HTML5 实现的一个俄罗斯方块实例代码
2024-09-07 21:59:52
/*实现的功能:方块旋转(W键)、自动下落、移动(ASD)、消行、快速下落(空格键)、下落阴影、游戏结束。*/
<!DOCTYPE html>
<html>
<head>
<meta charset=
"utf-8"
>
<title>俄罗斯方块</title>
<style type=
"text/css"
>
/*整个画布*/
#tetris {
border: 6px solid grey;
}
/*游戏面板*/
</style>
</head>
<body>
<canvas id=
"tetris"
width=
"565"
height=
"576"
></canvas>
<script type=
"text/javascript"
>
var
canvas = document.getElementById(
"tetris"
);
var
context = canvas.getContext(
"2d"
);
var
padding = 6,
size = 32,
minX = 0,
maxX = 10,
minY = 0,
maxY = 18,
score = 0,
level = 1;
var
gameMap =
new
Array();
//游戏地图,二维数组
var
gameTimer;
initGameMap();
//绘制垂直线条
drawGrid();
var
arrays = basicBlockType();
var
blockIndex = getRandomIndex();
//随机画一个方块意思意思
var
block = getPointByCode(blockIndex);
context.fillStyle = getBlockColorByIndex(blockIndex);
drawBlock(block);
/**
* 初始化游戏地图
*/
function
initGameMap() {
for
(
var
i = 0; i < maxY; i++) {
var
row =
new
Array();
for
(
var
j = 0; j < maxX; j++) {
row[j] =
false
;
}
gameMap[i] = row;
}
}
/**
* 方块旋转
* 顺时针:
* A.x =O.y + O.x - B.y
* A.y =O.y - O.x + B.x
*/
function
round() {
//正方形的方块不响应旋转
if
(blockIndex == 4) {
return
;
}
//循环处理当前的方块,找新的旋转点
for
(
var
i = 1; i < block.length; i++) {
var
o = block[0];
var
point = block[i];
//旋转后的位置不能与现有格子的方块冲突
var
tempX = o.y + o.x - point.y;
var
tempY = o.y - o.x + point.x;
if
(isOverZone(tempX, tempY)) {
return
;
//不可旋转
}
}
clearBlock();
//可以旋转,设置新的旋转后的坐标
for
(
var
i = 1; i < block.length; i++) {
var
o = block[0];
var
point = block[i];
//旋转后的位置不能与现有格子的方块冲突
var
tempX = o.y + o.x - point.y;
var
tempY = o.y - o.x + point.x;
block[i] = {
x: tempX,
y: tempY
};
}
drawBlock();
}
function
moveDown() {
var
overFlag = canOver();
if
(overFlag){
//如果不能向下移动了,将当前的方块坐标载入地图
window.clearInterval(gameTimer);
add2GameMap();
//清除游戏区域内的不同颜色的格子,使用单一颜色重新绘制地图堆积物
redrawGameMap();
return
;
//游戏结束
}
var
flag = moveTo(0, 1);
//如果可以移动,则继续移动
if
(flag) {
return
;
}
//如果不能向下移动了,将当前的方块坐标载入地图
add2GameMap();
//进行消行动作
clearLines();
//清除游戏区域内的不同颜色的格子,使用单一颜色重新绘制地图堆积物
redrawGameMap();
//如果不能向下移动,则继续下一个方块
nextBlock();
}
/**
* 消行动作,返回消除的行数
*/
function
clearLines() {
var
clearRowList =
new
Array();
for
(
var
i = 0; i < maxY; i++) {
var
flag =
true
;
for
(
var
j = 0; j < maxX; j++) {
if
(gameMap[i][j] ==
false
) {
flag =
false
;
break
;
}
}
if
(flag) {
clearRowList.push(i);
//记录消除行号的索引
}
}
var
clearRows = clearRowList.length;
//所谓的消行就是将待消除行的索引,下方所有的格子上移动
for
(
var
x = 0; x < clearRows; x++) {
var
index = clearRowList[x];
for
(
var
i = index; i > 0; i--) {
for
(
var
j = 0; j < maxX; j++) {
gameMap[i][j] = gameMap[i - 1][j];
}
}
}
if
(clearRows > 0) {
for
(
var
i = 0; i < maxY; i++) {
//此处可以限制满足相关条件的方块进行清除操作&& j < clearRowList[clearRows - 1]
for
(
var
j = 0; j < maxX; j++) {
if
(gameMap[i][j] ==
false
) {
clearBlockByPoint(i, j);
}
}
}
}
}
/**
* 重绘游戏地图
*/
function
redrawGameMap() {
drawGrid();
for
(
var
i = 0; i < maxY; i++) {
for
(
var
j = 0; j < maxX; j++) {
if
(gameMap[i][j]) {
roadBlock(j, i);
}
}
}
}
/**
* 打印阴影地图
*/
function
