微信小程序|从零动手实现俄罗斯方块

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文章目录

  • 干货内容推荐
    • 需求背景
    • 一、效果预览
    • 二、技术关键点
      • 2.1 技术栈
      • 2.2 技术难点
    • 三、完整源码


需求背景

俄罗斯方块作为童年时期的经典怀旧游戏,该游戏我们更多的是在接机或者是pc端进行的体验,这次我们自己动手实现一次在web端,以及在移动端的俄罗斯方块,想要什么效果那我们自己造。


一、效果预览

微信小程序|从零动手实现俄罗斯方块_第1张图片


二、技术关键点

2.1 技术栈

  • 项目使用了Vue 2.0的语法规则,并非原生的微信小程序语法!
  • 兼容了uniapp框架的扩展能力!可以借助uniapp技术将vue的语法构建打包成微信小程序语法。

2.2 技术难点

  • (1)方块的移动

俄罗斯方块中最重要的模块莫非在于这个宫格棋盘。在宫格棋盘中要实现模块的运动和变化,其中关键点在于控制某个模块形状在棋盘中的现实状态。

对于棋盘我们使用一个二维数组实现: block[][]
特别对其下落的模块进行形状的预先定义,然后再根据用户操作进行选取:
微信小程序|从零动手实现俄罗斯方块_第2张图片

  • (2)键盘的控制
    要控制方块的下落和形状,我们得采用键盘对方块进行控制。

这时我们需要采用监听键盘得事件:

	document.addEventListener('keydown', function(e) {
			 
				// console.log("----->当前按键keyCode:" + e.keyCode);
			 
				switch (e.keyCode) {
					case 37:
						that.moveLeft();
						break;
					case 38:
						that.rotateBlock();
						break;
					case 39:
						that.moveRight();
						break;
					case 40:
						that.moveDown();
						break;
				}
			 
			})

三、完整源码

<template>
	<view class="content">
		<view class="title">
			<view>分数:{{score[0]}}view>
			<view class="blockMinMap">
				<view v-for="(line, i) in blocks[nextBlock[0]][nextBlock[1]]" :key="'minimap-line-'+i" class="line">
					<view v-for="(b, j) in line" :key="'minimap-line-'+i+'-block-'+j" :class="{'block':b=1}">view>
				view>
			view>
			<view>等级:{{parseInt(score[0]/score[1])}}view>
		view>
		<view class="gameView" :style="{height:gameViewHeight+'px'}">
			<view v-for="(line, i) in getTrueMap()" :key="'map-line-'+i" class="line">
				<view v-for="(b, j) in line" :key="'map-line-'+i+'-block-'+j" :class="{'block':b>0}"
				 :style="{width:getGameViewBlockSize()+'px', height:getGameViewBlockSize()+'px'}"
				>view>
			view>
		view>
	view>
template>

<script>
	export default {
		data() {
			return {
				randomIndex:1,
				//地图大小
				mapSize:[18, 10],
				//下降时间:开始,结束,每升一级减少等待时间
				downSpeed: [1500, 200, 100],
				//分数:现在分数,多少分升一级, step
				score: [0, 10, 1],
				//地图
				map: [],
				//7种方块,及其朝向
				blocks: [
					[[[0,1,1],[1,1,0]],[[1,0],[1,1],[0,1]]],
					[[[1,1,0],[0,1,1]],[[0,1],[1,1],[1,0]]],
					[[[1,1,1,1]],[[1],[1],[1],[1]]],
					[[[1,1],[1,1]]],
					[[[0,1,0],[1,1,1]],[[0,1],[1,1],[0,1]],[[1,1,1],[0,1,0]],[[1,0],[1,1],[1,0]]],
					[[[0,0,1],[1,1,1]],[[1,1],[0,1],[0,1]],[[1,1,1],[1,0,0]],[[1,0],[1,0],[1,1]]],
					[[[1,0,0],[1,1,1]],[[0,1],[0,1],[1,1]],[[1,1,1],[0,0,1]],[[1,1],[1,0],[1,0]]],
				],
				//方块开始位置
				startPosition:[0,4],
				//方块现在位置
				blockPosition:[0,0],
				//当前方块限制:方块种类,方块朝向
				nowBlock:[0,0],
				//下一个方块限制: 方块种类,方块朝向
				nextBlock:[0,0],
				//游戏窗口高度:
				gameViewHeight:450,
				//游戏结束
				gameOver:false,
				//游戏循环体
				gameUpdateFunc:null,
			}
		},
		mounted() {
			this.refreshNextBlock()
			this.refreshNextBlock()
		},
		onLoad() {
			this.initGame()
			var that = this
			
