把以下代码保存成Tetris.html文件,使用Google或360浏览器打开

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 4.0 Transitional//EN">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta name="charset-8"/>
<title> new document </title>
</head> <body>
<div id="space"></div>
<div id="debug" style="position:relative;top:-600px;left:330px"></div>
</body> <script>
//定义按键
var KEY_LEFT = 37;
var KEY_RIGHT = 39;
var KEY_ROTATE = 38;
var KEY_ACCELERATE = 40;
var KEY_PAUSE = 13;
var KEY_ONE_STOP = 32; //定义地图大小
var MAP_R = 18;
var MAP_C = 10; //定义方块大小
var BLOCK_R = 4;
var BLOCK_C = 4;
//定义各种方块
var BLOCKS = [
//I
[
[[1,1,1,1],
[0,0,0,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,0,0],
[0,1,0,0],
[0,1,0,0],
[0,1,0,0]],
[[1,1,1,1],
[0,0,0,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,0,0],
[0,1,0,0],
[0,1,0,0],
[0,1,0,0]]
], //L
[
[[1,0,0,0],
[1,1,1,0],
[0,0,0,0],
[0,0,0,0]],
[[1,1,0,0],
[1,0,0,0],
[1,0,0,0],
[0,0,0,0]],
[[1,1,1,0],
[0,0,1,0],
[0,0,0,0],
[0,0,0,0]],
[[1,0,0,0],
[1,0,0,0],
[1,1,0,0],
[0,0,0,0]]
], //J
[
[[1,1,1,0],
[1,0,0,0],
[0,0,0,0],
[0,0,0,0]],
[[1,1,0,0],
[0,1,0,0],
[0,1,0,0],
[0,0,0,0]],
[[0,0,1,0],
[1,1,1,0],
[0,0,0,0],
[0,0,0,0]],
[[1,0,0,0],
[1,0,0,0],
[1,1,0,0],
[0,0,0,0]]
], //O
[
[[0,1,1,0],
[0,1,1,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,1,0],
[0,1,1,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,1,0],
[0,1,1,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,1,0],
[0,1,1,0],
[0,0,0,0],
[0,0,0,0]]
], //S
[
[[0,1,1,0],
[1,1,0,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,0,0],
[0,1,1,0],
[0,0,1,0],
[0,0,0,0]],
[[0,1,1,0],
[1,1,0,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,0,0],
[0,1,1,0],
[0,0,1,0],
[0,0,0,0]]
], //T
[
[[0,1,0,0],
[1,1,1,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,0,0],
[0,1,1,0],
[0,1,0,0],
[0,0,0,0]],
[[0,0,0,0],
[1,1,1,0],
[0,1,0,0],
[0,0,0,0]],
[[0,1,0,0],
[1,1,0,0],
[0,1,0,0],
[0,0,0,0]]
], //Z
[
[[1,1,0,0],
[0,1,1,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,0,0],
[1,1,0,0],
[1,0,0,0],
[0,0,0,0]],
[[1,1,0,0],
[0,1,1,0],
[0,0,0,0],
[0,0,0,0]],
[[0,1,0,0],
[1,1,0,0],
[1,0,0,0],
[0,0,0,0]]
]
]; var map = [];
for(var r = 0; r < MAP_R; r++) {
map.push([]);
for(var c = 0; c < MAP_C; c++) {
map[r][c] = {};
map[r][c].b = 0;
}
} var colors = ['darkorange','darkviolet','mediumblue','red','lightseagreen','yellow','lime']; var enableShadow = true;
var shadow = {}; var currR, currC; //方格当前在Space的左顶点位置
var currType; //当前正在落下方块的种类
var currDir = 0; //当前正在落下方块的方向
var pause = false; //可以落下
function canFall(currR, currC) {
for(var c = 0; c < BLOCK_C; c++)
for(var r = BLOCK_R - 1; r >= 0; r--) {
if(!BLOCKS[currType][currDir][r][c])
continue;
if(currR + r + 1 > MAP_R - 1)