drawShadowBlock() {
var
currentBlock = block;
var
shadowPoints = getCanMoveDown();
if
(shadowPoints !=
null
&& shadowPoints.length > 0) {
for
(
var
i = 0; i < shadowPoints.length; i++) {
var
point = shadowPoints[i];
if
(point ==
null
) {
continue
;
}
var
start = point.x * size;
var
end = point.y * size;
context.fillStyle =
"#abcdef"
;
context.fillRect(start, end, size, size);
context.strokeStyle =
"black"
;
context.strokeRect(start, end, size, size);
}
}
}
/**
* 返回最多可移动到的坐标位置(统计总共可以下落多少步骤)
* @return最多可移动到的坐标位置
*/
function
getCanMoveDown() {
var
nps = canMove(0, 1, block);
var
last =
null
;
if
(nps !=
null
) {
last =
new
Array();
while
((nps = canMove(0, 1, nps)) !=
null
) {
if
(nps !=
null
) {
last = nps;
}
}
}
return
last;
}
function
canOver(){
var
flag =
false
;
for
(
var
i = 0; i < block.length; i++) {
var
point = block[i];
var
x = point.x;
var
y = point.y;
if
(isOverZone(x , y)){
flag =
true
;
break
;
}
}
return
flag;
}
function
drawLevelScore() {
}
/**
* 将不能移动的各种填充至地图
*/
function
add2GameMap() {
for
(
var
i = 0; i < block.length; i++) {
var
point = block[i];
var
x = point.x;
var
y = point.y;
var
gameMapRow = gameMap[y];
//获取到地图的一行
gameMapRow[x] =
true
;
//将此行中的某个格子标记为堆积物
gameMap[y] = gameMapRow;
//再将行给设置回来
}
}
function
moveLeft() {
moveTo(-1, 0);
}
function
moveRight() {
moveTo(1, 0);
}
function
quickDown() {
while
(moveTo(0, 1));
}
function
moveTo(moveX, moveY) {
var
move = canMove(moveX, moveY, block);
//判定是否可以移动
if
(move ==
null
) {
return
false
;
}
clearBlock();
for
(
var
i = 0; i < block.length; i++) {
var
point = block[i];
point.x = point.x + moveX;
point.y = point.y + moveY;
}
drawBlock();
return
true
;
}
/**
* 下一个方块
*/
function
nextBlock() {
blockIndex = getRandomIndex();
block = getPointByCode(blockIndex);
context.fillStyle = getBlockColorByIndex(blockIndex);
drawBlock();
}
document.onkeypress =
function
(evt) {
var
key = window.event ? evt.keyCode : evt.which;
switch
(key) {
case
119:
//向上旋转 W
round();
break
;
case
115:
//向下移动 S
moveDown();
break
;
case
97:
//向左移动 A
moveLeft();
break
;
case
100:
//向右移动 D
moveRight();
break
;
case
32:
//空格键快速下落到底
quickDown();
break
;
}
}
/**
* 判定是否可以移动
* @parammoveX 横向移动的个数
* @parammoveY 纵向移动的个数
*/
function
canMove(moveX, moveY, currentBlock) {
var
flag =
true
;
var
newPoints =
new
Array();
for
(
var
i = 0; i < currentBlock.length; i++) {
var
point = currentBlock[i];
var
tempX = point.x + moveX;
var
tempY = point.y + moveY;
if
(isOverZone(tempX, tempY)) {
flag =
false
;
break
;
}
}
if
(flag) {
for
(
var
i = 0; i < currentBlock.length; i++) {
var
point = currentBlock[i];
var
tempX = point.x + moveX;
var
tempY = point.y + moveY;
newPoints[i] = {
x: tempX,
y: tempY
};
}
return
newPoints;
}
return
null
;
}
/**
* 判定是否可以移动
* @paramx 预移动后的横坐标
* @paramy 预移动后的纵坐标
*/
function
isOverZone(x, y) {
return
x < minX || x >= maxX || y < minY || y >= maxY || gameMap[y][x];
}
document.body.click();
gameTimer = window.setInterval(moveDown , 800);
/**
* 初始化方块的基础数据
*/
function
basicBlockType() {
var
arrays =
new
