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使用非html5實(shí)現(xiàn)js板連連看游戲示例代碼

 更新時(shí)間:2013年09月22日 15:12:07   投稿:whsnow  
連連看游戲通常情況下都是使用html5來實(shí)現(xiàn)的,不過從現(xiàn)在開始就可以使用js來實(shí)現(xiàn)了,具體的代碼如下,喜歡的朋友可以參考下,希望對大家有所幫助

向大家分享一款如何實(shí)現(xiàn)js版連連看游戲,如下圖所示:

首先看一下html的布局方式在index.html文件中:

復(fù)制代碼 代碼如下:

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<title>連連看</title>
<link rel="stylesheet" type="text/css" href="css/index.css"/>
</head>
<body>
<center>
<div id="whole">
<div id="gamePanel" tabindex="0">
<div id="pieces">
</div>
</div>
<div id="gameLogo">
</div>
<div id="scorePanel">
<span>分 數(shù)</span>
</div>
<div id="score">
<span>0</span>
</div>
<div id="timePanel">
<span>時(shí) 間</span>
</div>
<div id="time">
<span>0</span>
</div>
<div id="button">
<input id="start" type="button" onclick="Start();" value="開始"></input>
<input id="reset" type="button" onclick="Reset();"value="重置"></input>
</div>
</div>
</center>
<script type="text/javascript" src="js/map.js"></script>
<script type="text/javascript" src="js/piece.js"></script>
<script type="text/javascript" src="js/game.js"></script>
</body>
</html>

css文件夾下的index.css文件如下:
復(fù)制代碼 代碼如下:

body {

font-size : 16px;
font-weight : bold;
color : grey;

}

#whole {

border : 1px double #999999;
border-width : 5px;
width : 800px;
height : 505px;
position : relative;

}

#gamePanel {

margin: 1px 1px 1px 1px;
width : 602px;
height : 502px;
background : url(../img/background.gif) repeat;
position : absolute;

}

#pieces {

margin-top : 35px;
border : 1px solid #999999;
width : 546px;
height : 434px;
position: relative;

}

#pieces .piece {

width : 32px;
height : 36px;
position : relative;
cursor : pointer;
float : left;

}

#pieces .track {

width : 32px;
height : 36px;
position : relative;
float : left;

}

#pieces .track2 {

width : 32px;
height : 36px;
position : relative;
float : left;
background : red;

}

#gameLogo {

margin-top : 60px;
border : 1px solid #999999;
left : 607px;
width : 187px;
height : 73px;
background : url(../img/logo.gif);
position: absolute;

}

#scorePanel {

border : 1px solid #999999;
left : 607px;
top : 200px;
width : 187px;
height : 30px;
position : absolute;

}

#score {

border : 1px solid #999999;
left : 607px;
top : 240px;
width : 187px;
height : 30px;
position : absolute;

}

#timePanel {

border : 1px solid #999999;
left : 607px;
top : 300px;
width : 187px;
height : 30px;
position : absolute;

}

#time {

border : 1px solid #999999;
left : 607px;
top : 340px;
width : 187px;
height : 30px;
position : absolute;

}

#button {

border : 1px solid #999999;
left : 607px;
top : 400px;
width : 187px;
height : 30px;
position : absolute;


}

下面讓我們來看一下最核心的js部分實(shí)現(xiàn)代碼,js部分分為三個源文件即game.js、map.js、piece.js每一個源文件對應(yīng)一個類,其中本游戲通過game類來操縱map和圖片piece對象:

game.js代碼如下:
復(fù)制代碼 代碼如下:

// 游戲控制類
var Game = {

// 游戲背景
gamePanel : null,

// 分?jǐn)?shù)
score : 0,

// 時(shí)間
time : 0,

// 圖片映射表
pieceMap : null,

// 圖片列表
pieceList : [],

// 圖片列表不包含圖片
pieceImgList : [],

// 圖片隨機(jī)數(shù)列表
randomList : [],

// 軌跡列表
trackList : [],

// 游戲是否開始
isGameBigin : false,

// 游戲是否結(jié)束
isGameOver : false,

// 游戲是否重置
isGameReset : false,

// 圖片元素是否第一次點(diǎn)擊
isFirstClick : true,

// 開始游戲
start : function() {

document.getElementById("start").disabled = true;
document.getElementById("reset").disabled = false;

if (this.isGameReset) {

this.isGameOver = false;
this.startTime();

return;

} else if (this.isGameBegin) {

return;

} else {

this.init();

return;

}

},

reset : function() {

document.getElementById("start").disabled = false;
document.getElementById("reset").disabled = true;

this.clear();
this.initPieces();
this.initImgPieces();
this.time = 0;
document.getElementById("time").innerHTML = 0;

this.score = 0;
document.getElementById("score").innerHTML = 0;

this.isGameReset = true;
this.isGameBegin = true;

},

// 初始化
init : function() {

if (this.isGameBegin) {

return;

}

this.pieceMap = new Map();

var _this = this;

this.time = 0;
this.startTime();

this.gamePanel = document.getElementById("pieces");

this.initPieces();
this.initImgPieces();

this.isGameBegin = true;

},

// 將隨機(jī)生成的150張圖片添加進(jìn)畫布
initPieces : function() {

var _this = this;

this.initRandomList();

// 打亂隨機(jī)列表排序
this.messRandomList();

for (var i = 0; i < 204; i ++) {

var piece = new Piece(this);
this.pieceList.push(piece);

var x = (i%17);
var y = Math.floor(i/17);

this.pieceMap.put(x+","+y, piece);

piece.setPosition(x, y);
this.gamePanel.appendChild(piece.dom);

if (x == 0 || x == 16 || y == 0 || y == 11) {

piece.track = document.createElement("div");
piece.track.className = "track";
piece.dom.appendChild(piece.track);
piece.isTracked = true;

continue;

} else {

if (x == 1 || x == 15 || y == 1 || y == 10) {

piece.setAtEdge(true);

}

this.pieceImgList.push(piece);

}

}

},

// 初始化圖片
initImgPieces : function() {

for (var i = 0; i < this.pieceImgList.length; i ++) {

this.pieceImgList[i].initImg();
this.pieceImgList[i].img.src = "img/pieces/"+this.randomList[i]+".gif"
this.pieceImgList[i].setImgSrc(this.pieceImgList[i].img.src);

// 執(zhí)行圖片點(diǎn)擊事件
this.pieceImgList[i].onClick();

}

},

// 初始化隨機(jī)表
initRandomList : function() {

// 獲取隨機(jī)數(shù)列,成雙出現(xiàn)
for (var i = 0; i < 75; i ++) {

var random = parseInt(Math.random()*22*10000, 10);
var number = random%23;
this.randomList.push(number);
this.randomList.push(number);

}

},

// 打亂隨機(jī)表
messRandomList : function() {

for (var i = 0; i < this.randomList.length; i ++) {

var random = parseInt(Math.random()*15*10000, 10);
var number = random%150;

var temp;
temp = this.randomList[i];
this.randomList[i] = this.randomList[number];
this.randomList[number] = temp;

}

},

// 開始計(jì)時(shí)
startTime : function() {

var _this = this;

if (this.isGameOver) {

return;

} else {

this.time ++;
document.getElementById("time").innerHTML = this.time;
this.isGameBegin = true;
setTimeout(function() {_this.startTime();}, 1000);

}

},

// 清除
clear : function() {

for (var i = 0; i < this.pieceList.length; i ++) {

this.gamePanel.removeChild(this.pieceList[i].dom);

}

this.pieceList = [];
this.randomList = [];
this.pieceImgList = [];

this.isGameOver = true;
this.isGameBegin = false;

