俄罗斯方块相信大家都玩过吧,虽然现在大型游戏众多,但它可谓是童年的美好回忆,经常能玩到茶饭不思
那么你知道如何自己做一个俄罗斯方块嘛?本篇文章就教你如何用 JavaScript 来做一个俄罗斯方块小游戏
最终游戏效果
一开始我们先搭个框架,以便后期使用
编写外部框架
<!DOCTYPE html>
<html>
<head lang="en">
<meta charset="UTF-8">
<title></title>
<style>
*{
margin: 0;
padding: 0;
}
#box{
width:320px;
height:450px;
position:absolute;
margin:0 auto;
left:0;
top:20px;
right:0;
bottom:0;
background:gray;
border-radius:10px;
}
#mainDiv{
width:300px;
height:400px;
position:absolute;
margin:0 auto;
left:0;
top:10px;
right:0;
bottom:0;
}
.bottom{
width:600px;
height:30px;
position:absolute;
bottom:1px;
right:1px;
}
.bottom .button1{
position: absolute;
right: 55px;
width: 50px;
font-size: 14px;
}
.bottom .button2{
position: absolute;
right: 5px;
width: 50px;
font-size: 14px;
}
.bottom .span1{
position: absolute;
right: 155px;
color: white;
font-size: 8px;
}
.bottom .span2{
position: absolute;
right: 255px;
color: white;
font-size: 8px;
}
</style>
</head>
<body>
<div id='box'>
<div id='mainDiv'>
</div>
<div class='bottom'>
<span id='score' class='span1'>分数:0</span>
<span id='time' class='span2'>时间:0</span>
<button onclick='start()' class='button1'>开始</button>
<button onclick='stop()' class='button2'>结束</button>
</div>
</div>
<script type="text/javascript" src='tetris.js'></script>
<script type="text/javascript">
</script>
</body>
</html>
框架效果如下:
添加内部画布,以及绘制地图
首先创建线的构造函数Line
function Line(ctx,o){
this.x=0,//x坐标
this.y=0,//y坐标
this.startX=0,//开始点x位置
this.startY=0, //开始点y位置
this.endX=0,//结束点x位置
this.endY=0;//结束点y位置
this.thin=false;//设置变细系数
this.ctx=ctx;
this.init(o);
}
Line.prototype.init=function(o){
for(var key in o){
this[key]=o[key];
}
}
Line.prototype.render=function(){
innerRender(this);
function innerRender(obj){
var ctx=obj.ctx;
ctx.save()
ctx.beginPath();
ctx.translate(obj.x,obj.y);
if(obj.thin){
ctx.translate(0.5,0.5);
}
if(obj.lineWidth){//设定线宽
ctx.lineWidth=obj.lineWidth;
}
if(obj.strokeStyle){
ctx.strokeStyle=obj.strokeStyle;
}
//划线
ctx.moveTo(obj.startX, obj.startY);
ctx.lineTo(obj.endX, obj.endY);
ctx.stroke();
ctx.restore();
}
return this;
}
设定参数、执行绘制等相关方法
代码如下:
function Game(el){
this.renderArr=[];//待渲染对象存储数组
this.aliveModel=[];//用来存到底的model组合
this.score=0;//分数
this.time=0;//时间
this.moveCount=1;//计时控制器
}
Game.prototype.init=function(el,score,time){
if(!el) return ;
this.el=el;
this.scoreEL=score;
this.timeEL=time;
var canvas = document.createElement('canvas');//创建画布
canvas.style.cssText="background:darkgrey;border:1px solid grey;";//设置样式
var W = canvas.width = 300; //设置宽度
var H = canvas.height = 400;//设置高度
el.appendChild(canvas);//添加到指定的dom对象中
this.ctx = canvas.getContext('2d');
this.canvas=canvas;
this.w=W;
this.h=H;
this.disX=20;//每个格子的x方向大小
this.disY=20;//每个格子的y方向大小
this.maxX=15;//x方向格子总数
this.maxY=20;//y方向格子总数
this.control();//
this.draw();//绘制
}
//绘制地图
Game.prototype.createMap=function(){
var renderArr = this.renderArr;
var disX = this.disX;
var disY = this.disY;
var maxX=this.maxX;
var maxY=this.maxY;
var rectW = this.w;
var rectH = this.h;
var rect=null;
var color;
for(var i=1;i<maxY;i++){//20行
var line = new Line(this.ctx,{
x:0,
y:0,
startX:0,
startY:i*disY,
endX:this.w,
endY:i*disY,
thin:true,
strokeStyle:'white',
lineWidth:0.2
})
renderArr.push(line);
}
for(var i=1;i<maxX;i++){//15列
var line = new Line(this.ctx,{
x:0,
y:0,
startX:i*disX,
startY:0,
endX:i*disX,
endY:this.h,
thin:true,
strokeStyle:'white',
lineWidth:0.2
})
renderArr.push(line);
}
}
Game.prototype.draw=function(){
this.createMap();//绘制地图
this.render();//渲染
}
此时游戏区域的格子以及绘制如下:
再来绘制模型
模型定义:分别是一字形、田字形、二字形2种、七字形2种、凸字形等共7种。
变形定义:1字形可以变形2种、田字形不能变形,其他的都可以变形4种。
模型的组成:模型是有4个小方块来组成,每个模型里面有数组blocks来存取4个小方块的x、y坐标,然后绘制出来就是模型了。
模型的变形:变形的时候就只要切换每个方块的X\Y坐标就可以达到变形的效果。
下面来创建模型的构造函数
//模型构造函数
function Model(o){
this.blocks=[],//存储方块的数组,绘制的时候根据数组来绘制
this.type=1,//模型的形状,默认是一字形(共7种)
this.dir=1,//方向默认为1,总共4种,其中一字形为2种,田字形为1种,其他为4种
this.x=0,//x坐标(只传入第一个x,根据这个x来生成其他的x)
this.y=0,//y坐标(只传入第一个y,根据这个y来生成其他的y)
this.init(o);
}
//初始化
Model.prototype.init=function(o){
for(var key in o){
this[key]=o[key];
}
}
举例
添加一个创建七字形的方法(因为七字形有4种摆放方式,所以有dir来区分,怎么摆放)
//创建七字形1
Model.prototype.createQi1=function(){
var blocks=this.blocks,x=this.x,y=this.y;
switch(this.dir){
case 1://
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y-2});
blocks.push({x:x+1,y:y-2});
break;
case 2://
blocks.push({x:x+2,y:y});
blocks.push({x:x+1,y:y});
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
break;
case 3://
blocks.push({x:x+1,y:y-2});
blocks.push({x:x+1,y:y-1});
blocks.push({x:x+1,y:y});
blocks.push({x:x,y:y});
break;
case 4://
blocks.push({x:x-2,y:y-1});
blocks.push({x:x-1,y:y-1});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y});
break;
}
}
创建一个七字形试试(传入的x、y是第一个放个的位置)
var model = new Model({//创建1字
x:6,y:6,fillStyle:'#0370BD',fill:true,game:this,type:5,dir:1
});
this.renderArr.push(model);
//当前的模型
this.currentModel=model;
编写变形方法(每一次变形都是按前一个模样逆时针旋转90度,修改每个小方块x、y来修改就行)
------------------------ >>>
左边这个图形要变成右边的图形,需要怎么变更呢?
