chore: sync local changes (2026-03-12)
This commit is contained in:
@@ -1,287 +1,287 @@
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// 游戏控制模块
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class GameControls {
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constructor(game) {
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this.game = game;
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this.keys = {};
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this.keyRepeatDelay = 150;
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this.keyRepeatInterval = 50;
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this.keyTimers = {};
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this.init();
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}
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init() {
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this.setupKeyboardControls();
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this.setupTouchControls();
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this.setupButtonControls();
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}
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setupKeyboardControls() {
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document.addEventListener('keydown', (e) => {
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this.handleKeyDown(e);
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});
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document.addEventListener('keyup', (e) => {
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this.handleKeyUp(e);
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});
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}
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handleKeyDown(e) {
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const key = e.key;
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// 防止重复触发
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if (this.keys[key]) return;
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this.keys[key] = true;
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switch(key) {
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case 'ArrowLeft':
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case 'a':
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case 'A':
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e.preventDefault();
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this.game.moveLeft();
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this.startKeyRepeat(key, () => this.game.moveLeft());
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break;
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case 'ArrowRight':
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case 'd':
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case 'D':
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e.preventDefault();
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this.game.moveRight();
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this.startKeyRepeat(key, () => this.game.moveRight());
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break;
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case 'ArrowDown':
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case 's':
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case 'S':
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e.preventDefault();
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this.game.moveDown();
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this.startKeyRepeat(key, () => this.game.moveDown());
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break;
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case 'ArrowUp':
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case 'w':
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case 'W':
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e.preventDefault();
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this.game.rotatePiece();
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break;
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case ' ':
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e.preventDefault();
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if (this.game.gameRunning) {
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this.game.pause();
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}
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break;
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case 'Enter':
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e.preventDefault();
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if (!this.game.gameRunning) {
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this.game.start();
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}
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break;
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case 'r':
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case 'R':
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if (e.ctrlKey) {
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e.preventDefault();
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this.game.restart();
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}
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break;
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case 'Escape':
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e.preventDefault();
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if (this.game.gameRunning) {
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this.game.pause();
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}
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break;
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}
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}
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handleKeyUp(e) {
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const key = e.key;
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this.keys[key] = false;
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this.stopKeyRepeat(key);
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}
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startKeyRepeat(key, action) {
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this.stopKeyRepeat(key);
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this.keyTimers[key] = setTimeout(() => {
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const intervalId = setInterval(() => {
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if (this.keys[key]) {
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action();
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} else {
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clearInterval(intervalId);
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}
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}, this.keyRepeatInterval);
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this.keyTimers[key] = intervalId;
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}, this.keyRepeatDelay);
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}
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stopKeyRepeat(key) {
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if (this.keyTimers[key]) {
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clearTimeout(this.keyTimers[key]);
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clearInterval(this.keyTimers[key]);
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delete this.keyTimers[key];
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}
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}
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setupTouchControls() {
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// 移动端触摸控制
