JavaScript 俄羅斯方塊游戲?qū)崿F(xiàn)方法與代碼解釋
本文實(shí)例講述了JavaScript 俄羅斯方塊游戲。分享給大家供大家參考,具體如下:
俄羅斯方塊代碼說(shuō)明/** 名稱:Javascript 俄羅斯方塊! 作者:Gloot 郵箱:[email protected] QQ:345268267 網(wǎng)站:http://www.cnblogs.com/editor/*/OLSFK = {};
本俄羅斯方塊代碼采用 JavaScript 腳本代碼寫成,簡(jiǎn)單易懂;
全代碼采用靜態(tài)類及靜態(tài)變量成員組成;
全腳本通過(guò)實(shí)現(xiàn)代碼全局配置 OLSFK.Options = {...}
定義方塊起始坐標(biāo)及定義各自的旋轉(zhuǎn)點(diǎn);
從初始化俄羅斯方塊界面開始,再監(jiān)聽鍵盤事件;以及左右,向下及旋轉(zhuǎn)動(dòng)作判斷,重新渲染方塊位置;
判斷是否消行,以及相應(yīng)的加級(jí)判斷,執(zhí)行速度,加分操作來(lái)執(zhí)行;
最后以判斷是否當(dāng)前級(jí)別大于所定義的最大級(jí)別來(lái)判斷是否結(jié)束;
代碼說(shuō)明講解OLSFK.Options = { //相關(guān)參數(shù) width:12,//界面橫向方塊數(shù) height:20,//界面縱向方塊數(shù) boxWidth : ’16px’, curLevel:1, speed : 1000, //setInterval,setTimeout direct : { //可以設(shè)定是A S D W, 還是← ↓ → Down: 40 , /*run speed*/ Left: 37, Right: 39, Rotate: 38 }, Move:true,//是否正在移動(dòng) Eventing:false, Levels: { 1:1000, 2:900, 3:800, 4:700, 5:600, 6:500, 7:400, 8:300, 9:200, 10:100 }, curBlock:4, //當(dāng)前移動(dòng)的圖形名稱 nextBlock:0, GampMap:new Object(), Timer:null, deline:0, Score:0, Deling:false, Start:false, lineNum:10, //刪除幾行了,加級(jí) ScoreNum:40 //消一行加分}
direct 表示 使用鍵盤方位鍵來(lái)操作方塊的移動(dòng)方向;
使用哪種方向鍵按自由喜歡配置,比如字母鍵的A, S, D, W; 或右邊小數(shù)字鍵盤的數(shù)字鍵各自的鍵盤編碼;
比如 上(旋轉(zhuǎn))、下、左、右 方向鍵的編碼分別為:38、40、37、39;
Levels:表示級(jí)別配置,本配置共分為10級(jí),每個(gè)級(jí)別所對(duì)應(yīng)的下落速度,即定時(shí)執(zhí)行間隔;
curBlock:表示當(dāng)前活動(dòng)的方塊;
nextBlock:表示接下來(lái)執(zhí)行的方塊索引,并顯示界面右上角的預(yù)覽框中;
GampMap:用于保存在根據(jù)定義行列數(shù)形成的游戲表格中保存每個(gè)格的數(shù)據(jù)信息;
OLSFK.Options.GampMap[x+’_’+y] = 0;
對(duì)象表格為: id: 'box_'+x+'_'+y;
初始化數(shù)據(jù)為 ‘0’; 表示該表格還未占用;當(dāng)有占用時(shí),設(shè)置值為 ‘1’;
Timer:為定時(shí)執(zhí)行器;setTimeout 定時(shí)執(zhí)行方塊下落的的頻率;定時(shí)時(shí)間越小,速度越快;
Deling:當(dāng)正在執(zhí)行消行操作時(shí),下次暫不顯示并下落;
lineNum:表示消超過(guò) 10 行,加一級(jí);
ScoreNum:表示每消一行所加的分?jǐn)?shù);
OLSFK.ReItems = function (cur){ //key旋轉(zhuǎn)點(diǎn) switch (cur) { case 1: OLSFK.Items[1] = {//長(zhǎng)塊 LongBlock1:{x:4,y:0},2:{x:5,y:0},3:{x:6,y:0},4:{x:7,y:0},5:{x:5,y:0} //旋轉(zhuǎn)點(diǎn) }; break; //.... }}
該方法用于恢復(fù)方塊的初始設(shè)置;
OLSFK.Next = { //key旋轉(zhuǎn)點(diǎn) //長(zhǎng)塊 LongBlock 1: { 1:{x:0,y:1}, 2:{x:1,y:1}, 3:{x:2,y:1}, 4:{x:3,y:1} }, //...}
為不了不與游戲方塊的設(shè)置沖突,獨(dú)立出來(lái)下次隨機(jī)方塊的對(duì)象配置;
OLSFK.Items = { //key旋轉(zhuǎn)點(diǎn) //長(zhǎng)塊 LongBlock 1: { 1:{x:4,y:0}, 2:{x:5,y:0}, 3:{x:6,y:0}, 4:{x:7,y:0}, 5:{x:5,y:0} }, //方塊Box 2: { 1:{x:4,y:0}, 2:{x:5,y:0}, 3:{x:4,y:1}, 4:{x:5,y:1}, 5:{x:0,y:0} }, //凸塊 TuBlock 3: { 1:{x:4,y:1}, 2:{x:5,y:0}, 3:{x:5,y:1}, 4:{x:6,y:1}, 5:{x:5,y:1} }, //L塊 LBlock 4: { 1:{x:5,y:0}, 2:{x:5,y:1}, 3:{x:5,y:2}, 4:{x:6,y:2}, 5:{x:5,y:2} }, 5: { //反向L塊 FLBlock 1:{x:5,y:2}, 2:{x:6,y:2}, 3:{x:6,y:1}, 4:{x:6,y:0}, 5:{x:6,y:2} }, //Z塊 ZBlock 6: { 1:{x:4,y:0}, 2:{x:5,y:0}, 3:{x:5,y:1}, 4:{x:6,y:1}, 5:{x:5,y:0} }, 7: {//反向Z塊 FZBlock 1:{x:4,y:1}, 2:{x:5,y:1}, 3:{x:5,y:0}, 4:{x:6,y:0}, 5:{x:5,y:1} }}
