
//目标位置序列 //为每个td添加onclick事件。 
转载请注明来自http://blog.csdn.net/sunxing007
//ie7以下默认不缓存背景图像,造成延迟和闪烁,修正此bug.
//(csdn网友wtcsy提供http://blog.csdn.net/wtcsy/)
try{
document.execCommand("BackgroundImageCache", false, true);
}catch(e){alert(e)};
//辅助函数
function $(id){return document.getElementById(id)};
/*************************************************
* js拼图游戏 v1.6
* 作者 sunxing007
* 转载请注明来自http://blog.csdn.net/sunxing007
**************************************************/
var PicGame = {
//行数
x: 3,
//列数
y: 3,
//图片源
img: $('img'),
//单元格高度
cellHeight: 0,
//单元格宽度
cellWidth: 0,
//本游戏最主要的对象:表格,每个td对应着一个可以移动的小格子
board: $('board'),
//初始函数
init: function(){
//确定拼图游戏的行数和列数
this.x = $('lines').value>1?$('lines').value : 3;
this.y = $('cols').value>1?$('cols').value : 3;
//删除board原有的行
while(this.board.rows.length>0){
this.board.deleteRow(0);
}
//按照行数和列数重新构造board
for(var i=0; i
for(var j=0; j
}
}
//计算单元格高度和宽度
this.cellHeight = this.img.height/this.x;
this.cellWidth = this.img.width/this.y;
//获取所有的td
var tds = this.board.getElementsByTagName('td');
//对每个td, 设置样式
for(var i=0; i
tds[i].style.height = this.cellHeight;
tds[i].style.background = "url(" + this.img.src + ")";
tds[i].style.border = "solid #ccc 1px";
var currLine = parseInt(i/this.y);
var currCol = i%this.y;
//这里最重要,计算每个单元格的背景图的位置,使他们看起来像一幅图像
tds[i].style.backgroundPositionX = -this.cellWidth * currCol;
tds[i].style.backgroundPositionY = -this.cellHeight * currLine;
}
/** begin: 打乱排序*******************/
/**
* 打乱排序的算法是这样的:比如我当前是3*3布局,
* 则我为每一个td产生一个目标位置,这些目标位置小于9且各不相同,
* 然后把它们替换到那个地方。
**/
var index = [];
index[0] = Math.floor(Math.random()*(this.x*this.y));
while(index.length<(this.x*this.y)){
var num = Math.floor(Math.random()*(this.x*this.y));
for(var i=0; i
break;
}
}
if(i==index.length){
index[index.length] = num;
}
//window.status = index;
}
var cloneTds = [];
//把每个td克隆, 然后依据目标位置序列index,替换到目标位置
for(var i=0; i
}
for(var i=0; i
}
/** end: 打乱排序*********************/
tds = this.board.getElementsByTagName('td');
for(var i=0; i
//被点击对象的坐标
var row = this.parentNode.rowIndex;
var col = this.cellIndex;
//window.status = "row:" + row + " col:" + col;
//空白方块的坐标
var rowBlank = 0;
var colBlank = 0;
//reachable表示当前被点击的方块是否可移动
var reachable = false;
if(row+1
colBlank = col;
reachable = true;
//window.status +=" reachable! rowBlank: " + rowBlank + " colBlank:" + colBlank;
}
else if(row-1>=0 && PicGame.board.rows[row-1].cells[col].style.background == ''){
rowBlank = row - 1;
colBlank = col;
reachable = true;
//window.status +=" reachable! rowBlank: " + rowBlank + " colBlank:" + colBlank;
}
else if(col+1
colBlank = col + 1;
reachable = true;
//window.status +=" reachable! rowBlank: " + rowBlank + " colBlank:" + colBlank;
}
else if(col-1>=0 && PicGame.board.rows[row].cells[col-1].style.background == ''){
rowBlank = row;
colBlank = col - 1;
reachable = true;
//window.status +=" reachable! rowBlank: " + rowBlank + " colBlank:" + colBlank;
}
else{
//window.status +=" unreachable!";
reachable = false;
}
//如果可移动,则把当前方块和空白方块交换
if(reachable){
var tmpBlankNode = PicGame.board.rows[rowBlank].cells[colBlank].cloneNode(true);
//需要注意的是克隆对象丢失了onclick方法,所以要补上
tmpBlankNode.onclick = arguments.callee;
var tmpCurrNode = PicGame.board.rows[row].cells[col].cloneNode(true);
tmpCurrNode.onclick = arguments.callee;
PicGame.board.rows[rowBlank].cells[colBlank].parentNode.replaceChild(tmpCurrNode,PicGame.board.rows[rowBlank].cells[colBlank]);
PicGame.board.rows[row].cells[col].parentNode.replaceChild(tmpBlankNode, PicGame.board.rows[row].cells[col]);
}
}
}
}
};
PicGame.init();
$('start').onclick = function(){
PicGame.init();
}
script>
