更改game.js、local.js、
game.js中加入代码
使用下一个方块
// 使用下一个方块
var performNext = function (type, dir) {
cur = next;
setData();
let squareDiv = new SquareFactory();
next = squareDiv.make(type, dir);
refreshDiv(gameData, gameDivs);
refreshDiv(next.data, nextDivs);
}
设置到底部后,方块定住并换色
// 方块移动到底部后固定住
var fixed = function () {
for (var i = 0; i < cur.data.length; i++) {
for (var j = 0; j < cur.data[0].length; j++) {
// 判断合法性
if (check(cur.origin, i, j)) {
if (gameData[cur.origin.x + i][cur.origin.y + j] == 2) {
gameData[cur.origin.x + i][cur.origin.y + j] == 1;
}
}
}
}
// 反馈到界面上
refreshDiv(gameData, gameDivs);
}
实现消行、
// 消行
var checkClear = function () {
for (var i = gameData.length - 1; i >= 0; i--) {
var clear = true;
for (j = 0; j < gameData[0].length; j++) {
if (gameData[i][j] != 1) {
clear = false;
break;
}
}
if (clear) {
// 下移一行
for (var m = i; m >= 0; m--) {
for (var n = 0; n < gameData[0].length; n++) {
gameData[m][n] = gameData[m - 1][n];
}
}
for (var n = 0; n < gameData[0].length; n++) {
gameData[0][n] = 0;
}
i++;
}
}
}
游戏结束
// 游戏结束
var checkGameOver = function () {
var gameOver = false;
for (var i = 0; gameData[0].length; i++) {
if (gameData[1][i] == 1) {
gameOver = true;
}
}
return gameOver;
}
最后导出
this.fixed = fixed;
this.performNext = performNext;
this.checkClear = checkClear;
this.checkGameOver = checkGameOver;
整体代码
var Game = function () {
//dom元素
var gameDiv;
var nextDiv;
// 游戏矩阵
var gameData = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
];
// 当前方块
var cur;
// 下一个方块
var next;
// divs
var nextDivs = [];
var gameDivs = [];
// 初始化div
var initDiv = function (container, data, divs) {
for (var i = 0; i < data.length; i++) {
var div = [];
for (var j = 0; j < data[0].length; j++) {
var newNode = document.createElement('div');
newNode.className = 'none';
newNode.style.top = (i * 20) + 'px';
newNode.style.left = (j * 20) + 'px';
// 建立一维数组
container.appendChild(newNode);
div.push(newNode);
}
// 把一维数组放到多维数组中
divs.push(div);
}
}
// 刷新div
var refreshDiv = function (data, divs) {
for (var i = 0; i < data.length; i++) {
for (var j = 0; j < data[0].length; j++) {
if (data[i][j] == 0) {
divs[i][j].className = 'none';
} else if (data[i][j] == 1) {
divs[i][j].className = 'done ';
} else if (data[i][j] == 2) {
divs[i][j].className = 'current';
}
}
}
}
// 检测点是否合法,即是否降落到最底部——pos为方块原点位置,x=cur.origin.x,y=cur.origin.y,
var check = function (pos, x, y) {
if (pos.x + x < 0) {
// 超出上面
return false;
} else if (pos.x + x >= gameData.length) {
// 超出下面
return false;
} else if (pos.y + y < 0) {
// 到最左边
return false;
} else if (gameData[pos.x + x][pos.y + y] == 1) {
// 已经有落下来的方块了
return false;
} else {
return true;
}
}
// 检测数据是否合法,pos为原点,data为每次下降的方块的数据,为有方块存在的数据下降操作时做准备
var isValid = function (pos, data) {
for (var i = 0; i < data.length; i++) {
for (j = 0; j < data[0].length; j++) {
if (data[i][j] != 0) {
if (!check(pos, i, j)) {
// 不等于0且非法
return false;
}
}
}
}
return true;
}
// 清除数据
var clearData = function () {
for (var i = 0; i < cur.data.length; i++) {
if (check(cur.origin, i, j)) {
for (var j = 0; j < cur.data[0].length; j++) {
gameData[cur.origin.x + i][cur.origin.y + j] = 0;
}
}
}
}
// 设置数据
var setData = function () {
for (var i = 0; i < cur.data.length; i++) {
for (var j = 0; j < cur.data[0].length; j++) {
// 先判断是否合法
if (check(cur.origin, i, j)) {
// 将cur.data[i][j]中的数据拷贝到gameData数组中
gameData[cur.origin.x + i][cur.origin.y + j] = cur.data[i][j];