}

}

window.onload = function() {

document.getElementById("start").disabled = false;
document.getElementById("reset").disabled = true;

}

// 游戲開始入口
function Start() {

Game.start();

}

// 游戲重置入口
function Reset() {

Game.reset();

}

自定義的js版映射結(jié)構(gòu)map.js源文件如下:
復(fù)制代碼 代碼如下:

var Map = function(){

this.data = [];

}

Map.prototype = {

put : function(key, value) {

this.data[key] = value;
},

get : function(key) {

return this.data[key];
},

remove : function(key) {

this.data[key] = null;

},

isEmpty : function() {

return this.data.length == 0;
},

size : function() {

return this.data.length;
}

}

圖片類piece.js源文件如下:
復(fù)制代碼 代碼如下:

var Piece = function(game) {

// 游戲?qū)ο?br />this.game = game;

// 是否為邊緣元素
this.isEdge = false;

// 是否挨著邊緣元素
this.atEdge = false;

// 圖片dom元素
this.dom = null;

// 圖片元素
this.img = null;

// 圖片元素來源
this.src = null;

// 軌跡元素
this.track = null;

// 是否可以作為軌跡
this.isTracked = false;

// 選中標(biāo)記元素
this.selected = null;

// 圖片橫向排列
this.x = 0;

// 圖片縱向排列
this.y = 0;

// 圖片閃爍Id
this.flashId = null;

// 圖片是否點(diǎn)擊
this.onClicked = false;

// 閃爍次數(shù)
this.flashCount = 0;

this.init();

}

Piece.prototype = {

// 初始化
init : function() {

this.dom = document.createElement("div");
this.dom.className = "piece";

this.selected = document.createElement("img");

},

// 初始化圖片
initImg : function() {

this.img = document.createElement("img");

this.dom.appendChild(this.img);

},

// 滿足算法后初始化track元素
initTrack : function() {

if (this.flashId != null) {

// 停止閃爍
this.stopFlash();

}

//alert("initTrack middle");
if (this.track != null) {

return;
}

this.onClicked = false;

this.dom.removeChild(this.img);

this.track = document.createElement("div");
this.track.className = "track";
this.dom.appendChild(this.track);

},

// 位圖片設(shè)置來源
setImgSrc : function(src) {

this.src = src;

},

// 為圖片設(shè)置二維排列位置
setPosition : function(x, y) {

this.x = x;
this.y = y;

},

// 為圖片設(shè)置選中元素
setSelected : function() {

if (this.flashCount ++ % 2 == 0) {

//this.dom.removeChild(this.img);
//this.selected.src = "img/selected.gif";
//this.dom.appendChild(this.selected);
this.img.src = "img/pieces/flash.gif";

} else {

//if (this.selected != null) {

// this.dom.removeChild(this.selected);

//}

this.img.src = this.src;
//this.dom.appendChild(this.img);

}

},

// 設(shè)置是否為邊緣元素
setEdge : function(isEdge) {

this.isEdge = isEdge;

},

// 設(shè)置是否挨著邊緣元素
setAtEdge : function(atEdge) {

this.atEdge = atEdge;

},

// 開始閃爍
flash : function() {

var _this = this;
this.flashId = setInterval(function() {_this.setSelected();}, 500);

},

// 停止閃爍
stopFlash : function() {

clearInterval(this.flashId);

if (this.flashCount % 2 == 1) {

//if (this.selected != null) {

// this.dom.removeChild(this.selected);

//}

this.img.src = this.src;
//this.dom.appendChild(this.img);

}

},

// 對象被選擇的內(nèi)部函數(shù)
onClick : function() {

if (this.onClicked) {

return;

}

var _this = this;

this.img.onclick = function() {

if (!document.getElementById("start").disabled) {

return;

}

if (_this.onClicked) {

return;

}

if (_this.checkPiece()) {

return;

}

_this.flash();
_this.onClicked = true;

