推箱子13关怎么过第一百六十四关第一步怎么走

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JavaScript编写推箱子游戏
  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和实例;
  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zepto的touch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View 和 Model, 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:
  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)
  箱子数据,一维数组(箱子的初始位置)
  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:
//0是空的地图
//3是目标点
[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}]
//0是空的地图
//3是目标点
[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}]
{x:3, y : 1},
{x:4, y : 1},
{x:4, y : 2},
{x:5, y : 5}
//0是空的地图
//3是目标点
[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}]
//0是空的地图
//3是目标点
[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}]
//0是空的地图
//3是目标点
[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}]
{x:3, y : 1},
{x:4, y : 1},
{x:4, y : 2},
{x:5, y : 5}
//0是空的地图
//3是目标点
[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},
{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}}
{{#addY}}{{/addY}}
  为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() {
Handlebars.registerHelper("addY", function() {
Handlebars.registerHelper("getY", function() {
Handlebars.registerHelper("calc", function(arg) {
//console.log(arg)
if(arg!==1111) {
return 50*arg + "px";
return 50*y + "px";
Handlebars.registerHelper("getClass", function(arg) {
switch( arg ) {
return "bg"
return "block"
return "box"
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");
$(window).on("keydown", function(ev) {
var state = "";
switch( ev.keyCode ) {
state = "left";
state = "right";
state = "top";
state = "bottom";
_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;
if( G.now+1 & G.level.length-1 ) {
alert("闯关成功");
//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 );
  所有的代码在这里:
&!DOCTYPE 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="/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}}
{{#addY}}{{/addY}}
(function() {
var y = 0;
Handlebars.registerHelper("initY", function() {
Handlebars.registerHelper("addY", function() {
Handlebars.registerHelper("getY", function() {
Handlebars.registerHelper("calc", function(arg) {
//console.log(arg)
if(arg!==1111) {
return 50*arg + "px";
return 50*y + "px";
Handlebars.registerHelper("getClass", function(arg) {
switch( arg ) {
return "bg"
return "block"
return "box"
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;
box-sizing: border-
background-image: url(imgs/wall.png);
box-sizing: border-
background: #fbd500;
background-image: url(imgs/box.png);
background: url(imgs/target.jpg);
background-size: 50px 50;
box-sizing: border-
background-image: url(imgs/person.png);
#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:30
.height20percent{
height:30%;
.height30percent{
height:30%;
.height40percent{
height:40%;
.height100percent{
height:100%;
font-size:30
color:#34495e;
&div id="select"&
&div class="container"&
&div class="row"&
&p class="text-info"&
已经解锁的关卡:
&p id="level"&
&button id="start" class="btn btn-default"&
&div id="game" class="container"&
&div class="row"&
&button onclick="location.reload()" class="btn btn-info" &
返回选择关卡重新
&div id="house"&
//0是空的地图
//3是目标点
[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}]
//0是空的地图
//3是目标点
[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}]
{x:3, y : 1},
{x:4, y : 1},
{x:4, y : 2},
{x:5, y : 5}
//0是空的地图
//3是目标点
[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}]
//0是空的地图
//3是目标点
[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}]
//0是空的地图
//3是目标点
[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}]
{x:3, y : 1},
{x:4, y : 1},
{x:4, y : 2},
{x:5, y : 5}
//0是空的地图
//3是目标点
[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},
{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 = {};
get: function () {
set: function (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)
collisionBox : function(x,y) {
for(var i= 0, len= data.box. i& i++) {
if( data.box[i].x === x&& data.box[i].y === y)return data.box[i];
initMap : function(map) {
document.getElementById("house").innerHTML = pile( document.getElementById("tpl").innerHTML )( map );
initPerson : function(personXY) {
var per = document.createElement("div");
per.id = "person";
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. i++) {
var box = document.createElement("div");
box.className = "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.
while( len-- ) {
eBoxs[len].parentNode.removeChild( eBoxs[len] );
direction : 0,
step : function(xy) {
//这里面要做很多判断
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){
this.direction = 0;
case "top" :
if(this.direction===1){
this.direction = 1;
case "right" :
if(this.direction === 2) {
this.direction = 2;
case "bottom" :
if(this.direction ===3 ) {
this.direction = 3;
//如果是墙壁就不能走
if( this.mapData.collision(mapData.person.x + x, mapData.person.y+y) ) {
//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)) {
if( this.mapData.collisionBox(mapData.person.x+x, mapData.person.y+y) && this.mapData.collisionBox(mapData.person.x+xx, mapData.person.y+yy)) {
//mapData.x+xx, mapData.y+yy
mapData.person.x = mapData.person.x +
mapData.person.y = mapData.person.y +
this.per.style.left = 50* mapData.person.x+"px";
this.per.style.top = 50* mapData.person.y+"px";
this.per.className = {
1:"right",
2:"bottom",
}[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 B
//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. i++) {
if(mapData.state[mapData.box[i].y][mapData.box[i].x] != 3) {
$.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");
//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 );
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 ) {
this.hasBind =
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 class="height30percent"&\
&div class="col-xs-6 arrow-left"&\
&span class="glyphicon glyphicon-arrow-left" aria-hidden="true"&&/span&\
&div class="col-xs-6 arrow-right"&\
&span class="glyphicon glyphicon-arrow-right" aria-hidden="true"&&/span&\
&div class="height30percent arrow-down"&\
&span class="glyphicon glyphicon-arrow-down" aria-hidden="true"&&/span&\
+function addDOM() {
$("#game").append( mobileDOMString );
var _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");
$(window).on("keydown", function(ev) {
var state = "";
switch( ev.keyCode ) {
state = "left";
state = "right";
state = "top";
state = "bottom";
_this.step(state)
function start( level ) {
G.mapData.set(G.level[level] );
$("#game").show();
$("#select").hide();
function init() {
var cookieLevel = $.cookie('level') || 0;
start( cookieLevel );
$("#start").click(function() {
String.prototype.repeat = String.prototype.repeat || function(num) {
return (new Array(num+1)).join( this.toString() );
window.onload = function() {
var cookieLevel = $.cookie('level') || 0;
$("#level").html( function() {
var index = 0;
return "&a href='###' class='btn btn-info' onclick='start({{i}})'&关卡&/a&&&&&".repeat((parseInt($.cookie('level')) || 0)+1).replace(/{{i}}/gi, function() {
return index++;
  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,哈哈;
  推箱子游戏的在线DEMO :
以上所述就是本文的全部内容了,希望大家能够喜欢。
转载请注明:破洛洛(谢谢合作)
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