用原生js写2048小游戏
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<!DOCTYPE html>
<html>
<head>
<title> 2048-game </title>
<meta charset="utf-8" />
<style media="screen">
#game {
display: none;
position: absolute;
left: 0px;
top: 0px;
right: 0px;
bottom: 0px;
background-color: #9DA5C3;
opacity: 0.5;
z-index: 1;
}
.clear:after {
content: "";
display: table;
clear: both;
}
.left {
float: left;
}
.right {
float: right;
}
.scoreShow {
height: 50px;
text-align: center;
line-height: 50px;
}
.model {
text-decoration: none;
color: white;
background-color: #bbada0;
font-size: 36px;
border-radius: 10px;
}
.head {
width: 480px;
height: 50px;
margin: 0 auto;
font-size: 25px;
}
#gridPanel {
width: 480px;
height: 480px;
margin: 0 auto;
background-color: #bbada0;
border-radius: 10px;
position: relative;
z-index: 1;
}
.grid,
.cell {
width: 100px;
height: 100px;
border-radius: 6px;
}
.grid {
background-color: #ccc0b3;
float: left;
margin: 16px 0 0 16px;
}
.cell {
position: absolute;
font-size: 60px;
text-align: center;
line-height: 100px;
color: #fff;
}
.n2 {
background-color: #eee3da
}
.n4 {
background-color: #ede0c8
}
.n8 {
background-color: #f2b179
}
.n16 {
background-color: #f59563
}
.n32 {
background-color: #f67c5f
}
.n64 {
background-color: #f65e3b
}
.n128 {
background-color: #edcf72
}
.n256 {
background-color: #edcc61
}
.n512 {
background-color: #9c0
}
.n1024 {
background-color: #33b5e5
}
.n2048 {
background-color: #09c
}
.n4096 {
background-color: #a6c
}
.n8192 {
background-color: #93c
}
.n2,
.n4 {
color: #776e65
}
#gameover {
width: 100%;
display: none;
position: fixed;
left: 50%;
right: 50%;
top: 148px;
width: 220px;
height: 200px;
border-radius: 10px;
background-color: white;
margin-left: -110px;
text-align: center;
z-index: 5;
}
#gameover>a {
display: inline-block;
width: 170px;
height: 50px;
border-radius: 10px;
text-decoration: none;
background-color: #9F8D77;
color: white;
font-size: 36px;
}
</style>
</head>
<body>
<div id="game">
</div>
<div class="head clear">
<div class="scoreShow left">
<span>Score:</span>
<span id="score"></span>
</div>
<div class="selction right" onclick="getModel(event)">
<a href="#" class="model" value="3">3X3</a>
<a href="#" class="model" value="4">4X4</a>
<a href="#" class="model" type="button">5X5</a>
<a href="#" class="model" type="button">6X6</a>
<!-- <input type="text" id="model"> -->
<!-- <button type="button" name="button" id="set">设置游戏</button> -->
</div>
</div>
<div id="gridPanel">
</div>
<div id="gameover">
<h1 id="Score"></h1>
<a href="#" id="again" onclick="obj.gameStart()">Try again</a>
</div>
<script type="text/javascript">
var arr = [];
function $(id) {
return document.getElementById(id);
}
function C(cls) {
return document.getElementsByClassName(cls);
}
var obj = {
ROW: 4,
CELL: 4,
r: 0,
c: 0,
f: 0, //r行 c列 f查找的下一位置
keyCd: 0,
score: 0,
createEle: 0, //是否需要创建元素
eleFragment: "", //文档片段变量
//游戏开始
gameStart: function() {
obj.init();
document.onkeydown = function(e) { //自动获得事件对象
