1 前言
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2 正文
2.1 展示预览
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https://tva1.sinaimg.cn/large/007F3CC8ly1h1pcxykg0bg30sc0jdtpl.gif
2.2 项目结构
2.2 主要代码展示
<!DOCTYPE html> <html> <head> <title>Javascript Tetris</title> <style> body { font-family: Helvetica, sans-serif; } #tetris { margin: 1em auto; padding: 1em; border: 4px solid black; border-radius: 10px; background-color: #F8F8F8; } #stats { display: inline-block; vertical-align: top; } #canvas { display: inline-block; vertical-align: top; background: url(texture.jpg); box-shadow: 10px 10px 10px #999; border: 2px solid #333; } #menu { display: inline-block; vertical-align: top; position: relative; } #menu p { margin: 0.5em 0; text-align: center; } #menu p a { text-decoration: none; color: black; } #upcoming { display: block; margin: 0 auto; background-color: #E0E0E0; } #score { color: red; font-weight: bold; vertical-align: middle; } #rows { color: blue; font-weight: bold; vertical-align: middle; } #stats { position: absolute; bottom: 0em; right: 1em; } @media screen and (min-width: 0px) and (min-height: 0px) { #tetris { font-size: 0.75em; width: 250px; } #menu { width: 100px; height: 200px; } #upcoming { width: 50px; height: 50px; } #canvas { width: 100px; height: 200px; } } /* 10px chunks */ @media screen and (min-width: 400px) and (min-height: 400px) { #tetris { font-size: 1.00em; width: 350px; } #menu { width: 150px; height: 300px; } #upcoming { width: 75px; height: 75px; } #canvas { width: 150px; height: 300px; } } /* 15px chunks */ @media screen and (min-width: 500px) and (min-height: 500px) { #tetris { font-size: 1.25em; width: 450px; } #menu { width: 200px; height: 400px; } #upcoming { width: 100px; height: 100px; } #canvas { width: 200px; height: 400px; } } /* 20px chunks */ @media screen and (min-width: 600px) and (min-height: 600px) { #tetris { font-size: 1.50em; width: 550px; } #menu { width: 250px; height: 500px; } #upcoming { width: 125px; height: 125px; } #canvas { width: 250px; height: 500px; } } /* 25px chunks */ @media screen and (min-width: 700px) and (min-height: 700px) { #tetris { font-size: 1.75em; width: 650px; } #menu { width: 300px; height: 600px; } #upcoming { width: 150px; height: 150px; } #canvas { width: 300px; height: 600px; } } /* 30px chunks */ @media screen and (min-width: 800px) and (min-height: 800px) { #tetris { font-size: 2.00em; width: 750px; } #menu { width: 350px; height: 700px; } #upcoming { width: 175px; height: 175px; } #canvas { width: 350px; height: 700px; } } /* 35px chunks */ @media screen and (min-width: 900px) and (min-height: 900px) { #tetris { font-size: 2.25em; width: 850px; } #menu { width: 400px; height: 800px; } #upcoming { width: 200px; height: 200px; } #canvas { width: 400px; height: 800px; } } /* 40px chunks */ </style> </head> <body> <div id="tetris"> <div id="menu"> <p id="start"><a href="javascript:play();">Press Space to Play.</a></p> <p><canvas id="upcoming"></canvas></p> <p>score <span id="score">00000</span></p> <p>rows <span id="rows">0</span></p> </div> <canvas id="canvas"> Sorry, this example cannot be run because your browser does not support the <canvas> element </canvas> </div> <script src="stats.js"></script> <script> //------------------------------------------------------------------------- // base helper methods //------------------------------------------------------------------------- function get(id) { return document.getElementById(id); } function hide(id) { get(id).style.visibility = 'hidden'; } function show(id) { get(id).style.visibility = null; } function html(id, html) { get(id).innerHTML = html; } function timestamp() { return new Date().getTime(); } function