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const leftBtn = document.getElementById('leftBtn');
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const rightBtn = document.getElementById('rightBtn');
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const downBtn = document.getElementById('downBtn');
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const rotateBtn = document.getElementById('rotateBtn');
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const dropBtn = document.getElementById('dropBtn');
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const pauseBtn = document.getElementById('pauseBtn');
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// 左移
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this.addTouchEvents(leftBtn, () => this.game.moveLeft());
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// 右移
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this.addTouchEvents(rightBtn, () => this.game.moveRight());
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// 下移
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this.addTouchEvents(downBtn, () => this.game.moveDown());
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// 旋转
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rotateBtn.addEventListener('touchstart', (e) => {
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e.preventDefault();
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this.game.rotatePiece();
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});
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rotateBtn.addEventListener('click', (e) => {
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e.preventDefault();
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this.game.rotatePiece();
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});
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// 硬降
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dropBtn.addEventListener('touchstart', (e) => {
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e.preventDefault();
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this.game.hardDrop();
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});
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dropBtn.addEventListener('click', (e) => {
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e.preventDefault();
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this.game.hardDrop();
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});
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// 暂停
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pauseBtn.addEventListener('touchstart', (e) => {
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e.preventDefault();
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this.game.pause();
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});
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pauseBtn.addEventListener('click', (e) => {
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e.preventDefault();
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this.game.pause();
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});
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}
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addTouchEvents(element, action) {
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let touchInterval;
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let touchTimeout;
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const startAction = (e) => {
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e.preventDefault();
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action();
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touchTimeout = setTimeout(() => {
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touchInterval = setInterval(action, this.keyRepeatInterval);
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}, this.keyRepeatDelay);
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};
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const stopAction = (e) => {
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e.preventDefault();
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if (touchTimeout) {
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clearTimeout(touchTimeout);
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touchTimeout = null;
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}
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if (touchInterval) {
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clearInterval(touchInterval);
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touchInterval = null;
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}
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};
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element.addEventListener('touchstart', startAction);
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element.addEventListener('touchend', stopAction);
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element.addEventListener('touchcancel', stopAction);
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element.addEventListener('mousedown', startAction);
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element.addEventListener('mouseup', stopAction);
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element.addEventListener('mouseleave', stopAction);
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}
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setupButtonControls() {
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const startBtn = document.getElementById('startBtn');
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const restartBtn = document.getElementById('restartBtn');
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startBtn.addEventListener('click', () => {
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this.game.start();
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});
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restartBtn.addEventListener('click', () => {
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this.game.restart();
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});
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}
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// 游戏手势支持
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setupSwipeControls() {
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let startX = 0;
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let startY = 0;
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let threshold = 50;
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this.game.canvas.addEventListener('touchstart', (e) => {
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e.preventDefault();
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const touch = e.touches[0];
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startX = touch.clientX;
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startY = touch.clientY;
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});
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this.game.canvas.addEventListener('touchmove', (e) => {
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e.preventDefault();
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});
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this.game.canvas.addEventListener('touchend', (e) => {
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e.preventDefault();
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const touch = e.changedTouches[0];
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const deltaX = touch.clientX - startX;
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const deltaY = touch.clientY - startY;
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if (Math.abs(deltaX) > Math.abs(deltaY)) {
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// 水平滑动