}
}
}
}
// 下移设置
var down = function () {
// 判断是否可以下降,方法写在square中
if (cur.canDown(isValid)) {
clearData();
cur.down();
setData();
refreshDiv(gameData, gameDivs);
return true;
} else {
// 不能再向下
return false;
}
}
// 旋转设置
var rotate = function () {
// 判断是否可以下降,方法写在square中
if (cur.canRotate(isValid)) {
clearData();
cur.rotate();
setData();
refreshDiv(gameData, gameDivs);
}
}
// 左移设置
var left = function () {
// 判断是否可以,方法写在square中
if (cur.canLeft(isValid)) {
clearData();
cur.left();
setData();
refreshDiv(gameData, gameDivs);
}
}
// 右移设置
var right = function () {
// 判断是否可以,方法写在square中
if (cur.canRight(isValid)) {
clearData();
cur.right();
setData();
refreshDiv(gameData, gameDivs);
}
}
// 方块移动到底部后固定住
var fixed = function () {
for (var i = 0; i < cur.data.length; i++) {
for (var j = 0; j < cur.data[0].length; j++) {
// 判断合法性
if (check(cur.origin, i, j)) {
if (gameData[cur.origin.x + i][cur.origin.y + j] == 2) {
gameData[cur.origin.x + i][cur.origin.y + j] == 1;
}
}
}
}
// 反馈到界面上
refreshDiv(gameData, gameDivs);
}
// 消行
var checkClear = function () {
for (var i = gameData.length - 1; i >= 0; i--) {
var clear = ture;
for (j = 0; j < gameData[0].length; j++) {
if (gameData[i][j] != 1) {
clear = false;
break;
}
}
if (clear) {
// 下移一行
for (var m = i; m >= 0; m--) {
for (var n = 0; n < gameData[0].length; n++) {
gameData[m][n] = gameData[m - 1][n];
}
}
for (var n = 0; n < gameData[0].length; n++) {
gameData[0][n] = 0;
}
i++;
}
}
}
// 游戏结束
var checkGameOver = function () {
var gameOver = false;
for (var i = 0; gameData[0].length; i++) {
if (gameData[1][i] == 1) {
gameOver = true;
}
}
return gameOver;
}
// 使用下一个方块
var performNext = function (type, dir) {
cur = next;
setData();
let squareDiv = new SquareFactory();
next = squareDiv.make(type, dir);
refreshDiv(gameData, gameDivs);
refreshDiv(next.data, nextDivs);
}
// 初始化 doms对象包含两个内容gameDiv、nextDiv
var init = function (doms) {
gameDiv = doms.gameDiv;
nextDiv = doms.nextDiv;
let square = new SquareFactory();
cur = square.make(2, 2);
next = square.make(3, 3);
setData();
initDiv(gameDiv, gameData, gameDivs);
initDiv(nextDiv, next.data, nextDivs);
// 调用封装函数,将cur.data[i][j]中的数据拷贝到gameData数组中
setData();
refreshDiv(gameData, gameDivs);
refreshDiv(next.data, nextDivs);
}
// 导出API,在外部local里就可以调用这个init函数了
this.init = init;
this.down = down;
this.left = left;
this.right = right;
this.rotate = rotate;
this.fixed = fixed;
this.performNext = performNext;
this.checkClear = checkClear;
this.checkGameOver = checkGameOver;
this.fall = function () {
// 返回false就不能再下降
while (down());
}
}
local.js代码
move函数更改
var move = function () {
// 不能下降再调用
if (!game.down()) {
// 落下的方块固定
game.fixed();
game.checkClear();
var gameOver = game.checkGameOver();
if (gameOver) {
stop();
} else {
game.performNext(generrateType(), generateDir());
}
}
}
随机生成下一个方块
var generrateType = function () {
// 随机生成0-6的整数
return Math.ceil(Math.random() * 7) - 1;
}
// 随机生成旋转次数
var generateDir = function () {
// 随机生成0-3的整数
return Math.ceil(Math.random() * 4) - 1;
}
修改开始函数,增加结束函数
// 开始
var start = function () {
var doms = {
gameDiv: document.getElementById('game'),
nextDiv: document.getElementById('next')
}
game = new Game();
game.init(doms);
bindKeyEvent();
timer = setInterval(move, INTERVAL);
}
// 结束,关闭计时
var stop = function () {
if (timer) {
clearInterval(timer);
timer = null;
}
document.onkeydown = null;
}