270 lines
7.1 KiB
JavaScript
270 lines
7.1 KiB
JavaScript
const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const nextCanvas = document.getElementById('nextCanvas');
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const nextCtx = nextCanvas.getContext('2d');
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const scoreElement = document.getElementById('score');
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const startBtn = document.getElementById('startBtn');
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const pauseBtn = document.getElementById('pauseBtn');
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// 方块形状
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const SHAPES = [
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[[1, 1, 1, 1]], // I
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[[1, 1], [1, 1]], // O
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[[1, 1, 1], [0, 1, 0]], // T
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[[1, 1, 1], [1, 0, 0]], // L
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[[1, 1, 1], [0, 0, 1]], // J
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[[1, 1, 0], [0, 1, 1]], // S
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[[0, 1, 1], [1, 1, 0]] // Z
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];
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// 方块颜色
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const COLORS = [
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'#00f0f0', '#f0f000', '#a000f0',
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'#f0a000', '#0000f0', '#00f000', '#f00000'
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];
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// 游戏配置
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const BLOCK_SIZE = 30;
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const COLS = 10;
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const ROWS = 20;
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canvas.width = COLS * BLOCK_SIZE;
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canvas.height = ROWS * BLOCK_SIZE;
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// 计算预览区域尺寸
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const maxShapeWidth = Math.max(...SHAPES.map(shape => shape[0].length));
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const maxShapeHeight = Math.max(...SHAPES.map(shape => shape.length));
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nextCanvas.width = maxShapeWidth * BLOCK_SIZE;
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nextCanvas.height = maxShapeHeight * BLOCK_SIZE;
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let board = [];
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let currentPiece = null;
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let nextPiece = null;
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let score = 0;
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let gameLoop = null;
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let gameSpeed = 1000;
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let gameOver = false;
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function initBoard() {
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board = Array(ROWS).fill().map(() => Array(COLS).fill(0));
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}
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function createPiece() {
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const index = Math.floor(Math.random() * SHAPES.length);
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return {
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shape: SHAPES[index],
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color: COLORS[index],
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x: Math.floor(COLS/2) - 1,
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y: 0
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};
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}
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function drawBlock(ctx, x, y, color) {
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ctx.fillStyle = color;
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ctx.fillRect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE-1, BLOCK_SIZE-1);
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}
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function drawBoard() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// 绘制已落下的方块
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for (let y = 0; y < ROWS; y++) {
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for (let x = 0; x < COLS; x++) {
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if (board[y][x]) {
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drawBlock(ctx, x, y, board[y][x]);
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}
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}
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}
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// 绘制当前下落的方块
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if (currentPiece) {
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currentPiece.shape.forEach((row, y) => {
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row.forEach((value, x) => {
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if (value) {
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drawBlock(ctx, currentPiece.x + x, currentPiece.y + y, currentPiece.color);
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}
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});
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});
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}
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}
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function drawNextPiece() {
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nextCtx.clearRect(0, 0, nextCanvas.width, nextCanvas.height);
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const shapeWidth = nextPiece.shape[0].length;
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const shapeHeight = nextPiece.shape.length;
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const startX = (maxShapeWidth - shapeWidth) / 2;
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const startY = (maxShapeHeight - shapeHeight) / 2;
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nextPiece.shape.forEach((row, y) => {
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row.forEach((value, x) => {
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if (value) {
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drawBlock(nextCtx, startX + x, startY + y, nextPiece.color);
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}
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});
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});
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}
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function isValidMove(piece, newX, newY) {
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return piece.shape.every((row, dy) => {
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return row.every((value, dx) => {
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let x = newX + dx;
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let y = newY + dy;
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return (
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value === 0 ||
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(x >= 0 && x < COLS && y < ROWS && !board[y][x])
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);
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});
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});
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}
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function rotatePiece() {
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const rotated = currentPiece.shape[0].map((_, i) =>
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currentPiece.shape.map(row => row[i]).reverse()
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);
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const previousShape = currentPiece.shape;
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currentPiece.shape = rotated;
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if (!isValidMove(currentPiece, currentPiece.x, currentPiece.y)) {
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currentPiece.shape = previousShape;
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}
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}
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function mergePiece() {
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currentPiece.shape.forEach((row, y) => {
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row.forEach((value, x) => {
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if (value) {
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board[currentPiece.y + y][currentPiece.x + x] = currentPiece.color;
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}
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});
