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  • 俄罗斯方块游戏JS代码

    <html>
    <head>
    <title>R</title>
    <style>
    div {

    }
    #board tr td{
    30px;
    height: 30px;
    border: 1px;
    }
    #main{
    float: left;
    background-color: black;

    margin-left: 20px;

    }
    #preBoard tr td{
    30px;
    height: 30px;
    background-color: black;
    }
    .button {
    background-color: #54CD59;
    50px;
    height:25px;
    border-radius: 200px;
    margin-left: 15px;
    }
    #begin{
    background-color: #54CD59;
    100px;
    height:50px;
    border-radius: 200px;
    margin-top: 20px;
    margin-left: 20px;
    }
    </style>
    <meta charset="UTF-8"/>
    </head>
    <script language="javascript">
    var TIME = 1000;
    var color = "#54CD59";
    var preTime;
    var mainTb;
    //预览窗口
    var preTb;
    //游戏状态 0: 未开始;1 运行; 2 中止;
    var status = 0;
    //定时器, 定时器内将做moveDown操作
    var timer;
    //分数
    var score = 0;
    //board是一个18*10的数组,也和页面的table对应.
    //用来标注那些方格已经被占据. 初始时都为0, 如果被占据则为1
    var board = new Array(18);
    for(var i=0;i<18;i++){
    board[i] = new Array(10);
    }
    for(var i=0;i<18;i++){
    for(var j=0; j<10; j++){
    board[i][j] = 0;
    }
    }
    //当前活动的方块, 它可以左右下移动, 变型.当它触底后, 将会更新board;
    var activeBlock;
    //下一个图形
    var nextBlock;
    //下一个图形预览
    var previewBlock;
    //生产方块形状, 有7种基本形状.
    function initBlock(){
    var block = new Array(4);
    //均衡获取0-6之间的随机数
    var t = Math.floor(Math.random()*7);
    switch(t){
    case 0:{
    block[0] = {x:0, y:4};
    block[1] = {x:1, y:4};
    block[2] = {x:0, y:5};
    block[3] = {x:1, y:5};
    break;
    }
    case 1:{
    block[0] = {x:0, y:3};
    block[1] = {x:0, y:4};
    block[2] = {x:0, y:5};
    block[3] = {x:0, y:6};
    break;
    }
    case 2:{
    block[0] = {x:0, y:5};
    block[1] = {x:1, y:4};
    block[2] = {x:1, y:5};
    block[3] = {x:2, y:4};
    break;
    }
    case 3:{
    block[0] = {x:0, y:4};
    block[1] = {x:1, y:4};
    block[2] = {x:1, y:5};
    block[3] = {x:2, y:5};
    break;
    }
    case 4:{
    block[0] = {x:0, y:4};
    block[1] = {x:1, y:4};
    block[2] = {x:1, y:5};
    block[3] = {x:1, y:6};
    break;
    }
    case 5:{
    block[0] = {x:0, y:4};
    block[1] = {x:1, y:4};
    block[2] = {x:2, y:4};
    block[3] = {x:2, y:5};
    break;
    }
    case 6:{
    block[0] = {x:0, y:5};
    block[1] = {x:1, y:4};
    block[2] = {x:1, y:5};
    block[3] = {x:1, y:6};
    break;
    }
    }
    return block;
    }
    //向下移动
    function moveDown(){
    //检查底边界.
    if(checkBorder("down")){
    //没有触底, 则擦除当前图形
    paint(mainTb,activeBlock,"black");
    //更新当前图形坐标
    for(var i=0; i<4; i++){
    activeBlock[i].x = activeBlock[i].x + 1;
    }
    //重画当前图形
    paint(mainTb,activeBlock,color);
    }
    //触底,
    else{
    //停止当前的定时器, 也就是停止自动向下移动.
    clearInterval(timer);
    //标记触底单元格.
    updateBoard();
    //消行
    var lines = deleteLine();
    //如果有消行, 则
    if(lines!=0){
    //更新分数
    //一次消多行则分数加倍
    if(lines==2){
    lines=3;
    }
    else if(lines==3){
    lines=6;
    }
    else if(lines==4){
    lines=10;
    }
    score = score + lines;
    updateScore();
    //擦除整个面板
    eraseBoard();
    //重绘面板
    paintBoard();
    }
    //erasePreview();
    paint(preTb,previewBlock,"black");
    //产生一个新图形并判断是否可以放在最初的位置.
    if(!validateBlock(nextBlock)){
    alert("Game over!");
    status = 2;
    return;
    };
    activeBlock = nextBlock;
    nextBlock = initBlock();
    previewBlock = copyBlock(nextBlock);
    paint(mainTb,activeBlock,color);
    //定时器, 每隔一秒执行一次moveDown
    applyPreview();
    paint(preTb,previewBlock,color);
    timer = setInterval(moveDown,TIME);
    }
    }
    function validateBlock(block){
    if(!block){
    return false;
    }
    for(var i=0; i<4; i++){
    if(!isCellValid(block[i].x, block[i].y)){
    return false;
    }
    }
    return true;
    }

