用Javascript开发《三国志曹操传》-零部件开发(四)-用地图块拼成大地图
小时候我们玩过拼图游戏,是用自己的手去拼的。今天我们来研究研究用javascript来拼图。同样是拼图,但用js拼图要比用手拼图麻烦多了,因此以后我要把它优化成引擎。
一、前言
以上是一段导语,话不扯远,对《三国志曹操传》熟悉的玩家知道,《三国志曹操传》的地图是由小地图块拼成的,那要实现它就和导语说得一样:很麻烦。不过即使麻烦也是一门技术,因此在此分享给大家,希望大家喜欢。
前几章的位置:
用Javascript开发《三国志曹操传》-零部件开发(三)-人物对话中,仿打字机输出文字
http://www.cnblogs.com/ducle/archive/2012/09/15/2686532.html
用Javascript开发《三国志曹操传》-零部件开发(二)-让目标人物移动
http://www.cnblogs.com/ducle/archive/2012/09/08/2677127.html
用Javascript开发《三国志曹操传》-零部件开发(一)-让静态人物动起来
http://www.cnblogs.com/ducle/archive/2012/09/02/2667481.html
二、代码讲解
今天我要换换讲解方式,先不给代码,我们先来想想原理。现在,假如你有一幅图片,把它裁开成若干份,并打乱。现在如果让你用js把他们组织起来,如何做呢?先不说图的顺序,首先来看把它们弄在一起就很难了。这时我减少难度,给你几个选择:
A.用margin慢慢调 B.用数组把它们排列好 C.放弃
在这道题中,选A是很不明智的,选C就代表你也拿不定主意。看来选B是最好的。既然都告诉大家用数组,那就先上代码吧。免得消磨大家兴致。
js代码:
1 /* 2 *Prompt: 3 *If you want to add hurdle, find string: "{{Add hurdle above." and "{{After add hurdle, add the hurdle to the vector above." please. 4 *If you want to add or change type of grid, find string: "{{Add new grid above.". 5 *If you want to change position of map, please find string: "{{Change map margin above.". 6 *If the icon of crid is changed, you have to change the size of icon. Find "{{Change icon size above." to change size. 7 */ 8 9 //Map of hurdle or military or resource. 10 var vView = []; 11 12 /*Remarks: 13 *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 14 *r: research Center *P: port *D: dock *s: Shipyard 15 */ 16 var mScene = { 17 'L': ['./land.png', '陆地'] 18 , 'S': ['./sea.png', '河流'] 19 , 'T': ['./tree.png', '树木'] 20 , 'B': ['./bridge.png', '桥'] 21 , 'C': ['./beach.png', '沙滩'] 22 }; 23 //{{Add new grid above. 24 25 var mCurrent = { 26 Margin: { 27 left: -1 28 , top: -1 29 , right: -1 30 , bottom: -1 31 } 32 , Position: { 33 X: -1 34 , Y: -1 35 } 36 , Type: 'NONE' 37 38 }; 39 var mTitle = {}; 40 41 var sHurdleONE = 42 'S,S,S,S,S,S,S,S,S,S,S' 43 + ';T,L,T,T,T,T,S,S,S,S,T' 44 + ';T,L,L,T,S,S,S,S,S,L,T' 45 + ';T,L,L,L,C,C,C,S,S,T,S' 46 + ';T,L,L,L,C,C,C,B,B,L,T' 47 + ';T,L,L,C,C,C,C,S,S,L,T' 48 + ';T,L,L,C,C,T,S,S,L,L,T' 49 ; 50 //{{Add hurdle above. 51 52 var vHurdles = [sHurdleONE]; 53 //{{After add hurdle, add the hurdle to the vector above. 54 55 function _createGrid(nWidthBasic, nHeightBasic, nPicWidth, nPicHeight, cType, mMargin) 56 { 57 var mCoordMember = { 58 left: nWidthBasic 59 , top: nHeightBasic 60 , right: nWidthBasic + nPicWidth 61 , bottom: nHeightBasic + nPicHeight 62 }; 63 var mPositionMember = { 64 X: (mCoordMember.left - mMargin.x) / nPicWidth 65 , Y: (mCoordMember.top - mMargin.y) / nPicHeight 66 }; 67 var mItem = { 68 Coord: mCoordMember 69 , Position: mPositionMember 70 , Type: cType 71 }; 72 73 return mItem; 74 } 75 76 function _loadHurdle(sHurdle) 77 { 78 var nBasic = 0; 79 var nWidthBasic = nBasic; //margin-left. 80 var nHeightBasic = 0; //margin-top. 81 82 //{{Change map margin above. 