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JavaScript编写推箱子游戏

2019-11-20 12:05:27
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  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:

      level: [        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]        },        //第二关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]          /*          box : [            {x:3, y : 1},            {x:4, y : 1},            {x:4, y : 2},            {x:5, y : 5}          ]          */        },        //第三关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]        },        //第四关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]        },        //第五关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]          /*           box : [           {x:3, y : 1},           {x:4, y : 1},           {x:4, y : 2},           {x:5, y : 5}           ]           */        },          //第六关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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},          box: [            {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}}          -->        </div>      {{/each}}      {{#addY}}{{/addY}}    {{/each}}  </script>

  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() {        y = 0;      });      Handlebars.registerHelper("addY", function() {        y++;      });      Handlebars.registerHelper("getY", function() {        return y;      });      Handlebars.registerHelper("calc", function(arg) {        //console.log(arg)        if(arg!==1111) {          return 50*arg + "px";        }else{          return 50*y + "px";        };      });      Handlebars.registerHelper("getClass", function(arg) {        switch( arg ) {          case 0 :            return "bg"          case 1 :            return "block"          case 2 :            return "box"          case 3 :            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");          });        }else{          $(window).on("keydown", function(ev) {            var state = "";            switch( ev.keyCode ) {              case 37 :                state = "left";              break;              case 39 :                state = "right";              break;              case 38 :                state = "top";              break;              case 40 :                state = "bottom";              break;            };            _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");              return ;            }else{              //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 );              return ;            };

  所有的代码在这里:

<!DOCTYPE html><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="http://cdn.bootcss.com/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}}          -->        </div>      {{/each}}      {{#addY}}{{/addY}}    {{/each}}  </script>  <script>    (function() {      var y = 0;      Handlebars.registerHelper("initY", function() {        y = 0;      });      Handlebars.registerHelper("addY", function() {        y++;      });      Handlebars.registerHelper("getY", function() {        return y;      });      Handlebars.registerHelper("calc", function(arg) {        //console.log(arg)        if(arg!==1111) {          return 50*arg + "px";        }else{          return 50*y + "px";        };      });      Handlebars.registerHelper("getClass", function(arg) {        switch( arg ) {          case 0 :            return "bg"          case 1 :            return "block"          case 2 :            return "box"          case 3 :            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;        }      }    })();  </script></head><style>  #game{    display: none;  }  #house{    position: relative;  }  .bg{    position: absolute;    width:50px;    height:50px;    box-sizing: border-box;  }  .block{    position: absolute;    background-image: url(imgs/wall.png);    width:50px;    height:50px;    box-sizing: border-box;  }  .box{    position: absolute;    background: #fbd500;    width:50px;    height:50px;    background-image: url(imgs/box.png);  }  .target{    position: absolute;    background: url(imgs/target.jpg);    background-size: 50px 50px;;    width:50px;    height:50px;    box-sizing: border-box;  }  #person{    background-image: url(imgs/person.png);    width:50px;    height:50px;    position: absolute;  }  #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:30px;  }  .height20percent{    height:30%;  }  .height30percent{    height:30%;  }  .height40percent{    height:40%;  }  .height100percent{    height:100%;  }  .font30{    font-size:30px;    color:#34495e;  }</style><body>  <div id="select">    <div class="container">      <div class="row">        <p class="text-info">          已经解锁的关卡:        <p id="level">        </p>        </p>        <button id="start" class="btn btn-default">          开始游戏        </button>      </div>    </div>  </div>  <div id="game" class="container">    <div class="row">      <button onclick="location.reload()" class="btn btn-info" >        返回选择关卡重新      </button>      <div id="house">      </div>    </div>  </div>  <script>    G = {      level: [        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]        },        //第二关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]          /*          box : [            {x:3, y : 1},            {x:4, y : 1},            {x:4, y : 2},            {x:5, y : 5}          ]          */        },        //第三关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]        },        //第四关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]        },        //第五关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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}]          /*           box : [           {x:3, y : 1},           {x:4, y : 1},           {x:4, y : 2},           {x:5, y : 5}           ]           */        },          //第六关        {          //0是空的地图          //1是板砖          //3是目标点          state:[            [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},          box: [            {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 = {};        return {          get: function () {            return data;          },          set: function (arg) {            data = 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)return true;            return false;          },          collisionBox : function(x,y) {            for(var i= 0, len= data.box.length; i< len; i++) {              if( data.box[i].x === x&& data.box[i].y === y)return data.box[i];            };            return false;          }        }      })(),      view : {        initMap : function(map) {          document.getElementById("house").innerHTML = Handlebars.compile( document.getElementById("tpl").innerHTML )( map );        },        initPerson : function(personXY) {          var per = document.createElement("div");          per.id = "person";          G.per = per;          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.length; i++) {            var box = document.createElement("div");            box.className = "box";            G.box = 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.length;          while( len-- ) {            eBoxs[len].parentNode.removeChild( eBoxs[len] );          };        }      },      /*      * 0;向上      * 1:向右      * 2:向下      * 3:向左      * */      direction : 0,      step : function(xy) {        //这里面要做很多判断        /*包括:         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){                  x = -1;                  xx = -2;                }else{                  x = 0;                };              this.direction = 0;              break;            case "top" :                if(this.direction===1){                  y = -1;                  yy = -2                }else{                  y = 0;                };                this.direction = 1;              break;            case "right" :                if(this.direction === 2) {                  x = 1;                  xx = 2;                }else{                  x = 0;                };              this.direction = 2;              break;            case "bottom" :                if(this.direction ===3 ) {                  y = 1;                  yy = 2;                }else{                  y = 0;                };              this.direction = 3;          };          //如果是墙壁就不能走          if( this.mapData.collision(mapData.person.x + x, mapData.person.y+y) ) {            return;          };          //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)) {            return;          };          if( this.mapData.collisionBox(mapData.person.x+x, mapData.person.y+y) && this.mapData.collisionBox(mapData.person.x+xx, mapData.person.y+yy)) {            return          }          //mapData.x+xx, mapData.y+yy          mapData.person.x = mapData.person.x + x;          mapData.person.y = mapData.person.y + y;          this.per.style.left = 50* mapData.person.x+"px";          this.per.style.top = 50* mapData.person.y+"px";          this.per.className = {            0:"up",            1:"right",            2:"bottom",            3:"left"          }[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 Boolean;      * */      //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.length; i++) {          if(mapData.state[mapData.box[i].y][mapData.box[i].x] != 3) {            return false;          };        };        $.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");              return ;            }else{              //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 );              return ;            };          },          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 ) {          return        };        this.hasBind = true;        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>/                  <div class="height30percent">/                    <div class="col-xs-6 arrow-left">/                      <span class="glyphicon glyphicon-arrow-left" aria-hidden="true"></span>/                    </div>/                    <div class="col-xs-6 arrow-right">/                      <span class="glyphicon glyphicon-arrow-right" aria-hidden="true"></span>/                    </div>/                  </div>/                  <div class="height30percent arrow-down">/                    <span class="glyphicon glyphicon-arrow-down" aria-hidden="true"></span>/                  </div>/                </div>/              </div>/            </div>/            ';            +function addDOM() {              $("#game").append( mobileDOMString );            }();        };        var _this = 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");          });        }else{          $(window).on("keydown", function(ev) {            var state = "";            switch( ev.keyCode ) {              case 37 :                state = "left";              break;              case 39 :                state = "right";              break;              case 38 :                state = "top";              break;              case 40 :                state = "bottom";              break;            };            _this.step(state)          });        };      }    };    function start( level ) {      G.now = level;      G.mapData.set(G.level[level] );      G.init();      $("#game").show();      $("#select").hide();    };    function init() {      var cookieLevel = $.cookie('level') || 0;      start( cookieLevel );    };    $("#start").click(function() {      init();    });    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++;        })      });    }  </script></body></html>

  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 : 打开

以上所述就是本文的全部内容了,希望大家能够喜欢。

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