-------------------->>>
标上号码就很容易明白,1还是对应的1,2还是对应的2,以此类推,只不过X\Y变了
1方块:只要x+2就可以移到指定的位置;
2方块:x、y都需要加1
3方块:y+2就可以
4方块:x-1和y+1即可
其他都是一样的道理,来写一下变形的方法
//七1变形
Model.prototype.transformQi1=function(){
var blocks = this.blocks,block2=blocks[1];
switch(this.dir){
case 1://竖着的
tran1();
this.dir=2;
break;
case 2://横着的
tran2();
this.dir=3;
break;
case 3://竖着的
tran3();
this.dir=4;
break;
case 4://横着的
tran4();
this.dir=1;
break;
}
function tran1(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x+=2;
}else if(i==1){
block.x+=1;
block.y+=1;
}else if(i==2){
block.y+=2;
}else if(i==3){
block.x-=1;
block.y+=1
}
}
}
function tran2(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x-=1;
block.y-=2;
}else if(i==1){
block.y-=1;
}else if(i==2){
block.x+=1;
}else if(i==3){
block.y+=1
}
}
}
function tran3(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x+=2;
}else if(i==2){
block.x+=1;
block.y-=1;
}else if(i==1){
}else if(i==0){
block.x-=1;
block.y+=1
}
}
}
function tran4(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x-=1;
block.y-=2;
}else if(i==2){
block.x-=2;
block.y-=1;
}else if(i==1){
block.x-=1;
}else if(i==0){
block.y+=1;
}
}
}
}
给 w 和向上键添加为变形事件,同时左移动、右移动、下加速也添加好事件
//按键的控制
Game.prototype.control=function(){
var that=this;
global.addEventListener('keydown',function(e){
//if(!that.timmer) return ;
switch (e.keyCode){
case 87://w
case 38://上
that.currentModel.transform();//变形
break;
case 83://s
case 40://下
that.currentModel.move('d');//移动
break;
case 65://a
case 37://左
that.currentModel.move('l');//移动
break;
case 68://d
case 39://右
that.currentModel.move('r');//移动
break;
}
//测试用,记得删除
that.render();
});
}
接下来变形试试
添加移动方法
//移动
Model.prototype.move=function(dir){
var cur = this.game.currentModel,dis=1,blocks = this.blocks;
if(dir=='r'||dir=='ld'){
dis=1
}else if(dir=='l'){
dis=-1;
}else if(dir=='d'){
dis=3;
}
var stopMoveObj = this.stopMove(dir,dis),
val=stopMoveObj.val,resDis=stopMoveObj.resDis;
if(val) {
if(dir=='d'||dir=='ld'){//到底了
[].push.apply(this.game.aliveModel,cur.blocks);//放到已到底的组合中
this.game.renderArr.pop();//当前模型弹出
this.game.clearBlock();//消除
this.game.createModel();//绘制一个新图形
}
return ;//如果返回true 则不能再往这个方向移动
}
if(resDis>0){
dis=resDis;
}
//更新每一个block的位置
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(dir=='d'||dir=='ld'){
block.y+=dis;
}else{
block.x+=dis;
}
}
}
加入边界判断和碰撞检测(边界检测比较简单、碰撞检测在快进的时候要注意处理一下,看代码吧)
//停止移动
Model.prototype.stopMove=function(dir,dis){
var cur = this.game.currentModel,blocks = this.blocks;
var maxX = this.game.maxX,maxY = this.game.maxY,res,temp;
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(dir=='d'||dir=='ld'){
if(block.y>=maxY-1){//到底了
return {val:true};
}
}else if(dir=='r'){
if(block.x>=maxX-1){//到右边界了
return {val:true};
}
}else if(dir=='l'){
if(block.x<=0){//到左边界了
return {val:true};
}
}
//碰撞检测
temp=this.collide(block,dis,dir);
if(temp.val){
return temp;
}
if(!res || res.resDis==0 || (temp.resDis!=0 && temp.resDis<res.resDis)){
res=temp;
}
}
return res;
}
//检查当前模型是否与其他存底的模型相触碰
Model.prototype.collide=function(block,dis,dir){
var aliveModel = this.game.aliveModel,item;
var res={},val=false,resDis=0,maxY = this.game.maxY;
if(dir=='r'){//向右判断
for(var i=0;i<aliveModel.length;i++){
item = aliveModel[i];
if(!item) continue;
if(item.y==block.y && item.x==block.x+1){
val= true;
break;
}
}
}else if(dir=='l'){//向左判断
for(var i=0;i<aliveModel.length;i++){
item = aliveModel[i];
if(!item) continue;
if(item.y==block.y && item.x==block.x-1){
val= true;
break;
}
}
}else {//向下判断
if(aliveModel.length>0){
for(var i=0;i<aliveModel.length;i++){
item = aliveModel[i];
if(!item) continue;
if(item.x==block.x){//下方有存在的方块
if(item.y==block.y+1){
val= true;
break;
}else if(item.y<=block.y+Math.abs(dis)){
var temp=item.y-block.y-1;
if(resDis==0 || temp<resDis){
resDis = temp;
}
}
}else{//下发不存在方块
if(maxY<=block.y+Math.abs(dis)){
var temp=maxY-block.y-1;
if(resDis==0 || temp<resDis){
resDis = temp;
}
}
}
}
}else{//第一个模型
if(maxY<=block.y+Math.abs(dis)){
var temp=maxY-block.y-1;
if(resDis==0 || temp<resDis){
resDis = temp;
}
}
}
}
res.resDis=resDis;
res.val=val;
return res;
}
到底后的处理
- 给当前的游戏对象的aliveModel数组,存取当前到底的模型所对应的4个小方块(执行render方法的时候就绘制出来)
- 在renderArr数组中此模型要删除
- 每次触底需要加入消除判断,符合条件就消除
