本文实例讲述了JS+Canvas实现的俄罗斯方块游戏。分享给大家供大家参考,具体如下:
试玩(没有考虑兼容低版本浏览器):
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9月3日更新:
修复了隐藏的比较深的BUG
加上暂停、再来一次功能
速度随分数增高而递减
添加log日志
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通过写这个游戏收获几点:
1、canvas的isPointInPath方法不支持fillRect、strokeRect的上下文。
2、canvas有内边距(padding)时,传入isPointInPath方法的坐标需要减去padding值。
3、通过json的方法JSON.parse(JSON.stringify(Object))可以快速克隆Object对象,但是要注意:当Object对象里有方法时,克隆过来依然是引用关系。
源码:
<!DOCTYPE html> <html lang="zh-CN"> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>canvas版俄罗斯方块</title> <style> #canvas{ background: #272822; display: block; margin: 0 auto; } </style> </head> <body> <p style="text-align: center;">操作:↑变形;↓下移;←左移;→右移</p> <canvas id="canvas" width="640" height="600"> 您的浏览器不支持canvas! </canvas> <script> /**************************** 作者:王美建 2015年9月3日20:30:35 *后续可添加怪异变形,类似于L可变成Z *积分随关卡递增 *初始化部分historyBlock ****************************/ var tetris = { canvas : document.getElementById("canvas"), ctx : this.canvas.getContext("2d"), width : 481, height : 600, logLen: 8, mapColor: "#464741", logColor: "green", status: 'ready', unit : 30, curText : "开始", blockData : function(index, row, col){ var r = row || 1, c = col || Math.floor((this.col - 3)/2) + 2, block = [ [ {color: 'red', status: 1, data: [{x: r, y:c-1}, {x: r+1, y:c-1}, {x: r+1, y:c}, {x: r+1, y:c+1}], center: {x: r, y: c}}, {color: 'red', status: 2, data: [{x: r-1, y:c-1}, {x: r-1, y:c}, {x: r, y:c-1}, {x: r+1, y:c-1}], center: {x: r, y: c}}, {color: 'red', status: 3, data: [{x: r-1, y:c-1}, {x: r-1, y:c}, {x: r-1, y:c+1}, {x: r, y:c+1}], center: {x: r, y: c}}, {color: 'red', status: 4, data: [{x: r-1, y:c+1}, {x: r, y:c+1}, {x: r+1, y:c+1}, {x: r+1, y:c}], center: {x: r, y: c}} ], [ {color: 'green', status: 1, center: {x: r, y:c}, data: [{x: r, y:c+1}, {x: r+1, y:c-1}, {x: r+1, y:c}, {x: r+1, y:c+1}]}, {color: 'green', status: 2, center: {x: r, y:c}, data: [{x: r-1, y:c-1}, {x: r, y:c-1}, {x: r+1, y:c-1}, {x: r+1, y:c}]}, {color: 'green', status: 3, center: {x: r, y:c}, data: [{x: r, y:c-1}, {x: r-1, y:c-1}, {x: r-1, y:c}, {x: r-1, y:c+1}]}, {color: 'green', status: 4, center: {x: r, y:c}, data: [{x: r-1, y:c}, {x: r-1, y:c+1}, {x: r, y:c+1}, {x: r+1, y:c+1}]} ], [ {color: 'blue', status: 1, center: {x: r, y:c}, data: [{x: r, y:c-1}, {x: r, y:c}, {x: r+1, y:c}, {x: r+1, y:c+1}]}, {color: 'blue', status: 2, center: {x: r, y:c}, data: [{x: r+1, y:c-1}, {x: r, y:c-1}, {x: r, y:c}, {x: r-1, y:c}]} ], [ {color: 'orange', status: 1, center: {x: r, y:c}, data: [{x: r+1, y:c-1}, {x: r+1, y:c}, {x: r, y:c}, {x: r, y:c+1}]}, {color: 'orange', status: 2, center: {x: r, y:c}, data: [{x: r-1, y:c}, {x: r, y:c}, {x: r, y:c+1}, {x: r+1, y:c+1}]} ], [ {color: 'yellow', status: 1, center: {x: r, y:c}, data: [{x: r, y:c-1}, {x: r, y:c}, {x: r+1, y:c-1}, {x: r+1, y:c}]} ], [ {color: 'aqua', status: 1, center: {x: r, y:c}, data: [{x: r, y:c-1}, {x: r, y:c}, {x: r, y:c+1}, {x: r-1, y:c}]}, {color: 'aqua', status: 2, center: {x: r, y:c}, data: [{x: r+1, y:c}, {x: r, y:c}, {x: r, y:c+1}, {x: r-1, y:c}]}, {color: 'aqua', status: 3, center: {x: r, y:c}, data: [{x: r, y:c-1}, {x: r, y:c}, {x: r, y:c+1}, {x: r+1, y:c}]}, {color: 'aqua', status: 4, center: {x: r, y:c}, data: [{x: r, y:c-1}, {x: r, y:c}, {x: r+1, y:c}, {x: r-1, y:c}]} ], [ {color: 'indigo', status: 1, center: {x: r, y:c}, data: [{x: r, y:c-1}, {x: r, y:c}, {x: r, y:c+1}, {x: r, y:c+2}]}, {color: 'indigo', status: 2, center: {x: r, y:c}, data: [{x: r-2, y:c}, {x: r-1, y:c}, {x: r, y:c}, {x: r+1, y:c}]} ] ] return block[index]; }, init : function(){ var self = this; self.reset(); self.addEvent("keydown", window, function(ev){ var ev = ev || window.event, code = ev.keycode || ev.which; if(self.handle[code] && self.status === "play"){ self.handle[code].call(self); self.createMap(); ev.preventDefault(); } }) self.addEvent("click", document, function(ev){ self.createMap(ev); }) return this; }, reset: function(){ var self = this; self.score = 0; self.speed = 1000; self.log = []; self.historyBlock = []; self.row = Math.floor(self.height/self.unit); self.col = Math.floor(self.width/self.unit); self.curBlockIndex = Math.round(Math.random()*6); self.curBlocks = self.blockData(self.curBlockIndex); self.curBlock = self.curBlocks[0]; self.createNext().createMap(); return this; }, createNext: function(){ var self = this; self.nextBlockIndex = self.status === "ready" "on"+ev, callback); } }, createMap : function(ev){ var self = this, ctx = self.ctx; ctx.clearRect(0, 0, self.canvas.width, self.canvas.height); for (var i = 0; i < self.col; i++) { for (var j = 0; j < self.row; j++) { ctx.save(); ctx.strokeStyle = self.mapColor; ctx.strokeRect(i*self.unit, j*self.unit, self.unit, self.unit); ctx.stroke(); ctx.restore(); }; }; self.showText(ev).createBlock().createLog(); if(self.status !== "ready"){ self.drawRect(self.curBlock.data); } return this; }, createBlock : function(){ var self = this, block = self.curBlock.data; self.drawRect(self.historyBlock); if(self.collide(40, true)){ block.map(function(val){ val.x--; }) setTimeout(function(){ clearInterval(self.timer); if(localStorage.getItem("score") === null){ localStorage.setItem("score", self.score); }else if(localStorage.getItem("score") - self.score < 0 ){ localStorage.setItem("score", self.score); alert("新纪录!"+self.score+"分!"); self.printLog({log:"新纪录!"+self.score+"分!", color: 'red'}); return; } self.status = "over"; self.curText = "重来"; self.showText(); self.printLog({log:"GAME OVER", color: 'red'}); },10) } return this; }, drawRect : function(block){ var self = this; for (var i = 0; i < block.length; i++) { self.ctx.save(); self.ctx.fillStyle = block[i].color || self.curBlock.color; self.ctx.strokeStyle = self.mapColor; self.ctx.fillRect((block[i].y - 1)*self.unit, (block[i].x - 1)*self.unit, self.unit, self.unit ); self.ctx.strokeRect((block[i].y - 1)*self.unit, (block[i].x - 1)*self.unit, self.unit, self.unit ); self.ctx.restore(); }; }, move : function(){ var self = this; clearInterval(self.timer); self.timer = setInterval(function(){ // 实时刷新数据 大坑! var curBlock = self.curBlock, data = self.curBlock.data; if( self.collide() || data.some(function(val){ return val.x + 1 > self.row; }) ){ clearInterval(self.timer); self.historyBlock.push.apply(self.historyBlock, data.map(function(val){ val.color = curBlock.color; return val; })); self.remove(); self.curBlockIndex = self.nextBlockIndex; self.curBlocks = self.blockData(self.curBlockIndex); self.curBlock = self.curBlocks[0]; self.createNext().createMap().move(); return false; } for (var i = 0; i < data.length; i++) { data[i].x++; }; self.curBlock.center.x++; self.createMap(); }, self.speed) return this; }, remove : function(){ var self = this, count = {}, n = 0, maxRow = 0, delArr = [], block = self.historyBlock; for (var i = 0; i < block.length; i++) { if(count[block[i].x]){ count[block[i].x].length += 1; }else{ count[block[i].x] = [1]; } }; console.log( count ) for (var attr in count) { if(count[attr].length === self.col){ n++; //maxRow = attr > maxRow "得分+"+n*100); // 一次消除3行奖励100分 if(n === 3){ self.score += 100; self.printLog("奖励"+100+"分~"); } // 一次消除4行奖励200分 if(n === 4){ self.score += 200; self.printLog("奖励"+200+"分~"); } /*block.forEach(function(val){ val.x < maxRow && (val.x += n); })*/ self.changeSpeed(); } }, changeSpeed: function(){ var self = this; if( self.score >= 3000 && self.score < 5000 ){ self.speed = 800; }else if( self.score >= 5000 && self.score < 10000 ){ self.speed = 600; self.score += 100; }else if( self.score >= 10000 && self.score < 20000 ){ self.speed = 400; self.score += 150; }else if( self.score >= 20000 && self.score < 40000 ){ self.speed = 200; self.score += 200; }else if( self.score >= 40000 ){ self.speed = 100; self.score += 300; } return this; }, collide : function(direction, isCreate){ var block = JSON.parse(JSON.stringify(this.curBlock)), result = false, self = this; direction = direction || 40; // direction:碰撞方向,默认下方 if(direction === 37){ self.mLeft(block); }else if(direction === 38){ block = self.distortion(block); }else if(direction === 39){ self.mRight(block); }else if(direction === 40 && !isCreate){ // 非新增方块则往下移动一格 block.data.forEach(function(val){ val.x++; }) } result = block.data.some(function(val){ return (val.x > self.row || val.y < 1 || val.y > self.col); }) if(result){ return result; }else{ return block.data.some(function(val){ return self.historyBlock.some(function(value){ return (value.x === val.x && value.y === val.y); }) }) } }, mLeft : function(block){ if(block.data.every(function(val){ return val.y - 1 >= 1; })){ block.data.forEach(function(val){ val.y--; }) block.center.y--; } }, mRight : function(block){ var self = this; if(block.data.every(function(val){ return val.y + 1 <= self.col; })){ block.data.forEach(function(val){ val.y++; }) block.center.y++; } }, distortion : function(block){ var self = this, curRow = block.center.x, curCol = block.center.y, status = block.status + 1 > self.curBlocks.length "20px Verdana"; ctx.fillStyle = "green"; ctx.fillText("下一个:", self.width+10, 30); ctx.fillText("分数:", self.width+10, 200); ctx.fillText("速度:", self.width+10, 260); ctx.fillText("作者:王美建", self.width+10, 580); ctx.fillStyle = "red"; ctx.fillText(self.score, self.width+10, 230); ctx.fillText(self.speed + "毫秒", self.width+10, 290); ctx.fillStyle = "green"; ctx.fillRect(self.width + 30, 320, 100, 40); // isPointInPath对fillRect()兼容不好 又一个大坑! ctx.rect(self.width + 30, 320, 100, 40); if( ev && ctx.isPointInPath(ev.layerX, ev.layerY) ){ switch(self.status){ case "ready": self.status = "play"; self.curText = "暂停"; self.log = ["开始游戏."]; self.createNext().move(); break; case "play": self.status = "paush"; self.curText = "继续"; clearInterval(self.timer); self.printLog("暂停."); break; case "paush": self.status = "play"; self.curText = "暂停"; self.printLog("继续游戏~"); self.move(); break; case "over": self.status = "play"; self.curText = "暂停"; self.reset().move(); self.printLog("开始游戏~"); break; } } ctx.fillStyle = "black"; ctx.fillText(self.curText, self.width+60, 350); ctx.restore(); ctx.closePath(); self.nextBlock.data.forEach(function(val){ val.color = self.nextBlock.color; }) self.drawRect(self.nextBlock.data); return this; }, printLog: function(log){ var self = this; if(log){ self.log.unshift(log); self.log.length > self.logLen && (self.log.length = self.logLen); } self.createLog(); return this; }, createLog: function(){ var self = this, ctx = self.ctx; // 清除log ctx.clearRect(self.width+10, 380, 136, 170); self.log.forEach(function(val, index){ if(val){ ctx.save(); ctx.font = "16px Verdana"; ctx.fillStyle = val.color || self.logColor, ctx.fillText(val.log || val, self.width+10, 400+index*22); ctx.restore(); } }) return this; } } tetris.init(); </script> </body> </html>
持续优化中……
更多关于JavaScript相关内容感兴趣的读者可查看本站专题:《JavaScript数据结构与算法技巧总结》、《JavaScript数学运算用法总结》、《JavaScript切换特效与技巧总结》、《JavaScript查找算法技巧总结》、《JavaScript动画特效与技巧汇总》、《JavaScript错误与调试技巧总结》及《JavaScript遍历算法与技巧总结》
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稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!
昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。
这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。
而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?