			document.addEventListener('keydown', function(e) {
			 
				// console.log("----->当前按键keyCode:" + e.keyCode);
			 
				switch (e.keyCode) {
					case 37:
						that.moveLeft();
						break;
					case 38:
						that.rotateBlock();
						break;
					case 39:
						that.moveRight();
						break;
					case 40:
						that.moveDown();
						break;
				}
			 
			})
			
		},
		methods: {
			initGame(){
				var that = this;
				this.initMap()
				this.score[0] = 0;
				this.refreshNextBlock()
				this.refreshNextBlock()
				this.gameOver = false;
				clearInterval(that.gameUpdateFunc)
				that.gameUpdateFunc = null;
				this.$nextTick(function(){
					that.tryGetGameHeight()
					that.gameUpdate()
				})
			},
			gameUpdate(){
				var that = this;
				
				that.randomIndex = Math.floor(Math.random()*5+1)
										
				
				that.gameOver = false;
				that.gameUpdateFunc = setInterval(()=>{
					
					
					//游戏循环体
					that.moveDown()
								
					
					//更新
					clearInterval(that.gameUpdateFunc)
					//游戏未结束时触发
					if(!that.gameOver){
						that.gameUpdate()
					}
					else{
						uni.showModal({
							showCancel:false,
							confirmText:'再来一局',
							title:'游戏结束',
							content:'最终分数:'+this.score[0],
							success:(res)=>{
								if(res.confirm){
									that.initGame()
								}
							}
						})
					}
				}, Math.max(
					(this.downSpeed[0]-this.downSpeed[2]*parseInt(this.score[0]/this.score[1])), 
					this.downSpeed[1]
				))
			},
			moveDown(){
				//获取底部砖块情况
				if(this.gameOver) return;
				var bottomPosition = []
				var theBlock = this.blocks[this.nowBlock[0]][this.nowBlock[1]]
				for (var i=0;i<theBlock[0].length;i++){
					bottomPosition.push(0)
				}
				for (var i=0;i<theBlock.length;i++){
					for (var j=0;j<theBlock[i].length;j++){
						if(theBlock[i][j] > 0){
							bottomPosition[j] = Math.max(bottomPosition[j], i)
						}
					}
				}
				// console.log(bottomPosition)
				var canMove = true;
				for (var i=0;i<bottomPosition.length;i++){
					if(this.blockPosition[0]+bottomPosition[i]+1 >= this.mapSize[0]){
						canMove = false;
						break;
					}
					else if(this.map[
							this.blockPosition[0]+bottomPosition[i]+1
						][
							this.blockPosition[1]+i
						] > 0){
						canMove = false;
						break;
					}
				}
				if(canMove){
					this.blockPosition[0]+=1;
					this.$forceUpdate()
				}
				else{
					//如果当前Y坐标依旧是0,游戏结束
					if(this.blockPosition[0]<=0){
						this.gameOver = true;
					}
					//触底不能移动, 锁死方块,将方块的值赋予map
					else{
						for (var i=0;i<theBlock.length;i++){
							for (var j=0;j < theBlock[i].length;j++){
								// console.log(this.blockPosition[0]+i, this.blockPosition[1]+j)
								// console.log(this.map.length, this.map[0].length)
								this.map[this.blockPosition[0]+i][this.blockPosition[1]+j] = 
									Math.max(theBlock[i][j], 
										this.map[this.blockPosition[0]+i][this.blockPosition[1]+j]);
							}
						}
						this.$forceUpdate()
						//判断当前是否有无可能消除行
						this.checkMapScore()
						//更新下个方块
						this.refreshNextBlock()
					}
				}
			},
			rotateBlock(){
				if(this.gameOver) return;
				var nextStyle = (this.nowBlock[1]+1) % this.blocks[this.nowBlock[0]].length;
				//判断当前的状态是否存在位置
				var canChange = true;
				var changeBlock = this.blocks[this.nowBlock[0]][nextStyle];
				if(this.blockPosition[1]+changeBlock[0].length > this.mapSize[1]){
					//x超出
					canChange = false;
				}
				else if(this.blockPosition[0]+changeBlock.length > this.mapSize[0]){
					//y超出
					canChange = false;
				}
				else{
					for (var i=0;i<changeBlock.length;i++){
						for (var j=0;j<changeBlock[i].length;j++){
							//旋转后部分和原始map重合
							if (changeBlock[i][j] > 0 && 
								this.map[this.blockPosition[0]+i][this.blockPosition[1]+j] > 0){
									canChange = false;
									break;
								}
						}
					}
				}
				if(canChange){
					this.nowBlock[1] = nextStyle
					this.$forceUpdate()
				}
			},
			moveLeft(){
				//判断是否可以左移
