部分修复

This commit is contained in:
2025-09-04 13:38:14 +08:00
parent cca1a969c5
commit eb13979d4d
137 changed files with 6848 additions and 26965 deletions

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// 游戏控制模块
class GameControls {
constructor(game) {
this.game = game;
this.keys = {};
this.keyRepeatDelay = 150;
this.keyRepeatInterval = 50;
this.keyTimers = {};
this.init();
}
init() {
this.setupKeyboardControls();
this.setupTouchControls();
this.setupButtonControls();
}
setupKeyboardControls() {
document.addEventListener('keydown', (e) => {
this.handleKeyDown(e);
});
document.addEventListener('keyup', (e) => {
this.handleKeyUp(e);
});
}
handleKeyDown(e) {
const key = e.key;
// 防止重复触发
if (this.keys[key]) return;
this.keys[key] = true;
switch(key) {
case 'ArrowLeft':
e.preventDefault();
this.game.moveLeft();
this.startKeyRepeat('ArrowLeft', () => this.game.moveLeft());
break;
case 'ArrowRight':
e.preventDefault();
this.game.moveRight();
this.startKeyRepeat('ArrowRight', () => this.game.moveRight());
break;
case 'ArrowDown':
e.preventDefault();
this.game.moveDown();
this.startKeyRepeat('ArrowDown', () => this.game.moveDown());
break;
case 'ArrowUp':
e.preventDefault();
this.game.rotatePiece();
break;
case ' ':
e.preventDefault();
if (this.game.gameRunning) {
this.game.pause();
}
break;
case 'Enter':
e.preventDefault();
if (!this.game.gameRunning) {
this.game.start();
}
break;
case 'r':
case 'R':
if (e.ctrlKey) {
e.preventDefault();
this.game.restart();
}
break;
case 'Escape':
e.preventDefault();
if (this.game.gameRunning) {
this.game.pause();
}
break;
}
}
handleKeyUp(e) {
const key = e.key;
this.keys[key] = false;
this.stopKeyRepeat(key);
}
startKeyRepeat(key, action) {
this.stopKeyRepeat(key);
this.keyTimers[key] = setTimeout(() => {
const intervalId = setInterval(() => {
if (this.keys[key]) {
action();
} else {
clearInterval(intervalId);
}
}, this.keyRepeatInterval);
this.keyTimers[key] = intervalId;
}, this.keyRepeatDelay);
}
stopKeyRepeat(key) {
if (this.keyTimers[key]) {
clearTimeout(this.keyTimers[key]);
clearInterval(this.keyTimers[key]);
delete this.keyTimers[key];
}
}
setupTouchControls() {
// 移动端触摸控制
const leftBtn = document.getElementById('leftBtn');
const rightBtn = document.getElementById('rightBtn');
const downBtn = document.getElementById('downBtn');
const rotateBtn = document.getElementById('rotateBtn');
const dropBtn = document.getElementById('dropBtn');
const pauseBtn = document.getElementById('pauseBtn');
// 左移
this.addTouchEvents(leftBtn, () => this.game.moveLeft());
// 右移
this.addTouchEvents(rightBtn, () => this.game.moveRight());
// 下移
this.addTouchEvents(downBtn, () => this.game.moveDown());
// 旋转
rotateBtn.addEventListener('touchstart', (e) => {
e.preventDefault();
this.game.rotatePiece();
});
rotateBtn.addEventListener('click', (e) => {
e.preventDefault();
this.game.rotatePiece();
});
// 硬降
dropBtn.addEventListener('touchstart', (e) => {
e.preventDefault();
this.game.hardDrop();
});
dropBtn.addEventListener('click', (e) => {
e.preventDefault();
this.game.hardDrop();
});
// 暂停
pauseBtn.addEventListener('touchstart', (e) => {
e.preventDefault();
this.game.pause();
});
pauseBtn.addEventListener('click', (e) => {
e.preventDefault();
this.game.pause();
});
}
addTouchEvents(element, action) {
let touchInterval;
let touchTimeout;
const startAction = (e) => {
e.preventDefault();
action();
touchTimeout = setTimeout(() => {
touchInterval = setInterval(action, this.keyRepeatInterval);
}, this.keyRepeatDelay);
};
const stopAction = (e) => {
e.preventDefault();
if (touchTimeout) {
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', () => {
this.game.start();
});