};

},

// 檢查是否有被點(diǎn)擊的圖片
checkPiece : function() {

for (var i = 0; i < this.game.pieceList.length; i ++) {

if (this.game.pieceList[i].onClicked && !this.game.pieceList[i].equal(this)) {

if (this.game.pieceList[i].equalImage(this)) {

//alert("The same Image");
this.searchTrack(this.game.pieceList[i]);

} else {

this.game.pieceList[i].stopFlash();
this.game.pieceList[i].onClicked = false;
this.onClicked = false;

return false;

}

return true;

} else {

continue;

}

}

return false;

},

// 是否為同一個對象
equal : function(piece) {

return (this.x == piece.x && this.y == piece.y);

},

// 是否為同一個圖片
equalImage : function(piece) {

return this.src == piece.src;

},

// 搜尋路徑
searchTrack : function(piece) {

if (this.isNear(piece)) {

this.linkTrack(piece);

return;
}

if (this.isReach(piece) || this.isReach2(piece)) {

this.linkTrack(piece);

return;
}

},

// 是否相鄰
isNear : function(piece) {

var a = (Math.abs(piece.x - this.x) == 1) && (piece.y == this.y)
|| (Math.abs(piece.y - this.y) == 1) && (piece.x == this.x);

return a;
},

// 直線
isStraightReach : function(piece) {
//alert("isStraightReach");
if (this.isNear(piece)) {

return true;

}

var a = false;
var b = false;

// 沿y軸方向搜索
if (this.x == piece.x) {
//alert("!!!!!!!!!!!");
for (var i = this.min(this.y, piece.y) + 1; i < this.max(this.y, piece.y); i ++) {
//alert("this.x == piece.x: " + piece.x + "," + i);
if (this.game.pieceMap.get(piece.x + "," + i).isPass()) {

a = true;

this.game.trackList.push(this.game.pieceMap.get(piece.x + "," + i));

continue;
} else {

a = false;
this.game.trackList = [];

return a;
}

}

}

// 沿x軸方向搜索
if (this.y == piece.y) {
//alert("!!!!!!!!!!!");
for (var i = this.min(this.x, piece.x) + 1; i < this.max(this.x, piece.x); i ++) {
//alert("this.y == piece.y: " + i + "," + piece.y);
if (this.game.pieceMap.get(i + "," + piece.y).isPass()) {

b = true;
this.game.trackList.push(this.game.pieceMap.get(i + "," + piece.y));

continue;
} else {

b = false
this.game.trackList = [];

return b;
}

}

}

return a || b;
},


// 拐一次彎搜索
isReach1 : function(piece) {
//alert("isReach1");
var corner_1 = this.game.pieceMap.get(this.x + "," + piece.y);
var corner_2 = this.game.pieceMap.get(piece.x + "," + this.y);

var _this = this;


if ((_this.isStraightReach(corner_1))
&& (corner_1.isStraightReach(piece))
&& corner_1.isPass()) {

//alert("corner_1: " + this.x + "," + piece.y);
this.game.trackList.push(corner_1);

return true;
}

if ((_this.isStraightReach(corner_2))
&& (corner_2.isStraightReach(piece))
&& corner_2.isPass()) {
//alert("corner_2: " + piece.x + "," + this.y);
this.game.trackList.push(corner_2);

return true;
}

return false;
},

// 直接或拐一次彎搜索
isReach : function(piece) {

var a = this.isStraightReach(piece);

var b = this.isReach1(piece);

return a || b;
},

// 拐兩次彎搜索
isReach2 : function(piece) {

// 沿x軸正向搜索
for (var i = this.x + 1; i < 17; i ++) {

if (!this.game.pieceMap.get(i + "," + this.y).isPass()) {

this.game.trackList = [];

break;