return false;
if(map[currR + r + 1][currC + c].b)
return false;
}
return true;
} //找方块的投影坐标
function makeShadow() {
shadow.r = currR;
shadow.c = currC;
while(canFall(shadow.r, shadow.c)) {
shadow.r++;
}
} //落下状态设置到map
function fall(block) {
for(var r = 0; r < BLOCK_R; r++)
for(var c = 0; c < BLOCK_C; c++)
if(BLOCKS[currType][currDir][r][c]) {
map[currR + r][currC + c].b = BLOCKS[currType][currDir][r][c];
map[currR + r][currC + c].c = currType;
}
} //可以左移
function canLeft() {
for(var r = 0; r < BLOCK_R; r++)
for(var c = 0; c < BLOCK_C; c++) {
if(!BLOCKS[currType][currDir][r][c])
continue;
if(currC + c - 1 < 0)
return false;
if(map[currR + r][currC + c - 1].b)
return false;
}
return true;
} //可以右移
function canRight() {
for(var r = 0; r < BLOCK_R; r++)
for(var c = BLOCK_C - 1; c >= 0; c--) {
if(!BLOCKS[currType][currDir][r][c])
continue;
if(currC + c + 1 > MAP_C - 1)
return false;
if(map[currR + r][currC + c + 1].b)
return false;
}
return true;
} //可以旋转
function canRotate() {
return true;
} //获得满行的行位置
function checkFullRows() {
var rows = [];
var full;
for(var r = currR; r < MAP_R; r++) {
full = true;
for(var c = 0; full && c < MAP_C; c++)
full = map[r][c].b;
if(full)
rows.push(r);
}
return rows;
} function showPop(rows) {
for(var i = 0; i < rows.length; i++)
for(var c = 0; c < MAP_C; c++)
$(rows[i] + '-' + c).style.backgroundColor = 'transparent';
} //在map消除指定行位置的行
function popRows(rows) {
for(var i = 0; i < rows.length; i++)
for(var r = rows[i] - 1; r >= 0; r--)
for(var c = 0; c < MAP_C; c++) {
map[r + 1][c].b = map[r][c].b;
map[r + 1][c].c = map[r][c].c;
}
} document.onkeydown = function(event) {
var keyCode = window .event?event.keyCode:event.which; if(keyCode == KEY_LEFT || keyCode == KEY_RIGHT) {
easeBlock();
if(enableShadow)
easeShadow();
if(keyCode == KEY_LEFT) {
if(canLeft())
--currC;
} else if(keyCode == KEY_RIGHT) {
if(canRight())
++currC;
}
drawBlock();
if(enableShadow) {
makeShadow();
drawShadow();
}
} else if(keyCode == KEY_ROTATE) {
if(canRotate()) {
easeBlock();
if(enableShadow)
easeShadow();
currDir = [1,2,3,0][currDir];
drawBlock();
if(enableShadow) {
makeShadow();
drawShadow();
}
}
} else if(keyCode == KEY_ACCELERATE) {
loop();
} else if(keyCode == KEY_PAUSE) {
pause = !pause;
if(pause)
clearInterval(timer);
else
timer = setInterval(loop, 300);
} else if(keyCode == KEY_ONE_STOP) {
easeBlock();
makeShadow();
currR = shadow.r;
currC = shadow.c;
drawBlock();
} //printMapState();
} function nextBlock() {
function randInt(n, m) {
return Math.floor(Math.random() * (m - n)) + n;
} currR = 0;
currC = MAP_C / 2 - BLOCK_C / 2;
currType = randInt(0, BLOCKS.length);
currDir = randInt(0, 4);
} function printMapState() {