    function move(direction){
    if(checkBorder(direction)){
    paint(mainTb,activeBlock,"black");
    for(var i=0; i<4; i++){
    if(direction == "left"){
    activeBlock[i].y = activeBlock[i].y - 1;
    }else if(direction == "right"){
    activeBlock[i].y = activeBlock[i].y + 1;
    }
    }
    paint(mainTb,activeBlock,color);
    }
    }
    //旋转, 因为旋转之后可能会有方格覆盖已有的方格.
    //先用一个tmpBlock,把activeBlock的内容都拷贝到tmpBlock,
    //对tmpBlock尝试旋转, 如果旋转后检测发现没有方格产生冲突,则
    //把旋转后的tmpBlock的值给activeBlock.
    function rotate(){
    var tmpBlock = copyBlock(activeBlock);
    //先算四个点的中心点,则这四个点围绕中心旋转90度。
    var cx = Math.round((tmpBlock[0].x + tmpBlock[1].x + tmpBlock[2].x + tmpBlock[3].x)/4);
    var cy = Math.round((tmpBlock[0].y + tmpBlock[1].y + tmpBlock[2].y + tmpBlock[3].y)/4);
    //旋转的主要算法. 可以这样分解来理解。
    //先假设围绕源点旋转。然后再加上中心点的坐标。
    for(var i=0; i<4; i++){
    tmpBlock[i].x = cx+cy-activeBlock[i].y;//逆时针旋转90度
    tmpBlock[i].y = cy-cx+activeBlock[i].x;
    }
    //检查旋转后方格是否合法.
    for(var i=0; i<4; i++){
    if(!isCellValid(tmpBlock[i].x,tmpBlock[i].y)){
    return;
    }
    }
    //如果合法, 擦除
    paint(mainTb,activeBlock,"black");
    //对activeBlock重新赋值.
    for(var i=0; i<4; i++){
    activeBlock[i].x = tmpBlock[i].x;
    activeBlock[i].y = tmpBlock[i].y;
    }
    //重画.
    paint(mainTb,tmpBlock,color);
    }
    function checkBorder(direction){
    for(var i=0; i<activeBlock.length; i++){
    if(direction == "left"){
    var flag = isCellValid(activeBlock[i].x, activeBlock[i].y-1);
    }else if(direction == "right"){
    var flag = isCellValid(activeBlock[i].x+1, activeBlock[i].y+1);
    }else if(direction == "down"){
    var flag = isCellValid(activeBlock[i].x+1, activeBlock[i].y);
    }
    if(!flag){
    return false;
    }
    }
    return true;
    }
    //检查坐标为(x,y)的是否在board种已经存在, 存在说明这个方格不合法.
    function isCellValid(x, y){
    if(x>17||x<0||y>9||y<0){
    return false;
    }
    if(board[x][y]==1){
    return false;
    }
    return true;
    }

