Javascript 如何使用拖放移动画布?
--html--Javascript 如何使用拖放移动画布?,javascript,html,Javascript,Html,--html-- 滑动拼图 容易的 硬的 ---JavaScript <!doctype html> <html> <head> </head> <body> <div id="title"> <h2>Sliding Puzzle</h2> </div> <div id="slider"> <form> <la
滑动拼图
容易的
硬的
---JavaScript
<!doctype html>
<html>
<head>
</head>
<body>
<div id="title">
<h2>Sliding Puzzle</h2>
</div>
<div id="slider">
<form>
<label>Easy</label>
<input type="range" id="scale" value="4" min="3" max="5" step="1">
<label>Hard</label>
</form>
<br>
</div>
<div id="main" class="main">
<canvas id="puzzle" width="480px" height="480px"></canvas>
</div>
<script src="sliding.js"></script>
</body>
</html>
var context=document.getElementById('puzzle').getContext('2d');
var img=新图像();
img.src='img1.jpg';
img.addEventListener('load',drawTiles,false);
var boardSize=document.getElementById('puzzle')。宽度;
var tileCount=document.getElementById('scale')。值;
var tileSize=板尺寸/tileCount;
var clickLoc=新对象;
点击LOC.x=0;
点击位置y=0;
var emptyLoc=新对象;
emptyLoc.x=0;
y=0;
var=false;
var boardParts=新对象;
立根板();
document.getElementById('scale')。onchange=function(){
tileCount=this.value;
tileSize=板尺寸/tileCount;
立根板();
drawTiles();
};
document.getElementById('puzzle').onmousemove=function(e){
单击loc.x=数学楼层((e.pageX-this.offsetLeft)/tileSize);
单击loc.y=数学地板((e.pageY-this.offsetTop)/tileSize);
};
document.getElementById('puzzle')。onclick=function(){
if(距离(点击位置x、点击位置y、空位置x、空位置y)=1){
幻灯片(清空、点击锁定);
drawTiles();
}
如果(已解决){
setTimeout(函数(){alert(“你解决了!”);},500);
}
};
函数setBoard(){
boardParts=新阵列(tileCount);
对于(变量i=0;i
这可以正常工作,但我不习惯使用拖放来移动拼图项目(本例适用于单击事件。(onmousemove,onclick)我如何重写这些函数来处理拖放(仅限于JavaScript和html)你不能使用jquery吗?如果有一个受支持且经过良好测试的库来执行此操作,那么在纯javascript中进行拖放是浪费时间的。请选择“否”,我不能仅使用jquary.js。如果你知道如何使用js进行拖放,请帮助我。
var context = document.getElementById('puzzle').getContext('2d');
var img = new Image();
img.src = 'img1.jpg';
img.addEventListener('load', drawTiles, false);
var boardSize = document.getElementById('puzzle').width;
var tileCount = document.getElementById('scale').value;
var tileSize = boardSize / tileCount;
var clickLoc = new Object;
clickLoc.x = 0;
clickLoc.y = 0;
var emptyLoc = new Object;
emptyLoc.x = 0;
emptyLoc.y = 0;
var solved = false;
var boardParts = new Object;
setBoard();
document.getElementById('scale').onchange = function() {
tileCount = this.value;
tileSize = boardSize / tileCount;
setBoard();
drawTiles();
};
document.getElementById('puzzle').onmousemove = function(e) {
clickLoc.x = Math.floor((e.pageX - this.offsetLeft) / tileSize);
clickLoc.y = Math.floor((e.pageY - this.offsetTop) / tileSize);
};
document.getElementById('puzzle').onclick = function() {
if (distance(clickLoc.x, clickLoc.y, emptyLoc.x, emptyLoc.y) == 1) {
slideTile(emptyLoc, clickLoc);
drawTiles();
}
if (solved) {
setTimeout(function() {alert("You solved it!");}, 500);
}
};
function setBoard() {
boardParts = new Array(tileCount);
for (var i = 0; i < tileCount; ++i) {
boardParts[i] = new Array(tileCount);
for (var j = 0; j < tileCount; ++j) {
boardParts[i][j] = new Object;
boardParts[i][j].x = (tileCount - 1) - i;
boardParts[i][j].y = (tileCount - 1) - j;
}
}
emptyLoc.x = boardParts[tileCount - 1][tileCount - 1].x;
emptyLoc.y = boardParts[tileCount - 1][tileCount - 1].y;
solved = false;
}
function drawTiles() {
context.clearRect ( 0 , 0 , boardSize , boardSize );
for (var i = 0; i < tileCount; ++i) {
for (var j = 0; j < tileCount; ++j) {
var x = boardParts[i][j].x;
var y = boardParts[i][j].y;
if(i != emptyLoc.x || j != emptyLoc.y || solved == true) {
context.drawImage(img, x * tileSize, y * tileSize, tileSize, tileSize,
i * tileSize, j * tileSize, tileSize, tileSize);
}
}
}
}
function distance(x1, y1, x2, y2) {
return Math.abs(x1 - x2) + Math.abs(y1 - y2);
}
function slideTile(toLoc, fromLoc) {
if (!solved) {
boardParts[toLoc.x][toLoc.y].x = boardParts[fromLoc.x][fromLoc.y].x;
boardParts[toLoc.x][toLoc.y].y = boardParts[fromLoc.x][fromLoc.y].y;
boardParts[fromLoc.x][fromLoc.y].x = tileCount - 1;
boardParts[fromLoc.x][fromLoc.y].y = tileCount - 1;
toLoc.x = fromLoc.x;
toLoc.y = fromLoc.y;
checkSolved();
}
}
function checkSolved() {
var flag = true;
for (var i = 0; i < tileCount; ++i) {
for (var j = 0; j < tileCount; ++j) {
if (boardParts[i][j].x != i || boardParts[i][j].y != j) {
flag = false;
}
}
}
solved = flag;
}