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JS+Canvas实现的俄罗斯方块游戏完整实例

2015-09-03 20:30 1236 查看

试玩(没有考虑兼容低版本浏览器):

**********************************************************************
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
*********************************************************************

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" ? self.curBlockIndex : Math.round(Math.random()*6);
self.nextBlocks = self.blockData(self.nextBlockIndex, 4, self.col+3);
self.nextBlock = self.nextBlocks[0];
return this;
},
addEvent : function(ev, ele, callback){
if( ele.addEventListener ){
ele.addEventListener(ev,callback,false);
}else{
ele.attachEvent("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 ? attr : maxRow;
for (var i = 0; i < block.length; i++) {
if(block[i].x == attr){
delArr = block.splice(i, 1);
i--;
}
};
count[attr].length = 0;
block.forEach(function(val){
val.x < attr && (val.x += 1);
})
}
};
// 边消除边下降会死循环
if(n > 0){
self.score += n*100;
self.printLog("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 ? 1 : block.status + 1;
self.curBlocks = self.blockData(self.curBlockIndex, block.center.x, block.center.y);
return self.curBlocks[status-1];
},
// 控制:上(变形)、右(右移)、下(下移)、左(左移)
handle : {
// 左键 code 37
37: function(){
var self = this;
if(!self.collide(37)){
self.mLeft(self.curBlock);
}
},
// 上键 code 38
38: function(){
var self = this;
if(!self.collide(38)){
self.curBlock = self.distortion(self.curBlock);
}
},
// 右键 code 39
39: function(){
var self = this;
if(!self.collide(39)){
self.mRight(self.curBlock);
}
},
// 下键 code 40
40: function(){
var self = this;
if(!self.collide()){
self.curBlock.data.forEach(function(val){
val.x++;
})
self.curBlock.center.x++;
}
}
},
showText: function(ev){
var self = this,
ctx = self.ctx;
ctx.clearRect(self.width, 0, self.canvas.width - self.width, self.height);
ctx.save();
ctx.beginPath();
ctx.font = "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

希望本文所述对大家JavaScript程序设计有所帮助。

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标签:  JS Canvas 游戏