restartBtn.addEventListener('click', () => {
this.game.restart();
});
}
// 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);

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// 游戏统计和成就系统
class GameStats {
constructor() {
this.achievements = [
{
id: 'first_game',
name: '初次体验',
description: '完成第一次游戏',
condition: (stats) => true
},
{
id: 'score_1000',
name: '小试牛刀',
description: '单局得分达到1000分',
condition: (stats) => stats.score >= 1000
},
{
id: 'score_5000',
name: '游戏达人',
description: '单局得分达到5000分',
condition: (stats) => stats.score >= 5000
},
{
id: 'score_10000',
name: '方块大师',
description: '单局得分达到10000分',
condition: (stats) => stats.score >= 10000
},
{
id: 'level_5',
name: '步步高升',
description: '达到第5级',
condition: (stats) => stats.level >= 5
},
{
id: 'level_10',
name: '速度之王',
description: '达到第10级',
condition: (stats) => stats.level >= 10
},
{
id: 'lines_50',
name: '消除专家',
description: '累计消除50行',
condition: (stats) => stats.lines >= 50
},
{
id: 'lines_100',
name: '清理大师',
description: '累计消除100行',
condition: (stats) => stats.lines >= 100
},
{
id: 'tetris',
name: 'Tetris!',
description: '一次消除4行',
condition: (stats) => stats.maxCombo >= 4
},
{
id: 'time_10min',
name: '持久战士',
description: '单局游戏时间超过10分钟',
condition: (stats) => stats.playTime >= 600000
},
{
id: 'efficiency',
name: '效率专家',
description: '平均每分钟得分超过500',
condition: (stats) => stats.avgScore >= 500
}
];
this.init();
}
init() {
this.setupEventListeners();
}
setupEventListeners() {
const playAgainBtn = document.getElementById('playAgainBtn');
playAgainBtn.addEventListener('click', () => {
this.hideStats();
game.restart();
});
}
showStats(gameData) {
const playTimeMinutes = gameData.playTime / 60000;
const avgScore = playTimeMinutes > 0 ? Math.round(gameData.score / playTimeMinutes) : 0;
const stats = {
...gameData,
avgScore: avgScore
};
// 更新统计显示
document.getElementById('finalScore').textContent = stats.score.toLocaleString();
document.getElementById('finalLevel').textContent = stats.level;
document.getElementById('finalLines').textContent = stats.lines;
document.getElementById('playTime').textContent = this.formatTime(stats.playTime);
document.getElementById('maxCombo').textContent = stats.maxCombo;
document.getElementById('avgScore').textContent = stats.avgScore;
// 检查成就
const achievement = this.checkAchievements(stats);
this.displayAchievement(achievement);
// 显示统计界面
document.getElementById('gameStats').style.display = 'flex';
document.getElementById('gameStats').classList.add('fade-in');
}
hideStats() {
document.getElementById('gameStats').style.display = 'none';
document.getElementById('gameStats').classList.remove('fade-in');
}
formatTime(milliseconds) {
const seconds = Math.floor(milliseconds / 1000);
const minutes = Math.floor(seconds / 60);
const remainingSeconds = seconds % 60;
return `${minutes.toString().padStart(2, '0')}:${remainingSeconds.toString().padStart(2, '0')}`;
}
checkAchievements(stats) {
// 获取已获得的成就
const earnedAchievements = this.getEarnedAchievements();
// 检查新成就
for (let achievement of this.achievements) {
if (!earnedAchievements.includes(achievement.id) &&
achievement.condition(stats)) {
// 保存新成就
this.saveAchievement(achievement.id);
return achievement;
}
}
return null;
}
displayAchievement(achievement) {
const achievementEl = document.getElementById('achievement');
if (achievement) {
achievementEl.innerHTML = `
🏆 <strong>成就解锁!</strong><br>
<strong>${achievement.name}</strong><br>
${achievement.description}
`;
achievementEl.classList.add('pulse');
} else {
// 显示随机鼓励话语
const encouragements = [
'继续努力,你会变得更强!',
'每一次游戏都是进步的机会!',
'方块世界需要你的智慧!',
'熟能生巧,加油!',
'下一局一定会更好!',
'坚持就是胜利!',
'你的反应速度在提升!',
'策略思维正在增强!'
