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這篇文章將為大家詳細講解有關Html5中基于canvas實現原創俄羅斯方塊的示例,小編覺得挺實用的,因此分享給大家做個參考,希望大家閱讀完這篇文章后可以有所收獲。
第一次寫俄羅斯方塊的時候已經是1年多前了,也是我剛剛學js不久。
為了加強對js的理解又加上對游戲的愛好,于是在沒有參考他人的思路和代碼下,自己用最基本的js代碼寫出了基于canvas的俄羅斯方塊。
在大三的暑假,我又用了es6的語法進行了改進,包含了class的語法糖、箭頭函數等,進一步增加自己對es6的理解,代碼有400+行
想要做這個小游戲,必須先熟悉H5的canvas,js對數組的處理,鍵盤事件監聽和處理,定時器的使用等,其他的就是基本的邏輯處理了。
游戲的規則就是核心,也是我們代碼的重中之重
這里的邏輯核心是需要判斷方塊是否碰撞(當前運動的方塊和已經定位好的方塊有碰撞以致于當前的運動的方塊不能在向下走,因為我們的方塊默認是向下走的,如果不能向下走,是視為已經定位好的方塊,然后在生成一個新的方塊從初始位置繼續往下走)。
而且這個碰撞還需要應用在方塊變形的時候,同樣地,如果方塊在變形的過程中和其他定位好的方塊進行碰撞,則我們應該阻止這個方塊進行變形成功,
附上代碼,歡迎討論和指正
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>es6-重構俄羅斯方塊(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;'>當前分數:0</div> <script type="text/javascript"> /** * [一個完整的俄羅斯方塊類 design by magic_xiang] * @param {number} side [每個方塊邊長(px),默認35] * @param {number} width [一行包含的方塊數(個),默認20] * @param {number} height [一列包含的方塊數(個),默認15] * @param {number} speed [方塊下落移動速度(ms),默認400] */ class tetris{ constructor(side=35, width=20, height=15, speed=400){ this.side = side // 每個方塊邊長 this.width = width // 一行包含的方塊數 this.height = height // 一列包含的方塊數 this.speed = speed // 方塊下落移動速度 this.num_blcok // 當前方塊類型的數字變量 this.type_color // 當前顏色類型的字符串變量 this.ident // setInterval的標識 this.direction = 1 // 方塊方向,初始化為1,默認狀態 this.grade = 0 // 用來計算分數 this.over = false // 游戲是否結束 this.arr_bX = [] // 存放當前方塊的X坐標 this.arr_bY = [] // 存放當前方塊的Y坐標 this.arr_store_X = [] // 存放到達底部所有方塊的X坐標 this.arr_store_Y = [] // 存放到達底部所有方塊的Y坐標 this.arr_store_color = [] // 存放到達底部所有方塊的顏色 this.paints = document.getElementById('tetris').getContext('2d') //獲取畫筆 self = this } // 封裝paints方法,讓代碼更簡潔 paintfr(x, y, scale=1){ this.paints.fillRect(x*this.side, y*this.side, scale*this.side, scale*this.side) } // 游戲開始 gameStart(){ this.init() this.run() } // 初始化工作 init(){ this.initBackground() this.initBlock() } // 方塊自動下落 run(){ this.ident = setInterval("self.down_speed_up()", this.speed) } // 初始化地圖 initBackground(){ this.paints.beginPath() this.paints.fillStyle='#000000' //地圖填充顏色為黑色 for(let i = 0; i < this.height; i++){ for(let j = 0; j < this.width; j++){ this.paintfr(j, i) } } this.paints.closePath() } // 初始化方塊的位置和顏色 initBlock(){ this.paints.beginPath() this.createRandom('rColor') //生成顏色字符串, this.paints.fillStyle = this.type_color this.createRandom('rBlock') //生成方塊類型數字 this.arr_bX.forEach((item, index) => { this.paintfr(item, this.arr_bY[index], 0.9) }) this.paints.closePath() } // 利用數組畫方塊 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() } // 畫已經在定位好的方塊 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() }) } // 生成隨機數返回方塊類型或顏色類型 createRandom(type){ let temp = this.width/2-1 if (type == 'rBlock'){ //如果是方塊類型 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'){ //如果是顏色類型 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 } } } // 判斷方塊之間是否碰撞(下),以及變形時是否越過下邊界 judgeCollision_down(){ for(let i = 0; i < this.arr_bX.length; i++){ if (this.arr_bY[i] + 1 == this.height){ //變形時是否越過下邊界 return false } if (this.arr_store_X.length != 0) { //判斷方塊之間是否碰撞(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 } //判斷方塊之間是否碰撞(左右),以及變形時是否越過左右邊界 judgeCollision_other(num){ for(let i = 0; i < this.arr_bX.length; i++){ if (num == 1) { //變形時是否越過右邊界 if (this.arr_bX[i] == this.width - 1) return false } if (num == -1) { //變形時是否越過左邊界 if (this.arr_bX[i] == 0) return false } if (this.arr_store_X.length != 0) { //判斷方塊之間是否碰撞(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; } //方向鍵為下的加速函數 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() } //方向鍵為左右的左移動函數 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() } //方向鍵為空格的變換方向函數 up_change_direction(num_blcok){ if (num_blcok == 5) { return } let arr_tempX = [] let arr_tempY = [] //因為不知道是否能夠變形成功,所以先存儲起來 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++ //將中心坐標提取出來,變形都以當前中心為準 let ax_temp = this.arr_bX[0] let ay_temp = this.arr_bY[0] this.arr_bX.splice(0, this.arr_bX.length) //將數組清空 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) )) { //如果變形不成功則執行下面代碼 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() } //一行滿了清空方塊,上面方塊Y坐標+1 clearUnderBlock(){ //刪除低層方塊 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) { //計算成績grade this.grade++ document.getElementById('text').innerHTML = '當前成績:'+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) } //讓上面的方塊往下掉一格 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 } } } } //判斷游戲結束 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() //方向鍵功能函數 document.onkeydown = (e) => { if (tetrisObj.over) return switch(e.keyCode){ case 40: // 方向為下 tetrisObj.down_speed_up() break case 32: // 空格換方向 tetrisObj.initBackground() //重畫地圖 tetrisObj.up_change_direction(tetrisObj.num_blcok) tetrisObj.drawBlock(tetrisObj.type_color) break case 37: // 方向為左 tetrisObj.initBackground() tetrisObj.move(-1) tetrisObj.drawBlock(tetrisObj.type_color) break case 39: // 方向為右 tetrisObj.initBackground() tetrisObj.move(1) tetrisObj.drawBlock(tetrisObj.type_color) break } } </script> </body> </html>
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