方塊共分為:長(zhǎng)條塊,方塊,凸塊(T塊),L塊,反L塊,Z塊,反Z塊幾種;
共7種方塊,以1,2,3,4,5,6,7 索引鍵表示,方塊是四個(gè)小塊組成,每塊都有各自的坐標(biāo),1-4表示組成該塊的初始坐標(biāo)位置,5表示旋轉(zhuǎn)點(diǎn);
OLSFK.Init = function() { //初始化界面 //...}
俄羅斯方塊的界面初始化方法;將在 window.onload 中調(diào)用執(zhí)行;
var w = OLSFK.Options.width; var h = OLSFK.Options.height; var total = w * h; var x=0,y=0; for (var i=0; i<total; i++) {OLSFK.Options.GampMap[x+’_’+y] = 0; Lib.Tag(’SPAN’,{id:'box_'+x+'_'+y,name:'cbox',style:{ width:OLSFK.Options.boxWidth, height:OLSFK.Options.boxWidth, border:'2px outset #669', background:'#ddd', float:'left', overflow:'hidden' },innerHTML:' ',className:'cssbox'},back); var end = i + 1; x++; if (end >= w && end % w == 0) { x=0; y++; Lib.Tag(’DIV’,{style:{clear:'both' }},back); } }
通過(guò)設(shè)置的 Options.width, Options.height 列數(shù)與行數(shù),以及設(shè)置的小方格寬度,初始化了一個(gè)寬:Options.width列,高為 Options.height 的表格界面出來(lái);
Lib.Tag 用于創(chuàng)建標(biāo)簽對(duì)象;
Lib.Tag = function(TAG,json,pnode) { //...}
TAG為標(biāo)簽名,比如: div, span 等;
json為設(shè)置標(biāo)簽樣式 style;
pnode 是該創(chuàng)建所在的父容器;
OLSFK.Init = function() {} 還創(chuàng)建主游戲區(qū)域旁邊的下次隨機(jī)方塊預(yù)覽區(qū),當(dāng)前級(jí)別,及分?jǐn)?shù),以及操作“開始”,“暫停”按鈕等;
window.onload = function() { if (window.isIE) { document.attachEvent('onkeydown',function(e) { if (OLSFK.Options.Start) {var E = OLSFK.KeyCode();OLSFK.EventFunc(E); } }); document.attachEvent('onkeyup',function(e) { if (!OLSFK.Options.Move && OLSFK.Options.Start) {OLSFK.Options.Move = true;OLSFK.Options.Eventing = false;OLSFK.Options.Timer = setTimeout(function() { OLSFK.play();}, OLSFK.Options.Levels[OLSFK.Options.curLevel]); } }); } else { document.addEventListener('keydown',function(e) { if (OLSFK.Options.Start) {var E = OLSFK.KeyCode();OLSFK.EventFunc(E); } },false); document.addEventListener('keyup',function(e) { if (!OLSFK.Options.Move && OLSFK.Options.Start) {OLSFK.Options.Move = true;OLSFK.Options.Eventing = false;OLSFK.Options.Timer = setTimeout(function() { OLSFK.play();}, OLSFK.Options.Levels[OLSFK.Options.curLevel]); } },false); } OLSFK.Init();}
主要是監(jiān)聽鍵盤事件,根據(jù) 鍵盤事件 返回的按鈕編碼與 OLSFK.Options.direct 設(shè)置方向鍵匹配來(lái)操作方塊的移動(dòng),旋轉(zhuǎn)等;
keydown 用于操作下落方塊的移動(dòng)方向,旋轉(zhuǎn)等;并重新繪制方塊位置;
keyup 后繼續(xù)按本級(jí)速度向下落;
OLSFK.Options.Levels[OLSFK.Options.curLevel]
表示當(dāng)前級(jí)別對(duì)應(yīng)的速度,即定時(shí)器間隔執(zhí)行時(shí)間(毫秒);