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});
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}
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function clearLines() {
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let linesCleared = 0;
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for (let y = ROWS - 1; y >= 0; y--) {
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if (board[y].every(cell => cell !== 0)) {
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board.splice(y, 1);
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board.unshift(Array(COLS).fill(0));
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linesCleared++;
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y++;
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}
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}
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if (linesCleared > 0) {
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score += linesCleared * 100;
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scoreElement.textContent = score;
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gameSpeed = Math.max(100, gameSpeed - 50);
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}
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}
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// 在dropPiece函数中增加暂停按钮隐藏逻辑
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function dropPiece() {
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if (isValidMove(currentPiece, currentPiece.x, currentPiece.y + 1)) {
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currentPiece.y++;
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} else {
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mergePiece();
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clearLines();
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currentPiece = nextPiece;
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nextPiece = createPiece();
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drawNextPiece();
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if (!isValidMove(currentPiece, currentPiece.x, currentPiece.y)) {
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gameOver = true;
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clearInterval(gameLoop);
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startBtn.textContent = '重新开始';
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startBtn.style.display = 'block';
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pauseBtn.style.display = 'none';
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}
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}
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}
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function moveHorizontal(dx) {
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const newX = currentPiece.x + dx;
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if (isValidMove(currentPiece, newX, currentPiece.y)) {
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currentPiece.x = newX;
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}
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}
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function handleKeyPress(e) {
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if (gameOver) return;
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switch(e.key) {
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case 'ArrowLeft': moveHorizontal(-1); break;
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case 'ArrowRight': moveHorizontal(1); break;
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case 'ArrowDown': dropPiece(); break;
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case 'ArrowUp': rotatePiece(); break;
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}
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drawBoard();
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}
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// 移动端控制
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document.getElementById('left').addEventListener('click', () => {
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moveHorizontal(-1);
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drawBoard();
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});
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document.getElementById('right').addEventListener('click', () => {
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moveHorizontal(1);
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drawBoard();
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});
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document.getElementById('rotate').addEventListener('click', () => {
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rotatePiece();
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drawBoard();
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});
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document.getElementById('down').addEventListener('click', () => {
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dropPiece();
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drawBoard();
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});
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startBtn.addEventListener('click', () => {
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initBoard();
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score = 0;
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gameSpeed = 1000;
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gameOver = false;
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scoreElement.textContent = score;
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startBtn.style.display = 'none';
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currentPiece = createPiece();
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nextPiece = createPiece();
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drawNextPiece();
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if (gameLoop) clearInterval(gameLoop);
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gameLoop = setInterval(() => {
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dropPiece();
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drawBoard();
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}, gameSpeed);
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});
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// 初始化游戏
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document.addEventListener('keydown', handleKeyPress);
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initBoard();
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drawBoard();
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// 新增暂停功能
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let isPaused = false;
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pauseBtn.addEventListener('click', () => {
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if (gameOver) return;
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isPaused = !isPaused;
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if (isPaused) {
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clearInterval(gameLoop);
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pauseBtn.textContent = '继续';
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} else {
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gameLoop = setInterval(gameStep, gameSpeed);
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pauseBtn.textContent = '暂停';
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}
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});
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function gameStep() {
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dropPiece();
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drawBoard();
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}
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startBtn.addEventListener('click', () => {
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initBoard();
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score = 0;
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gameSpeed = 1000;
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gameOver = false;
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isPaused = false;
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scoreElement.textContent = score;
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startBtn.style.display = 'none';
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pauseBtn.style.display = 'inline-block';
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pauseBtn.textContent = '暂停';
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currentPiece = createPiece();
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nextPiece = createPiece();
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drawNextPiece();
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if (gameLoop) clearInterval(gameLoop);
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gameLoop = setInterval(gameStep, gameSpeed);
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}); |