这篇“html5如何实现俄罗斯方块游戏”文章的知识点大部分人都不太理解,所以小编给大家总结了以下内容,内容详细,步骤清晰,具有一定的借鉴价值,希望大家阅读完这篇文章能有所收获,下面我们一起来看看这篇“html5如何实现俄罗斯方块游戏”文章吧。
代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>es6-重构俄罗斯方块(基于canvas)</title>
<style type="text/css">
#tetris{ margin: 10px 250px;}
</style>
</head>
<body>
<canvas width="700" height="525" id="tetris"></canvas>
<div id="text" style='color: red;font-size: 30px;'>当前分数:0</div>
<script type="text/javascript">
/**
* [一个完整的俄罗斯方块类 design by magic_xiang]
* @param {number} side [每个方块边长(px),默认35]
* @param {number} width [一行包含的方块数(个),默认20]
* @param {number} height [一列包含的方块数(个),默认15]
* @param {number} speed [方块下落移动速度(ms),默认400]
*/
class tetris{
constructor(side=35, width=20, height=15, speed=400){
this.side = side // 每个方块边长
this.width = width // 一行包含的方块数
this.height = height // 一列包含的方块数
this.speed = speed // 方块下落移动速度
this.num_blcok // 当前方块类型的数字变量
this.type_color // 当前颜色类型的字符串变量
this.ident // setInterval的标识
this.direction = 1 // 方块方向,初始化为1,默认状态
this.grade = 0 // 用来计算分数
this.over = false // 游戏是否结束
this.arr_bX = [] // 存放当前方块的X坐标
this.arr_bY = [] // 存放当前方块的Y坐标
this.arr_store_X = [] // 存放到达底部所有方块的X坐标
this.arr_store_Y = [] // 存放到达底部所有方块的Y坐标
this.arr_store_color = [] // 存放到达底部所有方块的颜色
this.paints = document.getElementById('tetris').getContext('2d')
//获取画笔
self = this
}
// 封装paints方法,让代码更简洁
paintfr(x, y, scale=1){
this.paints.fillRect(x*this.side, y*this.side, scale*this.side, scale*this.side)
}
// 游戏开始
gameStart(){
this.init()
this.run()
}
// 初始化工作
init(){
this.initBackground()
this.initBlock()
}
// 方块自动下落
run(){
this.ident = setInterval("self.down_speed_up()", this.speed)
}
// 初始化地图
initBackground(){
this.paints.beginPath()
this.paints.fillStyle='#000000' //地图填充颜色为黑色
for(let i = 0; i < this.height; i++){
for(let j = 0; j < this.width; j++){
this.paintfr(j, i)
}
}
this.paints.closePath()
}
// 初始化方块的位置和颜色
initBlock(){
this.paints.beginPath()
this.createRandom('rColor') //生成颜色字符串,
this.paints.fillStyle = this.type_color
this.createRandom('rBlock') //生成方块类型数字
this.arr_bX.forEach((item, index) => {
this.paintfr(item, this.arr_bY[index], 0.9)
})
this.paints.closePath()
}
// 利用数组画方块
drawBlock(color){
this.paints.beginPath()
this.paints.fillStyle = color
this.arr_bX.forEach((item, index) => {
this.paintfr(item, this.arr_bY[index], 0.9)
})
this.paints.closePath()
}
// 画已经在定位好的方块
drawStaticBlock(){
this.arr_store_X.forEach((item, index) => {
this.paints.beginPath()
this.paints.fillStyle = this.arr_store_color[index]
this.paintfr(item, this.arr_store_Y[index], 0.9)
this.paints.closePath()
})
}
// 生成随机数返回方块类型或颜色类型
createRandom(type){
let temp = this.width/2-1
if (type == 'rBlock'){ //如果是方块类型
this.num_blcok = Math.round(Math.random()*4+1)
switch(this.num_blcok){
case 1:
this.arr_bX.push(temp,temp-1,temp,temp+1)
this.arr_bY.push(0,1,1,1)
break
case 2:
this.arr_bX.push(temp,temp-1,temp-1,temp+1)
this.arr_bY.push(1,0,1,1)
break
case 3:
this.arr_bX.push(temp,temp-1,temp+1,temp+2)
this.arr_bY.push(0,0,0,0)
break
case 4:
this.arr_bX.push(temp,temp-1,temp,temp+1)
this.arr_bY.push(0,0,1,1)
break
case 5:
this.arr_bX.push(temp,temp+1,temp,temp+1)
this.arr_bY.push(0,0,1,1)
break
}
}
if (type == 'rColor'){ //如果是颜色类型
let num_color = Math.round(Math.random()*8+1)
switch(num_color){
case 1:
this.type_color='#3EF72A'
break
case 2:
this.type_color='yellow'
break
case 3:
this.type_color='#2FE0BF'
break
case 4:
this.type_color='red'
break
case 5:
this.type_color='gray'