83 84 var nPicWidth = 45; //Picture width is nBasic. 85 var nPicHeight = 45; //Picturn height is nHeightBasic. 86 //{{Change icon size above. 87 88 var nSub; 89 var nRow; 90 var nCol; 91 92 var v = sHurdle.split(';'); 93 var vRec = []; 94 95 for(nSub = 0; nSub < v.length; nSub++){ 96 var vCrid = v[nSub].split(','); 97 vRec[vRec.length] = vCrid; 98 } 99 100 for(nRow = 0; nRow < vRec.length; nRow++){ 101 var vCol = vRec[nRow]; 102 103 for(nCol = 0; nCol < vCol.length; nCol++){ 104 var cType = vCol[nCol]; 105 var mMargin = {x: nBasic, y: nBasic}; 106 107 vView[vView.length] = _createGrid(nWidthBasic, nHeightBasic, nPicWidth, nPicHeight, cType, mMargin); 108 109 nWidthBasic += nPicWidth; 110 } 111 112 nHeightBasic += nPicHeight; 113 nWidthBasic = nBasic; 114 } 115 } 116 117 118 119 //Show map with vector 'vView'. 120 function _showMap(sID) 121 { 122 var xDiv=document.getElementById(sID); 123 124 var xGrid; 125 var xImg; 126 127 128 var nTop = 0; 129 130 var nSub; 131 var sIdPrefix = 'ID_IMG_NUM_'; 132 var sIdGrid = 'ID_A_NUM_'; 133 for(nSub = 0; nSub < vView.length; nSub++){ 134 var mGrid = vView[nSub]; 135 136 if(mGrid){ 137 var xMargin = mGrid.Coord; 138 var cType = mGrid.Type; 139 var xProper = mScene[cType]; 140 141 if(xProper){ 142 xGrid = document.createElement('a'); 143 xImg = document.createElement('img'); 144 145 xImg.style.position = 'absolute'; 146 xImg.style.marginLeft = xMargin.left; 147 xImg.style.marginTop = xMargin.top; 148 149 xImg.src = xProper[0]; 150 151 xImg.style.border = '0px solid #000000'; 152 xImg.id = sIdPrefix + nSub; 153 154 xImg.style.width = 45; 155 xImg.style.height = 45; 156 157 xImg.style.display = 'block'; 158 159 xGrid.onclick = function(e){ 160 var xCurrentGrid = e.target; 161 var sId = xCurrentGrid.id; 162 var nIdAsSub = parseInt(sId.substring(sIdPrefix.length, sId.length)); 163 164 mCurrent = vView[nIdAsSub]; 165 if(!mCurrent){ 166 alert("Error 0004."); 167 } 168 }; 169 xGrid.title = xProper[1] + '(' + parseInt(mGrid.Position.X) + ', ' + parseInt(mGrid.Position.Y+2) + ')'; 170 xGrid.id = sIdGrid + nSub; 171 172 xGrid.appendChild(xImg); 173 174 xDiv.appendChild(xGrid); 175 }else{ 176 alert("Error: 0003."); 177 } 178 }else{ 179 alert("Error: 0002."); 180 } 181 } 182 } 183 184 //Show map of hurdle. 185 function _showHurdle(nHurdle) 186 { 187 if(vHurdles[nHurdle - 1]){ 188 _loadHurdle(vHurdles[nHurdle - 1]); 189 _showMap('ID_DIV_BATTLEFIELD'); 190 }else{ 191 alert("Error: 0001."); 192 } 193 } 194 195