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if (Math.abs(deltaX) > threshold) {
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if (deltaX > 0) {
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this.game.moveRight();
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} else {
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this.game.moveLeft();
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}
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}
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} else {
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// 垂直滑动
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if (Math.abs(deltaY) > threshold) {
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if (deltaY > 0) {
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this.game.moveDown();
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} else {
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this.game.rotatePiece();
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}
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}
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}
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});
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// 双击旋转
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let lastTap = 0;
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this.game.canvas.addEventListener('touchend', (e) => {
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const currentTime = new Date().getTime();
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const tapLength = currentTime - lastTap;
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if (tapLength < 500 && tapLength > 0) {
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e.preventDefault();
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this.game.rotatePiece();
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}
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lastTap = currentTime;
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});
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}
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}
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// 初始化控制系统
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const gameControls = new GameControls(game);
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// 游戏控制模块
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class GameControls {
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constructor(game) {
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this.game = game;
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this.keys = {};
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this.keyRepeatDelay = 150;
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this.keyRepeatInterval = 50;
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this.keyTimers = {};
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this.init();
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}
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init() {
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this.setupKeyboardControls();
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this.setupTouchControls();
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this.setupButtonControls();
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}
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setupKeyboardControls() {
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document.addEventListener('keydown', (e) => {
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this.handleKeyDown(e);
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});
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document.addEventListener('keyup', (e) => {
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this.handleKeyUp(e);
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});
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}
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handleKeyDown(e) {
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const key = e.key;
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// 防止重复触发
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if (this.keys[key]) return;
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this.keys[key] = true;
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switch(key) {
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case 'ArrowLeft':
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case 'a':
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case 'A':
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e.preventDefault();
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this.game.moveLeft();
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this.startKeyRepeat(key, () => this.game.moveLeft());
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break;
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case 'ArrowRight':
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case 'd':
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case 'D':
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e.preventDefault();
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this.game.moveRight();
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this.startKeyRepeat(key, () => this.game.moveRight());
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break;
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case 'ArrowDown':
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case 's':
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case 'S':
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e.preventDefault();
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this.game.moveDown();
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this.startKeyRepeat(key, () => this.game.moveDown());
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break;
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case 'ArrowUp':
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case 'w':
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case 'W':
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e.preventDefault();
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this.game.rotatePiece();
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break;
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case ' ':
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e.preventDefault();
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if (this.game.gameRunning) {
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this.game.pause();
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}
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break;
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case 'Enter':
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e.preventDefault();
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if (!this.game.gameRunning) {
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this.game.start();
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}
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break;
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case 'r':
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case 'R':
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if (e.ctrlKey) {
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e.preventDefault();
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this.game.restart();
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}
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break;
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case 'Escape':
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e.preventDefault();
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if (this.game.gameRunning) {
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this.game.pause();
