示例简单,运行地址为:http://chendd.cn/demo/html/canvas/elsfk.html,得需要支持html5浏览器的环境。
实现的功能:方块旋转(W键)、自动下落、移动(ASD)、消行、快速下落(空格键)、下落阴影、游戏结束。
为实现功能:消行时的计分、等级、以及不同等级的下落速度等。
学习了xiaoE的Java版本的俄罗斯方块后,自己动手使用html5的canvas实现的,
参考效果图如下:
详细代码如下:
<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>俄罗斯方块</title> <style type="text/css"> /*整个画布*/ #tetris { border: 6px solid grey; } /*游戏面板*/ </style> </head> <body> <canvas id="tetris" width="565" height="576"></canvas> <script type="text/javascript"> var canvas = document.getElementById("tetris"); var context = canvas.getContext("2d"); var padding = 6, size = 32, minX = 0, maxX = 10, minY = 0, maxY = 18, score = 0, level = 1; var gameMap = new Array(); //游戏地图,二维数组 var gameTimer; initGameMap(); //绘制垂直线条 drawGrid(); var arrays = basicBlockType(); var blockIndex = getRandomIndex(); //随机画一个方块意思意思 var block = getPointByCode(blockIndex); context.fillStyle = getBlockColorByIndex(blockIndex); drawBlock(block); /** * 初始化游戏地图 */ function initGameMap() { for (var i = 0; i < maxY; i++) { var row = new Array(); for (var j = 0; j < maxX; j++) { row[j] = false; } gameMap[i] = row; } } /** * 方块旋转 * 顺时针: * A.x =O.y + O.x - B.y * A.y =O.y - O.x + B.x */ function round() { //正方形的方块不响应旋转 if (blockIndex == 4) { return; } //循环处理当前的方块,找新的旋转点 for (var i = 1; i < block.length; i++) { var o = block[0]; var point = block[i]; //旋转后的位置不能与现有格子的方块冲突 var tempX = o.y + o.x - point.y; var tempY = o.y - o.x + point.x; if (isOverZone(tempX, tempY)) { return; //不可旋转 } } clearBlock(); //可以旋转,设置新的旋转后的坐标 for (var i = 1; i < block.length; i++) { var o = block[0]; var point = block[i]; //旋转后的位置不能与现有格子的方块冲突 var tempX = o.y + o.x - point.y; var tempY = o.y - o.x + point.x; block[i] = { x: tempX, y: tempY }; } drawBlock(); } function moveDown() { var overFlag = canOver(); if(overFlag){ //如果不能向下移动了,将当前的方块坐标载入地图 window.clearInterval(gameTimer); add2GameMap(); //清除游戏区域内的不同颜色的格子,使用单一颜色重新绘制地图堆积物 redrawGameMap(); return;//游戏结束 } var flag = moveTo(0, 1); //如果可以移动,则继续移动 if (flag) { return; } //如果不能向下移动了,将当前的方块坐标载入地图 add2GameMap(); //进行消行动作 clearLines(); //清除游戏区域内的不同颜色的格子,使用单一颜色重新绘制地图堆积物 redrawGameMap(); //如果不能向下移动,则继续下一个方块 nextBlock(); } /** * 消行动作,返回消除的行数 */ function clearLines() { var clearRowList = new Array(); for (var i = 0; i < maxY; i++) { var flag = true; for (var j = 0; j < maxX; j++) { if (gameMap[i][j] == false) { flag = false; break; } } if (flag) { clearRowList.push(i); //记录消除行号的索引 } } var clearRows = clearRowList.length; //所谓的消行就是将待消除行的索引,下方所有的格子上移动 for (var x = 0; x < clearRows; x++) { var index = clearRowList[x]; for (var i = index; i > 0; i--) { for (var j = 0; j < maxX; j++) { gameMap[i][j] = gameMap[i - 1][j]; } } } if (clearRows > 0) { for (var i = 0; i < maxY; i++) { //此处可以限制满足相关条件的方块进行清除操作&& j < clearRowList[clearRows - 1] for (var j = 0; j < maxX; j++) { if (gameMap[i][j] == false) { clearBlockByPoint(i, j); } } } } } /** * 重绘游戏地图 */ function redrawGameMap() { drawGrid(); for (var i = 0; i < maxY; i++) { for (var j = 0; j < maxX; j++) { if (gameMap[i][j]) { roadBlock(j, i); } } } } /** * 打印阴影地图 */ function drawShadowBlock() { var currentBlock = block; var shadowPoints = getCanMoveDown(); if (shadowPoints != null && shadowPoints.length > 0) { for (var i = 0; i < shadowPoints.length; i++) { var point = shadowPoints[i]; if (point == null) { continue; } var start = point.x * size; var end = point.y * size; context.fillStyle = "#abcdef"; context.fillRect(start, end, size, size); context.strokeStyle = "black"; context.strokeRect(start, end, size, size); } } } /** * 返回最多可移动到的坐标位置(统计总共可以下落多少步骤) * @return最多可移动到的坐标位置 */ function getCanMoveDown() { var nps = canMove(0, 1, block); var last = null; if (nps != null) { last = new Array(); while ((nps = canMove(0, 1, nps)) != null) { if (nps != null) { last = nps; } } } return last; } function canOver(){ var flag = false; for (var i = 0; i < block.length; i++) { var point = block[i]; var x = point.x; var y = point.y; if(isOverZone(x , y)){ flag = true; break; } } return flag; } function drawLevelScore() { } /** * 将不能移动的各种填充至地图 */ function add2GameMap() { for (var i = 0; i < block.length; i++) { var point = block[i]; var x = point.x; var y = point.y; var gameMapRow = gameMap[y]; //获取到地图的一行 gameMapRow[x] = true; //将此行中的某个格子标记为堆积物 gameMap[y] = gameMapRow; //再将行给设置回来 } } function moveLeft() { moveTo(-1, 0); } function moveRight() { moveTo(1, 0); } function quickDown() { while (moveTo(0, 1)); } function moveTo(moveX, moveY) { var move = canMove(moveX, moveY, block); //判定是否可以移动 if (move == null) { return false; } clearBlock(); for (var i = 0; i < block.length; i++) { var point = block[i]; point.x = point.x + moveX; point.y = point.y + moveY; } drawBlock(); return true; } /** * 下一个方块 */ function nextBlock() { blockIndex = getRandomIndex(); block = getPointByCode(blockIndex); context.fillStyle = getBlockColorByIndex(blockIndex); drawBlock(); } document.onkeypress = function(evt) { var key = window.event ? evt.keyCode : evt.which; switch (key) { case 119: //向上旋转 W round(); break; case 115: //向下移动 S moveDown(); break; case 97: //向左移动 A moveLeft(); break; case 100: //向右移动 D moveRight(); break; case 32: //空格键快速下落到底 quickDown(); break; } } /** * 判定是否可以移动 * @parammoveX 横向移动的个数 * @parammoveY 纵向移动的个数 */ function canMove(moveX, moveY, currentBlock) { var flag = true; var newPoints = new Array(); for (var i = 0; i < currentBlock.length; i++) { var point = currentBlock[i]; var tempX = point.x + moveX; var tempY = point.y + moveY; if (isOverZone(tempX, tempY)) { flag = false; break; } } if (flag) { for (var i = 0; i < currentBlock.length; i++) { var point = currentBlock[i]; var tempX = point.x + moveX; var tempY = point.y + moveY; newPoints[i] = { x: tempX, y: tempY }; } return newPoints; } return null; } /** * 判定是否可以移动 * @paramx 预移动后的横坐标 * @paramy 预移动后的纵坐标 */ function isOverZone(x, y) { return x < minX || x >= maxX || y < minY || y >= maxY || gameMap[y][x]; } document.body.click(); gameTimer = window.setInterval(moveDown , 800); /** * 初始化方块的基础数据 */ function