OLSFK.EventFunc = function(code) { switch (code) { case OLSFK.Options.direct.Left: //LEFT if (!OLSFK.Options.Deling) {clearTimeout(OLSFK.Options.Timer);OLSFK.Options.Eventing = true;OLSFK.Options.Move = false;OLSFK.Left(); } break; //... }}
該方法是 監(jiān)聽 keydown 事件執(zhí)行的動(dòng)作;code 為按鍵 編碼;
當(dāng)判斷未在消行動(dòng)作時(shí),清除定時(shí)器,OLSFK.Options.Eventing 設(shè)置為事件中 true,OLSFK.Options.Move 為 false 表示停止移動(dòng);
進(jìn)入 向左移動(dòng)方法 OLSFK.Left();
OLSFK.Left = function() { var block = OLSFK.Items[OLSFK.Options.curBlock]; if (block) { var flag = true; for (var i=1; i<=4; i++) { var x = block[i].x; var y = block[i].y; if (x-1 < 0) {flag = false;break; } if (OLSFK.Options.GampMap[(x-1)+’_’+y] == 1 && !OLSFK.isMe(x-1,y)) {flag = false;break; } } if (flag) { for (var i=1; i<=4; i++) //清除圖形 {var itm = block[i];var box = Lib.Getid(’box_’+itm.x+’_’+itm.y);box.style.background = ’#ddd’;OLSFK.Options.GampMap[itm.x+’_’+itm.y] = 0; } for (var i=1; i<=5; i++) {var x = block[i].x;var y = block[i].y;OLSFK.Items[OLSFK.Options.curBlock][i] = {x:(x-1),y:y}; } OLSFK.draw(); } }}
var block = OLSFK.Items[OLSFK.Options.curBlock]; 表示獲取當(dāng)前移動(dòng)方塊;
if (OLSFK.Options.GampMap[(x-1)+’_’+y] == 1 && !OLSFK.isMe(x-1,y)){ flag = false; break;}
判斷該方塊四個(gè)小方塊左邊是否有被占用的方塊,也即: OLSFK.Options.GampMap[(x-1)+’_’+y] 為 1; 并且該位置塊不屬于方塊自己的;
當(dāng)左邊方向無(wú)占用格時(shí),清除當(dāng)前方塊四個(gè)小方塊位置,重新繪制方塊新坐標(biāo)位置;并重置 相應(yīng)的 OLSFK.Options.GameMap [x+y] 相應(yīng)格的值;
當(dāng)按鈕 keyup 時(shí),繼承正常向下落;
OLSFK.isMe 代碼:
OLSFK.isMe = function(x,y) { var block = OLSFK.Items[OLSFK.Options.curBlock]; if (block) { for (var i=1; i<=4; i++) { if (block[i].x == x && block[i].y == y) {return true; } } } return false;}
即指定的 x,y (參數(shù)值) 是否還在當(dāng)前方塊四個(gè)坐標(biāo)內(nèi);
OLSFK.Right () 與 Left() 一樣;
旋轉(zhuǎn)方塊代碼;
OLSFK.Rotate = function() { var block = OLSFK.Items[OLSFK.Options.curBlock]; if (block) { var flag = true; var R = block[5]; for (var i=1; i<=4; i++) { var x = block[i].x; var y = block[i].y; if (R.x == x && R.y == y) { } else {var nson = new Object();nson.x = R.x + R.y - y;nson.y = R.y - R.x + x;if ( nson.x < 0 || nson.y < 0 || nson.x >= OLSFK.Options.width || nson.y >= OLSFK.Options.height ){ flag = false; break;}if (OLSFK.Options.GampMap[nson.x+’_’+nson.y] == 1 && !OLSFK.isMe(nson.x,nson.y)){ flag = false; break;} } } if (flag) { for (var i=1; i<=4; i++) //清除圖形 {var itm = block[i];var box = Lib.Getid(’box_’+itm.x+’_’+itm.y);box.style.background = ’#ddd’;OLSFK.Options.GampMap[itm.x+’_’+itm.y] = 0; } var Pnt = 1; for (var i=1; i<=4; i++) {var x = block[i].x;var y = block[i].y;if (R.x == x && R.y == y){ Pnt = i;} else { var nson = new Object(); nson.x = R.x + R.y - y; nson.y = R.y - R.x + x; OLSFK.Items[OLSFK.Options.curBlock][i] = {x:nson.x,y:nson.y};} } OLSFK.Items[OLSFK.Options.curBlock][5] = OLSFK.Items[OLSFK.Options.curBlock][Pnt]; OLSFK.draw(); } }}