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}
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break;
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}
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}
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handleKeyUp(e) {
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const key = e.key;
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this.keys[key] = false;
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this.stopKeyRepeat(key);
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}
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startKeyRepeat(key, action) {
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this.stopKeyRepeat(key);
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this.keyTimers[key] = setTimeout(() => {
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const intervalId = setInterval(() => {
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if (this.keys[key]) {
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action();
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} else {
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clearInterval(intervalId);
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}
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}, this.keyRepeatInterval);
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this.keyTimers[key] = intervalId;
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}, this.keyRepeatDelay);
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}
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stopKeyRepeat(key) {
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if (this.keyTimers[key]) {
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clearTimeout(this.keyTimers[key]);
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clearInterval(this.keyTimers[key]);
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delete this.keyTimers[key];
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}
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}
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setupTouchControls() {
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// 移动端触摸控制
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const leftBtn = document.getElementById('leftBtn');
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const rightBtn = document.getElementById('rightBtn');
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const downBtn = document.getElementById('downBtn');
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const rotateBtn = document.getElementById('rotateBtn');
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const dropBtn = document.getElementById('dropBtn');
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const pauseBtn = document.getElementById('pauseBtn');
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// 左移
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this.addTouchEvents(leftBtn, () => this.game.moveLeft());
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// 右移
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this.addTouchEvents(rightBtn, () => this.game.moveRight());
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// 下移
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this.addTouchEvents(downBtn, () => this.game.moveDown());
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// 旋转
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rotateBtn.addEventListener('touchstart', (e) => {
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e.preventDefault();
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this.game.rotatePiece();
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});
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rotateBtn.addEventListener('click', (e) => {
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e.preventDefault();
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this.game.rotatePiece();
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});
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// 硬降
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dropBtn.addEventListener('touchstart', (e) => {
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e.preventDefault();
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this.game.hardDrop();
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});
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dropBtn.addEventListener('click', (e) => {
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e.preventDefault();
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this.game.hardDrop();
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});
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// 暂停
|
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pauseBtn.addEventListener('touchstart', (e) => {
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e.preventDefault();
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this.game.pause();
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});
|
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|
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pauseBtn.addEventListener('click', (e) => {
|
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e.preventDefault();
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this.game.pause();
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});
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}
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|
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addTouchEvents(element, action) {
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let touchInterval;
|
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let touchTimeout;
|
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|
||||
const startAction = (e) => {
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e.preventDefault();
|
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action();
|
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touchTimeout = setTimeout(() => {
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||||
touchInterval = setInterval(action, this.keyRepeatInterval);
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||||
}, this.keyRepeatDelay);
|
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};
|
||||
|
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const stopAction = (e) => {
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e.preventDefault();
|
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if (touchTimeout) {
|
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clearTimeout(touchTimeout);
|
||||
touchTimeout = null;
|
||||
}
|
||||
if (touchInterval) {
|
||||
clearInterval(touchInterval);
|
||||
touchInterval = null;
|
||||
}
|
||||
};
|
||||
|
||||
element.addEventListener('touchstart', startAction);
|
||||
element.addEventListener('touchend', stopAction);
|
||||
element.addEventListener('touchcancel', stopAction);
|
||||
element.addEventListener('mousedown', startAction);
|
||||
element.addEventListener('mouseup', stopAction);
|
||||
element.addEventListener('mouseleave', stopAction);
|
||||
}
|
||||
|
||||
setupButtonControls() {
|
||||
const startBtn = document.getElementById('startBtn');
|
||||
const restartBtn = document.getElementById('restartBtn');
|
||||
|
||||
startBtn.addEventListener('click', () => {
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this.game.start();
|
||||
});
|
||||
|
||||
restartBtn.addEventListener('click', () => {
|
||||
this.game.restart();
|
||||
});
|
||||
}
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||||
|
||||
// 游戏手势支持
|
||||
setupSwipeControls() {
|
||||
let startX = 0;
|
||||
let startY = 0;
|
||||
let threshold = 50;
|
||||
|
||||
this.game.canvas.addEventListener('touchstart', (e) => {
|
||||
e.preventDefault();
|
||||
const touch = e.touches[0];
|
||||
startX = touch.clientX;
|
||||