} else if (this.game.pieceMap.get(i + "," + this.y).isReach(piece)
&& this.game.pieceMap.get(i + "," + this.y).isPass()) {

this.game.trackList.push(this.game.pieceMap.get(i + "," + this.y));

return true;
}

}

// 沿x軸搜索
for (var i = this.x - 1; i >= 0; i --) {

if (!this.game.pieceMap.get(i + "," + this.y).isPass()) {

this.game.trackList = [];

break;

} else if (this.game.pieceMap.get(i + "," + this.y).isReach(piece)
&& this.game.pieceMap.get(i + "," + this.y).isPass()) {

this.game.trackList.push(this.game.pieceMap.get(i + "," + this.y));

return true;
}

}

// 沿y軸搜索
for (var i = this.y - 1; i >= 0; i --) {

if (!this.game.pieceMap.get(this.x + "," + i).isPass()) {

this.game.trackList = [];

break;

} else if (this.game.pieceMap.get(this.x + "," + i).isReach(piece)
&& this.game.pieceMap.get(this.x + "," + i).isPass()) {

this.game.trackList.push(this.game.pieceMap.get(this.x + "," + i));

return true;
}

}

// 沿y軸正向搜索
for (var i = this.y + 1; i < 12; i ++) {

if (!this.game.pieceMap.get(this.x + "," + i).isPass()) {

this.game.trackList = [];

break;
} else if (this.game.pieceMap.get(this.x + "," + i).isReach(piece)
&& this.game.pieceMap.get(this.x + "," + i).isPass()) {

this.game.trackList.push(this.game.pieceMap.get(this.x + "," + i));

return true;
}

}

return false;
},

// 路徑連接
linkTrack : function(piece) {

this.initTrack();
piece.initTrack();
this.changeScore();
this.showTrack(piece);

},

// 顯示足跡
showTrack : function(piece) {

this.game.trackList.push(piece);
this.track.className = "track2";

for (var i = 0; i < this.game.trackList.length; i ++) {
//alert(i);
this.game.trackList[i].track.className = "track2";

}

var _this = this;
setTimeout(function() {_this.hideTrack()}, 500);

},

// 隱匿足跡
hideTrack : function() {

for (var i = 0; i < this.game.trackList.length; i ++) {

this.game.trackList[i].track.className = "track";

}

this.game.trackList = [];
this.track.className = "track";
this.isTracked = true;

},

// 分?jǐn)?shù)增加
changeScore : function() {

this.game.score += 100;
document.getElementById("score").innerHTML = this.game.score;

},

min : function(a, b) {

if (a < b) {

return a;

} else {

return b;

}

},

max : function(a, b) {

if (a > b) {

return a;

} else {

return b;

}

},

// 判斷是否通過
isPass : function() {

return this.track != null;
}

}

以上是源文件的代碼,具體的實(shí)現(xiàn)代碼請關(guān)注CSDN中zhangjinpeng66下載。下面講一下連連看游戲最核心的部分,js實(shí)現(xiàn)搜索路徑。

js實(shí)現(xiàn)搜索路徑算法首先最簡單的是判斷兩個圖片能否直線到達(dá)函數(shù)代碼如下:
復(fù)制代碼 代碼如下:

// 直線
isStraightReach : function(piece) {
//alert("isStraightReach");
if (this.isNear(piece)) {

return true;

}

var a = false;
var b = false;

// 沿y軸方向搜索
if (this.x == piece.x) {
//alert("!!!!!!!!!!!");
for (var i = this.min(this.y, piece.y) + 1; i < this.max(this.y, piece.y); i ++) {
//alert("this.x == piece.x: " + piece.x + "," + i);
if (this.game.pieceMap.get(piece.x + "," + i).isPass()) {

a = true;

this.game.trackList.push(this.game.pieceMap.get(piece.x + "," + i));

continue;
} else {

a = false;
this.game.trackList = [];