switch (e.keyCode) { //判断按键号
case 37:
obj.keyCd = 1;
obj.moveLeft();
break;
case 38:
obj.keyCd = 2;
obj.moveUp();
break;
case 39:
obj.keyCd = 1;
obj.moveRight();
break;
case 40:
obj.keyCd = 2;
obj.moveDown();
break;
}
$("score").innerHTML = obj.score; //更新分数
}
},
//初始化
init: function() {
obj.eleFragment = document.createDocumentFragment();
for (r = 0; r < obj.ROW; r++) {
arr.push([]);
for (c = 0; c < obj.CELL; c++) {
arr[r][c] = 0;
if (obj.createEle == 1) {
obj.create(r, c);
}
}
}
if (obj.createEle == 1) {
obj.createEle = 0;
$("gridPanel").innerHTML = ""; //清空原有的元素
$("gridPanel").appendChild(obj.eleFragment); //添加元素
}
obj.score = 0;
$("score").innerHTML = obj.score;
$("game").style.display = "none";
$("gameover").style.display = "none";
obj.random(); //开始游戏随机生成两个数
obj.random();
obj.updateView();
},
//创建div元素,添加到gridPanel中
create: function(r, c) {
var grid, cell;
var increment = 14,
grWidth, grHeight, grMarginTop, grMarginLeft, ceWidth, ceHight;
grid = document.createElement("div");
cell = document.createElement("div");
grid.id = "g" + r + c;
grid.className = "grid";
cell.id = "c" + r + c;
cell.className = "cell";
if (obj.ROW == 3) {
increment = 24;
} else if (obj.ROW == 4) {
increment = 18;
}
grWidth = grHeight = ceWidth = ceHight = 66 + (6 - obj.ROW) * increment; //优化后
grMarginTop = grMarginLeft = (480 - grWidth * obj.ROW) / (obj.ROW + 1);
grid.style.width = grWidth + "px";
grid.style.height = grHeight + "px";
grid.style.marginTop = grMarginTop + "px";
grid.style.marginLeft = grMarginLeft + "px";
cell.style.width = ceWidth + "px";
cell.style.height = ceHight + "px";
cell.style.top = grMarginTop + r * (grMarginTop + ceWidth) + "px";
cell.style.left = grMarginLeft + c * (grMarginLeft + ceHight) + "px";
cell.style.lineHeight = ceHight + "px";
cell.style.fontSize = 30 + (6 - obj.ROW) * 10 + "px";
//优化前
/*if (obj.ROW == 3) {
grid.style.width = "140px";
grid.style.height = "140px";
grid.style.margin = "15px 0 0 15px";
cell.style.width = "140px";
cell.style.height = "140px";
cell.style.top = 15 + r * 155 + "px"; //设置距离上一位置的高度
cell.style.left = 15 + c * 155 + "px"; //设置离左一位置的距离
cell.style.lineHeight = "140px";
} else if (obj.ROW == 4) {
grid.style.width = "100px";
grid.style.height = "100px";
grid.style.margin = "16px 0 0 16px";
cell.style.width = "100px";
cell.style.height = "100px";
cell.style.top = 16 + r * 116 + "px";
cell.style.left = 16 + c * 116 + "px";
cell.style.lineHeight = "100px";
} else if (obj.ROW == 5) {
grid.style.width = "75px";
grid.style.height = "75px";
grid.style.margin = "17.5px 0 0 17.5px";
cell.style.width = "75px";
cell.style.height = "75px";
cell.style.top = 17.5 + r * 92.5 + "px";
cell.style.left = 17.5 + c * 92.5 + "px";
cell.style.fontSize = "40px";
cell.style.lineHeight = "75px";
} else if (obj.ROW == 6) {
grid.style.width = "66px";
grid.style.height = "66px";
grid.style.margin = "12px 0 0 12px";
cell.style.width = "66px";
cell.style.height = "66px";
cell.style.top = 12 + r * 78 + "px";