];
const randomEncouragement = encouragements[Math.floor(Math.random() * encouragements.length)];
achievementEl.innerHTML = `💪 ${randomEncouragement}`;
achievementEl.classList.remove('pulse');
}
}
getEarnedAchievements() {
const saved = localStorage.getItem('tetris_achievements');
return saved ? JSON.parse(saved) : [];
}
saveAchievement(achievementId) {
const earned = this.getEarnedAchievements();
if (!earned.includes(achievementId)) {
earned.push(achievementId);
localStorage.setItem('tetris_achievements', JSON.stringify(earned));
}
}
// 获取历史最佳记录
getBestStats() {
const saved = localStorage.getItem('tetris_best_stats');
return saved ? JSON.parse(saved) : {
score: 0,
level: 0,
lines: 0,
maxCombo: 0
};
}
// 保存最佳记录
saveBestStats(stats) {
const best = this.getBestStats();
let updated = false;
if (stats.score > best.score) {
best.score = stats.score;
updated = true;
}
if (stats.level > best.level) {
best.level = stats.level;
updated = true;
}
if (stats.lines > best.lines) {
best.lines = stats.lines;
updated = true;
}
if (stats.maxCombo > best.maxCombo) {
best.maxCombo = stats.maxCombo;
updated = true;
}
if (updated) {
localStorage.setItem('tetris_best_stats', JSON.stringify(best));
}
return updated;
}
// 显示排行榜
showLeaderboard() {
const best = this.getBestStats();
const earned = this.getEarnedAchievements();
console.log('最佳记录:', best);
console.log('已获得成就:', earned.length + '/' + this.achievements.length);
}
}
// 高级特效系统
class GameEffects {
constructor(game) {
this.game = game;
this.particles = [];
this.effects = [];
this.init();
}
init() {
// 创建特效canvas
this.effectsCanvas = document.createElement('canvas');
this.effectsCanvas.width = this.game.canvas.width;
this.effectsCanvas.height = this.game.canvas.height;
this.effectsCanvas.style.position = 'absolute';
this.effectsCanvas.style.top = '0';
this.effectsCanvas.style.left = '0';
this.effectsCanvas.style.pointerEvents = 'none';
this.effectsCanvas.style.zIndex = '10';
this.effectsCtx = this.effectsCanvas.getContext('2d');
// 将特效canvas添加到游戏板容器中
this.game.canvas.parentElement.style.position = 'relative';
this.game.canvas.parentElement.appendChild(this.effectsCanvas);
}
// 行消除特效
lineCleared(row) {
for (let i = 0; i < 20; i++) {
this.particles.push({
x: Math.random() * this.game.canvas.width,
y: row * this.game.CELL_SIZE + this.game.CELL_SIZE / 2,
vx: (Math.random() - 0.5) * 10,
vy: (Math.random() - 0.5) * 10,
life: 1,
decay: 0.02,
color: `hsl(${Math.random() * 360}, 100%, 50%)`
});
}
}
// 方块锁定特效
pieceLocked(piece) {
const centerX = (piece.x + piece.matrix[0].length / 2) * this.game.CELL_SIZE;
const centerY = (piece.y + piece.matrix.length / 2) * this.game.CELL_SIZE;
for (let i = 0; i < 10; i++) {
this.particles.push({
x: centerX,
y: centerY,
vx: (Math.random() - 0.5) * 8,
vy: (Math.random() - 0.5) * 8,
life: 0.8,
decay: 0.03,
color: piece.color
});
}
}
// 更新特效
update() {
// 更新粒子
for (let i = this.particles.length - 1; i >= 0; i--) {
const particle = this.particles[i];
particle.x += particle.vx;
particle.y += particle.vy;
particle.life -= particle.decay;
if (particle.life <= 0) {
this.particles.splice(i, 1);
}
}
}
// 绘制特效
draw() {
this.effectsCtx.clearRect(0, 0, this.effectsCanvas.width, this.effectsCanvas.height);
// 绘制粒子