看看,这点程序就用了195行,而且这还是一张地图,看来还很有点麻烦哦。没关系,慢慢解释。
首先还是把素材放在这里,当然也可以去我的相册下载下来。
tree.png | land.png | sea.png | bridge.png | beach.png |
素材不是来自《三国志曹操传》,因为没整理好《三国志曹操传》的地图素材,所以就随便找了些。不过也照样可以用。希望大家不要介意。
麻烦的代码最容易弄得乱七八糟,因此在此时要良好的区分开样式设置和拼图核心。
拼图核心在哪里呢???在这里:
1 var mScene = { 2 'L': ['./land.png', '陆地'] 3 , 'S': ['./sea.png', '河流'] 4 , 'T': ['./tree.png', '树木'] 5 , 'B': ['./bridge.png', '桥'] 6 , 'C': ['./beach.png', '沙滩'] 7 }; 8 //{{Add new grid above. 9 10 var mCurrent = { 11 Margin: { 12 left: -1 13 , top: -1 14 , right: -1 15 , bottom: -1 16 } 17 , Position: { 18 X: -1 19 , Y: -1 20 } 21 , Type: 'NONE' 22 23 }; 24 var mTitle = {}; 25 26 var sHurdleONE = 27 'S,S,S,S,S,S,S,S,S,S,S' 28 + ';T,L,T,T,T,T,S,S,S,S,T' 29 + ';T,L,L,T,S,S,S,S,S,L,T' 30 + ';T,L,L,L,C,C,C,S,S,T,S' 31 + ';T,L,L,L,C,C,C,B,B,L,T' 32 + ';T,L,L,C,C,C,C,S,S,L,T' 33 + ';T,L,L,C,C,T,S,S,L,L,T' 34 ; 35 //{{Add hurdle above. 36 37 var vHurdles = [sHurdleONE]; 38 //{{After add hurdle, add the hurdle to the vector above.
首先我把S,T,B,C,L定义好,使S代表河流,T代表树木,B代表桥,C代表沙滩,L代表陆地。var mCurrent后面有用,暂不解释。然后是var mTitle,这个专门是用来显示title的,所以也不解释了。关键是在下:
1 var sHurdleONE = 2 'S,S,S,S,S,S,S,S,S,S,S' 3 + ';T,L,T,T,T,T,S,S,S,S,T' 4 + ';T,L,L,T,S,S,S,S,S,L,T' 5 + ';T,L,L,L,C,C,C,S,S,T,S' 6 + ';T,L,L,L,C,C,C,B,B,L,T' 7 + ';T,L,L,C,C,C,C,S,S,L,T' 8 + ';T,L,L,C,C,T,S,S,L,L,T' 9 ;
这段代码就是把定义好的S,T,B,C,L连在一起的核心。后面只用定义S,T,B,C,L的宽度高度定义就能把它们连成一块。并且只要把它们在数组里的位置调一调就能改变样式。
接下来为了能切换地图,我们把第一张地图放进了数组:
1 var vHurdles = [sHurdleONE]; 2 //{{After add hurdle, add the hurdle to the vector above.
如果以后加了地图,只用把地图所属的数组名加到vHurdles数组就可以了,调用是就可以直接写对应下标。
样式设置在下:
1 function _createGrid(nWidthBasic, nHeightBasic, nPicWidth, nPicHeight, cType, mMargin) 2 { 3 var mCoordMember = { 4 left: nWidthBasic 5 , top: nHeightBasic 6 , right: nWidthBasic + nPicWidth 7 , bottom: nHeightBasic + nPicHeight 8 }; 9 var mPositionMember = { 10 X: (mCoordMember.left - mMargin.x) / nPicWidth 11 , Y: (mCoordMember.top - mMargin.y) / nPicHeight 12 }; 13 var mItem = { 14 Coord: mCoordMember 15 , Position: mPositionMember 16 , Type: cType 17 }; 18 19 return mItem; 20 } 21 22 function _loadHurdle(sHurdle) 23 { 24 var nBasic = 0; 25 var nWidthBasic = nBasic; //margin-left. 26 var nHeightBasic = 0; //margin-top. 27 28 //{{Change map margin above. 29 30 var nPicWidth = 45; //Picture width is nBasic. 31 var nPicHeight = 45; //Picturn height is nHeightBasic. 32 //{{Change icon size above. 