- 绘制一个新的模型
绘制触底的模型方块
//绘制存底的图形
Game.prototype.aliveModelRender=function(){
var context=this.ctx;
var disX=this.disX,disY=this.disY;
context.save();
context.beginPath();
_.each(this.aliveModel,function(item){
if(item){
context.rect(item.x*disX+1,item.y*disY+1,disX-1,disY-1);
//context.fillStyle='';
context.fill();
}
});
context.restore();
}
消除行、积分、以及下降
//消除行
Game.prototype.clearBlock=function(){
var maxX=this.maxX,aliveModel=this.aliveModel;
//将y相同的放在一起
var rowArr=[],rowObj={};
_.each(aliveModel,function(item,index){
if(item) {
if(!rowObj[item.y]){
rowObj[item.y]=[];
}
rowObj[item.y].push(index);
}
});
var that=this;
var keys = Object.keys(rowObj),row,num=0;
_.each(keys,function(k){
row = rowObj[k];
if(row.length>=maxX){//消除这行
_.each(row,function(r){
aliveModel.splice(r,1,undefined);//先用undefined代替
})
num++;//行数计数器
that.down(k,1);//清楚当前行
}
})
//完成消除
for(var i=0;i<aliveModel.length;i++){
if(!aliveModel[i]) {
console.log(123)
aliveModel.splice(i,1);
}
}
var score = 0;
switch (num){
case 1:
score=100;//1行100分
break;
case 2:
score=300;//2行300分
break;
case 3:
score=600;//3行600分
break;
case 4:
score=1000;//4行1000分
break;
}
//积分
this.calcuScore(score);
}
//消除后的下降
Game.prototype.down=function(y,num){
var aliveModel=this.aliveModel;
_.each(aliveModel,function(item){
if(item && item.y<y){
item.y+=num;
}
});
}
自动往下移动、更新、显示时间、分数
//显示分数
Game.prototype.calcuScore=function(s){
this.score+=s;
this.scoreEL.innerText='分数:'+this.score;
}
//显示时间
Game.prototype.calcuTime=function(){
if(this.moveCount%4==0){
this.time++;
this.time_flag=false;
this.timeEL.innerText='时间:'+this.time;
}
this.moveCount++;
}
//向下移动
Game.prototype.move=function(dir){
var curModel= this.currentModel;
this.calcuTime();
var endFlag = this.end();
if(endFlag) {
this.stop();
this.hasEnd=true;
return ;
}
this.update();
this.render();
}
//更新
Game.prototype.update=function(){
this.currentModel.move('ld');
}
给开始、结束按钮加入事件
var mainDiv = document.getElementById('mainDiv');
var score= document.getElementById('score');
var time= document.getElementById('time');
game.init(mainDiv,score,time);
function start(){
game.start()
}
function stop(){
game.stop()
}
Game.prototype.start=function(){
if(this.timmer) return ;
if(this.hasEnd){//如果是结束则需要重新开始,暂停的话就继续游戏
this.restart();
}
this.hasEnd=false;
this.timmer = setInterval(this.move.bind(this),250);//开始定时任务
}
//重新开始
Game.prototype.restart=function(){
this.renderArr=[];//待渲染对象存储数组
this.aliveModel=[];//用来存到底的model组合
this.score=0;//分数
this.time=0;//时间
this.moveCount=1;//计时控制器
this.clearCanvas();
this.draw();
}
//停止任务
Game.prototype.stop=function(){
if(!this.timmer) return ;
clearInterval(this.timmer);//清除定时任务
this.timmer=null;
}
//结束
Game.prototype.end=function(){
var aliveModel = this.aliveModel;
for(var i=0;i<aliveModel.length;i++){
item = aliveModel[i];
if(item&&item.y==0){
alert('结束了')
return true;
}
}
return false
}
源码如下:
HTML
<!DOCTYPE html>
<html>
<head lang="en">
<meta charset="UTF-8">
<title></title>
<style>
*{
margin: 0;
padding: 0;
}
#box{
width:320px;
height:450px;
position:absolute;
margin:0 auto;
left:0;
top:20px;
right:0;
bottom:0;
background:gray;
border-radius:10px;
}
#mainDiv{
width:300px;
height:400px;
position:absolute;
margin:0 auto;
left:0;
top:10px;
right:0;
bottom:0;
}
.bottom{
width:600px;
height:30px;
position:absolute;
bottom:1px;
right:1px;
}
.bottom .button1{
position: absolute;
right: 55px;
width: 50px;
font-size: 14px;
}
.bottom .button2{
position: absolute;
right: 5px;
width: 50px;
font-size: 14px;
}
.bottom .span1{
position: absolute;
right: 155px;
color: white;
font-size: 8px;
}
.bottom .span2{
position: absolute;
right: 255px;
color: white;
font-size: 8px;
}
</style>
</head>
<body>
<div id='box'>
<div id='mainDiv'>
</div>
<div class='bottom'>
<span id='score' class='span1'>分数:0</span>
<span id='time' class='span2'>时间:0</span>
<button onclick='start()' class='button1'>开始</button>
<button onclick='stop()' class='button2'>结束</button>
</div>
</div>
<script type="text/javascript" src='tetris.js'></script>
<script type="text/javascript">
var mainDiv = document.getElementById('mainDiv');
var score= document.getElementById('score');
var time= document.getElementById('time');
game.init(mainDiv,score,time);