startY = touch.clientY;
|
||||
});
|
||||
|
||||
this.game.canvas.addEventListener('touchmove', (e) => {
|
||||
e.preventDefault();
|
||||
});
|
||||
|
||||
this.game.canvas.addEventListener('touchend', (e) => {
|
||||
e.preventDefault();
|
||||
const touch = e.changedTouches[0];
|
||||
const deltaX = touch.clientX - startX;
|
||||
const deltaY = touch.clientY - startY;
|
||||
|
||||
if (Math.abs(deltaX) > Math.abs(deltaY)) {
|
||||
// 水平滑动
|
||||
if (Math.abs(deltaX) > threshold) {
|
||||
if (deltaX > 0) {
|
||||
this.game.moveRight();
|
||||
} else {
|
||||
this.game.moveLeft();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// 垂直滑动
|
||||
if (Math.abs(deltaY) > threshold) {
|
||||
if (deltaY > 0) {
|
||||
this.game.moveDown();
|
||||
} else {
|
||||
this.game.rotatePiece();
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 双击旋转
|
||||
let lastTap = 0;
|
||||
this.game.canvas.addEventListener('touchend', (e) => {
|
||||
const currentTime = new Date().getTime();
|
||||
const tapLength = currentTime - lastTap;
|
||||
|
||||
if (tapLength < 500 && tapLength > 0) {
|
||||
e.preventDefault();
|
||||
this.game.rotatePiece();
|
||||
}
|
||||
lastTap = currentTime;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化控制系统
|
||||
const gameControls = new GameControls(game);
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
const playerdata = [
|
||||
{
|
||||
"名称":"树萌芽",
|
||||
"账号":"3205788256@qq.com",
|
||||
"分数":1232,
|
||||
"时间":"2025-09-08"
|
||||
},
|
||||
{
|
||||
"名称":"柚大青",
|
||||
"账号":"2143323382@qq.com",
|
||||
"分数":132,
|
||||
"时间":"2025-09-21"
|
||||
},
|
||||
{
|
||||
"名称":"牛马",
|
||||
"账号":"2973419538@qq.com",
|
||||
"分数":876,
|
||||
"时间":"2025-09-25"
|
||||
}
|
||||
const playerdata = [
|
||||
{
|
||||
"名称":"树萌芽",
|
||||
"账号":"3205788256@qq.com",
|
||||
"分数":1232,
|
||||
"时间":"2025-09-08"
|
||||
},
|
||||
{
|
||||
"名称":"柚大青",
|
||||
"账号":"2143323382@qq.com",
|
||||
"分数":132,
|
||||
"时间":"2025-09-21"
|
||||
},
|
||||
{
|
||||
"名称":"牛马",
|
||||
"账号":"2973419538@qq.com",
|
||||
"分数":876,
|
||||
"时间":"2025-09-25"
|
||||
}
|
||||
]
|
||||
@@ -1,92 +1,92 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>俄罗斯方块</title>
|
||||
<link rel="stylesheet" href="styles.css">
|
||||
</head>
|
||||
<body>
|
||||
<div class="game-container">
|
||||
<div class="game-header">
|
||||
<h1>俄罗斯方块</h1>
|
||||
<div class="score-board">
|
||||
<div class="score-item">
|
||||
<span class="label">分数:</span>
|
||||
<span id="score">0</span>
|
||||
</div>
|
||||
<div class="score-item">
|
||||
<span class="label">等级:</span>
|
||||
<span id="level">1</span>
|
||||
</div>
|
||||
<div class="score-item">
|
||||
<span class="label">消除行数:</span>
|
||||
<span id="lines">0</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="game-main">
|
||||
<div class="game-board">
|
||||
<canvas id="gameCanvas" width="300" height="600"></canvas>
|
||||
<div class="game-overlay" id="gameOverlay">
|
||||
<div class="overlay-content">
|
||||
<h2 id="overlayTitle">游戏暂停</h2>
|
||||
<p id="overlayMessage">按空格键继续游戏</p>
|
||||
<button id="startBtn" class="game-btn">开始游戏</button>
|
||||
<button id="restartBtn" class="game-btn">重新开始</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="game-sidebar">
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 手机端触摸控制 -->
|
||||
<div class="mobile-controls">
|
||||
<div class="mobile-controls-left">
|
||||
<button class="control-btn" id="rotateBtn">↻</button>
|
||||
<button class="control-btn" id="leftBtn">←</button>
|
||||
<button class="control-btn" id="downBtn">↓</button>
|
||||
</div>
|
||||
<div class="mobile-controls-right">
|
||||
<button class="control-btn" id="dropBtn">⇩</button>
|
||||
<button class="control-btn" id="rightBtn">→</button>
|
||||
<button class="control-btn" id="pauseBtn">⏸</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 游戏结束统计界面 -->
|
||||
<div class="game-stats" id="gameStats">
|
||||
<div class="stats-content">
|
||||
<h2>游戏结束排行榜</h2>
|
||||
<!-- 排行榜 -->
|
||||
<div class="leaderboard" id="leaderboard">
|
||||
<div class="leaderboard-title">本局排行榜</div>
|
||||
<div class="leaderboard-wrap">
|
||||
<table class="leaderboard-table">
|
||||
<thead>
|
||||
<tr>
|
||||
<th>排名</th>
|
||||
<th>名称</th>
|
||||
<th>分数</th>
|
||||
<th>游戏时长</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody id="leaderboardBody"></tbody>
|
||||
</table>
|
||||
</div>
|
||||
<div class="leaderboard-tip">仅显示前10名;“游戏时长”为模拟数据,已与您的成绩合并</div>
|
||||
</div>
|
||||
<button class="game-btn" id="playAgainBtn">再玩一次</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script src="tetris.js"></script>
|
||||
<script src="game-controls.js"></script>
|
||||
<script src="gamedata.js"></script>
|
||||
<script src="game-stats.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
<!DOCTYPE html>
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>俄罗斯方块</title>
|
||||
<link rel="stylesheet" href="styles.css">
|
||||
</head>
|
||||
<body>
|
||||
<div class="game-container">
|
||||
<div class="game-header">
|
||||
<h1>俄罗斯方块</h1>
|
||||
<div class="score-board">
|
||||
<div class="score-item">
|
||||
<span class="label">分数:</span>
|
||||
<span id="score">0</span>
|
||||
</div>
|
||||
<div class="score-item">
|
||||
<span class="label">等级:</span>
|
||||
<span id="level">1</span>
|
||||
</div>
|
||||
<div class="score-item">
|
||||
<span class="label">消除行数:</span>
|
||||
<span id="lines">0</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="game-main">
|
||||
<div class="game-board">
|
||||
<canvas id="gameCanvas" width="300" height="600"></canvas>
|
||||
<div class="game-overlay" id="gameOverlay">
|
||||
<div class="overlay-content">
|
||||
<h2 id="overlayTitle">游戏暂停</h2>
|
||||
<p id="overlayMessage">按空格键继续游戏</p>
|
||||
<button id="startBtn" class="game-btn">开始游戏</button>
|
||||
<button id="restartBtn" class="game-btn">重新开始</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="game-sidebar">
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 手机端触摸控制 -->
|
||||
<div class="mobile-controls">
|
||||
<div class="mobile-controls-left">
|
||||
<button class="control-btn" id="rotateBtn">↻</button>
|
||||
<button class="control-btn" id="leftBtn">←</button>
|
||||
<button class="control-btn" id="downBtn">↓</button>
|
||||
</div>
|
||||
<div class="mobile-controls-right">
|
||||
<button class="control-btn" id="dropBtn">⇩</button>
|
||||
<button class="control-btn" id="rightBtn">→</button>
|
||||
<button class="control-btn" id="pauseBtn">⏸</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 游戏结束统计界面 -->
|
||||
<div class="game-stats" id="gameStats">
|
||||
<div class="stats-content">
|
||||
<h2>游戏结束排行榜</h2>
|
||||
<!-- 排行榜 -->
|
||||
<div class="leaderboard" id="leaderboard">
|
||||
<div class="leaderboard-title">本局排行榜</div>
|
||||
<div class="leaderboard-wrap">
|
||||
<table class="leaderboard-table">
|
||||
<thead>
|
||||
<tr>
|
||||
<th>排名</th>
|
||||
<th>名称</th>
|
||||
<th>分数</th>
|
||||
<th>游戏时长</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody id="leaderboardBody"></tbody>
|
||||
</table>
|
||||
</div>
|
||||
<div class="leaderboard-tip">仅显示前10名;“游戏时长”为模拟数据,已与您的成绩合并</div>
|
||||
</div>
|
||||
<button class="game-btn" id="playAgainBtn">再玩一次</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script src="tetris.js"></script>
|
||||
<script src="game-controls.js"></script>
|
||||
<script src="gamedata.js"></script>
|
||||
<script src="game-stats.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,486 +1,486 @@
|
||||
// 俄罗斯方块主游戏逻辑
|
||||
class TetrisGame {
|
||||
constructor() {
|
||||
this.canvas = document.getElementById('gameCanvas');
|
||||
this.ctx = this.canvas.getContext('2d');
|
||||
|
||||
// 游戏配置
|
||||
this.BOARD_WIDTH = 10;
|
||||
this.BOARD_HEIGHT = 20;
|
||||
this.CELL_SIZE = 30;
|
||||
|
||||
// 游戏状态
|
||||
this.board = [];
|
||||
this.currentPiece = null;
|
||||
this.nextPiece = null;
|
||||
this.score = 0;
|
||||
this.level = 1;
|
||||
this.lines = 0;