var debug = $('debug');
var html = '';
for(var r = 0; r < MAP_R; r++) {
for(var c = 0; c < MAP_C; c++)
html += map[r][c].b;
html += '</br>';
}
debug.innerHTML = html;
} onload = function() {
init();
nextBlock();
drawBlock();
makeShadow();
drawShadow(); timer = setInterval(loop, 300);
}; function loop() {
if(canFall(currR, currC)) {
easeBlock();
++currR;
drawBlock();
} else {
fall();
if(currR == 0) {
drawBlock();
clearInterval(timer);
alert('Game Over');
return;
}
var rows = checkFullRows();
if(rows.length > 0) {
showPop(rows);
popRows(rows);
setTimeout(function(){
drawMap();
}, 100);
}
if(enableShadow)
easeShadow();
nextBlock();
drawBlock();
if(enableShadow) {
makeShadow();
drawShadow();
}
}
} function drawMap() {
for(var r = 0; r < MAP_R; r++)
for(var c = 0; c < MAP_C; c++) {
var div = $(r + '-' + c);
if(map[r][c].b) {
div.style.backgroundColor = colors[map[r][c].c];
} else {
div.style.backgroundColor = 'transparent';
}
}
} function drawBlock() {
for(var r = 0; r < BLOCK_R; r++)
for(var c = 0; c < BLOCK_C; c++) {
if(BLOCKS[currType][currDir][r][c]) {
var div = $((currR + r) + '-' + (currC + c));
div.style.backgroundColor = colors[currType];
div.style.border = '1px solid ' + colors[currType];
}
}
} function easeBlock() {
for(var r = 0; r < BLOCK_R; r++)
for(var c = 0; c < BLOCK_C; c++) {
if(BLOCKS[currType][currDir][r][c]) {
var div = $((currR + r) + '-' + (currC + c));
div.style.backgroundColor = 'transparent';
div.style.border = '1px solid ' + 'transparent';
}
}
} function drawShadow() {
for(var r = 0; r < BLOCK_R; r++)
for(var c = 0; c < BLOCK_C; c++) {
if(BLOCKS[currType][currDir][r][c]) {
var div = $((shadow.r + r) + '-' + (shadow.c + c));
div.style.border = '1px solid blue';
}
}
} function easeShadow() {
for(var r = 0; r < BLOCK_R; r++)
for(var c = 0; c < BLOCK_C; c++) {
if(BLOCKS[currType][currDir][r][c]) {
var div = $((shadow.r + r) + '-' + (shadow.c + c));
div.style.border = '1px solid ' + 'transparent';
}
}
} function init() {
var size = 28; var space = $('space');
space.style.position = 'relative';
space.style.width = size * MAP_C + (MAP_C + 1) * 3 + 1 + 'px';
space.style.height = size * MAP_R + (MAP_R + 1) * 3 + 1 + 'px';
//space.style.backgroundColor = 'lavender';
space.style.border = '2px solid black'; for(var r = 0; r < MAP_R; r++) {
for(var c = 0; c < MAP_C; c++) {
var div = document.createElement('div');
div.id = r + '-' + c;
div.style.position = 'absolute';
div.style.top = size * r + (r + 1) * 3 + 'px';
div.style.left = size * c + (c + 1) * 3 + 'px';
div.style.width = size + 'px';
div.style.height = size + 'px';
space.appendChild(div);
}
}
} function $(id) {
return document.getElementById(id);
}
</script>
</html>

