JS+Canvas实现的俄罗斯方块游戏完整实例
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" ? 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……
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希望本文所述对大家JavaScript程序设计有所帮助。