33 34 var nSub; 35 var nRow; 36 var nCol; 37 38 var v = sHurdle.split(';'); 39 var vRec = []; 40 41 for(nSub = 0; nSub < v.length; nSub++){ 42 var vCrid = v[nSub].split(','); 43 vRec[vRec.length] = vCrid; 44 } 45 46 for(nRow = 0; nRow < vRec.length; nRow++){ 47 var vCol = vRec[nRow]; 48 49 for(nCol = 0; nCol < vCol.length; nCol++){ 50 var cType = vCol[nCol]; 51 var mMargin = {x: nBasic, y: nBasic}; 52 53 vView[vView.length] = _createGrid(nWidthBasic, nHeightBasic, nPicWidth, nPicHeight, cType, mMargin); 54 55 nWidthBasic += nPicWidth; 56 } 57 58 nHeightBasic += nPicHeight; 59 nWidthBasic = nBasic; 60 } 61 } 62 63 64 65 //Show map with vector 'vView'. 66 function _showMap(sID) 67 { 68 var xDiv=document.getElementById(sID); 69 70 var xGrid; 71 var xImg; 72 73 74 var nTop = 0; 75 76 var nSub; 77 var sIdPrefix = 'ID_IMG_NUM_'; 78 var sIdGrid = 'ID_A_NUM_'; 79 for(nSub = 0; nSub < vView.length; nSub++){ 80 var mGrid = vView[nSub]; 81 82 if(mGrid){ 83 var xMargin = mGrid.Coord; 84 var cType = mGrid.Type; 85 var xProper = mScene[cType]; 86 87 if(xProper){ 88 xGrid = document.createElement('a'); 89 xImg = document.createElement('img'); 90 91 xImg.style.position = 'absolute'; 92 xImg.style.marginLeft = xMargin.left; 93 xImg.style.marginTop = xMargin.top; 94 95 xImg.src = xProper[0]; 96 97 xImg.style.border = '0px solid #000000'; 98 xImg.id = sIdPrefix + nSub; 99 100 xImg.style.width = 45; 101 xImg.style.height = 45; 102 103 xImg.style.display = 'block'; 104 105 xGrid.onclick = function(e){ 106 var xCurrentGrid = e.target; 107 var sId = xCurrentGrid.id; 108 var nIdAsSub = parseInt(sId.substring(sIdPrefix.length, sId.length)); 109 110 mCurrent = vView[nIdAsSub]; 111 if(!mCurrent){ 112 alert("Error 0004."); 113 } 114 }; 115 xGrid.title = xProper[1] + '(' + parseInt(mGrid.Position.X) + ', ' + parseInt(mGrid.Position.Y+2) + ')'; 116 xGrid.id = sIdGrid + nSub; 117 118 xGrid.appendChild(xImg); 119 120 xDiv.appendChild(xGrid); 121 }else{ 122 alert("Error: 0003."); 123 } 124 }else{ 125 alert("Error: 0002."); 126 } 127 } 128 }
以上的代码很简单,自己可以看看,提示一下:当你在自己开发的过程中如果弹出一个Error: 0002, Error: 0003, Error: 0001什么之类的,就代表出了错,需要马上去检查。这是为了在麻烦的程序开发中有一点提醒而设计的。值得注意的是:这里的图片全是createElement弄出来的,所以请不要猜疑html代码里有什么蹊跷。
接着看:
1 function _showHurdle(nHurdle) 2 { 3 if(vHurdles[nHurdle - 1]){ 4 _loadHurdle(vHurdles[nHurdle - 1]); 5 _showMap('ID_DIV_BATTLEFIELD'); 6 }else{ 7 alert("Error: 0001."); 8 } 9 }
这是在你要弄出地图的调用函数,当你在html代码里写上:<body onload="_showHurdle(nHurdle)">几可以把拼的图一下子画出来。nHurdle就是地图在数组vHurdles里的对应下标,最低是1,而不是0,也就是说要用第一张地图,那nHurdle就该赋值为1,调用是写为:<body onload="_showHurdle(1)">。
源代码下载:https://files.cnblogs.com/ducle/map.rar
三、演示效果
演示图在下:
由于是静态的,所以就不给demo了。这种方法虽然很麻烦,而且地图块多了就很慢,但是毕竟是种技术,如果大家有什么好的方法也可以来告诉我。
希望大家多支持。谢谢。