出处:qq群--编程算法&思想 459909287

JS实现——俄罗斯方块的更多相关文章

  1. 使用JS实现俄罗斯方块游戏

    简单的JS俄罗斯方块游戏源码 效果图: 代码如下,复制即可使用: <!DOCTYPE html> <html> <head> <meta charset=&q ...

  2. 纯JS实现俄罗斯方块,打造属于你的游戏帝国

    纯JS俄罗斯方块,打造属于你的游戏帝国. 本文原始作者博客 http://www.cnblogs.com/toutou 俄罗斯方块(Tetris, 俄文:Тетрис)是一款电视游戏机和掌上游戏机游戏 ...

  3. 用纯JS做俄罗斯方块 - 简要思路介绍(1)

    大家都知道俄罗斯方块是一款大众化的游戏了,我很小的时候就玩过,今年已经25岁了,可以说俄罗斯方块确实是历史悠久,做俄罗斯方块是我上个星期开始的想法.也许是由于自己从来没有写过这种东西吧,所以有生疏.代 ...

  4. 60行JS实现俄罗斯方块

    参考文献:http://www.cnblogs.com/jimaojin/p/5413857.html 原版: <!doctype html><html><head> ...

  5. [前端 3]纯Js制作俄罗斯方块游戏

    导读:在别人文章里看到了,然后写了一遍.结果出错了,然后调出来了,然后理解了一下,加了点注释,有一些想法.忘了在 哪一篇上面看的了,就贴不出来链接地址.原谅.呃,真没自己的东西,权当练打字了吧.其实, ...

  6. JS实现俄罗斯方块

    在80后.90后的儿时记忆里,俄罗斯方块是必备的消遣小游戏,它的玩法非常简单基本大家都懂,但如何用编程语言开发一款儿时同款「俄罗斯方块」,恐怕知道的同学就很少啦. 位置掩码和旋转掩码 俄罗斯方块游戏中 ...

  7. JAVASCRIPT实现网页版:俄罗斯方块

    HTML+CSS+JS实现俄罗斯方块完整版,素材只有图片,想要的下载图片按提示名字保存,css中用的时候注意路径!!主要在JS中!JS附有详细注释 效果: 按键提示:[键盘按键] 素材:图片名字与代码 ...

  8. 使用C#重写网上的60行 Javascript 俄罗斯方块源码 (带注释)

    在很久很久以前,就已经看过 60行Js的俄罗斯方块源码.无奈当时能力不够看明白,当时觉得就是个神作. 现在总算有空再看了,顺便用c#实现一遍(超过60行),顺道熟悉下Js API. 网上其他博客也有分 ...

  9. jQuery原型属性和方法总结

    从大四下学期开始了解jquery源码相关的东西,在回校参加毕业典礼(准确的说是参加补考挂科太多)期间便开始借着<jQuery>内幕学习jquery源码,然后在博客园写笔记也已经两个月了,也 ...

随机推荐

  1. 最全的Spring注解详解

    @Configuration : 配置类 == 配置文件,告诉Spring这是一个配置类@ComponentScan(value="com.atguigu",excludeFilt ...

  2. SpringBoot 数据库操作 增删改查

    1.pom添加依赖 <!--数据库相关配置--> <dependency> <groupId>org.springframework.boot</groupI ...

  3. uvm_reg_map——寄存器模型(八)

    所有的寄存器都需要地址,都需要加入到地址列表中 //-------------------------------------------------------------------------- ...

  4. SharePoint Online和SharePoint 2016 导出到Excel 表错误

    导出到Excel是一个有用的SharePoint功能.偶尔您可能会遇到该功能无法正常工作的情况.有几个原因可能导致此功能无法正常工作. Problem #1 使用非32位Internet Explor ...

  5. javaSe-线程2

    package com.java.chap09.sec02; public class Thread3 implements Runnable{ private int baoZi=1; privat ...

  6. POJ 1185 炮兵阵地 (状压DP,轮廓线DP)

    题意: 给一个n*m的矩阵,每个格子中有'P'或者'H',分别表示平地和高原,平地可以摆放大炮,而大炮的攻击范围在4个方向都是2格(除了自身位置),攻击范围内不能有其他炮,问最多能放多少个炮?(n&l ...

  7. LeetCode Remove Linked List Elements 删除链表元素

    题意:移除链表中元素值为val的全部元素. 思路:算法复杂度肯定是O(n),那么就在追求更少代码和更少额外操作.我做不出来. /** * Definition for singly-linked li ...

  8. 【Python图像特征的音乐序列生成】关于mingus一个bug的修复,兼改进情感模型

    mingus在输出midi文件的时候,使用这样的函数: from mingus.containers import NoteContainer from mingus.midi import midi ...

  9. BZOJ 3232: 圈地游戏 分数规划+判负环

    3232: 圈地游戏 Time Limit: 20 Sec  Memory Limit: 128 MBSubmit: 966  Solved: 466[Submit][Status][Discuss] ...

  10. BZOJ 2119: 股市的预测 SA

    2119: 股市的预测 Time Limit: 10 Sec  Memory Limit: 259 MBSubmit: 434  Solved: 200[Submit][Status][Discuss ...