Array();
arrays[0] = [{
x: 4,
y: 0
}, {
x: 3,
y: 0
}, {
x: 5,
y: 0
}, {
x: 6,
y: 0
}];
arrays[1] = [{
x: 4,
y: 0
}, {
x: 3,
y: 0
}, {
x: 5,
y: 0
}, {
x: 4,
y: 1
}];
arrays[2] = [{
x: 4,
y: 0
}, {
x: 3,
y: 0
}, {
x: 5,
y: 0
}, {
x: 3,
y: 1
}];
arrays[3] = [{
x: 4,
y: 0
}, {
x: 5,
y: 0
}, {
x: 3,
y: 1
}, {
x: 4,
y: 1
}];
arrays[4] = [{
x: 4,
y: 0
}, {
x: 5,
y: 0
}, {
x: 4,
y: 1
}, {
x: 5,
y: 1
}];
arrays[5] = [{
x: 4,
y: 0
}, {
x: 3,
y: 0
}, {
x: 5,
y: 0
}, {
x: 5,
y: 1
}];
arrays[6] = [{
x: 4,
y: 0
}, {
x: 3,
y: 0
}, {
x: 4,
y: 1
}, {
x: 5,
y: 1
}];
return
arrays;
}
function
basicBlockColor() {
return
[
"#A00000"
,
"#A05000"
,
"#A0A000"
,
"#00A000"
,
"#00A0A0"
,
"#0000A0"
,
"#A000A0"
];
}
function
getBlockColorByIndex(typeCodeIndex) {
var
arrays = basicBlockColor();
return
arrays[typeCodeIndex];
}
/**
* 根据编号返回指定编号的方块
* @paramtypeCodeIndex 方块编号索引
*/
function
getPointByCode(typeCodeIndex) {
var
arrays = basicBlockType();
return
arrays[typeCodeIndex];
}
/**
* 获取随即出现方块的范围值
* @paramlens 随机数的范围
*/
function
getRandomIndex() {
return
parseInt(Math.random() * (arrays.length - 1), 10);
}
/**
* 绘制方块,按格子单个绘制
*/
function
drawBlock() {
drawGrid();
for
(
var
i = 0; i < block.length; i++) {
var
point = block[i];
var
start = point.x * size;
var
end = point.y * size;
context.fillStyle = getBlockColorByIndex(blockIndex);
context.fillRect(start, end, size, size);
context.strokeStyle =
"black"
;
context.strokeRect(start, end, size, size);
}
drawShadowBlock();
}
/**
* 绘制障碍物
*/
function
roadBlock(x, y) {
context.fillStyle =
"darkgray"
;
var
start = x * size;
var
end = y * size;
context.fillRect(start, end, size, size);
}
/**
* 绘制新的方块先清除之前的方块
*/
function
clearBlock() {
for
(
var
i = 0; i < block.length; i++) {
var
point = block[i];
var
start = point.x * size;
var
end = point.y * size;
context.clearRect(start, end, size, size);
}
}
/**
* 初始化一个新的行
*/
function
initGameMapRow() {
var
array =
new
Array();
for
(
var
i = 0; i < maxX; i++) {
array[i] =
false
;
}
return
array;
}
/**
* 根据坐标清除指定格子的内容
* @paramx 横坐标
* @paramy 纵坐标
*/
function
clearBlockByPoint(x, y) {
var
start = y * size;
var
end = x * size;
context.clearRect(start, end, size, size);
}
/**
* 清掉所有位置的空白格的绘图
*/
function
clearAllNullPoint() {
for
(
var
i = 0; i < maxY; i++) {
for
(
var
j = 0; j < maxX; j++) {
if
(gameMap[i][j] ==
false
) {
clearBlockByPoint(i, j);
}
}
}
}
/**
* 绘制网格线
* @paramcontext 绘图对象
*/
function
drawGrid() {
clearAllNullPoint();
//清除掉当前方块下落位置造成的阴影
context.strokeStyle =
"grey"
;
//画笔颜色
for
(
var
i = 0; i <= maxX; i++) {
var
start = i * size;
var
end = start + size;
context.beginPath();
context.moveTo(start, 0);
context.lineTo(size * i, size * maxY);
context.stroke();
context.closePath();
}
//绘制水平线条
for
(
var
i = 0; i <= maxY; i++) {
var
start = i * size;
var
end = start + size;
context.beginPath();
context.moveTo(0, size * i);
context.lineTo(size * maxX, size * i);
context.stroke();
context.closePath();
}
}
</script>
</body>
</html>
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