function start(){
game.start()
}
function stop(){
game.stop()
}
</script>
</body>
</html>
JS
;(function(global){
var game= new Game();
function Game(el){
this.renderArr=[];//待渲染对象存储数组
this.aliveModel=[];//用来存到底的model组合
this.score=0;//分数
this.time=0;//时间
this.moveCount=1;//计时控制器
}
Game.prototype.init=function(el,score,time){
if(!el) return ;
this.el=el;
this.scoreEL=score;
this.timeEL=time;
var canvas = document.createElement('canvas');//创建画布
canvas.style.cssText="background:darkgrey;border:1px solid grey;";//设置样式
var W = canvas.width = 300; //设置宽度
var H = canvas.height = 400;//设置高度
el.appendChild(canvas);//添加到指定的dom对象中
this.ctx = canvas.getContext('2d');
this.canvas=canvas;
this.w=W;
this.h=H;
this.disX=20;//每个格子的x方向大小
this.disY=20;//每个格子的y方向大小
this.maxX=15;//x方向格子总数
this.maxY=20;//y方向格子总数
this.control();//
this.draw();//绘制
}
//绘制地图
Game.prototype.createMap=function(){
var renderArr = this.renderArr;
var disX = this.disX;
var disY = this.disY;
var maxX=this.maxX;
var maxY=this.maxY;
var rectW = this.w;
var rectH = this.h;
var rect=null;
var color;
for(var i=1;i<maxY;i++){//20行
var line = new Line(this.ctx,{
x:0,
y:0,
startX:0,
startY:i*disY,
endX:this.w,
endY:i*disY,
thin:true,
strokeStyle:'white',
lineWidth:0.2
})
renderArr.push(line);
}
for(var i=1;i<maxX;i++){//15列
var line = new Line(this.ctx,{
x:0,
y:0,
startX:i*disX,
startY:0,
endX:i*disX,
endY:this.h,
thin:true,
strokeStyle:'white',
lineWidth:0.2
})
renderArr.push(line);
}
}
Game.prototype.draw=function(){
this.createMap();//绘制地图
this.createModel();//绘制一个图形
this.render();//渲染
}
//渲染图形
Game.prototype.render=function(){
var context=this.ctx;
this.clearCanvas();
_.each(this.renderArr,function(item){
item && item.render(context);
});
this.aliveModelRender();
}
//绘制存底的图形
Game.prototype.aliveModelRender=function(){
var context=this.ctx;
var disX=this.disX,disY=this.disY;
context.save();
context.beginPath();
_.each(this.aliveModel,function(item){
if(item){
context.rect(item.x*disX+1,item.y*disY+1,disX-1,disY-1);
//context.fillStyle='';
context.fill();
}
});
context.restore();
}
//消除行
Game.prototype.clearBlock=function(){
var maxX=this.maxX,aliveModel=this.aliveModel;
//将y相同的放在一起
var rowArr=[],rowObj={};
_.each(aliveModel,function(item,index){
if(item) {
if(!rowObj[item.y]){
rowObj[item.y]=[];
}
rowObj[item.y].push(index);
}
});
var that=this;
var keys = Object.keys(rowObj),row,num=0;
_.each(keys,function(k){
row = rowObj[k];
if(row.length>=maxX){//消除这行
_.each(row,function(r){
aliveModel.splice(r,1,undefined);//先用undefined代替
})
num++;//行数计数器
that.down(k,1);//清楚当前行
}
})
//完成消除
for(var i=0;i<aliveModel.length;i++){
if(!aliveModel[i]) {
console.log(123)
aliveModel.splice(i,1);
}
}
var score = 0;
switch (num){
case 1:
score=100;//1行100分
break;
case 2:
score=300;//2行300分
break;
case 3:
score=600;//3行600分
break;
case 4:
score=1000;//4行1000分
break;
}
//积分
this.calcuScore(score);
}
//消除后的下降
Game.prototype.down=function(y,num){
var aliveModel=this.aliveModel;
_.each(aliveModel,function(item){
if(item && item.y<y){
item.y+=num;
}
});
}
Game.prototype.start=function(){
if(this.timmer) return ;
if(this.hasEnd){//如果是结束则需要重新开始,暂停的话就继续游戏
this.restart();
}
this.hasEnd=false;
this.timmer = setInterval(this.move.bind(this),250);//开始定时任务
}
//重新开始
Game.prototype.restart=function(){
this.renderArr=[];//待渲染对象存储数组
this.aliveModel=[];//用来存到底的model组合
this.score=0;//分数
this.time=0;//时间
this.moveCount=1;//计时控制器
this.clearCanvas();
this.draw();
}
//停止任务
Game.prototype.stop=function(){
if(!this.timmer) return ;
clearInterval(this.timmer);//清除定时任务
this.timmer=null;
}
//结束
Game.prototype.end=function(){
var aliveModel = this.aliveModel;
for(var i=0;i<aliveModel.length;i++){
item = aliveModel[i];
if(item&&item.y==0){
alert('结束了')
return true;
}
}
return false
}
//显示分数
Game.prototype.calcuScore=function(s){
this.score+=s;
this.scoreEL.innerText='分数:'+this.score;
}
//显示时间
Game.prototype.calcuTime=function(){
if(this.moveCount%4==0){
this.time++;
this.time_flag=false;
this.timeEL.innerText='时间:'+this.time;
}
this.moveCount++;
}
//向下移动
Game.prototype.move=function(dir){
var curModel= this.currentModel;
this.calcuTime();
var endFlag = this.end();
if(endFlag) {
this.stop();