break
case 6:
this.type_color='#C932C6'
break
case 7:
this.type_color= '#FC751B'
break
case 8:
this.type_color= '#6E6EDD'
break
case 9:
this.type_color= '#F4E9E1'
break
}
}
}
// 判断方块之间是否碰撞(下),以及变形时是否越过下边界
judgeCollision_down(){
for(let i = 0; i < this.arr_bX.length; i++){
if (this.arr_bY[i] + 1 == this.height){ //变形时是否越过下边界
return false
}
if (this.arr_store_X.length != 0) { //判断方块之间是否碰撞(下)
for(let j = 0; j < this.arr_store_X.length; j++){
if (this.arr_bX[i] == this.arr_store_X[j]) {
if (this.arr_bY[i] + 1 == this.arr_store_Y[j]) {
return false
}
}
}
}
}
return true
}
//判断方块之间是否碰撞(左右),以及变形时是否越过左右边界
judgeCollision_other(num){
for(let i = 0; i < this.arr_bX.length; i++){
if (num == 1) { //变形时是否越过右边界
if (this.arr_bX[i] == this.width - 1)
return false
}
if (num == -1) { //变形时是否越过左边界
if (this.arr_bX[i] == 0)
return false
}
if (this.arr_store_X.length != 0) { //判断方块之间是否碰撞(左右)
for(let j = 0; j < this.arr_store_X.length; j++){
if (this.arr_bY[i] == this.arr_store_Y[j]) {
if (this.arr_bX[i] + num == this.arr_store_X[j]) {
return false
}
}
}
}
}
return true;
}
//方向键为下的加速函数
down_speed_up(){
let flag_all_down = true
flag_all_down = this.judgeCollision_down()
if (flag_all_down) {
this.initBackground()
for(let i = 0; i < this.arr_bY.length; i++){
this.arr_bY[i] = this.arr_bY[i] + 1
}
}
else{
for(let i=0; i < this.arr_bX.length; i++){
this.arr_store_X.push(this.arr_bX[i])
this.arr_store_Y.push(this.arr_bY[i])
this.arr_store_color.push(this.type_color)
}
this.arr_bX.splice(0,this.arr_bX.length)
this.arr_bY.splice(0,this.arr_bY.length)
this.initBlock()
}
this.clearUnderBlock()
this.drawBlock(this.type_color)
this.drawStaticBlock()
this.gameover()
}
//方向键为左右的左移动函数
move(dir_temp){
this.initBackground()
if (dir_temp == 1) { //右
let flag_all_right = true
flag_all_right = this.judgeCollision_other(1)
if (flag_all_right) {
for(let i = 0; i < this.arr_bY.length; i++){
this.arr_bX[i] = this.arr_bX[i]+1
}
}
}
else{
let flag_all_left = true
flag_all_left = this.judgeCollision_other(-1)
if (flag_all_left) {
for(let i=0; i < this.arr_bY.length; i++){
this.arr_bX[i] = this.arr_bX[i]-1
}
}
}
this.drawBlock(this.type_color)
this.drawStaticBlock()
}
//方向键为空格的变换方向函数
up_change_direction(num_blcok){
if (num_blcok == 5) {
return
}
let arr_tempX = []
let arr_tempY = []
//因为不知道是否能够变形成功,所以先存储起来
for(let i = 0;i < this.arr_bX.length; i++){
arr_tempX.push(this.arr_bX[i])
arr_tempY.push(this.arr_bY[i])
}
this.direction++
//将中心坐标提取出来,变形都以当前中心为准
let ax_temp = this.arr_bX[0]
let ay_temp = this.arr_bY[0]
this.arr_bX.splice(0, this.arr_bX.length) //将数组清空
this.arr_bY.splice(0, this.arr_bY.length)
if (num_blcok == 1) {
switch(this.direction%4){
case 1:
this.arr_bX.push(ax_temp,ax_temp-1,ax_temp,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp+1,ay_temp+1,ay_temp+1)
break
case 2:
this.arr_bX.push(ax_temp,ax_temp-1,ax_temp,ax_temp)
this.arr_bY.push(ay_temp,ay_temp,ay_temp-1,ay_temp+1)
break
case 3:
this.arr_bX.push(ax_temp,ax_temp-1,ax_temp,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp,ay_temp+1,ay_temp)
break
case 0:
this.arr_bX.push(ax_temp,ax_temp,ax_temp,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp-1,ay_temp+1,ay_temp)
break
}
}
if (num_blcok == 2) {
switch(this.direction%4){
case 1:
this.arr_bX.push(ax_temp,ax_temp-1,ax_temp-1,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp,ay_temp-1,ay_temp)
break
case 2:
this.arr_bX.push(ax_temp,ax_temp,ax_temp,ax_temp-1)