|
||||
this.dropTime = 0;
|
||||
this.dropInterval = 1000; // 初始下降间隔(毫秒)
|
||||
this.gameRunning = false;
|
||||
this.gamePaused = false;
|
||||
this.lastTime = 0;
|
||||
|
||||
// 统计数据
|
||||
this.gameStartTime = 0;
|
||||
this.maxCombo = 0;
|
||||
this.currentCombo = 0;
|
||||
|
||||
// 方块类型定义
|
||||
this.pieces = {
|
||||
I: {
|
||||
color: '#00f5ff',
|
||||
matrix: [
|
||||
[0, 0, 0, 0],
|
||||
[1, 1, 1, 1],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
]
|
||||
},
|
||||
O: {
|
||||
color: '#ffff00',
|
||||
matrix: [
|
||||
[1, 1],
|
||||
[1, 1]
|
||||
]
|
||||
},
|
||||
T: {
|
||||
color: '#800080',
|
||||
matrix: [
|
||||
[0, 1, 0],
|
||||
[1, 1, 1],
|
||||
[0, 0, 0]
|
||||
]
|
||||
},
|
||||
S: {
|
||||
color: '#00ff00',
|
||||
matrix: [
|
||||
[0, 1, 1],
|
||||
[1, 1, 0],
|
||||
[0, 0, 0]
|
||||
]
|
||||
},
|
||||
Z: {
|
||||
color: '#ff0000',
|
||||
matrix: [
|
||||
[1, 1, 0],
|
||||
[0, 1, 1],
|
||||
[0, 0, 0]
|
||||
]
|
||||
},
|
||||
J: {
|
||||
color: '#0000ff',
|
||||
matrix: [
|
||||
[1, 0, 0],
|
||||
[1, 1, 1],
|
||||
[0, 0, 0]
|
||||
]
|
||||
},
|
||||
L: {
|
||||
color: '#ffa500',
|
||||
matrix: [
|
||||
[0, 0, 1],
|
||||
[1, 1, 1],
|
||||
[0, 0, 0]
|
||||
]
|
||||
}
|
||||
};
|
||||
|
||||
this.pieceTypes = Object.keys(this.pieces);
|
||||
|
||||
this.init();
|
||||
}
|
||||
|
||||
init() {
|
||||
this.initBoard();
|
||||
this.nextPiece = this.createPiece();
|
||||
this.spawnPiece();
|
||||
this.updateDisplay();
|
||||
this.showOverlay('游戏准备', '点击开始游戏按钮开始');
|
||||
}
|
||||
|
||||
initBoard() {
|
||||
this.board = [];
|
||||
for (let row = 0; row < this.BOARD_HEIGHT; row++) {
|
||||
this.board[row] = [];
|
||||
for (let col = 0; col < this.BOARD_WIDTH; col++) {
|
||||
this.board[row][col] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
createPiece() {
|
||||
const type = this.pieceTypes[Math.floor(Math.random() * this.pieceTypes.length)];
|
||||
const piece = this.pieces[type];
|
||||
return {
|
||||
type: type,
|
||||
color: piece.color,
|
||||
matrix: this.copyMatrix(piece.matrix),
|
||||
x: Math.floor(this.BOARD_WIDTH / 2) - Math.floor(piece.matrix[0].length / 2),
|
||||
y: 0
|
||||
};
|
||||
}
|
||||
|
||||
copyMatrix(matrix) {
|
||||
return matrix.map(row => [...row]);
|
||||
}
|
||||
|
||||
spawnPiece() {
|
||||
this.currentPiece = this.nextPiece;
|
||||
this.nextPiece = this.createPiece();
|
||||
this.currentPiece.x = Math.floor(this.BOARD_WIDTH / 2) - Math.floor(this.currentPiece.matrix[0].length / 2);
|
||||
this.currentPiece.y = 0;
|
||||
|
||||
// 检查游戏结束
|
||||
if (this.collision(this.currentPiece)) {
|
||||
this.gameOver();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
collision(piece, dx = 0, dy = 0) {
|
||||
const matrix = piece.matrix;
|
||||
const x = piece.x + dx;
|
||||
const y = piece.y + dy;
|
||||
|
||||
for (let row = 0; row < matrix.length; row++) {
|
||||
for (let col = 0; col < matrix[row].length; col++) {
|
||||
if (matrix[row][col] !== 0) {
|
||||
const newX = x + col;
|
||||
const newY = y + row;
|
||||
|
||||
if (newX < 0 || newX >= this.BOARD_WIDTH ||
|
||||
newY >= this.BOARD_HEIGHT ||
|
||||
(newY >= 0 && this.board[newY][newX] !== 0)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
rotate(piece) {
|
||||
const matrix = piece.matrix;
|
||||
const N = matrix.length;
|
||||
const rotated = [];
|
||||
|
||||
// 创建旋转后的矩阵
|
||||
for (let i = 0; i < N; i++) {
|
||||
rotated[i] = [];
|
||||
for (let j = 0; j < N; j++) {
|
||||
rotated[i][j] = matrix[N - 1 - j][i];
|
||||
}
|
||||
}
|
||||
|
||||
return rotated;
|
||||
}
|
||||
|
||||
hardDrop() {
|
||||
while (!this.collision(this.currentPiece, 0, 1)) {
|
||||
this.currentPiece.y++;
|
||||
this.score += 2; // 硬降给额外分数
|
||||
}
|
||||
this.lockPiece();
|
||||
}
|
||||
|
||||
lockPiece() {
|
||||
const matrix = this.currentPiece.matrix;
|
||||
const x = this.currentPiece.x;
|
||||
const y = this.currentPiece.y;
|
||||
|
||||
// 将方块锁定到游戏板上
|
||||
for (let row = 0; row < matrix.length; row++) {
|
||||
for (let col = 0; col < matrix[row].length; col++) {
|
||||
if (matrix[row][col] !== 0) {
|
||||
if (y + row >= 0) {
|
||||
this.board[y + row][x + col] = this.currentPiece.color;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 检查并清除完整的行
|
||||
const linesCleared = this.clearLines();
|
||||
if (linesCleared > 0) {
|
||||
this.lines += linesCleared;
|
||||
this.currentCombo = linesCleared;
|
||||
this.maxCombo = Math.max(this.maxCombo, this.currentCombo);
|
||||
|
||||
// 计算分数 (基于消除行数和等级)
|
||||
const lineScores = [0, 40, 100, 300, 1200];
|
||||
this.score += lineScores[linesCleared] * this.level;
|
||||
|
||||
// 升级逻辑
|
||||
this.level = Math.floor(this.lines / 10) + 1;
|
||||
this.dropInterval = Math.max(50, 1000 - (this.level - 1) * 50);
|
||||
} else {
|
||||
this.currentCombo = 0;
|
||||
}
|
||||
|
||||
// 生成下一个方块
|
||||
this.spawnPiece();
|
||||
this.updateDisplay();
|
||||
}
|
||||
|
||||
clearLines() {
|
||||
let linesCleared = 0;
|
||||
|
||||
for (let row = this.BOARD_HEIGHT - 1; row >= 0; row--) {
|
||||
if (this.board[row].every(cell => cell !== 0)) {
|
||||
// 移除完整的行
|
||||
this.board.splice(row, 1);
|
||||
// 在顶部添加新的空行
|
||||
this.board.unshift(new Array(this.BOARD_WIDTH).fill(0));
|
||||
linesCleared++;
|
||||
row++; // 重新检查当前行
|
||||
}
|
||||
}
|
||||
|
||||
return linesCleared;
|
||||
}
|
||||
|
||||
update(deltaTime) {
|
||||
if (!this.gameRunning || this.gamePaused) return;
|
||||
|
||||
this.dropTime += deltaTime;
|
||||
|
||||
if (this.dropTime >= this.dropInterval) {
|
||||
if (!this.collision(this.currentPiece, 0, 1)) {
|
||||
this.currentPiece.y++;
|
||||
// 自然下降不加分
|
||||
} else {
|
||||
this.lockPiece();
|
||||
}
|
||||
this.dropTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
draw() {
|
||||
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
// 绘制游戏板
|
||||
this.drawBoard();
|
||||
|
||||
// 绘制当前方块
|
||||
if (this.currentPiece) {
|
||||
this.drawPiece(this.currentPiece, this.ctx);
|
||||
}
|
||||
|
||||
// 绘制网格
|
||||
this.drawGrid();
|
||||
}
|
||||
|
||||
drawBoard() {
|
||||
for (let row = 0; row < this.BOARD_HEIGHT; row++) {
|
||||
for (let col = 0; col < this.BOARD_WIDTH; col++) {
|
||||
if (this.board[row][col] !== 0) {
|
||||
this.ctx.fillStyle = this.board[row][col];
|
||||
this.ctx.fillRect(
|
||||
col * this.CELL_SIZE,
|
||||
row * this.CELL_SIZE,
|
||||
this.CELL_SIZE,
|
||||
this.CELL_SIZE
|
||||
);
|
||||
this.ctx.strokeStyle = '#333';
|
||||
this.ctx.lineWidth = 1;
|
||||
this.ctx.strokeRect(
|
||||
col * this.CELL_SIZE,
|
||||
row * this.CELL_SIZE,
|
||||
this.CELL_SIZE,
|
||||
this.CELL_SIZE
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawPiece(piece, context) {
|
||||
context.fillStyle = piece.color;
|
||||
const matrix = piece.matrix;
|
||||
|
||||
for (let row = 0; row < matrix.length; row++) {
|
||||
for (let col = 0; col < matrix[row].length; col++) {
|
||||
if (matrix[row][col] !== 0) {
|
||||
context.fillRect(
|
||||
(piece.x + col) * this.CELL_SIZE,
|
||||
(piece.y + row) * this.CELL_SIZE,
|
||||
this.CELL_SIZE,
|
||||
this.CELL_SIZE
|
||||
);
|
||||
context.strokeStyle = '#333';
|
||||
context.lineWidth = 1;
|
||||
context.strokeRect(
|
||||
(piece.x + col) * this.CELL_SIZE,
|
||||
(piece.y + row) * this.CELL_SIZE,
|
||||
this.CELL_SIZE,
|
||||
this.CELL_SIZE
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawGrid() {
|
||||
this.ctx.strokeStyle = 'rgba(255, 255, 255, 0.1)';
|
||||
this.ctx.lineWidth = 1;
|
||||
|
||||
// 垂直线
|
||||
for (let col = 0; col <= this.BOARD_WIDTH; col++) {
|
||||
this.ctx.beginPath();
|
||||
this.ctx.moveTo(col * this.CELL_SIZE, 0);
|
||||
this.ctx.lineTo(col * this.CELL_SIZE, this.canvas.height);
|
||||
this.ctx.stroke();
|
||||
}
|
||||
|
||||
// 水平线
|
||||
for (let row = 0; row <= this.BOARD_HEIGHT; row++) {
|
||||
this.ctx.beginPath();
|
||||
this.ctx.moveTo(0, row * this.CELL_SIZE);
|
||||
this.ctx.lineTo(this.canvas.width, row * this.CELL_SIZE);
|
||||