				if(this.gameOver) return;
				var theBlock = this.blocks[this.nowBlock[0]][this.nowBlock[1]];
				var leftPosition = [];
				for (var i=0;i<theBlock.length;i++){
					leftPosition.push(-1)
					for (var j=0;j<theBlock[i].length;j++){
						if(leftPosition[i] === -1 && theBlock[i][j] > 0){
							leftPosition[i] = j;
						}
					}
				}
				// console.log(leftPosition)
				var canMove = true;
				for (var i=0;i<leftPosition.length;i++){
					if (this.blockPosition[1]+leftPosition[i] == 0){
						canMove = false;
						break;
					}
					else if (this.map[
								this.blockPosition[0]+i
							][
								this.blockPosition[1]+leftPosition[i]-1
							] > 0){
						canMove = false;
						break;
					}
				}
				if(canMove){
					this.blockPosition[1] -= 1;
					this.$forceUpdate()
				}
			},
			moveRight(){
				//判断是否可以左移
				if(this.gameOver) return;
				var theBlock = this.blocks[this.nowBlock[0]][this.nowBlock[1]];
				var rightPosition = [];
				for (var i=0;i<theBlock.length;i++){
					rightPosition.push(0)
					for (var j=0;j<theBlock[i].length;j++){
						if(theBlock[i][j] > 0){
							rightPosition[i] = j;
						}
					}
				}
				// console.log(rightPosition)
				var canMove = true;
				for (var i=0;i<rightPosition.length;i++){
					if (this.blockPosition[1]+rightPosition[i]+1 >= this.mapSize[1]){
						canMove = false;
						break;
					}
					else if (this.map[
								this.blockPosition[0]+i
							][
								this.blockPosition[1]+rightPosition[i]+1
							] > 0){
						canMove = false;
						break;
					}
				}
				if(canMove){
					this.blockPosition[1] += 1;
					this.$forceUpdate()
				}
			},
			checkMapScore(){
				var newMap = []
				// 计算score并消去满足的行
				for (var i=0; i < this.map.length; i++){
					var lineSum = 0;
					for(var j=0; j < this.map[i].length;j++){
						lineSum += Math.min(this.map[i][j], 1);
					}
					// console.log(i, lineSum)
					if(lineSum >= this.map[i].length){
						this.score[0] += this.score[2];
					}
					else{
						newMap.push(JSON.parse(JSON.stringify(this.map[i])))
					}
				}
				//补充缺失的行
				while (newMap.length < this.map.length){
					var aline = []
					for (var i=0;i<this.map[0].length;i++) aline.push(0)
					newMap.unshift(aline)
				}
				this.map = newMap;
				this.$forceUpdate();
			},
			initMap(){
				this.map = []
				for (var i=0;i<this.mapSize[0];i++){
					this.map.push([])
					for (var j=0;j<this.mapSize[1];j++){
						this.map[i].push(0)
					}
				}
			},
			tryGetGameHeight(){
				var that = this;
				this.$nextTick(function(){
					that.gameViewHeight = uni.getSystemInfoSync().windowHeight - 170;
				})
			},
			getGameViewBlockSize(){
				var padding = 40
				return Math.min(
					parseInt((this.gameViewHeight-padding)/this.mapSize[0]),
					parseInt((uni.getSystemInfoSync().windowWidth-padding)/this.mapSize[1])
				)
			},
			refreshNextBlock(){
				this.nowBlock = this.nextBlock
				var nextBlock = [
					parseInt(Math.random()*this.blocks.length),
					0
				]
				nextBlock[1] = parseInt(this.blocks[nextBlock[0]].length*Math.random())
				this.nextBlock = nextBlock
				this.blockPosition = JSON.parse(JSON.stringify(this.startPosition));
				// console.log(this.blockPosition)
				this.$forceUpdate()
			},
			getTrueMap(){
				//实际map是原始map+当前方块位置
				if(this.map.length != this.mapSize[0] || this.mapSize[1] != this.map[0].length){
					return this.map;
				}
				var trueMap = JSON.parse(JSON.stringify(this.map))
				var theBlock = this.blocks[this.nowBlock[0]][this.nowBlock[1]]
				// console.log(theBlock)
				for(var i=0; i<theBlock.length; i++){
					for(var j=0; j<theBlock[i].length; j++){
						// console.log(i+this.blockPosition[0], j+this.blockPosition[1])
						trueMap[i+this.blockPosition[0]][j+this.blockPosition[1]] = Math.max(
							theBlock[i][j],
							trueMap[i+this.blockPosition[0]][j+this.blockPosition[1]]
						);
					}
				}
				// console.log(trueMap)
				return trueMap;
			}
		}
	}
script>

