javascript结合Flexbox简单实现滑动拼图游戏
滑动拼图就是把一张图片分成几等份,打乱顺序(下图),然后通过滑动拼凑成一张完整的图片。
要实现一个拼图游戏,需要考虑怎样随机的打乱顺序,怎样交换两张图片的位置,等等。但是,使用了Flexbox布局以后,这都不需要你去考虑,浏览器会帮你做,Flexbox就是这么的强大。关于Flexbox的介绍可以点击这里。
这个游戏中要用的是Flexbox布局的order属性,order属性可以用来控制Flex项目的顺序。
这里我用九个canvas元素来把图片分成九等分,也可以用其他方法,比如背景图片定位:
<div class="wrap">
<canvas></canvas>
<canvas></canvas>
<canvas></canvas>
<canvas></canvas>
<canvas></canvas>
<canvas></canvas>
<canvas></canvas>
<canvas></canvas>
<canvas></canvas>
</div>
如果不仅限于九宫格,还要十六宫格等,上面的元素完全可以动态生成。
下面是生成打乱顺序的九张图代码:
var drawImage = function (url) {
return new Promise(function (resolve, reject) {
var img = new Image();
img.onload = function () {
resolve(img);
};
img.src = url;
})
};
drawImage("2.jpg").then(function (img) {
var arr = [1, 2, 3, 4, 5, 6, 7, 8, 9];
var random = arr.sort(function() {return Math.random() > 0.5});
[].forEach.call(document.querySelectorAll("canvas"), function (item, i) {
item.width = $(".wrap").clientWidth / 3;
item.height = $(".wrap").clientHeight / 3;
item.style.order = random[i];
var ctx = item.getContext("2d");
ctx.drawImage(img, img.width * (i % 3) / 3, img.height * Math.floor(i / 3) / 3, img.width / 3, img.height / 3, 0, 0, item.width, item.height);
});
});
上面的关键代码是:
item.style.order = random[i];
通过将数字打乱顺序,随机赋值给每个canvas元素的order属性,这样浏览器就自动帮你排序了。
关于代码的其他细节就不讲了,这里说一下怎样交换两张图片的位置,真是出乎意料的简单:
var order1 = item.style.order;
var order2 = target.style.order;
只需要交换双方的order属性值就可以了。
完整代码
<!DOCTYPE html>
<html>
<head lang="en">
<meta charset="UTF-8">
<meta content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0" name="viewport" />
<meta content="yes" name="apple-mobile-web-app-capable" />
<meta content="black" name="apple-mobile-web-app-status-bar-style" />
<meta content="telephone=no" name="format-detection" />
<title></title>
<style>
html, body {
height: 100%;
}
body {
margin: 0;
padding: 0;
overflow: hidden;
}
.wrap {
display: flex;
flex-wrap: wrap;
width: 100%;
height: 100%;
overflow: hidden;
}
.wrap canvas {
width: 33.3333%;
height: 33.3333%;
border: 1px solid red;
box-sizing: border-box;
}
</style>
</head>
<body>
<div class="wrap">
<canvas data-value="1"></canvas>
<canvas data-value="2"></canvas>
<canvas data-value="3"></canvas>
<canvas data-value="4"></canvas>
<canvas data-value="5"></canvas>
<canvas data-value="6"></canvas>
<canvas data-value="7"></canvas>
<canvas data-value="8"></canvas>
<canvas data-value="9"></canvas>
</div>
<script>
var $ = function (el) {
return document.querySelector(el);
};
var touchMove, touchEnd;
var drawImage = function (url) {
return new Promise(function (resolve, reject) {
var img = new Image();
img.onload = function () {
resolve(img);
};
img.src = url;
})
};
drawImage("2.jpg").then(function (img) {
var arr = [1, 2, 3, 4, 5, 6, 7, 8, 9];
var random = arr.sort(function() {return Math.random() > 0.5});
[].forEach.call(document.querySelectorAll("canvas"), function (item, i) {
item.width = $(".wrap").clientWidth / 3;
item.height = $(".wrap").clientHeight / 3;
item.style.order = random[i];
var ctx = item.getContext("2d");
ctx.drawImage(img, img.width * (i % 3) / 3, img.height * Math.floor(i / 3) / 3, img.width / 3, img.height / 3, 0, 0, item.width, item.height);
});
});
document.addEventListener("touchstart", function (e) {
var target = e.target;
if (e.target.tagName.toLowerCase() !== "canvas") {
return;
}
var ctx = target.getContext("2d");
var image = ctx.getImageData(0, 0, target.width, target.height);
var obj = target.cloneNode(true);
obj.getContext("2d").putImageData(image, 0, 0);
var top = target.getBoundingClientRect().top, left = target.getBoundingClientRect().left;
obj.style.cssText = "position: absolute; top: " + top + "px; left: " + left + "px";
document.body.appendChild(obj);
var point = {"x": e.touches[0].pageX, "y": e.touches[0].pageY};
document.addEventListener("touchmove", touchMove = function (e) {
obj.style.cssText = "position: absolute; top:" + (e.touches[0].pageY - point.y + top) + "px; left: " + (e.touches[0].pageX - point.x + left) + "px";
});
document.addEventListener("touchend", touchEnd = function (e) {
var pos = {"x": e.changedTouches[0].pageX, "y": e.changedTouches[0].pageY};
[].forEach.call(document.querySelectorAll(".wrap canvas"), function (item, i) {
var offset = item.getBoundingClientRect();
if (pos.x > offset.left && pos.x < (offset.left + item.width) && pos.y > offset.top && pos.y < (offset.top + item.height)) {
var order1 = item.style.order;
var order2 = target.style.order;
if (obj.parentNode) {
document.body.removeChild(obj);
}
item.style.order = order2;
target.style.order = order1;
}
});
document.removeEventListener("touchmove", touchMove);
document.removeEventListener("touchend", touchEnd);
})
})
</script>
</body>
</html>
大家做测试的时候,最好用谷歌模拟器或者手机打开,因为只支持移动端触摸事件。
代码中只实现了基本功能,并没有实现完整功能。
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