this.ctx.stroke();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
updateDisplay() {
|
||||
document.getElementById('score').textContent = this.score;
|
||||
document.getElementById('level').textContent = this.level;
|
||||
document.getElementById('lines').textContent = this.lines;
|
||||
}
|
||||
|
||||
showOverlay(title, message) {
|
||||
document.getElementById('overlayTitle').textContent = title;
|
||||
document.getElementById('overlayMessage').textContent = message;
|
||||
document.getElementById('gameOverlay').style.display = 'flex';
|
||||
}
|
||||
|
||||
hideOverlay() {
|
||||
document.getElementById('gameOverlay').style.display = 'none';
|
||||
}
|
||||
|
||||
start() {
|
||||
this.gameRunning = true;
|
||||
this.gamePaused = false;
|
||||
this.gameStartTime = Date.now();
|
||||
this.hideOverlay();
|
||||
this.gameLoop();
|
||||
}
|
||||
|
||||
pause() {
|
||||
if (!this.gameRunning) return;
|
||||
|
||||
this.gamePaused = !this.gamePaused;
|
||||
|
||||
if (this.gamePaused) {
|
||||
this.showOverlay('游戏暂停', '按空格键继续游戏');
|
||||
} else {
|
||||
this.hideOverlay();
|
||||
this.gameLoop();
|
||||
}
|
||||
}
|
||||
|
||||
restart() {
|
||||
this.gameRunning = false;
|
||||
this.gamePaused = false;
|
||||
this.score = 0;
|
||||
this.level = 1;
|
||||
this.lines = 0;
|
||||
this.dropTime = 0;
|
||||
this.dropInterval = 1000;
|
||||
this.maxCombo = 0;
|
||||
this.currentCombo = 0;
|
||||
|
||||
this.init();
|
||||
this.start();
|
||||
}
|
||||
|
||||
gameOver() {
|
||||
this.gameRunning = false;
|
||||
this.gamePaused = false;
|
||||
|
||||
// 显示游戏统计
|
||||
gameStats.showStats({
|
||||
score: this.score,
|
||||
level: this.level,
|
||||
lines: this.lines,
|
||||
playTime: Date.now() - this.gameStartTime,
|
||||
maxCombo: this.maxCombo
|
||||
});
|
||||
}
|
||||
|
||||
gameLoop(currentTime = 0) {
|
||||
if (!this.gameRunning || this.gamePaused) return;
|
||||
|
||||
const deltaTime = currentTime - this.lastTime;
|
||||
this.lastTime = currentTime;
|
||||
|
||||
this.update(deltaTime);
|
||||
this.draw();
|
||||
|
||||
requestAnimationFrame((time) => this.gameLoop(time));
|
||||
}
|
||||
|
||||
// 移动方法
|
||||
moveLeft() {
|
||||
if (this.gameRunning && !this.gamePaused && this.currentPiece) {
|
||||
if (!this.collision(this.currentPiece, -1, 0)) {
|
||||
this.currentPiece.x--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
moveRight() {
|
||||
if (this.gameRunning && !this.gamePaused && this.currentPiece) {
|
||||
if (!this.collision(this.currentPiece, 1, 0)) {
|
||||
this.currentPiece.x++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
moveDown() {
|
||||
if (this.gameRunning && !this.gamePaused && this.currentPiece) {
|
||||
if (!this.collision(this.currentPiece, 0, 1)) {
|
||||
this.currentPiece.y++;
|
||||
this.score += 1; // 只有主动按下键才给软降分数
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rotatePiece() {
|
||||
if (this.gameRunning && !this.gamePaused && this.currentPiece) {
|
||||
const rotated = this.rotate(this.currentPiece);
|
||||
const originalMatrix = this.currentPiece.matrix;
|
||||
this.currentPiece.matrix = rotated;
|
||||
|
||||
// 检查旋转后是否会碰撞
|
||||
if (this.collision(this.currentPiece)) {
|
||||
// 尝试wall kick
|
||||
const kicks = [
|
||||
[-1, 0], [1, 0], [0, -1], [-2, 0], [2, 0]
|
||||
];
|
||||
|
||||
let canRotate = false;
|
||||
for (let kick of kicks) {
|
||||
if (!this.collision(this.currentPiece, kick[0], kick[1])) {
|
||||
this.currentPiece.x += kick[0];
|
||||
this.currentPiece.y += kick[1];
|
||||
canRotate = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!canRotate) {
|
||||
this.currentPiece.matrix = originalMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 创建游戏实例
|
||||
const game = new TetrisGame();
|
||||
// 俄罗斯方块主游戏逻辑
|
||||
class TetrisGame {
|
||||
constructor() {
|
||||
this.canvas = document.getElementById('gameCanvas');
|
||||
this.ctx = this.canvas.getContext('2d');
|
||||
|
||||
// 游戏配置
|
||||
this.BOARD_WIDTH = 10;
|
||||
this.BOARD_HEIGHT = 20;
|
||||
this.CELL_SIZE = 30;
|
||||
|
||||
// 游戏状态
|
||||
this.board = [];
|
||||
this.currentPiece = null;
|
||||
this.nextPiece = null;
|
||||
this.score = 0;
|
||||
this.level = 1;
|
||||
this.lines = 0;
|
||||
this.dropTime = 0;
|
||||
this.dropInterval = 1000; // 初始下降间隔(毫秒)
|
||||
this.gameRunning = false;
|
||||
this.gamePaused = false;
|
||||
this.lastTime = 0;
|
||||
|
||||
// 统计数据
|
||||
this.gameStartTime = 0;
|
||||
this.maxCombo = 0;
|
||||
this.currentCombo = 0;
|
||||
|
||||
// 方块类型定义
|
||||
this.pieces = {
|
||||
I: {
|
||||
color: '#00f5ff',
|
||||
matrix: [
|
||||
[0, 0, 0, 0],
|
||||
[1, 1, 1, 1],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
]
|
||||
},
|
||||
O: {
|
||||
color: '#ffff00',
|
||||
matrix: [
|
||||
[1, 1],
|
||||
[1, 1]
|
||||
]
|
||||
},
|
||||
T: {
|
||||
color: '#800080',
|
||||
matrix: [
|
||||
[0, 1, 0],
|
||||
[1, 1, 1],
|
||||
[0, 0, 0]
|
||||
]
|
||||
},
|
||||
S: {
|
||||
color: '#00ff00',
|
||||
matrix: [
|
||||
[0, 1, 1],
|
||||
[1, 1, 0],
|
||||
[0, 0, 0]
|
||||
]
|
||||
},
|
||||
Z: {
|
||||
color: '#ff0000',
|
||||
matrix: [
|
||||
[1, 1, 0],
|
||||
[0, 1, 1],
|
||||
[0, 0, 0]
|
||||
]
|
||||
},
|
||||
J: {
|
||||
color: '#0000ff',
|
||||
matrix: [
|
||||
[1, 0, 0],
|
||||
[1, 1, 1],
|
||||
[0, 0, 0]
|
||||
]
|
||||
},
|
||||
L: {
|
||||
color: '#ffa500',
|
||||
matrix: [
|
||||
[0, 0, 1],
|
||||
[1, 1, 1],
|
||||
[0, 0, 0]
|
||||
]
|
||||
}
|
||||
};
|
||||
|
||||
this.pieceTypes = Object.keys(this.pieces);
|
||||
|
||||
this.init();
|
||||
}
|
||||
|
||||
init() {
|
||||
this.initBoard();
|
||||
this.nextPiece = this.createPiece();
|
||||
this.spawnPiece();
|
||||
this.updateDisplay();
|
||||
this.showOverlay('游戏准备', '点击开始游戏按钮开始');
|
||||
}
|
||||
|
||||
initBoard() {
|
||||
this.board = [];
|
||||
for (let row = 0; row < this.BOARD_HEIGHT; row++) {
|
||||
this.board[row] = [];
|
||||
for (let col = 0; col < this.BOARD_WIDTH; col++) {
|
||||
this.board[row][col] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
createPiece() {
|
||||
const type = this.pieceTypes[Math.floor(Math.random() * this.pieceTypes.length)];
|
||||
const piece = this.pieces[type];
|
||||
return {
|
||||
type: type,
|
||||
color: piece.color,
|
||||
matrix: this.copyMatrix(piece.matrix),
|
||||
x: Math.floor(this.BOARD_WIDTH / 2) - Math.floor(piece.matrix[0].length / 2),
|
||||
y: 0
|
||||
};
|
||||
}
|
||||
|
||||
copyMatrix(matrix) {
|
||||
return matrix.map(row => [...row]);
|
||||
}
|
||||
|
||||
spawnPiece() {
|
||||
this.currentPiece = this.nextPiece;
|
||||
this.nextPiece = this.createPiece();
|
||||
this.currentPiece.x = Math.floor(this.BOARD_WIDTH / 2) - Math.floor(this.currentPiece.matrix[0].length / 2);
|
||||
this.currentPiece.y = 0;
|
||||
|
||||
// 检查游戏结束
|
||||
if (this.collision(this.currentPiece)) {
|
||||
this.gameOver();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
collision(piece, dx = 0, dy = 0) {
|
||||
const matrix = piece.matrix;
|
||||
const x = piece.x + dx;
|
||||
const y = piece.y + dy;
|
||||
|
||||
for (let row = 0; row < matrix.length; row++) {
|
||||
for (let col = 0; col < matrix[row].length; col++) {
|
||||
if (matrix[row][col] !== 0) {
|
||||
const newX = x + col;
|
||||
const newY = y + row;
|
||||
|
||||
if (newX < 0 || newX >= this.BOARD_WIDTH ||
|
||||
newY >= this.BOARD_HEIGHT ||
|
||||
(newY >= 0 && this.board[newY][newX] !== 0)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
rotate(piece) {
|
||||
const matrix = piece.matrix;
|
||||
const N = matrix.length;
|
||||
const rotated = [];
|
||||
|
||||
// 创建旋转后的矩阵
|
||||
for (let i = 0; i < N; i++) {
|
||||
rotated[i] = [];
|
||||
for (let j = 0; j < N; j++) {
|
||||
rotated[i][j] = matrix[N - 1 - j][i];
|
||||
}
|
||||
}
|
||||
|
||||
return rotated;
|
||||
}
|
||||
|
||||
hardDrop() {
|
||||
while (!this.collision(this.currentPiece, 0, 1)) {
|
||||
this.currentPiece.y++;
|
||||
this.score += 2; // 硬降给额外分数
|
||||
}
|
||||
this.lockPiece();
|
||||
}
|
||||
|
||||
