小時候我們玩過拼圖遊戲,是用自己的手去拼的。今天我們來研究研究用javascript來拼圖。同樣是拼圖,但用js拼圖要比用手拼圖麻煩多了,因此以後我要把它最佳化成引擎。
一、前言
以上是一段導語,話不扯遠,對《三國志曹操傳》熟悉的玩家知道,《三國志曹操傳》的地圖是由小地圖塊拼成的,那要實現它就和導語說得一樣:很麻煩。不過即使麻煩也是一門技術,因此在此分享給大家,希望大家喜歡。
前幾章的位置:
用Javascript開發《三國志曹操傳》-開源講座(三)-人物對話中,仿打字機輸出文字
http://blog.csdn.net/yorhomwang/article/details/8008759
用Javascript開發《三國志曹操傳》-開源講座(二)-讓目標人物移動
http://blog.csdn.net/yorhomwang/article/details/8007871
用Javascript開發《三國志曹操傳》-開源講座(一)-讓靜態人物動起來
http://blog.csdn.net/yorhomwang/article/details/7984576
二、代碼講解
今天我要換換講解方式,先不給代碼,我們先來想想原理。現在,假如你有一幅圖片,把它裁開成若干份,並打亂。現在如果讓你用js把他們組織起來,如何做呢?先不說圖的順序,首先來看把它們弄在一起就很難了。這時我減少難度,給你幾個選擇:
A.用margin慢慢調 B.用數組把它們排列好 C.放棄
在這道題中,選A是很不明智的,選C就代表你也拿不定主意。看來選B是最好的。既然都告訴大家用數組,那就先上代碼吧。免得消磨大家興緻。
js代碼:
/* *Prompt: *If you want to add hurdle, find string: "{{Add hurdle above." and "{{After add hurdle, add the hurdle to the vector above." please. *If you want to add or change type of grid, find string: "{{Add new grid above.". *If you want to change position of map, please find string: "{{Change map margin above.". *If the icon of crid is changed, you have to change the size of icon. Find "{{Change icon size above." to change size. */ //Map of hurdle or military or resource. var vView = []; /*Remarks: *L: land *S: sea *R: river *W: swamp *A: lawn *B: bridge *H: house *h: hospital *w: warehouse *b: bourse *M: military academy *m: military factories *r: research Center *P: port *D: dock *s: Shipyard */ var mScene = { 'L': ['./land.png', '陸地'] , 'S': ['./sea.png', '河流'] , 'T': ['./tree.png', '樹木'] , 'B': ['./bridge.png', '橋'] , 'C': ['./beach.png', '沙灘'] }; //{{Add new grid above. var mCurrent = { Margin: { left: -1 , top: -1 , right: -1 , bottom: -1 } , Position: { X: -1 , Y: -1 } , Type: 'NONE' }; var mTitle = {}; var sHurdleONE = 'S,S,S,S,S,S,S,S,S,S,S' + ';T,L,T,T,T,T,S,S,S,S,T' + ';T,L,L,T,S,S,S,S,S,L,T' + ';T,L,L,L,C,C,C,S,S,T,S' + ';T,L,L,L,C,C,C,B,B,L,T' + ';T,L,L,C,C,C,C,S,S,L,T' + ';T,L,L,C,C,T,S,S,L,L,T' ; //{{Add hurdle above. var vHurdles = [sHurdleONE]; //{{After add hurdle, add the hurdle to the vector above. function _createGrid(nWidthBasic, nHeightBasic, nPicWidth, nPicHeight, cType, mMargin) { var mCoordMember = { left: nWidthBasic , top: nHeightBasic , right: nWidthBasic + nPicWidth , bottom: nHeightBasic + nPicHeight }; var mPositionMember = { X: (mCoordMember.left - mMargin.x) / nPicWidth , Y: (mCoordMember.top - mMargin.y) / nPicHeight }; var mItem = { Coord: mCoordMember , Position: mPositionMember , Type: cType }; return mItem; } function _loadHurdle(sHurdle) { var nBasic = 0; var nWidthBasic = nBasic; //margin-left. var nHeightBasic = 0; //margin-top. //{{Change map margin above. var nPicWidth = 45; //Picture width is nBasic. var nPicHeight = 45; //Picturn height is nHeightBasic. //{{Change icon size above. var nSub; var nRow; var nCol; var v = sHurdle.split(';'); var vRec = []; for(nSub = 0; nSub < v.length; nSub++){ var vCrid = v[nSub].split(','); vRec[vRec.length] = vCrid; } for(nRow = 0; nRow < vRec.length; nRow++){ var vCol = vRec[nRow]; for(nCol = 0; nCol < vCol.length; nCol++){ var cType = vCol[nCol]; var mMargin = {x: nBasic, y: nBasic}; vView[vView.length] = _createGrid(nWidthBasic, nHeightBasic, nPicWidth, nPicHeight, cType, mMargin); nWidthBasic += nPicWidth; } nHeightBasic += nPicHeight; nWidthBasic = nBasic; } } //Show map with vector 'vView'. function _showMap(sID) { var xDiv=document.getElementById(sID); var xGrid; var xImg; var nTop = 0; var nSub; var sIdPrefix = 'ID_IMG_NUM_'; var sIdGrid = 'ID_A_NUM_'; for(nSub = 0; nSub < vView.length; nSub++){ var mGrid = vView[nSub]; if(mGrid){ var xMargin = mGrid.Coord; var cType = mGrid.Type; var xProper = mScene[cType]; if(xProper){ xGrid = document.createElement('a'); xImg = document.createElement('img'); xImg.style.position = 'absolute'; xImg.style.marginLeft = xMargin.left; xImg.style.marginTop = xMargin.top; xImg.src = xProper[0]; xImg.style.border = '0px solid #000000'; xImg.id = sIdPrefix + nSub; xImg.style.width = 45; xImg.style.height = 45; xImg.style.display = 'block'; xGrid.onclick = function(e){ var xCurrentGrid = e.target; var sId = xCurrentGrid.id; var nIdAsSub = parseInt(sId.substring(sIdPrefix.length, sId.length)); mCurrent = vView[nIdAsSub]; if(!mCurrent){ alert("Error 0004."); } }; xGrid.title = xProper[1] + '(' + parseInt(mGrid.Position.X) + ', ' + parseInt(mGrid.Position.Y+2) + ')'; xGrid.id = sIdGrid + nSub; xGrid.appendChild(xImg); xDiv.appendChild(xGrid); }else{ alert("Error: 0003."); } }else{ alert("Error: 0002."); } } } //Show map of hurdle. function _showHurdle(nHurdle) { if(vHurdles[nHurdle - 1]){ _loadHurdle(vHurdles[nHurdle - 1]); _showMap('ID_DIV_BATTLEFIELD'); }else{ alert("Error: 0001."); } }
看看,這點程式就用了195行,而且這還是一張地圖,看來還很有點麻煩哦。沒關係,慢慢解釋。
首先還是把素材放在這裡:
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tree.png
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land.png
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sea.png
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bridge.png
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beach.png |
素材不是來自《三國志曹操傳》,因為沒整理好《三國志曹操傳》的地圖素材,所以就隨便找了些。不過也照樣可以用。希望大家不要介意。
麻煩的代碼最容易弄得亂七八糟,因此在此時要良好的區分開樣式設定和拼圖核心。
拼圖核心在哪裡呢???在這裡:
var mScene = { 'L': ['./land.png', '陸地'] , 'S': ['./sea.png', '河流'] , 'T': ['./tree.png', '樹木'] , 'B': ['./bridge.png', '橋'] , 'C': ['./beach.png', '沙灘'] }; //{{Add new grid above. var mCurrent = { Margin: { left: -1 , top: -1 , right: -1 , bottom: -1 } , Position: { X: -1 , Y: -1 } , Type: 'NONE' }; var mTitle = {}; var sHurdleONE = 'S,S,S,S,S,S,S,S,S,S,S' + ';T,L,T,T,T,T,S,S,S,S,T' + ';T,L,L,T,S,S,S,S,S,L,T' + ';T,L,L,L,C,C,C,S,S,T,S' + ';T,L,L,L,C,C,C,B,B,L,T' + ';T,L,L,C,C,C,C,S,S,L,T' + ';T,L,L,C,C,T,S,S,L,L,T' ; //{{Add hurdle above. var vHurdles = [sHurdleONE]; //{{After add hurdle, add the hurdle to the vector above.
首先我把S,T,B,C,L定義好,使S代表河流,T代表樹木,B代表橋,C代表沙灘,L代表陸地。var mCurrent後面有用,暫不解釋。然後是var mTitle,這個專門是用來顯示title的,所以也不解釋了。關鍵是在下:
var sHurdleONE = 'S,S,S,S,S,S,S,S,S,S,S' + ';T,L,T,T,T,T,S,S,S,S,T' + ';T,L,L,T,S,S,S,S,S,L,T' + ';T,L,L,L,C,C,C,S,S,T,S' + ';T,L,L,L,C,C,C,B,B,L,T' + ';T,L,L,C,C,C,C,S,S,L,T' + ';T,L,L,C,C,T,S,S,L,L,T' ;
這段代碼就是把定義好的S,T,B,C,L連在一起的核心。後面只用定義S,T,B,C,L的寬度高度定義就能把它們連成一塊。並且只要把它們在數組裡的位置調一調就能改變樣式。
接下來為了能切換地圖,我們把第一張地圖放進了數組:
var vHurdles = [sHurdleONE];//{{After add hurdle, add the hurdle to the vector above.