this.hasEnd=true;
return ;
}
this.update();
this.render();
}
//更新
Game.prototype.update=function(){
this.currentModel.move('ld');
}
//按键的控制
Game.prototype.control=function(){
var that=this;
global.addEventListener('keydown',function(e){
//if(!that.timmer) return ;
switch (e.keyCode){
case 87://w
case 38://上
that.currentModel.transform();//变形
break;
case 83://s
case 40://下
that.currentModel.move('d');//移动
break;
case 65://a
case 37://左
that.currentModel.move('l');//移动
break;
case 68://d
case 39://右
that.currentModel.move('r');//移动
break;
}
//测试用,记得删除
//that.render();
});
}
Game.prototype.clearCanvas=function(){
this.ctx.clearRect(0,0,parseInt(this.w),parseInt(this.h));//清理画布
}
//创建模型
Game.prototype.createModel=function(){
var type = _.getRandom(1,7);//type有7种
var dir =0;
if(type=='1'){//一字 只2种
dir = _.getRandom(1,2);
}else if(type=='2'){//一字 只有1种
dir = 1;
}else{//其他有4种
dir = _.getRandom(1,4);
}
var model = new Model({//随机创建
x:6,y:-1,fillStyle:'#0370BD',fill:true,game:this,type:type,dir:dir
});
this.renderArr.push(model);
//当前的模型
this.currentModel=model;
/*
model = new Model({//创建横向1字
x:5,y:4,fillStyle:'#0370BD',fill:true,game:this,type:1,dir:1
});
model = new Model({//创建田字
x:5,y:4,fillStyle:'#0370BD',fill:true,game:this,type:2,dir:1
});
model = new Model({//创建二字1
x:5,y:4,fillStyle:'#0370BD',fill:true,game:this,type:3,dir:4
});
model = new Model({//创建二字2
x:5,y:4,fillStyle:'#0370BD',fill:true,game:this,type:4,dir:1
});
model = new Model({//创建七字1
x:5,y:4,fillStyle:'#0370BD',fill:true,game:this,type:5,dir:4
});
model = new Model({//创建七字2
x:5,y:4,fillStyle:'#0370BD',fill:true,game:this,type:6,dir:4
});
model = new Model({//创建凸字
x:5,y:4,fillStyle:'#0370BD',fill:true,game:this,type:7,dir:4
});
*/
}
//模型构造函数
function Model(o){
this.blocks=[],//存储方块的数组,绘制的时候根据数组来绘制
this.type=1,//模型的形状,默认是一字形(共7种)
this.dir=1,//方向默认为1,总共4种,其中一字形为2种,田字形为1种,其他为4种
this.x=0,//x坐标(只传入第一个x,根据这个x来生成其他的x)
this.y=0,//y坐标(只传入第一个y,根据这个y来生成其他的y)
this.init(o);
}
//初始化
Model.prototype.init=function(o){
for(var key in o){
this[key]=o[key];
}
this.organ();
}
//组织图形
Model.prototype.organ=function(){
switch(this.type){
case 1:
this.createYi();//创建一字形
break;
case 2:
this.createTian();//创建田字形
break;
case 3:
this.createEr1();//创建字二形1
break;
case 4:
this.createEr2();//创建二字形2
break;
case 5:
this.createQi1();//创建七字形1
break;
case 6:
this.createQi2();//创建七字形2
break;
case 7:
this.createTu();//创建凸字形
break;
}
}
//创建一字形
Model.prototype.createYi=function(){
var blocks=this.blocks,x=this.x,y=this.y;
switch(this.dir){
case 1://横着的
blocks.push({x:x,y:y});
blocks.push({x:x+1,y:y});
blocks.push({x:x+2,y:y});
blocks.push({x:x+3,y:y});
break;
case 2://竖着的
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y-2});
blocks.push({x:x,y:y-3});
break;
}
}
//创建田字形
Model.prototype.createTian=function(){
var blocks=this.blocks,x=this.x,y=this.y;
switch(this.dir){
case 1://横着的
blocks.push({x:x,y:y});
blocks.push({x:x+1,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x+1,y:y-1});
break;
case 2://竖着的
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y-2});
blocks.push({x:x,y:y-3});;
break;
}
}
//创建二字形1
Model.prototype.createEr1=function(){
var blocks=this.blocks,x=this.x,y=this.y;
switch(this.dir){
case 1://
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x+1,y:y-1});
blocks.push({x:x+1,y:y-2});
break;
case 2://
blocks.push({x:x+1,y:y});
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x-1,y:y-1});
break;
case 3://
blocks.push({x:x+1,y:y-2});
blocks.push({x:x+1,y:y-1});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y});
break;
case 4://
blocks.push({x:x-1,y:y-1});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y});
blocks.push({x:x+1,y:y});
break;
}
}
//创建二字形2
Model.prototype.createEr2=function(){
var blocks=this.blocks,x=this.x,y=this.y;
switch(this.dir){
case 1://
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x-1,y:y-1});
blocks.push({x:x-1,y:y-2});
break;
case 2://
blocks.push({x:x+2,y:y-1});
blocks.push({x:x+1,y:y-1});
blocks.push({x:x+1,y:y});
blocks.push({x:x,y:y});
break;
case 3://
blocks.push({x:x-1,y:y-2});
blocks.push({x:x-1,y:y-1});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y});
break;
case 4://
blocks.push({x:x,y:y});