lockPiece() {
|
||||
const matrix = this.currentPiece.matrix;
|
||||
const x = this.currentPiece.x;
|
||||
const y = this.currentPiece.y;
|
||||
|
||||
// 将方块锁定到游戏板上
|
||||
for (let row = 0; row < matrix.length; row++) {
|
||||
for (let col = 0; col < matrix[row].length; col++) {
|
||||
if (matrix[row][col] !== 0) {
|
||||
if (y + row >= 0) {
|
||||
this.board[y + row][x + col] = this.currentPiece.color;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 检查并清除完整的行
|
||||
const linesCleared = this.clearLines();
|
||||
if (linesCleared > 0) {
|
||||
this.lines += linesCleared;
|
||||
this.currentCombo = linesCleared;
|
||||
this.maxCombo = Math.max(this.maxCombo, this.currentCombo);
|
||||
|
||||
// 计算分数 (基于消除行数和等级)
|
||||
const lineScores = [0, 40, 100, 300, 1200];
|
||||
this.score += lineScores[linesCleared] * this.level;
|
||||
|
||||
// 升级逻辑
|
||||
this.level = Math.floor(this.lines / 10) + 1;
|
||||
this.dropInterval = Math.max(50, 1000 - (this.level - 1) * 50);
|
||||
} else {
|
||||
this.currentCombo = 0;
|
||||
}
|
||||
|
||||
// 生成下一个方块
|
||||
this.spawnPiece();
|
||||
this.updateDisplay();
|
||||
}
|
||||
|
||||
clearLines() {
|
||||
let linesCleared = 0;
|
||||
|
||||
for (let row = this.BOARD_HEIGHT - 1; row >= 0; row--) {
|
||||
if (this.board[row].every(cell => cell !== 0)) {
|
||||
// 移除完整的行
|
||||
this.board.splice(row, 1);
|
||||
// 在顶部添加新的空行
|
||||
this.board.unshift(new Array(this.BOARD_WIDTH).fill(0));
|
||||
linesCleared++;
|
||||
row++; // 重新检查当前行
|
||||
}
|
||||
}
|
||||
|
||||
return linesCleared;
|
||||
}
|
||||
|
||||
update(deltaTime) {
|
||||
if (!this.gameRunning || this.gamePaused) return;
|
||||
|
||||
this.dropTime += deltaTime;
|
||||
|
||||
if (this.dropTime >= this.dropInterval) {
|
||||
if (!this.collision(this.currentPiece, 0, 1)) {
|
||||
this.currentPiece.y++;
|
||||
// 自然下降不加分
|
||||
} else {
|
||||
this.lockPiece();
|
||||
}
|
||||
this.dropTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
draw() {
|
||||
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
// 绘制游戏板
|
||||
this.drawBoard();
|
||||
|
||||
// 绘制当前方块
|
||||
if (this.currentPiece) {
|
||||
this.drawPiece(this.currentPiece, this.ctx);
|
||||
}
|
||||
|
||||
// 绘制网格
|
||||
this.drawGrid();
|
||||
}
|
||||
|
||||
drawBoard() {
|
||||
for (let row = 0; row < this.BOARD_HEIGHT; row++) {
|
||||
for (let col = 0; col < this.BOARD_WIDTH; col++) {
|
||||
if (this.board[row][col] !== 0) {
|
||||
this.ctx.fillStyle = this.board[row][col];
|
||||
this.ctx.fillRect(
|
||||
col * this.CELL_SIZE,
|
||||
row * this.CELL_SIZE,
|
||||
this.CELL_SIZE,
|
||||
this.CELL_SIZE
|
||||
);
|
||||
this.ctx.strokeStyle = '#333';
|
||||
this.ctx.lineWidth = 1;
|
||||
this.ctx.strokeRect(
|
||||
col * this.CELL_SIZE,
|
||||
row * this.CELL_SIZE,
|
||||
this.CELL_SIZE,
|
||||
this.CELL_SIZE
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawPiece(piece, context) {
|
||||
context.fillStyle = piece.color;
|
||||
const matrix = piece.matrix;
|
||||
|
||||
for (let row = 0; row < matrix.length; row++) {
|
||||
for (let col = 0; col < matrix[row].length; col++) {
|
||||
if (matrix[row][col] !== 0) {
|
||||
context.fillRect(
|
||||
(piece.x + col) * this.CELL_SIZE,
|
||||
(piece.y + row) * this.CELL_SIZE,
|
||||
this.CELL_SIZE,
|
||||
this.CELL_SIZE
|
||||
);
|
||||
context.strokeStyle = '#333';
|
||||
context.lineWidth = 1;
|
||||
context.strokeRect(
|
||||
(piece.x + col) * this.CELL_SIZE,
|
||||
(piece.y + row) * this.CELL_SIZE,
|
||||
this.CELL_SIZE,
|
||||
this.CELL_SIZE
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawGrid() {
|
||||
this.ctx.strokeStyle = 'rgba(255, 255, 255, 0.1)';
|
||||
this.ctx.lineWidth = 1;
|
||||
|
||||
// 垂直线
|
||||
for (let col = 0; col <= this.BOARD_WIDTH; col++) {
|
||||
this.ctx.beginPath();
|
||||
this.ctx.moveTo(col * this.CELL_SIZE, 0);
|
||||
this.ctx.lineTo(col * this.CELL_SIZE, this.canvas.height);
|
||||
this.ctx.stroke();
|
||||
}
|
||||
|
||||
// 水平线
|
||||
for (let row = 0; row <= this.BOARD_HEIGHT; row++) {
|
||||
this.ctx.beginPath();
|
||||
this.ctx.moveTo(0, row * this.CELL_SIZE);
|
||||
this.ctx.lineTo(this.canvas.width, row * this.CELL_SIZE);
|
||||
this.ctx.stroke();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
updateDisplay() {
|
||||
document.getElementById('score').textContent = this.score;
|
||||
document.getElementById('level').textContent = this.level;
|
||||
document.getElementById('lines').textContent = this.lines;
|
||||
}
|
||||
|
||||
showOverlay(title, message) {
|
||||
document.getElementById('overlayTitle').textContent = title;
|
||||
document.getElementById('overlayMessage').textContent = message;
|
||||
document.getElementById('gameOverlay').style.display = 'flex';
|
||||
}
|
||||
|
||||
hideOverlay() {
|
||||
document.getElementById('gameOverlay').style.display = 'none';
|
||||
}
|
||||
|
||||
start() {
|
||||
this.gameRunning = true;
|
||||
this.gamePaused = false;
|
||||
this.gameStartTime = Date.now();
|
||||
this.hideOverlay();
|
||||
this.gameLoop();
|
||||
}
|
||||
|
||||
pause() {
|
||||
if (!this.gameRunning) return;
|
||||
|
||||
this.gamePaused = !this.gamePaused;
|
||||
|
||||
if (this.gamePaused) {
|
||||
this.showOverlay('游戏暂停', '按空格键继续游戏');
|
||||
} else {
|
||||
this.hideOverlay();
|
||||
this.gameLoop();
|
||||
}
|
||||
}
|
||||
|
||||
restart() {
|
||||
this.gameRunning = false;
|
||||
this.gamePaused = false;
|
||||
this.score = 0;
|
||||
this.level = 1;
|
||||
this.lines = 0;
|
||||
this.dropTime = 0;
|
||||
this.dropInterval = 1000;
|
||||
this.maxCombo = 0;
|
||||
this.currentCombo = 0;
|
||||
|
||||
this.init();
|
||||
this.start();
|
||||
}
|
||||
|
||||
gameOver() {
|
||||
this.gameRunning = false;
|
||||
this.gamePaused = false;
|
||||
|
||||
// 显示游戏统计
|
||||
gameStats.showStats({
|
||||
score: this.score,
|
||||
level: this.level,
|
||||
lines: this.lines,
|
||||
playTime: Date.now() - this.gameStartTime,
|
||||
maxCombo: this.maxCombo
|
||||
});
|
||||
}
|
||||
|
||||
gameLoop(currentTime = 0) {
|
||||
if (!this.gameRunning || this.gamePaused) return;
|
||||
|
||||
const deltaTime = currentTime - this.lastTime;
|
||||
this.lastTime = currentTime;
|
||||
|
||||
this.update(deltaTime);
|
||||
this.draw();
|
||||
|
||||
requestAnimationFrame((time) => this.gameLoop(time));
|
||||
}
|
||||
|
||||
// 移动方法
|
||||
moveLeft() {
|
||||
if (this.gameRunning && !this.gamePaused && this.currentPiece) {
|
||||
if (!this.collision(this.currentPiece, -1, 0)) {
|
||||
this.currentPiece.x--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
moveRight() {
|
||||
if (this.gameRunning && !this.gamePaused && this.currentPiece) {
|
||||
if (!this.collision(this.currentPiece, 1, 0)) {
|
||||
this.currentPiece.x++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
moveDown() {
|
||||
if (this.gameRunning && !this.gamePaused && this.currentPiece) {
|
||||
if (!this.collision(this.currentPiece, 0, 1)) {
|
||||
this.currentPiece.y++;
|
||||
this.score += 1; // 只有主动按下键才给软降分数
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rotatePiece() {
|
||||
if (this.gameRunning && !this.gamePaused && this.currentPiece) {
|
||||
const rotated = this.rotate(this.currentPiece);
|
||||
const originalMatrix = this.currentPiece.matrix;
|
||||
this.currentPiece.matrix = rotated;
|
||||
|
||||
// 检查旋转后是否会碰撞
|
||||
if (this.collision(this.currentPiece)) {
|
||||
// 尝试wall kick
|
||||
const kicks = [
|
||||
[-1, 0], [1, 0], [0, -1], [-2, 0], [2, 0]
|
||||
];
|
||||
|
||||
let canRotate = false;
|
||||
for (let kick of kicks) {
|
||||
if (!this.collision(this.currentPiece, kick[0], kick[1])) {
|
||||
this.currentPiece.x += kick[0];
|
||||
this.currentPiece.y += kick[1];
|
||||
canRotate = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!canRotate) {
|
||||
this.currentPiece.matrix = originalMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 创建游戏实例
|
||||
const game = new TetrisGame();
|
||||
|
||||
Reference in New Issue
Block a user