.height = this.offsetHeight + "px"; st.position = "absolute"; st.background = ""; st.left = this.offsetLeft + "px"; st.top = this.offsetTop + "px"; }, mouseup: function(ev) { ev = ev || ev.event; ev.preventDefault(); var obj = document.getElementById(this.id); if (obj) { sg.boxObj.removeChild(obj); } }, mousemove: function(ev) { ev = ev || ev.event; this.style.left = getX_Y.call(this, "x", ev) + "px"; this.style.top = getX_Y.call(this, "y", ev) + "px"; } }, gameCheck: function() { var s = 0, bols = true; var _arry = this.sortObj.rightlist; var _arryRom = this.sortObj.romdlist; console.log(_arry); console.log(_arryRom); for (; s < _arry.length; s++) { if (_arry[s] != _arryRom[s].id) { bols = false; break; } } return bols; }, eventHand: function() { var obj = sg.boxObj.getElementsByTagName("div"); var i = 0, olen = obj.length; var that = this; var m = that.mouseEvent; var box_index = 0; for (; i < olen;) { (function(n) { //按下鼠标 obj[n].addEventListener("mousedown", function(e) { var _this = this; m.mousedown.call(_this, e); st.background = _this.style.background; _this.style.background = "#FFF"; var _newObj = that.addElement(); sg.boxObj.appendChild(_newObj); _newObj.style.opacity = sg.opacity; //移动位置 _newObj.onmousemove = function(e) { m.mousemove.call(_newObj, e); var _i = 0; for (; _i < olen; _i++) { var _w = parseInt(obj[_i].style.width) / 1.5; var _h = parseInt(obj[_i].style.height) / 1.5; var _left = obj[_i].offsetLeft; var _top = obj[_i].offsetTop; var _boxX = parseInt(this.style.left); var _boxY = parseInt(this.style.top); eachBox(obj, function(d) { obj[d].style.opacity = 1.0; }); if (_left + _w > _boxX || _left > _boxX + _w) { if (_top + _h > _boxY || _top > _boxY + _h) { box_index = _i; obj[_i].style.opacity = st.opacity; break; } } } }; //鼠标松开 _newObj.addEventListener("mouseup", function(e) { _newObj.onmousemove = function(e) {}; //获取当前停留元素的坐标 var tagObj = { id1: obj[box_index].id, id2: _this.id, bg1: obj[box_index].style.background, bg2: this.style.background }; //交换位置 _this.id = tagObj.id1; _this.style.background = tagObj.bg1; obj[box_index].id = tagObj.id2; obj[box_index].style.background = tagObj.bg2; that.sortObj.romdlist = obj; //还原样式 eachBox(obj, function(d) { obj[d].style.opacity = 1.0; }); m.mouseup.call(_newObj, e); //判断是否完成拼图 if (that.gameCheck()) { alert("好棒呀!!!"); } }, false); }, false); })(i++); } } } //随机数 function randomsort(a, b) { return Math.random() > .5 ? -1 : 1; } function eachBox(obj, fn) { var _s = 0; for (; _s < obj.length; _s++) { fn(_s); } } function getX_Y(s, ev) { var _b = (ev.clientX - this.parentNode.offsetLeft) - (this.offsetWidth / 2); if (s === "y") { _b = (ev.clientY - this.parentNode.offsetTop) - (this.offsetHeight / 2); } return _b; } $g.gameInfo = new gameInfo(); })(window) </script> </html>
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