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):

JS+Canvas实现的俄罗斯方块游戏完整实例

**********************************************************************
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" "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》

希望本文所述对大家JavaScript程序设计有所帮助。

标签:
JS,Canvas,俄罗斯方块,游戏

免责声明:本站文章均来自网站采集或用户投稿,网站不提供任何软件下载或自行开发的软件! 如有用户或公司发现本站内容信息存在侵权行为,请邮件告知! 858582#qq.com
评论“JS+Canvas实现的俄罗斯方块游戏完整实例”
暂无“JS+Canvas实现的俄罗斯方块游戏完整实例”评论...

《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线

暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。

艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。

《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。