basicBlockType() { var arrays = new Array(); arrays[0] = [{ x: 4, y: 0 }, { x: 3, y: 0 }, { x: 5, y: 0 }, { x: 6, y: 0 }]; arrays[1] = [{ x: 4, y: 0 }, { x: 3, y: 0 }, { x: 5, y: 0 }, { x: 4, y: 1 }]; arrays[2] = [{ x: 4, y: 0 }, { x: 3, y: 0 }, { x: 5, y: 0 }, { x: 3, y: 1 }]; arrays[3] = [{ x: 4, y: 0 }, { x: 5, y: 0 }, { x: 3, y: 1 }, { x: 4, y: 1 }]; arrays[4] = [{ x: 4, y: 0 }, { x: 5, y: 0 }, { x: 4, y: 1 }, { x: 5, y: 1 }]; arrays[5] = [{ x: 4, y: 0 }, { x: 3, y: 0 }, { x: 5, y: 0 }, { x: 5, y: 1 }]; arrays[6] = [{ x: 4, y: 0 }, { x: 3, y: 0 }, { x: 4, y: 1 }, { x: 5, y: 1 }]; return arrays; } function basicBlockColor() { return ["#A00000", "#A05000", "#A0A000", "#00A000", "#00A0A0", "#0000A0", "#A000A0"]; } function getBlockColorByIndex(typeCodeIndex) { var arrays = basicBlockColor(); return arrays[typeCodeIndex]; } /** * 根据编号返回指定编号的方块 * @paramtypeCodeIndex 方块编号索引 */ function getPointByCode(typeCodeIndex) { var arrays = basicBlockType(); return arrays[typeCodeIndex]; } /** * 获取随即出现方块的范围值 * @paramlens 随机数的范围 */ function getRandomIndex() { return parseInt(Math.random() * (arrays.length - 1), 10); } /** * 绘制方块,按格子单个绘制 */ function drawBlock() { drawGrid(); for (var i = 0; i < block.length; i++) { var point = block[i]; var start = point.x * size; var end = point.y * size; context.fillStyle = getBlockColorByIndex(blockIndex); context.fillRect(start, end, size, size); context.strokeStyle = "black"; context.strokeRect(start, end, size, size); } drawShadowBlock(); } /** * 绘制障碍物 */ function roadBlock(x, y) { context.fillStyle = "darkgray"; var start = x * size; var end = y * size; context.fillRect(start, end, size, size); } /** * 绘制新的方块先清除之前的方块 */ function clearBlock() { for (var i = 0; i < block.length; i++) { var point = block[i]; var start = point.x * size; var end = point.y * size; context.clearRect(start, end, size, size); } } /** * 初始化一个新的行 */ function initGameMapRow() { var array = new Array(); for (var i = 0; i < maxX; i++) { array[i] = false; } return array; } /** * 根据坐标清除指定格子的内容 * @paramx 横坐标 * @paramy 纵坐标 */ function clearBlockByPoint(x, y) { var start = y * size; var end = x * size; context.clearRect(start, end, size, size); } /** * 清掉所有位置的空白格的绘图 */ function clearAllNullPoint() { for (var i = 0; i < maxY; i++) { for (var j = 0; j < maxX; j++) { if (gameMap[i][j] == false) { clearBlockByPoint(i, j); } } } } /** * 绘制网格线 * @paramcontext 绘图对象 */ function drawGrid() { clearAllNullPoint(); //清除掉当前方块下落位置造成的阴影 context.strokeStyle = "grey"; //画笔颜色 for (var i = 0; i <= maxX; i++) { var start = i * size; var end = start + size; context.beginPath(); context.moveTo(start, 0); context.lineTo(size * i, size * maxY); context.stroke(); context.closePath(); } //绘制水平线条 for (var i = 0; i <= maxY; i++) { var start = i * size; var end = start + size; context.beginPath(); context.moveTo(0, size * i); context.lineTo(size * maxX, size * i); context.stroke(); context.closePath(); } } </script> </body> </html>
以上就是HTML5 实现的一个俄罗斯方块的实例,有兴趣的小伙伴可以参考下,谢谢大家对本站的支持!