blocks.push({x:x+1,y:y});
blocks.push({x:x+1,y:y-1});
blocks.push({x:x+2,y:y-1});
break;
}
}
//创建七字形1
Model.prototype.createQi1=function(){
var blocks=this.blocks,x=this.x,y=this.y;
switch(this.dir){
case 1://
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y-2});
blocks.push({x:x+1,y:y-2});
break;
case 2://
blocks.push({x:x+2,y:y});
blocks.push({x:x+1,y:y});
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
break;
case 3://
blocks.push({x:x+1,y:y-2});
blocks.push({x:x+1,y:y-1});
blocks.push({x:x+1,y:y});
blocks.push({x:x,y:y});
break;
case 4://
blocks.push({x:x-2,y:y-1});
blocks.push({x:x-1,y:y-1});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y});
break;
}
}
//创建七字形2
Model.prototype.createQi2=function(){
var blocks=this.blocks,x=this.x,y=this.y;
switch(this.dir){
case 1://
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y-2});
blocks.push({x:x-1,y:y-2});
break;
case 2://
blocks.push({x:x+2,y:y-1});
blocks.push({x:x+1,y:y-1});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y});
break;
case 3://
blocks.push({x:x,y:y-2});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y});
blocks.push({x:x+1,y:y});
break;
case 4://
blocks.push({x:x,y:y});
blocks.push({x:x+1,y:y});
blocks.push({x:x+2,y:y});
blocks.push({x:x+2,y:y-1});
break;
}
}
//创建凸字形
Model.prototype.createTu=function(){
var blocks=this.blocks,x=this.x,y=this.y;
switch(this.dir){
case 1://
blocks.push({x:x,y:y});
blocks.push({x:x+1,y:y});
blocks.push({x:x+2,y:y});
blocks.push({x:x+1,y:y-1});
break;
case 2://
blocks.push({x:x,y:y});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y-2});
blocks.push({x:x-1,y:y-1});
break;
case 3://
blocks.push({x:x+1,y:y-1});
blocks.push({x:x,y:y-1});
blocks.push({x:x-1,y:y-1});
blocks.push({x:x,y:y});
break;
case 4://
blocks.push({x:x,y:y-2});
blocks.push({x:x,y:y-1});
blocks.push({x:x,y:y});
blocks.push({x:x+1,y:y-1});
break;
}
}
//变形
Model.prototype.transform=function(){
switch(this.type){
case 1://一
this.transformYi();
break;
case 2://田
//无需变形
break;
case 3://二(1)
this.transformEr1();
break;
case 4://二(2)
this.transformEr2();
break;
case 5://七(1)
this.transformQi1();
break;
case 6://七(2)
this.transformQi2();
break;
case 7://凸
this.transformTu();
break;
}
}
Model.prototype.transformYi=function(){
var blocks = this.blocks,block2=blocks[1];
switch(this.dir){
case 1://横着的
tran1();
this.dir=2;
break;
case 2://竖着的
tran2();
this.dir=1;
break;
}
function tran1(){//变成竖着的
for(var i=0;i<blocks.length;i++){
if(i==1)continue;
block=blocks[i];
if(i==0){
block.y=block2.y+1;
}else if(i==2){
block.y=block2.y-1;
}else if(i==3){
block.y=block2.y-2;
}
//x方向改成一样
block.x=block2.x;
}
}
function tran2(){//变成横着的
for(var i=0;i<blocks.length;i++){
if(i==1)continue;
block=blocks[i];
if(i==0){
block.x=block2.x-1;
}else if(i==2){
block.x=block2.x+1;
}else if(i==3){
block.x=block2.x+2;
}
//y方向改成一样
block.y=block2.y;
}
}
}
Model.prototype.transformEr1=function(){
var blocks = this.blocks,block2=blocks[1];
switch(this.dir){
case 1://竖着的
tran1();
this.dir=2;
break;
case 2://横着的
tran2();
this.dir=3;
break;
case 3://竖着的
tran3();
this.dir=4;
break;
case 4://横着的
tran4();
this.dir=1;
break;
}
function tran1(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x+=2;
}else if(i==1){
block.x+=1;
block.y+=1;
}else if(i==2){
}else if(i==3){
block.x-=1;
block.y+=1
}
}
}
function tran2(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x-=1;
block.y-=2;
}else if(i==1){
block.y-=1;
}else if(i==2){
block.x-=1;
}else if(i==3){
block.y+=1
}
}
}
function tran3(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x+=2;
}else if(i==2){
block.x+=1;
block.y+=1;
}else if(i==1){
}else if(i==0){
block.x-=1;
block.y+=1
}
}
}
function tran4(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x-=1;
block.y-=2;
}else if(i==2){
block.y-=1;
}else if(i==1){
block.x-=1;
}else if(i==0){
block.y+=1
}
}
}
}
Model.prototype.transformEr2=function(){
var blocks = this.blocks,block2=blocks[1];
switch(this.dir){
case 1://竖着的
tran1();
this.dir=2;
break;
case 2://横着的
tran2();
this.dir=3;
break;
case 3://竖着的
tran3();
this.dir=4;
break;
case 4://横着的
tran4();
this.dir=1;
break;
}
function tran1(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x+=1;
block.y-=1;