return a;
}

}

}

// 沿x軸方向搜索
if (this.y == piece.y) {
//alert("!!!!!!!!!!!");
for (var i = this.min(this.x, piece.x) + 1; i < this.max(this.x, piece.x); i ++) {
//alert("this.y == piece.y: " + i + "," + piece.y);
if (this.game.pieceMap.get(i + "," + piece.y).isPass()) {

b = true;
this.game.trackList.push(this.game.pieceMap.get(i + "," + piece.y));

continue;
} else {

b = false
this.game.trackList = [];

return b;
}

}

}

return a || b;
},

該函數(shù)實(shí)現(xiàn)了連連看判斷兩圖片是否符合連接條件的最簡單的一步,然后是拐一次彎搜索。
復(fù)制代碼 代碼如下:

// 拐一次彎搜索
isReach1 : function(piece) {
//alert("isReach1");
var corner_1 = this.game.pieceMap.get(this.x + "," + piece.y);
var corner_2 = this.game.pieceMap.get(piece.x + "," + this.y);

var _this = this;


if ((_this.isStraightReach(corner_1))
&& (corner_1.isStraightReach(piece))
&& corner_1.isPass()) {

//alert("corner_1: " + this.x + "," + piece.y);
this.game.trackList.push(corner_1);

return true;
}

if ((_this.isStraightReach(corner_2))
&& (corner_2.isStraightReach(piece))
&& corner_2.isPass()) {
//alert("corner_2: " + piece.x + "," + this.y);
this.game.trackList.push(corner_2);

return true;
}

return false;
},

在拐一次彎搜索的函數(shù)中調(diào)用了直接搜索的函數(shù),同樣最復(fù)雜的拐兩次彎搜索也會調(diào)用拐一次彎搜索的函數(shù)。
復(fù)制代碼 代碼如下:

// 拐兩次彎搜索
isReach2 : function(piece) {

// 沿x軸正向搜索
for (var i = this.x + 1; i < 17; i ++) {

if (!this.game.pieceMap.get(i + "," + this.y).isPass()) {

this.game.trackList = [];

break;

} else if (this.game.pieceMap.get(i + "," + this.y).isReach(piece)
&& this.game.pieceMap.get(i + "," + this.y).isPass()) {

this.game.trackList.push(this.game.pieceMap.get(i + "," + this.y));

return true;
}

}

// 沿x軸搜索
for (var i = this.x - 1; i >= 0; i --) {

if (!this.game.pieceMap.get(i + "," + this.y).isPass()) {

this.game.trackList = [];

break;

} else if (this.game.pieceMap.get(i + "," + this.y).isReach(piece)
&& this.game.pieceMap.get(i + "," + this.y).isPass()) {

this.game.trackList.push(this.game.pieceMap.get(i + "," + this.y));

return true;
}

}

// 沿y軸搜索
for (var i = this.y - 1; i >= 0; i --) {

if (!this.game.pieceMap.get(this.x + "," + i).isPass()) {

this.game.trackList = [];

break;

} else if (this.game.pieceMap.get(this.x + "," + i).isReach(piece)
&& this.game.pieceMap.get(this.x + "," + i).isPass()) {

this.game.trackList.push(this.game.pieceMap.get(this.x + "," + i));

return true;
}

}

// 沿y軸正向搜索
for (var i = this.y + 1; i < 12; i ++) {

if (!this.game.pieceMap.get(this.x + "," + i).isPass()) {

this.game.trackList = [];

break;
} else if (this.game.pieceMap.get(this.x + "," + i).isReach(piece)
&& this.game.pieceMap.get(this.x + "," + i).isPass()) {

this.game.trackList.push(this.game.pieceMap.get(this.x + "," + i));

return true;
}

}

return false;
},

該函數(shù)以點(diǎn)擊的圖片為中心分別沿x軸,y軸展開搜索。
以上是本游戲代碼的全部內(nèi)容。具體游戲源碼請到CSDN中zhangjinpeng66的資源里下載。

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