cell.style.left = 12 + c * 78 + "px";
cell.style.fontSize = "30px";
cell.style.lineHeight = "66px";
}*/
obj.eleFragment.appendChild(grid);
obj.eleFragment.appendChild(cell);
},
//随机产生一个新的数
random: function() {
while (1) {
var row = Math.floor(Math.random() * obj.ROW);
var cell = Math.floor(Math.random() * obj.CELL);
if (arr[row][cell] == 0) { //判断生成的随机数位置为0才随机生成2或4
arr[row][cell] = (Math.random() > 0.5) ? 4 : 2;
break;
}
}
// var row = Math.floor(Math.random() * 4);
// var cell = Math.floor(Math.random() * 4);
// if (arr[row][cell] == 0) { //判断生成的随机数位置为0才随机生成2或4
// arr[row][cell] = (Math.random() > 0.5) ? 4 : 2;
// return;
// }
// obj.random();//递归影响执行效率
},
//更新页面
updateView: function() {
var win = 0;
for (r = 0; r < obj.ROW; r++) {
for (c = 0; c < obj.CELL; c++) {
if (arr[r][c] == 0) { //值为0的不显示
$("c" + r + c).innerHTML = ""; //0不显示
$("c" + r + c).className = "cell" //清除样式
} else {
$("c" + r + c).innerHTML = arr[r][c];
$("c" + r + c).className = "cell n" + arr[r][c]; //添加不同数字的颜色
if (obj.ROW == 3 && arr[r][c] == 1024) {
win = 1;
} else if (obj.ROW == 4 && arr[r][c] == 2048) {
win = 1;
} else if (obj.ROW == 5 && arr[r][c] == 4096) {
win = 1;
} else if (obj.ROW == 6 && arr[r][c] == 8192) {
win = 1;
}
}
}
}
if (win == 1) { //通关
$("game").style.display = "block";
$("gameover").style.display = "block";
$("Score").innerHTML = "You win!<br>Score:" + obj.score;
}
if (obj.isGameOver()) { //游戏失败
$("game").style.display = "block";
$("gameover").style.display = "block";
$("Score").innerHTML = "GAME OVER!<br>Score:" + obj.score;
console.log("gameover");
}
},
//游戏失败
isGameOver: function() {
for (r = 0; r < obj.ROW; r++) {
for (c = 0; c < obj.CELL; c++) {
if (arr[r][c] == 0) { //有0还不是gameover
return false;
} else if (c != obj.CELL - 1 && arr[r][c] == arr[r][c + 1]) { //左往右 前一个和下一个不相等
return false;
} else if (r != obj.ROW - 1 && arr[r][c] == arr[r + 1][c]) { //上往下 上一个和下一个不相等
return false;
}
}
}
return true;
},
//查找下一个不为0的数值的位置
find: function(r, c, start, condition, direction) {
if (obj.keyCd == 2) { //上下按键
if (direction == 1) { //向上按键 f++
for (var f = start; f < condition; f += direction) {
if (arr[f][c] != 0) {
return f;
}
}
} else { //向下按键 f--
for (var f = start; f >= condition; f += direction) {
if (arr[f][c] != 0) {
return f;
}
}
}
} else { //左右按键
if (direction == 1) { //左按键 f++
for (var f = start; f < condition; f += direction) {
if (arr[r][f] != 0) {
return f;
}
}
} else { //右按键 f--
for (var f = start; f >= condition; f += direction) {
if (arr[r][f] != 0) {
return f;
}
}
}
}
return null; //循环结束仍然没有找到!=0的数值,返回null
},
//左按键的处理
dealToLeft: function(r) {
var next;
for (c = 0; c < obj.ROW; c++) {
next = obj.find(r, c, c + 1, obj.CELL, 1); //找出第一个不为0的位置
if (next == null) break; //没有找到就返回
//如果当前位置为0
if (arr[r][c] == 0) {
arr[r][c] = arr[r][next]; //把找到的不为0的数值替换为当前位置的值
arr[r][next] = 0; //找到的位置清0
c--; //再次循环多一次,查看后面否有值与替换后的值相同,
} else if (arr[r][c] == arr[r][next]) { //如果当前位置与找到的位置数值相等,则相加
arr[r][c] *= 2;
arr[r][next] = 0;