}else if(i==1){
}else if(i==2){
block.x+=1;
block.y+=1;
}else if(i==3){
block.y+=2;
}
}
}
function tran2(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x-=2;
block.y-=1;
}else if(i==1){
block.x-=1;
}else if(i==2){
block.y-=1;
}else if(i==3){
block.x+=1
}
}
}
function tran3(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x+=1;
block.y-=1;
}else if(i==2){
}else if(i==1){
block.x+=1;
block.y+=1;
}else if(i==0){
block.y+=2;
}
}
}
function tran4(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x-=2;
block.y-=1;
}else if(i==2){
block.x-=1;
}else if(i==1){
block.y-=1;
}else if(i==0){
block.x+=1
}
}
}
}
//七1变形
Model.prototype.transformQi1=function(){
var blocks = this.blocks,block2=blocks[1];
switch(this.dir){
case 1://竖着的
tran1();
this.dir=2;
break;
case 2://横着的
tran2();
this.dir=3;
break;
case 3://竖着的
tran3();
this.dir=4;
break;
case 4://横着的
tran4();
this.dir=1;
break;
}
function tran1(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x+=2;
}else if(i==1){
block.x+=1;
block.y+=1;
}else if(i==2){
block.y+=2;
}else if(i==3){
block.x-=1;
block.y+=1
}
}
}
function tran2(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x-=1;
block.y-=2;
}else if(i==1){
block.y-=1;
}else if(i==2){
block.x+=1;
}else if(i==3){
block.y+=1
}
}
}
function tran3(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x+=2;
}else if(i==2){
block.x+=1;
block.y-=1;
}else if(i==1){
}else if(i==0){
block.x-=1;
block.y+=1
}
}
}
function tran4(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x-=1;
block.y-=2;
}else if(i==2){
block.x-=2;
block.y-=1;
}else if(i==1){
block.x-=1;
}else if(i==0){
block.y+=1;
}
}
}
}
//七2变形
Model.prototype.transformQi2=function(){
var blocks = this.blocks,block2=blocks[1];
switch(this.dir){
case 1://竖着的
tran1();
this.dir=2;
break;
case 2://横着的
tran2();
this.dir=3;
break;
case 3://竖着的
tran3();
this.dir=4;
break;
case 4://横着的
tran4();
this.dir=1;
break;
}
function tran1(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x+=1;
block.y-=1;
}else if(i==1){
}else if(i==2){
block.x-=1;
block.y+=1;
}else if(i==3){
block.y+=2;
}
}
}
function tran2(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x-=2;
block.y-=1;
}else if(i==1){
block.x-=1;
}else if(i==2){
block.y+=1;
}else if(i==3){
block.x+=1;
}
}
}
function tran3(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x+=1;
block.y-=1;
}else if(i==2){
block.x+=2;
}else if(i==1){
block.x+=1;
block.y+=1;
}else if(i==0){
block.y+=2;
}
}
}
function tran4(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.x-=2;
block.y-=1;
}else if(i==2){
block.x-=1;
block.y-=2;
}else if(i==1){
block.y-=1;
}else if(i==0){
block.x+=1;
}
}
}
}
//凸变形
Model.prototype.transformTu=function(){
var blocks = this.blocks,block2=blocks[1];
switch(this.dir){
case 1://横着的
tran1();
this.dir=2;
break;
case 2://竖着的
tran2();
this.dir=3;
break;
case 3://横着的
tran3();
this.dir=4;
break;
case 4://竖着的
tran4();
this.dir=1;
break;
}
function tran1(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x+=1;
}else if(i==1){
block.y-=1;
}else if(i==2){
block.x-=1;
block.y-=2;
}else if(i==3){
block.x-=1;
}
}
}
function tran2(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==0){
block.x+=1;
block.y-=1;
}else if(i==1){
}else if(i==2){
block.x-=1;
block.y+=1
}else if(i==3){
block.x+=1;
block.y+=1
}
}
}
function tran3(){//变成横着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
block.y-=1;
}else if(i==2){
block.y+=1;
}else if(i==1){
block.x-=1;
}else if(i==0){
block.x-=2;
block.y-=1
}
}
}
function tran4(){//竖着的
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(i==3){
}else if(i==2){
block.x+=2;
}else if(i==1){
block.x+=1;
block.y+=1
}else if(i==0){
block.y+=2;
}
}
}
}
//移动
Model.prototype.move=function(dir){
var cur = this.game.currentModel,dis=1,blocks = this.blocks;
if(dir=='r'||dir=='ld'){
dis=1
}else if(dir=='l'){
dis=-1;
}else if(dir=='d'){
dis=3;
}
var stopMoveObj = this.stopMove(dir,dis),
val=stopMoveObj.val,resDis=stopMoveObj.resDis;
if(val) {
if(dir=='d'||dir=='ld'){//到底了
[].push.apply(this.game.aliveModel,cur.blocks);//放到已到底的组合中
this.game.renderArr.pop();//当前模型弹出
this.game.clearBlock();//消除
this.game.createModel();//绘制一个新图形
}
return ;//如果返回true 则不能再往这个方向移动
}
if(resDis>0){
