Files
InfoGenie/InfoGenie-frontend/public/smallgame/俄罗斯方块/tetris.js
2025-09-16 09:14:04 +08:00

522 lines
16 KiB
JavaScript
Executable File

// 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();