    function paint(el,shap,color){
    //绿色为活动图形,黑色为擦除的图形
    for(var i=0; i<4; i++){
    el.rows[shap[i].x].cells[shap[i].y].style.backgroundColor= color;
    }
    }
    //更新board数组
    function updateBoard(){
    for(var i=0; i<4; i++){
    board[activeBlock[i].x][activeBlock[i].y]=1;
    }
    }
    //消行
    function deleteLine(){
    var lines = 0;
    for(var i=0; i<18; i++){
    var j=0;
    //检测满行
    for(; j<10; j++){
    if(board[i][j]==0){
    break;
    }
    }
    if(j==10){
    lines++;
    if(i!=0){
    for(var k=i-1; k>=0; k--){
    //上一行赋值给下一行
    board[k+1] = board[k];
    }
    }
    board[0] = generateBlankLine();
    }
    }
    return lines;
    }
    //擦除整个面板
    function eraseBoard(){
    for(var i=0; i<18; i++){
    for(var j=0; j<10; j++){
    mainTb.rows[i].cells[j].style.backgroundColor = "black";
    }
    }
    }
    //重绘整个面板
    function paintBoard(){
    for(var i=0;i<18;i++){
    for(var j=0; j<10; j++){
    if(board[i][j]==1){
    mainTb.rows[i].cells[j].style.backgroundColor = color;
    }
    }
    }
    }
    //产生一个空白行.
    function generateBlankLine(){
    var line = new Array(10);
    for(var i=0; i<10; i++){
    line[i] = 0;
    }
    return line;
    }
    //更新分数
    function updateScore(){
    document.getElementById("score").innerText=" " + score;
    }
    //键盘控制
    function keyControl(){
    if(status!=1){
    return;
    }
    var code = event.keyCode;
    switch(code){
    case 37:{
    move("left");
    break;
    }
    case 38:{
    rotate();
    break;
    }
    case 39:{
    move("right");
    break;
    }
    case 40:{
    moveDown();
    break;
    }
    }
    }
    //辅助函数,拷贝一个图形。
    function copyBlock(old){
    var o = new Array(4);
    for(var i=0; i<4; i++){
    o[i] = {x:0, y:0};
    }
    for(var i=0; i<4; i++){
    o[i].x = old[i].x;
    o[i].y = old[i].y;
    }
    return o;
    }
    //调整previewBlock的坐标以适应预览窗口
    function applyPreview(){
    var t = 100;
    for(var i=0; i<4; i++){
    if(previewBlock[i].y<t){
    t = previewBlock[i].y;
    }
    }
    //原图形是18X10,预览是4X4,需要在列上左移一个最小单位
    for(var i=0; i<4; i++){
    previewBlock[i].y-=t;
    }

    }
    function init(){
    activeBlock = initBlock();
    nextBlock = initBlock();
    previewBlock = copyBlock(nextBlock);
    paint(mainTb,activeBlock,color);
    applyPreview();
    paint(preTb,previewBlock,color);
    timer = setInterval(moveDown,TIME);
    }
    //开始
    function begin(e){
    e.disabled = true;
    status = 1;
    mainTb = document.getElementById("board");
    preTb = document.getElementById("preBoard");
    init();
    }
    document.onkeydown=keyControl;
    function hard(){
    TIME = 200;
    document.getElementById("hard").disabled = true;
    }
    function easy(){
    TIME = 1000;
    document.getElementById("easy").disabled = true;
    }
    function middle(){
    TIME = 500;
    document.getElementById("middle").disabled = true;
    }
    </script>
    <body>
    <Input type="button" value="难" id="hard" class="button" onclick="hard();"/>
    <Input type="button" value="中" id="middle" class="button" onclick="middle();"/>
    <Input type="button" value="易" id="easy" class="button" onclick="easy();"/>
    Score: <span id="score"> 0</span> <br><br>
    <div id="main">
    <table id="board" cellspacing=0 cellpadding=0 border=1 style="border-collapse:collapse;">
    <tr>
    <td></td>
    <td></td>
    <td></td>
    <td></td>
    <td></td>
    <td></td>
    <td></td>
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    </tr>
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    </tr>
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    </tr>
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    </tr>
    </table>
    </div>
    <div style="float: left; 5px;">
    </div>
    <div id="pre">
    <table id="preBoard" cellspacing=0 cellpadding=0 border=1 style="border-collapse:collapse;">
    <tr>
    <td></td>
    <td></td>
    <td></td>
    <td></td>
    </tr>
    <tr>
    <td></td>
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    </tr>
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    </tr>
    <tr>
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    <td></td>
    <td></td>
    <td></td>
    </tr>
    </table>
    </div>
    <Input type="button" value="Ready Go" id="begin" onclick="begin(this);"/>
    </body>
    </html>

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  • 原文地址:https://www.cnblogs.com/afterwawa/p/5688763.html
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