for (let particle of this.particles) {
this.effectsCtx.save();
this.effectsCtx.globalAlpha = particle.life;
this.effectsCtx.fillStyle = particle.color;
this.effectsCtx.beginPath();
this.effectsCtx.arc(particle.x, particle.y, 3, 0, Math.PI * 2);
this.effectsCtx.fill();
this.effectsCtx.restore();
}
}
}
// 创建统计系统实例
const gameStats = new GameStats();
// 在适当的地方创建特效系统
// const gameEffects = new GameEffects(game);

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<!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 class="next-piece">
<h3>下一个</h3>
<canvas id="nextCanvas" width="120" height="120"></canvas>
</div>
<div class="controls-info">
<h3>操作说明</h3>
<div class="control-item">
<span class="key">←→</span>
<span class="desc">移动</span>
</div>
<div class="control-item">
<span class="key"></span>
<span class="desc">快速下降</span>
</div>
<div class="control-item">
<span class="key"></span>
<span class="desc">旋转</span>
</div>
<div class="control-item">
<span class="key">空格</span>
<span class="desc">暂停/继续</span>
</div>
</div>
</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</h2>
<div class="stats-grid">
<div class="stat-item">
<span class="stat-label">最终分数</span>
<span class="stat-value" id="finalScore">0</span>
</div>
<div class="stat-item">
<span class="stat-label">达到等级</span>
<span class="stat-value" id="finalLevel">1</span>
</div>
<div class="stat-item">
<span class="stat-label">消除行数</span>
<span class="stat-value" id="finalLines">0</span>
</div>
<div class="stat-item">
<span class="stat-label">游戏时长</span>
<span class="stat-value" id="playTime">00:00</span>
</div>
<div class="stat-item">
<span class="stat-label">单次消除最大行数</span>
<span class="stat-value" id="maxCombo">0</span>
</div>
<div class="stat-item">
<span class="stat-label">平均每分钟分数</span>
<span class="stat-value" id="avgScore">0</span>
</div>
</div>
<div class="achievement" id="achievement"></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="game-stats.js"></script>
</body>
</html>

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/* 基础样式重置 */
* {
margin: 0;
padding: 0;
box-sizing: border-box;
-webkit-tap-highlight-color: transparent;
}
body {
font-family: 'Arial', sans-serif;
background: linear-gradient(135deg, #1e3c72, #2a5298);
color: white;
height: 100vh;
overflow: hidden;
user-select: none;
}
/* 游戏容器 */
.game-container {
height: 100vh;
display: flex;
flex-direction: column;
max-width: 800px;
margin: 0 auto;
padding: 10px;
}
/* 游戏头部 */
.game-header {
text-align: center;
margin-bottom: 15px;
}
.game-header h1 {
font-size: 2rem;
margin-bottom: 10px;
text-shadow: 2px 2px 4px rgba(0,0,0,0.5);
}
.score-board {
display: flex;
justify-content: center;
gap: 20px;
flex-wrap: wrap;
}
.score-item {
background: rgba(255,255,255,0.1);
padding: 8px 15px;
border-radius: 20px;
backdrop-filter: blur(10px);
border: 1px solid rgba(255,255,255,0.2);
}
.score-item .label {
font-size: 0.9rem;
opacity: 0.8;
}
.score-item span:last-child {
font-weight: bold;
margin-left: 5px;
}
/* 游戏主体 */
.game-main {
display: flex;
flex: 1;
gap: 20px;
justify-content: center;
align-items: flex-start;
}
.game-board {
position: relative;
border-radius: 10px;
overflow: hidden;
box-shadow: 0 10px 30px rgba(0,0,0,0.3);
}
#gameCanvas {
display: block;
background: #1a1a1a;
