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Thread: Little help to this javascript

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  1. #1
    Join Date
    Feb 2014
    Posts
    1

    Little help to this javascript

    Hi i have found this nice javascript puzzle game

    Code:
    <!doctype html>
    <html>
    <head>
     <title>Sliding Puzzle</title>
     <style type="text/css">
     .picture {
       border: 1px solid black;
     }
    body{
    
    width:100%; 
    height:100%; 
    margin:0; 
    padding:0; 
    overflow:hidden; 
    /* Disable tap overlay color on links - set alpha to %0 = invisible */ 
    -webkit-tap-highlight-color: rgba(0, 0, 0, 0); 
    font-family: sans-serif;
    background-color: #13407a;
    color: #B9780F;
    }
     </style>
    <meta content="text/html; charset=UTF-8" http-equiv="Content-Type" /> 
    <meta content="width=device-width, initial-scale=1.0" name="viewport" /> 
    </head>
    <body>
    <center>
       <form>
         <input type="hidden" id="scale" value="4">
       </form>
       <br>
     <div id="main" class="main">
       <canvas id="puzzle" width="300px" height="300px"></canvas>
     </div>
     <script>
     var context = document.getElementById('puzzle').getContext('2d');
    
    var img = new Image();
    img.src = 'http://apps.marianasgps.com/ev1/duanepahl/puzzle.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;
    }
     </script>
     </center>
    </body>
    </html>
    it works fine in browsers but i wanted to add it to my Android smartphone

    there it works but every time you press to move a block (it move it) instead showing a black (or any background has the html) empty block to the one that moved.. showing the image of the block as it was before..

    so now having 2 same blocks even one is ''empty'' and that make it little difficult to play


    http://i30.photobucket.com/albums/c3...ps7d9f3e12.jpg

    maybe i am asking to much but i have not so many knowledge in coding .. sorry

    thanks in advance

  2. #2
    Join Date
    Oct 2010
    Location
    Versailles, France
    Posts
    1,264
    Try this change (I can not test now) :
    Code:
    document.getElementById('puzzle').onmousemove = document.getElementById('puzzle').ontouchstart = function(e) {  
       clickLoc.x = Math.floor((e.pageX - this.offsetLeft) / tileSize);
       clickLoc.y = Math.floor((e.pageY - this.offsetTop) / tileSize)
    };
    We have to store the clickLoc (or touchLoc) before the click or touch event fire.
    Last edited by 007Julien; 02-10-2014 at 02:20 AM.

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