var R = block[5]; 就是獲取旋轉(zhuǎn)點(diǎn);
就開始對(duì)方塊四個(gè)小塊以旋轉(zhuǎn)點(diǎn)為中心,逆時(shí)針旋轉(zhuǎn)(并不全是 90 度);當(dāng)當(dāng)前塊不為旋轉(zhuǎn)點(diǎn)時(shí),旋轉(zhuǎn)公式;
var nson = new Object();nson.x = R.x + R.y - y;nson.y = R.y - R.x + x;
這個(gè)公式要這樣看;
ResultX = RotateX + (RotateY - CurrentY);ResultY = RotateY - (RotateX - CurrentX);//Y的偏移量,就是X的增加值;//反之同
當(dāng)旋轉(zhuǎn)四周都無(wú)占用物時(shí);清除當(dāng)前圖形,重繪旋轉(zhuǎn)后的圖形位置;
重置 OLSFK.Options.GampMap[itm.x+’_’+itm.y] 各個(gè)方塊的占用值;
OLSFK.Random = function() { if (OLSFK.Options.nextBlock != 0) { OLSFK.Options.curBlock = OLSFK.Options.nextBlock; var block = OLSFK.Next[OLSFK.Options.nextBlock]; if (block) { for (var i=1; i<=4; i++) {var itm = block[i];var box = Lib.Getid(’cur_’+itm.x+’_’+itm.y);box.style.background = ’#ddd’;//OLSFK.Options.GampMap[itm.x+’_’+itm.y] = 0; } } } else { OLSFK.Options.curBlock = Math.floor(Math.random() * 7 + 1); } OLSFK.Options.nextBlock = Math.floor(Math.random() * 7 + 1); OLSFK.drawNext();}
隨機(jī)生成下次預(yù)下落的方塊;并顯示到右上角的預(yù)覽表格里;
OLSFK.play = function(speed) { var block = OLSFK.Items[OLSFK.Options.curBlock]; if (block && OLSFK.Options.Move) { var flag = true; for (var i=1; i<=4; i++) { var x = block[i].x; var y = block[i].y; if (y+1 >= OLSFK.Options.height) {flag = false;break; } if (OLSFK.Options.GampMap[x+’_’+(y+1)] == 1 && !OLSFK.isMe(x,y+1)) {flag = false;break; } }if (flag) { for (var i=1; i<=4; i++) //清除圖形 {var itm = block[i];var box = Lib.Getid(’box_’+itm.x+’_’+itm.y);box.style.background = ’#ddd’;OLSFK.Options.GampMap[itm.x+’_’+itm.y] = 0; } for (var i=1; i<=5; i++) {var x = block[i].x;var y = block[i].y;OLSFK.Items[OLSFK.Options.curBlock][i] = {x:x,y:(y+1)}; } OLSFK.draw(); var S = OLSFK.Options.Levels[OLSFK.Options.curLevel]; if (speed) {S = 50; } OLSFK.Options.Timer = setTimeout(function() {OLSFK.play(); }, S); } else { OLSFK.ReItems(OLSFK.Options.curBlock); OLSFK.newRun(); } }}
OLSFK.play 正常下落的方法,也得判斷下落一格是否有被占用的格,如果沒(méi)有,清除當(dāng)前方塊,繪制方塊新位置;
當(dāng)方塊不能再下落時(shí)(flag = false),重置當(dāng)前方塊坐標(biāo)配置; OLSFK.ReItems(OLSFK.Options.curBlock);
進(jìn)入 OLSFK.newRun(); 新下落方塊下落過(guò)程準(zhǔn)備;
OLSFK.newRun = function() { clearTimeout(OLSFK.Options.Timer); OLSFK.DelFunc(); if (OLSFK.Options.deline >= 10) { OLSFK.Options.deline = 0; OLSFK.Options.curLevel ++; OLSFK.Element.CurLevel.setHTML('級(jí):'+OLSFK.Options.curLevel); } OLSFK.Element.Score.setHTML('分:'+OLSFK.Options.Score); if (OLSFK.Options.curLevel <= OLSFK.Options.lineNum) { OLSFK.Random(); //判斷是否結(jié)束 OLSFK.ChkEnd(); } else { OLSFK.Options.Move = false; OLSFK.Options.Start = false; OLSFK.Options.Eventing = false; OLSFK.Options.Deling = false; Lib.Getid(’spn’).innerHTML = ’Game Is Over! You Win the Game!’; Lib.Getid(’dobtn’).innerHTML = ’ 開始 ’; } }