random(min, max) { return (min + (Math.random() * (max - min))); } function randomChoice(choices) { return choices[Math.round(random(0, choices.length-1))]; } if (!window.requestAnimationFrame) { // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ window.requestAnimationFrame = window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback, element) { window.setTimeout(callback, 1000 / 60); } } //------------------------------------------------------------------------- // game constants //------------------------------------------------------------------------- var KEY = { ESC: 27, SPACE: 32, LEFT: 37, UP: 38, RIGHT: 39, DOWN: 40 }, DIR = { UP: 0, RIGHT: 1, DOWN: 2, LEFT: 3, MIN: 0, MAX: 3 }, stats = new Stats(), canvas = get('canvas'), ctx = canvas.getContext('2d'), ucanvas = get('upcoming'), uctx = ucanvas.getContext('2d'), speed = { start: 0.6, decrement: 0.005, min: 0.1 }, // how long before piece drops by 1 row (seconds) nx = 10, // width of tetris court (in blocks) ny = 20, // height of tetris court (in blocks) nu = 5; // width/height of upcoming preview (in blocks) //------------------------------------------------------------------------- // game variables (initialized during reset) //------------------------------------------------------------------------- var dx, dy, // pixel size of a single tetris block blocks, // 2 dimensional array (nx*ny) representing tetris court - either empty block or occupied by a 'piece' actions, // queue of user actions (inputs) playing, // true|false - game is in progress dt, // time since starting this game current, // the current piece next, // the next piece score, // the current score vscore, // the currently displayed score (it catches up to score in small chunks - like a spinning slot machine) rows, // number of completed rows in the current game step; // how long before current piece drops by 1 row //------------------------------------------------------------------------- // tetris pieces // // blocks: each element represents a rotation of the piece (0, 90, 180, 270) // each element is a 16 bit integer where the 16 bits represent // a 4x4 set of blocks, e.g. j.blocks[0] = 0x44C0 // // 0100 = 0x4 << 3 = 0x4000 // 0100 = 0x4 << 2 = 0x0400 // 1100 = 0xC << 1 = 0x00C0 // 0000 = 0x0 << 0 = 0x0000 // ------ // 0x44C0 // //------------------------------------------------------------------------- var i = { size: 4, blocks: [0x0F00, 0x2222, 0x00F0, 0x4444], color: 'cyan' }; var j = { size: 3, blocks: [0x44C0, 0x8E00, 0x6440, 0x0E20], color: 'blue' }; var l = { size: 3, blocks: [0x4460, 0x0E80, 0xC440, 0x2E00], color: 'orange' }; var o = { size: 2, blocks: [0xCC00, 0xCC00, 0xCC00, 0xCC00], color: 'yellow' }; var s = { size: 3, blocks: [0x06C0, 0x8C40, 0x6C00, 0x4620], color: 'green' }; var t = { size: 3, blocks: [0x0E40, 0x4C40, 0x4E00, 0x4640], color: 'purple' }; var z = { size: 3, blocks: [0x0C60, 0x4C80, 0xC600, 0x2640], color: 'red' }; //------------------------------------------------ // do the bit manipulation and iterate through each // occupied block (x,y) for a given piece //------------------------------------------------ function eachblock(type, x, y, dir, fn) { var bit, result, row = 0, col = 0, blocks = type.blocks[dir]; for(bit = 0x8000 ; bit > 0 ; bit = bit >> 1) { if (blocks & bit) { fn(x + col, y + row); } if (++col === 4) { col = 0; ++row; } } } //----------------------------------------------------- // check if a piece can fit into a position in the grid //----------------------------------------------------- function occupied(type, x, y, dir) { var result = false eachblock(type, x, y, dir, function(x, y) { if ((x < 0) || (x >= nx) || (y < 0) || (y >= ny) || getBlock(x,y)) result = true; }); return