border: 2px solid #333;
}
/* 游戏覆盖层 */
.game-overlay {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: rgba(0,0,0,0.8);
display: flex;
align-items: center;
justify-content: center;
backdrop-filter: blur(5px);
}
.overlay-content {
text-align: center;
background: rgba(255,255,255,0.1);
padding: 30px;
border-radius: 15px;
border: 1px solid rgba(255,255,255,0.2);
}
.overlay-content h2 {
margin-bottom: 15px;
font-size: 1.8rem;
}
.overlay-content p {
margin-bottom: 20px;
opacity: 0.8;
}
/* 游戏按钮 */
.game-btn {
background: linear-gradient(45deg, #667eea, #764ba2);
border: none;
color: white;
padding: 12px 24px;
border-radius: 25px;
cursor: pointer;
font-size: 1rem;
margin: 5px;
transition: all 0.3s ease;
box-shadow: 0 4px 15px rgba(0,0,0,0.2);
}
.game-btn:hover {
transform: translateY(-2px);
box-shadow: 0 6px 20px rgba(0,0,0,0.3);
}
.game-btn:active {
transform: translateY(0);
}
/* 侧边栏 */
.game-sidebar {
display: flex;
flex-direction: column;
gap: 20px;
min-width: 150px;
}
.next-piece {
background: rgba(255,255,255,0.1);
padding: 15px;
border-radius: 10px;
border: 1px solid rgba(255,255,255,0.2);
text-align: center;
}
.next-piece h3 {
margin-bottom: 10px;
font-size: 1.1rem;
}
#nextCanvas {
background: #1a1a1a;
border: 1px solid #333;
border-radius: 5px;
}
.controls-info {
background: rgba(255,255,255,0.1);
padding: 15px;
border-radius: 10px;
border: 1px solid rgba(255,255,255,0.2);
}
.controls-info h3 {
margin-bottom: 15px;
font-size: 1.1rem;
text-align: center;
}
.control-item {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 8px;
padding: 5px 0;
}
.control-item .key {
background: rgba(255,255,255,0.2);
padding: 4px 8px;
border-radius: 4px;
font-family: monospace;
font-size: 0.9rem;
}
.control-item .desc {
font-size: 0.9rem;
opacity: 0.8;
}
/* 手机端控制 */
.mobile-controls {
display: none;
position: absolute;
top: 50%;
transform: translateY(-50%);
width: 100%;
pointer-events: none;
z-index: 20;
}
.mobile-controls-left {
position: absolute;
left: 10px;
display: flex;
flex-direction: column;
gap: 15px;
pointer-events: auto;
}
.mobile-controls-right {
position: absolute;
right: 10px;
display: flex;
flex-direction: column;
gap: 15px;
pointer-events: auto;
}
.control-btn {
width: 55px;
height: 55px;
border: none;
border-radius: 50%;
background: linear-gradient(45deg, #667eea, #764ba2);
color: white;
font-size: 1.4rem;
cursor: pointer;
transition: all 0.2s ease;
box-shadow: 0 4px 15px rgba(0,0,0,0.3);
user-select: none;
backdrop-filter: blur(10px);
border: 2px solid rgba(255,255,255,0.2);
}
.control-btn:active {
transform: scale(0.9);
box-shadow: 0 2px 8px rgba(0,0,0,0.4);
}
/* 游戏统计界面 */
.game-stats {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0,0,0,0.9);
display: none;
align-items: center;
justify-content: center;
z-index: 1000;
backdrop-filter: blur(10px);
}
.stats-content {
background: linear-gradient(135deg, #667eea, #764ba2);
padding: 30px;
border-radius: 20px;
text-align: center;
max-width: 90%;
width: 400px;
box-shadow: 0 20px 40px rgba(0,0,0,0.3);
}
.stats-content h2 {
margin-bottom: 25px;
font-size: 2rem;
text-shadow: 2px 2px 4px rgba(0,0,0,0.3);
}
.stats-grid {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 15px;
margin-bottom: 25px;
}
.stat-item {