this.arr_bY.push(ay_temp,ay_temp-1,ay_temp+1,ay_temp+1)
break
case 3:
this.arr_bX.push(ax_temp,ax_temp-1,ax_temp+1,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp,ay_temp,ay_temp+1)
break
case 0:
this.arr_bX.push(ax_temp,ax_temp,ax_temp,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp-1,ay_temp+1,ay_temp-1)
break
}
}
if (num_blcok == 3) {
switch(this.direction%4){
case 1:
this.arr_bX.push(ax_temp,ax_temp-1,ax_temp+1,ax_temp+2)
this.arr_bY.push(ay_temp,ay_temp,ay_temp,ay_temp)
break
case 2:
this.arr_bX.push(ax_temp,ax_temp,ax_temp,ax_temp)
this.arr_bY.push(ay_temp,ay_temp-1,ay_temp+1,ay_temp+2)
break
case 3:
this.arr_bX.push(ax_temp,ax_temp-1,ax_temp+1,ax_temp+2)
this.arr_bY.push(ay_temp,ay_temp,ay_temp,ay_temp)
break
case 0:
this.arr_bX.push(ax_temp,ax_temp,ax_temp,ax_temp)
this.arr_bY.push(ay_temp,ay_temp-1,ay_temp+1,ay_temp+2)
break
}
}
if (num_blcok == 4) {
switch(this.direction%4){
case 1:
this.arr_bX.push(ax_temp,ax_temp-1,ax_temp,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp,ay_temp+1,ay_temp+1)
break
case 2:
this.arr_bX.push(ax_temp,ax_temp,ax_temp+1,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp+1,ay_temp,ay_temp-1)
break
case 3:
this.arr_bX.push(ax_temp,ax_temp,ax_temp-1,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp-1,ay_temp,ay_temp-1)
break
case 0:
this.arr_bX.push(ax_temp,ax_temp,ax_temp+1,ax_temp+1)
this.arr_bY.push(ay_temp,ay_temp-1,ay_temp,ay_temp+1)
break
}
}
if (! (this.judgeCollision_other(-1) && this.judgeCollision_down() && this.judgeCollision_other(1) )) { //如果变形不成功则执行下面代码
this.arr_bX.splice(0, this.arr_bX.length)
this.arr_bY.splice(0, this.arr_bY.length)
for(let i=0; i< arr_tempX.length; i++){
this.arr_bX.push(arr_tempX[i])
this.arr_bY.push(arr_tempY[i])
}
}
this.drawStaticBlock()
}
//一行满了清空方块,上面方块Y坐标+1
clearUnderBlock(){
//删除低层方块
let arr_row=[]
let line_num
if (this.arr_store_X.length != 0) {
for(let j = this.height-1; j >= 0; j--){
for(let i = 0; i < this.arr_store_color.length; i++){
if (this.arr_store_Y[i] == j) {
arr_row.push(i)
}
}
if (arr_row.length == this.width) {
line_num = j
break
}else{
arr_row.splice(0, arr_row.length)
}
}
}
if (arr_row.length == this.width) {
//计算成绩grade
this.grade++
document.getElementById('text').innerHTML = '当前成绩:'+this.grade
for(let i = 0; i < arr_row.length; i++){
this.arr_store_X.splice(arr_row[i]-i, 1)
this.arr_store_Y.splice(arr_row[i]-i, 1)
this.arr_store_color.splice(arr_row[i]-i, 1)
}
//让上面的方块往下掉一格
for(let i = 0; i < this.arr_store_color.length; i++){
if (this.arr_store_Y[i] < line_num) {
this.arr_store_Y[i] = this.arr_store_Y[i]+1
}
}
}
}
//判断游戏结束
gameover(){
for(let i=0; i < this.arr_store_X.length; i++){
if (this.arr_store_Y[i] == 0) {
clearInterval(this.ident)
this.over = true
}
}
}
}
let tetrisObj = new tetris()
tetrisObj.gameStart()
//方向键功能函数
document.onkeydown = (e) => {
if (tetrisObj.over)
return
switch(e.keyCode){
case 40: // 方向为下
tetrisObj.down_speed_up()
break
case 32: // 空格换方向
tetrisObj.initBackground() //重画地图
tetrisObj.up_change_direction(tetrisObj.num_blcok)
tetrisObj.drawBlock(tetrisObj.type_color)
break
case 37: // 方向为左
tetrisObj.initBackground()
tetrisObj.move(-1)
tetrisObj.drawBlock(tetrisObj.type_color)
break
case 39: // 方向为右
tetrisObj.initBackground()
tetrisObj.move(1)
tetrisObj.drawBlock(tetrisObj.type_color)
break
}
}
</script>
</body>
</html>
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