如果以後加了地圖,只用把地圖所屬的數組名加到vHurdles數組就可以了,調用是就可以直接寫對應下標。
樣式設定在下:
function _createGrid(nWidthBasic, nHeightBasic, nPicWidth, nPicHeight, cType, mMargin) { var mCoordMember = { left: nWidthBasic , top: nHeightBasic , right: nWidthBasic + nPicWidth , bottom: nHeightBasic + nPicHeight }; var mPositionMember = { X: (mCoordMember.left - mMargin.x) / nPicWidth , Y: (mCoordMember.top - mMargin.y) / nPicHeight }; var mItem = { Coord: mCoordMember , Position: mPositionMember , Type: cType }; return mItem; } function _loadHurdle(sHurdle) { var nBasic = 0; var nWidthBasic = nBasic; //margin-left. var nHeightBasic = 0; //margin-top. //{{Change map margin above. var nPicWidth = 45; //Picture width is nBasic. var nPicHeight = 45; //Picturn height is nHeightBasic. //{{Change icon size above. var nSub; var nRow; var nCol; var v = sHurdle.split(';'); var vRec = []; for(nSub = 0; nSub < v.length; nSub++){ var vCrid = v[nSub].split(','); vRec[vRec.length] = vCrid; } for(nRow = 0; nRow < vRec.length; nRow++){ var vCol = vRec[nRow]; for(nCol = 0; nCol < vCol.length; nCol++){ var cType = vCol[nCol]; var mMargin = {x: nBasic, y: nBasic}; vView[vView.length] = _createGrid(nWidthBasic, nHeightBasic, nPicWidth, nPicHeight, cType, mMargin); nWidthBasic += nPicWidth; } nHeightBasic += nPicHeight; nWidthBasic = nBasic; } } //Show map with vector 'vView'. function _showMap(sID) { var xDiv=document.getElementById(sID); var xGrid; var xImg; var nTop = 0; var nSub; var sIdPrefix = 'ID_IMG_NUM_'; var sIdGrid = 'ID_A_NUM_'; for(nSub = 0; nSub < vView.length; nSub++){ var mGrid = vView[nSub]; if(mGrid){ var xMargin = mGrid.Coord; var cType = mGrid.Type; var xProper = mScene[cType]; if(xProper){ xGrid = document.createElement('a'); xImg = document.createElement('img'); xImg.style.position = 'absolute'; xImg.style.marginLeft = xMargin.left; xImg.style.marginTop = xMargin.top; xImg.src = xProper[0]; xImg.style.border = '0px solid #000000'; xImg.id = sIdPrefix + nSub; xImg.style.width = 45; xImg.style.height = 45; xImg.style.display = 'block'; xGrid.onclick = function(e){ var xCurrentGrid = e.target; var sId = xCurrentGrid.id; var nIdAsSub = parseInt(sId.substring(sIdPrefix.length, sId.length)); mCurrent = vView[nIdAsSub]; if(!mCurrent){ alert("Error 0004."); } }; xGrid.title = xProper[1] + '(' + parseInt(mGrid.Position.X) + ', ' + parseInt(mGrid.Position.Y+2) + ')'; xGrid.id = sIdGrid + nSub; xGrid.appendChild(xImg); xDiv.appendChild(xGrid); }else{ alert("Error: 0003."); } }else{ alert("Error: 0002."); } } }
以上的代碼很簡單,自己可以看看,提示一下:當你在自己開發的過程中如果彈出一個Error: 0002, Error: 0003, Error: 0001什麼之類的,就代表出了錯,需要馬上去檢查。這是為了在麻煩的程式開發中有一點提醒而設計的。值得注意的是:這裡的圖片全是createElement弄出來的,所以請不要猜疑html代碼裡有什麼蹊蹺。
接著看:
function _showHurdle(nHurdle) { if(vHurdles[nHurdle - 1]){ _loadHurdle(vHurdles[nHurdle - 1]); _showMap('ID_DIV_BATTLEFIELD'); }else{ alert("Error: 0001."); } }
這是在你要弄出地圖的調用函數,當你在html代碼裡寫上:<body onload="_showHurdle(nHurdle)">幾可以把拼的圖一下子畫出來。nHurdle就是地圖在數組vHurdles裡的對應下標,最低是1,而不是0,也就是說要用第一張地圖,那nHurdle就該賦值為1,調用是寫為:<body onload="_showHurdle(1)">。
原始碼下載:http://files.cnblogs.com/ducle/map.rar
三、示範效果
示範圖在下:
由於是靜態,所以就不給demo了。這種方法雖然很麻煩,而且地圖塊多了就很慢,但是畢竟是種技術,如果大家有什麼好的方法也可以來告訴我。
希望大家多支援。謝謝。
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