dis=resDis;
}
//更新每一个block的位置
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(dir=='d'||dir=='ld'){
block.y+=dis;
}else{
block.x+=dis;
}
}
}
//停止移动
Model.prototype.stopMove=function(dir,dis){
var cur = this.game.currentModel,blocks = this.blocks;
var maxX = this.game.maxX,maxY = this.game.maxY,res,temp;
for(var i=0;i<blocks.length;i++){
block=blocks[i];
if(dir=='d'||dir=='ld'){
if(block.y>=maxY-1){//到底了
return {val:true};
}
}else if(dir=='r'){
if(block.x>=maxX-1){//到右边界了
return {val:true};
}
}else if(dir=='l'){
if(block.x<=0){//到左边界了
return {val:true};
}
}
//碰撞检测
temp=this.collide(block,dis,dir);
if(temp.val){
return temp;
}
if(!res || res.resDis==0 || (temp.resDis!=0 && temp.resDis<res.resDis)){
res=temp;
}
}
return res;
}
//检查当前模型是否与其他存底的模型相触碰
Model.prototype.collide=function(block,dis,dir){
var aliveModel = this.game.aliveModel,item;
var res={},val=false,resDis=0,maxY = this.game.maxY;
if(dir=='r'){//向右判断
for(var i=0;i<aliveModel.length;i++){
item = aliveModel[i];
if(!item) continue;
if(item.y==block.y && item.x==block.x+1){
val= true;
break;
}
}
}else if(dir=='l'){//向左判断
for(var i=0;i<aliveModel.length;i++){
item = aliveModel[i];
if(!item) continue;
if(item.y==block.y && item.x==block.x-1){
val= true;
break;
}
}
}else {//向下判断
if(aliveModel.length>0){
for(var i=0;i<aliveModel.length;i++){
item = aliveModel[i];
if(!item) continue;
if(item.x==block.x){//下方有存在的方块
if(item.y==block.y+1){
val= true;
break;
}else if(item.y<=block.y+Math.abs(dis)){
var temp=item.y-block.y-1;
if(resDis==0 || temp<resDis){
resDis = temp;
}
}
}else{//下发不存在方块
if(maxY<=block.y+Math.abs(dis)){
var temp=maxY-block.y-1;
if(resDis==0 || temp<resDis){
resDis = temp;
}
}
}
}
}else{//第一个模型
if(maxY<=block.y+Math.abs(dis)){
var temp=maxY-block.y-1;
if(resDis==0 || temp<resDis){
resDis = temp;
}
}
}
}
res.resDis=resDis;
res.val=val;
return res;
}
//绘制
Model.prototype.render=function(context){
var ctx=context;
ctx.save();
ctx.beginPath();
//ctx.translate(this.x,this.y);
var blocks = this.blocks,block,game=this.game,disX=game.disX,disY=game.disY;
for(var i=0;i<blocks.length;i++){
block=blocks[i];
ctx.rect(block.x*disX+1,block.y*disY+1,disX-1,disY-1);
}
if(this.lineWidth){//线宽
ctx.lineWidth=this.lineWidth;
}
if(this.fill){//是否填充
this.fillStyle?(ctx.fillStyle=this.fillStyle):null;
ctx.fill();
}
if(this.stroke){//是否描边
this.strokeStyle?(ctx.strokeStyle=this.strokeStyle):null;
ctx.stroke();
}
ctx.restore();
return this;
}
//直线的构造
function Line(ctx,o){
this.x=0,//x坐标
this.y=0,//y坐标
this.startX=0,//开始点x位置
this.startY=0, //开始点y位置
this.endX=0,//结束点x位置
this.endY=0;//结束点y位置
this.thin=false;//设置变细系数
this.ctx=ctx;
this.init(o);
}
Line.prototype.init=function(o){
for(var key in o){
this[key]=o[key];
}
}
Line.prototype.render=function(){
innerRender(this);
function innerRender(obj){
var ctx=obj.ctx;
ctx.save()
ctx.beginPath();
ctx.translate(obj.x,obj.y);
if(obj.thin){
ctx.translate(0.5,0.5);
}
if(obj.lineWidth){//设定线宽
ctx.lineWidth=obj.lineWidth;
}
if(obj.strokeStyle){
ctx.strokeStyle=obj.strokeStyle;
}
//划线
ctx.moveTo(obj.startX, obj.startY);
ctx.lineTo(obj.endX, obj.endY);
ctx.stroke();
ctx.restore();
}
return this;
}
var _= util = {
//画直线
drawLine:function (ctx, startX, startY, endX, endY) {
ctx.beginPath();
ctx.moveTo(startX, startY);
ctx.lineTo(endX, endY);
ctx.stroke();
ctx.closePath();
},
//获取属性值
getStyle:function (obj, prop) {
var prevComputedStyle = document.defaultView ? document.defaultView.getComputedStyle( obj, null ) : obj.currentStyle;
return prevComputedStyle[prop];
},
getRandom:function(min,max){
return parseInt(Math.random()*(max-min)+min);
},
//获取鼠标信息
getOffset:function(e){
return {
x:e.offsetX,
y:e.offsetY
};
},
//循环
each:function(arr,fn){
var len = arr.length;
for(var i=0;i<len;i++){
fn(arr[i],i);
}
},
getDecimals:function(value){
return (value!=Math.floor(value))?(value.toString()).split('.')[1].length:0;
}
}
var class2type={};
_.each("Boolean Number String Function Array Date RegExp Object".split(" "), function(name) {
class2type[ "[object " + name + "]" ] = name;
});
function getType( obj ) {
return obj == null ?
String( obj ) :
class2type[ Object.prototype.toString.call(obj) ] || "undefined";
}
global.game=game;
})(window)