• canvas版《俄罗斯方块》


    试玩(没有考虑兼容低版本浏览器):

    See the Pen Canvas俄罗斯方块 by 王美建 (@wangmeijian) on CodePen.

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

    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>
    View Code

    持续优化中…… 

     

    作者:古德God
    出处:http://www.cnblogs.com/wangmeijian
    本文版权归作者和博客园所有,欢迎转载,转载请标明出处。
    如果您觉得本篇博文对您有所收获,请点击右下角的 [推荐],谢谢!

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  • 原文地址:https://www.cnblogs.com/wangmeijian/p/4772898.html
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