result; } function unoccupied(type, x, y, dir) { return !occupied(type, x, y, dir); } //----------------------------------------- // start with 4 instances of each piece and // pick randomly until the 'bag is empty' //----------------------------------------- var pieces = []; function randomPiece() { if (pieces.length == 0) pieces = [i,i,i,i,j,j,j,j,l,l,l,l,o,o,o,o,s,s,s,s,t,t,t,t,z,z,z,z]; var type = pieces.splice(random(0, pieces.length-1), 1)[0]; return { type: type, dir: DIR.UP, x: Math.round(random(0, nx - type.size)), y: 0 }; } //------------------------------------------------------------------------- // GAME LOOP //------------------------------------------------------------------------- function run() { showStats(); // initialize FPS counter addEvents(); // attach keydown and resize events var last = now = timestamp(); function frame() { now = timestamp(); update(Math.min(1, (now - last) / 1000.0)); // using requestAnimationFrame have to be able to handle large delta's caused when it 'hibernates' in a background or non-visible tab draw(); stats.update(); last = now; requestAnimationFrame(frame, canvas); } resize(); // setup all our sizing information reset(); // reset the per-game variables frame(); // start the first frame } function showStats() { stats.domElement.id = 'stats'; get('menu').appendChild(stats.domElement); } function addEvents() { document.addEventListener('keydown', keydown, false); window.addEventListener('resize', resize, false); } function resize(event) { canvas.width = canvas.clientWidth; // set canvas logical size equal to its physical size canvas.height = canvas.clientHeight; // (ditto) ucanvas.width = ucanvas.clientWidth; ucanvas.height = ucanvas.clientHeight; dx = canvas.width / nx; // pixel size of a single tetris block dy = canvas.height / ny; // (ditto) invalidate(); invalidateNext(); } function keydown(ev) { var handled = false; if (playing) { switch(ev.keyCode) { case KEY.LEFT: actions.push(DIR.LEFT); handled = true; break; case KEY.RIGHT: actions.push(DIR.RIGHT); handled = true; break; case KEY.UP: actions.push(DIR.UP); handled = true; break; case KEY.DOWN: actions.push(DIR.DOWN); handled = true; break; case KEY.ESC: lose(); handled = true; break; } } else if (ev.keyCode == KEY.SPACE) { play(); handled = true; } if (handled) ev.preventDefault(); // prevent arrow keys from scrolling the page (supported in IE9+ and all other browsers) } //------------------------------------------------------------------------- // GAME LOGIC //------------------------------------------------------------------------- function play() { hide('start'); reset(); playing = true; } function lose() { show('start'); setVisualScore(); playing = false; } function setVisualScore(n) { vscore = n || score; invalidateScore(); } function setScore(n) { score = n; setVisualScore(n); } function addScore(n) { score = score + n; } function clearScore() { setScore(0); } function clearRows() { setRows(0); } function setRows(n) { rows = n; step = Math.max(speed.min, speed.start - (speed.decrement*rows)); invalidateRows(); } function addRows(n) { setRows(rows + n); } function getBlock(x,y) { return (blocks && blocks[x] ? blocks[x][y] : null); } function setBlock(x,y,type) { blocks[x] = blocks[x] || []; blocks[x][y] = type; invalidate(); } function clearBlocks() { blocks = []; invalidate(); } function clearActions() { actions = []; } function setCurrentPiece(piece) { current = piece || randomPiece(); invalidate(); } function setNextPiece(piece) { next = piece || randomPiece(); invalidateNext(); } function reset() { dt = 0; clearActions(); clearBlocks(); clearRows(); clearScore(); setCurrentPiece(next); setNextPiece(); } function update(idt) { if (playing) { if (vscore < score) setVisualScore(vscore + 1); handle(actions.shift()); dt = dt + idt; if (dt > step) { dt = dt - step; drop(); } } } function handle(action) { switch(action) { case DIR.LEFT: move(DIR.LEFT); break; case DIR.RIGHT: move(DIR.RIGHT); break; case DIR.UP: rotate(); break; case DIR.DOWN: drop(); break; } } function move(dir) { var x = current.x, y = current.y; switch(dir) { case DIR.RIGHT: x = x + 1; break; case DIR.LEFT: x = x - 1; break; case DIR.DOWN: y = y + 1; break; } if (unoccupied(current.type, x, y, current.dir)) { current.x = x; current.y = y; invalidate(); return true; } else { return false; } } function rotate() { var newdir = (current.dir == DIR.MAX ? DIR.MIN : current.dir + 1); if (unoccupied(current.type, current.x, current.y, newdir)) { current.dir = newdir; invalidate(); } } function drop() { if (!move(DIR.DOWN)) { addScore(10); dropPiece(); removeLines(); setCurrentPiece(next); setNextPiece(randomPiece()); clearActions(); if (occupied(current.type, current.x, current.y, current.dir)) { lose(); } } } function dropPiece() { eachblock(current.type, current.x, current.y, current.dir, function(x, y) { setBlock(x, y, current.type); }); } function removeLines() { var x, y, complete, n = 0; for(y = ny ; y > 0 ; --y) { complete = true; for(x = 0 ; x < nx ; ++x) { if (!getBlock(x, y)) complete = false; } if (complete) { removeLine(y); y = y + 1; // recheck same line n++; } } if (n > 0) { addRows(n); addScore(100*Math.pow(2,n-1)); // 1: 100, 2: 200, 3: 400, 4: 800 } } function removeLine(n) { var x, y; for(y = n ; y >= 0 ; --y) { for(x = 0 ; x < nx ; ++x) setBlock(x, y, (y == 0) ? null : getBlock(x, y-1)); } } //------------------------------------------------------------------------- // RENDERING //------------------------------------------------------------------------- var invalid = {}; function invalidate() { invalid.court = true; } function invalidateNext() { invalid.next = true; } function invalidateScore() { invalid.score = true; } function invalidateRows() { invalid.rows = true; } function draw() { ctx.save(); ctx.lineWidth = 1; ctx.translate(0.5, 0.5); // for crisp 1px black lines drawCourt(); drawNext(); drawScore(); drawRows(); ctx.restore(); } function drawCourt() { if (invalid.court) { ctx.clearRect(0, 0, canvas.width, canvas.height); if (playing) drawPiece(ctx, current.type, current.x, current.y, current.dir); var x, y, block; for(y = 0 ; y < ny ; y++) { for (x = 0 ; x < nx ; x++) { if (block = getBlock(x,y)) drawBlock(ctx, x, y, block.color); } } ctx.strokeRect(0, 0, nx*dx - 1, ny*dy - 1); // court boundary invalid.court = false; } } function drawNext() { if (invalid.next) { var padding = (nu - next.type.size) / 2; // half-arsed attempt at centering next piece display uctx.save(); uctx.translate(0.5, 0.5); uctx.clearRect(0, 0, nu*dx, nu*dy); drawPiece(uctx, next.type, padding, padding, next.dir); uctx.strokeStyle = 'black'; uctx.strokeRect(0, 0, nu*dx - 1, nu*dy - 1); uctx.restore(); invalid.next = false; } } function drawScore() { if (invalid.score) { html('score', ("00000" + Math.floor(vscore)).slice(-5)); invalid.score = false; } } function drawRows() { if (invalid.rows) { html('rows', rows); invalid.rows = false; } } function drawPiece(ctx, type, x, y, dir) { eachblock(type, x, y, dir, function(x, y) { drawBlock(ctx, x, y, type.color); }); } function drawBlock(ctx, x, y, color) { ctx.fillStyle = color; ctx.fillRect(x*dx, y*dy, dx, dy); ctx.strokeRect(x*dx, y*dy, dx, dy) } //------------------------------------------------------------------------- // FINALLY, lets run the game //------------------------------------------------------------------------- run(); </script> </body> </html>
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