background: rgba(255,255,255,0.1);
padding: 15px;
border-radius: 10px;
border: 1px solid rgba(255,255,255,0.2);
}
.stat-label {
display: block;
font-size: 0.9rem;
opacity: 0.8;
margin-bottom: 5px;
}
.stat-value {
display: block;
font-size: 1.4rem;
font-weight: bold;
}
.achievement {
background: linear-gradient(45deg, #f093fb, #f5576c);
padding: 15px;
border-radius: 10px;
margin-bottom: 25px;
font-weight: bold;
min-height: 50px;
display: flex;
align-items: center;
justify-content: center;
}
/* 响应式设计 */
@media (max-width: 768px) {
.game-container {
padding: 5px;
position: relative;
}
.game-header h1 {
font-size: 1.5rem;
}
.score-board {
gap: 10px;
}
.score-item {
padding: 6px 12px;
font-size: 0.9rem;
}
.game-main {
flex-direction: column;
align-items: center;
gap: 15px;
position: relative;
}
.game-board {
position: relative;
z-index: 10;
}
.game-sidebar {
flex-direction: row;
justify-content: center;
min-width: unset;
width: 100%;
}
.next-piece,
.controls-info {
flex: 1;
max-width: 200px;
}
.mobile-controls {
display: block;
}
#gameCanvas {
width: 250px;
height: 500px;
}
.stats-grid {
grid-template-columns: 1fr;
gap: 10px;
}
.stats-content {
padding: 20px;
width: 95%;
}
}
@media (max-width: 480px) {
.game-header h1 {
font-size: 1.3rem;
}
.score-board {
gap: 8px;
}
.score-item {
padding: 4px 8px;
font-size: 0.8rem;
}
#gameCanvas {
width: 200px;
height: 400px;
}
.control-btn {
width: 45px;
height: 45px;
font-size: 1.2rem;
}
.mobile-controls-left,
.mobile-controls-right {
gap: 10px;
}
.mobile-controls-left {
left: 5px;
}
.mobile-controls-right {
right: 5px;
}
.game-sidebar {
flex-direction: column;
gap: 10px;
}
.next-piece,
.controls-info {
max-width: unset;
}
}
/* 隐藏类 */
.hidden {
display: none !important;
}
/* 动画效果 */
@keyframes fadeIn {
from { opacity: 0; transform: translateY(20px); }
to { opacity: 1; transform: translateY(0); }
}
.fade-in {
animation: fadeIn 0.5s ease-out;
}
@keyframes pulse {
0%, 100% { transform: scale(1); }
50% { transform: scale(1.05); }
}
.pulse {
animation: pulse 2s infinite;
}

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// 俄罗斯方块主游戏逻辑
class TetrisGame {
constructor() {
this.canvas = document.getElementById('gameCanvas');
this.ctx = this.canvas.getContext('2d');
this.nextCanvas = document.getElementById('nextCanvas');
this.nextCtx = this.nextCanvas.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;
}
this.drawNextPiece();
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();
}
}
drawNextPiece() {
this.nextCtx.clearRect(0, 0, this.nextCanvas.width, this.nextCanvas.height);
if (this.nextPiece) {
const size = 20;
const matrix = this.nextPiece.matrix;
const offsetX = (this.nextCanvas.width - matrix[0].length * size) / 2;
const offsetY = (this.nextCanvas.height - matrix.length * size) / 2;
this.nextCtx.fillStyle = this.nextPiece.color;
for (let row = 0; row < matrix.length; row++) {
for (let col = 0; col < matrix[row].length; col++) {
if (matrix[row][col] !== 0) {
this.nextCtx.fillRect(
offsetX + col * size,
offsetY + row * size,
size,
size
);
this.nextCtx.strokeStyle = '#333';
this.nextCtx.lineWidth = 1;
this.nextCtx.strokeRect(
offsetX + col * size,
offsetY + row * size,
size,
size
);
}
}
}
}
}
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();