写在前面
潜水博客园多年,从未写过博客。最近才注册博客,遂将很久前写的俄罗斯方块分享出来。第一次写博客,不喜勿喷。。。
游戏说明
- 游戏操作:J向左,L向右,I旋转,K快速下降
- 游戏基于HTML canvas开发,请在支持HTML5的浏览器中运行(IE9+, Chrome, Firefox...)
- 目前通过CodePen嵌入到页面中存在一个小BUG,请在页面加载完成后5秒左右在开始游戏(codepen的配置问题,已修复)。
数据结构
- 将整个游戏区域视为一个n*m的二维数组,数组中的每一个元素对应游戏区域中长为h的小正方形。如arr[3][4]对应左上角顶点坐标为(3*h,4*h)边长为h的正方形。数组中元素的值由0或1构成,0表示对应游戏区域没有方块1表示对应游戏区域已有方块。
- 游戏中的图形由若干个小方块构成,每一种图形有4种状态,可通过改变构成图形的小方块的坐标切换图形的状态。每一种图形有一个基点坐标,根据该基点坐标设置对应状态个小方块的坐标。代码如下所示:
var Shape = function () { }; Shape.prototype.Init = function () {
this.blocks = [];
var random = parseInt(Math.random() * 100);
this.status = random % 4;
this["st"+this.status]();//random status
this.fillStyle = _config.blockColors[random % _config.blockColors.length];//random color
} Shape.prototype.Down = function () {
this.x += 1;
for (var i = 0; i < this.blocks.length; i++) {
this.blocks[i].x += 1;
}
} Shape.prototype.Left = function () {
this.y -= 1;
for (var i = 0; i < this.blocks.length; i++) {
this.blocks[i].y -= 1;
}
} Shape.prototype.Right = function () {
this.y += 1
for (var i = 0; i < this.blocks.length; i++) {
this.blocks[i].y += 1;
}
} Shape.prototype.st0 = function () { };//abstract method
Shape.prototype.st1 = function () { };
Shape.prototype.st2 = function () { };
Shape.prototype.st3 = function () { };
Shape.prototype.Rotate = function (i) {//rotate to target status
var st = (this.status + i+4) % 4;
this.status = st;
this["st"+this.status]() }
图形抽象类
var Triangle = function (x, y) {
this.x = x;
this.y = y;
this.Init();
};
Triangle.InheritFrom(Shape, null, null);
ShapeFactory.AddShape(Triangle); Triangle.prototype.st0 = function () {
this.blocks[0] = new Block(this.x - 1, this.y, 1);
this.blocks[1] = new Block(this.x, this.y - 1, 1);
this.blocks[2] = new Block(this.x, this.y, 1);
this.blocks[3] = new Block(this.x, this.y + 1, 1);
} Triangle.prototype.st1 = function () {
this.blocks[0] = new Block(this.x, this.y + 1, 1);
this.blocks[1] = new Block(this.x - 1, this.y, 1);
this.blocks[2] = new Block(this.x, this.y, 1);
this.blocks[3] = new Block(this.x + 1, this.y, 1);
} Triangle.prototype.st2 = function () {
this.blocks[0] = new Block(this.x + 1, this.y, 1);
this.blocks[1] = new Block(this.x, this.y + 1, 1);
this.blocks[2] = new Block(this.x, this.y, 1);
this.blocks[3] = new Block(this.x, this.y - 1, 1);
} Triangle.prototype.st3 = function () {
this.blocks[0] = new Block(this.x, this.y - 1, 1);
this.blocks[1] = new Block(this.x + 1, this.y, 1);
this.blocks[2] = new Block(this.x, this.y, 1);
this.blocks[3] = new Block(this.x - 1, this.y, 1);
}
图形子类(L)
类关系图
游戏中的设计模式
发布订阅模式
用于实现游戏中的事件通知,如得分、游戏结束等。
_events = (function () {//Pub&Sub
var topics = {},
uuid = 0,
event = function () {
this.listen = function (topic, callback) {
if (typeof topic !== "string" || typeof callback !== "function")
return this;
if (!topics[topic]) {
topics[topic] = [];
}
callback.uuid = uuid++;
topics[topic].push(callback);
return this;
};
this.trigger = function (src, topic, data) {
if (!topics[topic] || topics[topic].length === 0)
return this;
var callbacks = topics[topic],
i = 0,
length = callbacks.length;
for (; i < length; i++) {
callbacks[i].call(src, data);
}
return this;
};
this.remove = function (topic, callback) {
if (!topics[topic] || topics[topic].length === 0)
return this;
var callbacks = topics[topic],
i = 0,
length = callbacks.length;
for (; i < length; i++) {
if (callback.uuid === callbacks[i].uuid)
callbacks.splice(i, 1);
}
return this;
};
};
return event;
})();
事件对象
BlockGame.prototype.ListenNewShapeEvents = function (fn) {
this.events.listen(_eventEnum.newShape, fn);
return this;
}
事件对象应用
工厂模式
用于随机的创建下一个图形。
var ShapeFactory = (function () {//absolute factory
var ShapeArr = [];
return {
CreateShape: function (x, y) {//create a random shape
var random = Math.floor(Math.random() * 100);
return new ShapeArr[random % ShapeArr.length](x, y);
},
AddShape: function (shape) {
ShapeArr.push(shape);
}
};
})();
工厂模式