obj.score += arr[r][c];
}
}
},
move: function(itertor) {
var before, //没处理前
after; //after处理后
before = arr.toString();
itertor(); //执行for函数
after = arr.toString();
if (before != after) { //前后对比,如果不同就update
obj.random();
obj.updateView();
}
},
moveLeft: function() {
obj.move(function() {
for (r = 0; r < obj.ROW; r++) {
obj.dealToLeft(r);
}
})
// if 当前位置 不为零
// 从当前位置,下一个成员开始,遍历,
// 如果找到,与当前位置相等的数,
// 两者相加,并把不为零的成员,设置为零
// 如果 当前位置是 零
// 从当前位置下一个成员开始遍历
// 如果找到 第一个不为零的成员
// 当前位置数值设置为这个不为零的成员的值 ,并且把那个不为零的成员设置为 0
},
//右按键处理
dealToRight: function(r) {
var next;
for (c = obj.CELL - 1; c >= 0; c--) {
next = obj.find(r, c, c - 1, 0, -1); //找出第一个不为0的位置
if (next == null) break; //没有找到就返回
//如果当前位置为0
if (arr[r][c] == 0) {
arr[r][c] = arr[r][next]; //把找到的不为0的数值替换为当前位置的值
arr[r][next] = 0; //找到的位置清0
c++; //再次循环多一次,查看后面否有值与替换后的值相同,
} else if (arr[r][c] == arr[r][next]) { //如果当前位置与找到的位置数值相等,则相加
arr[r][c] *= 2;
arr[r][next] = 0;
obj.score += arr[r][c];
}
}
},
moveRight: function() {
obj.move(function() {
for (r = 0; r < obj.ROW; r++) {
obj.dealToRight(r);
}
})
},
//上按键处理
dealToUp: function(c) {
var next;
for (r = 0; r < obj.ROW; r++) {
next = obj.find(r, c, r + 1, obj.ROW, 1); //找出第一个不为0的位置
if (next == null) break;
//如果当前位置为0
if (arr[r][c] == 0) {
arr[r][c] = arr[next][c]; //把找到的不为0的数值替换为当前位置的值
arr[next][c] = 0; //找到的位置清0
r--; //再次循环多一次,查看后面否有值与替换后的值相同
} else if (arr[r][c] == arr[next][c]) { //如果当前位置与找到的位置数值相等,则相加
arr[r][c] *= 2;
arr[next][c] = 0;
obj.score += arr[r][c];
}
}
},
moveUp: function() {
obj.move(function() {
for (c = 0; c < obj.CELL; c++) {
obj.dealToUp(c);
}
})
},
//下按键处理
dealToDown: function(c) {
var next;
for (r = obj.ROW - 1; r >= 0; r--) {
next = obj.find(r, c, r - 1, 0, -1); //找出第一个不为0的位置
if (next == null) {
break;
}
//如果当前位置为0
if (arr[r][c] == 0) {
arr[r][c] = arr[next][c]; //把找到的不为0的数值替换为当前位置的值
arr[next][c] = 0; //找到的位置清0
r++; //再次循环多一次,查看后面否有值与替换后的值相同
} else if (arr[r][c] == arr[next][c]) { //如果当前位置与找到的位置数值相等,则相加
arr[r][c] *= 2;
arr[next][c] = 0;
obj.score += arr[r][c];
}
}
},
moveDown: function() {
obj.move(function() {
for (c = 0; c < obj.CELL; c++) {
obj.dealToDown(c);
}
})
}
}
window.onload = function() {
obj.createEle = 1;
obj.gameStart();
}
//切换模式
function getModel(e) { //事件冒泡获取a元素
var a = e.target,
modelValue = 4;
if (a.nodeName == "A") {
if (a.innerHTML == "3X3") {
modelValue = 3;
} else if (a.innerHTML == "4X4") {
modelValue = 4;
} else if (a.innerHTML == "5X5") {
modelValue = 5;
} else if (a.innerHTML == "6X6") {
modelValue = 6;
}
obj.ROW = obj.CELL = modelValue;
obj.createEle = 1; //需要创建格子div元素的标志
obj.gameStart();
}
}
// var modelValue = parseInt($("model").value);
// if (isNaN(modelValue)) {
// modelValue = 4; //默认是4*4
// }
// if (modelValue <= 2 || modelValue > 6) return; //2格或者大于6格无效
// obj.ROW = modelValue;
// obj.CELL = modelValue;
// obj.createEle = 1;
// obj.gameStart();
// console.log(modelValue);
// }
</script>
</body>
</html>
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