當(dāng)下落結(jié)束時(shí),清除定時(shí)器,暫停新方塊下落,檢測(cè)是否有可消除的行;減了多少行;
每減去一行 加分
OLSFK.Options.Score += OLSFK.Options.ScoreNum;
這個(gè)方法在 :
OLSFK.DelFunc = function() { OLSFK.Options.Deling = true; OLSFK.Options.Move = false; OLSFK.Options.Eventing = false; var Fn = 0; for (var i=OLSFK.Options.height-1; i>=0; i--) { Fn = 0; for (var j=0; j<OLSFK.Options.width; j++) { if (OLSFK.Options.GampMap[j+’_’+i] == 1) {Fn++; } } if (Fn == OLSFK.Options.width) { OLSFK.Options.deline ++; OLSFK.Options.Score += OLSFK.Options.ScoreNum; OLSFK.DelLine(i); i++; } } OLSFK.Options.Deling = false; OLSFK.Options.Move = true; OLSFK.Options.Eventing = true;}
中執(zhí)行;
減完一行,就重置該行以上所有行往下降一行;并重置 :
OLSFK.Options.GampMap[x+’_’+y] = OLSFK.Options.GampMap[x+’_’+(y-1)];
該減行為上行的數(shù)據(jù);
if (Fn == OLSFK.Options.width) { OLSFK.Options.deline ++; OLSFK.Options.Score += OLSFK.Options.ScoreNum; OLSFK.DelLine(i); i++; }
該判斷表示該行上所有格都被占用到;
回到 newRun 上,當(dāng)判斷消行超過(guò)幾行時(shí),即加級(jí);
if (OLSFK.Options.curLevel <= OLSFK.Options.lineNum) { OLSFK.Random(); //判斷是否結(jié)束 OLSFK.ChkEnd(); }
如果級(jí)數(shù)小于配置的總級(jí)數(shù),則進(jìn)入 OLSFK.random();
設(shè)置當(dāng)前下落方塊,并隨機(jī)生成下次下落方塊并預(yù)覽右上角表格上;
OLSFK.ChkEnd = function() { var block = OLSFK.Items[OLSFK.Options.curBlock]; if (block && OLSFK.Options.Move) { var flag = true; for (var i=1; i<=4; i++) { var x = block[i].x; var y = block[i].y; if (OLSFK.Options.GampMap[x+’_’+y] == 1) {flag = false;break; } } } if (flag ) { OLSFK.draw(); //定時(shí)往下掉 OLSFK.Options.Timer = setTimeout(function() { OLSFK.play(); }, OLSFK.Options.Levels[OLSFK.Options.curLevel]); } else { OLSFK.Options.Move = false; OLSFK.Options.Start = false; OLSFK.Options.Eventing = false; OLSFK.Options.Deling = false; Lib.Getid(’spn’).innerHTML = ’Game Is Over’; Lib.Getid(’dobtn’).innerHTML = ’ 開始 ’; }}
當(dāng)當(dāng)前下落的方塊進(jìn)入表格上有被占用的格子,即被卡住,游戲結(jié)束;
反之 則 setTimeout 開始新方塊的下落動(dòng)作;
其他方法說(shuō)明OLSFK.Event = function() { if (window.isIE) return window.event; func = OLSFK.Event.caller; while(func!=null) { var arg0=func.arguments[0]; if(arg0) { return arg0; } func=func.caller; } return null; }OLSFK.KeyCode = function() { return OLSFK.Event().keyCode || OLSFK.Event().which;}OLSFK.Event = function();
這是一種獲取當(dāng)前事件的方法,可以比較兼容獲取當(dāng)前的事件;
俄羅斯方塊 JavaScript 代碼點(diǎn)擊此處本站下載。
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