<style>
	.content {
		display: flex;
		flex-direction: column;
		align-items: center;
		justify-content: space-between;
		width: 100%;
		    background-color: #020000d4;
			    height: 100vh;
	}
	
	.title{
		display: flex;
		flex-direction: row;
		justify-content: space-around;
		align-items: center;
		width: 90%;
		padding: 8% 5px;
		height:58px;
		border: #d9d9d9 solid 5px;
		    color: #fff;
		    border-radius: 10px;
		    font-weight: bold;
			margin-top: 10px;
			background: #3da5c482;
	}
	
	.blockMinMap{
		display: flex;
		flex-direction: column;
		width: 48px;
		height: 48px;
		align-items: center;
		justify-content: center;
	}
	
	.blockMinMap .line, .gameView .line{
		display: flex;
		flex-direction: row;
		align-items: center;
	}
	
	.blockMinMap .line view{
		width: 12px;
		height: 12px;
	}
	
	.gameView .line view{
		border: 1px solid #e6e6e6;
		width: 40upx;
		height: 40upx;
	}
	
	.blockMinMap .line .block{
		border: 1px solid #333333;
		width: 10px;
		height: 10px;
	}
	
	.gameView .line .block{
		border: 1px solid #333333;
		background-color: #4CD964;
		/* width: 40upx;
		height: 40upx; */
	}
	
	
	
	.block1{
		border: 1px solid #333333;
		background-color: #4CD964;
		/* width: 40upx;
		height: 40upx; */
	}
	
	.block2{
		border: 1px solid #333333;
		background-color: #0055ff;
	}
	 .block3{
		border: 1px solid #333333;
		background-color: #ff007f;
	}
	.block4{
		border: 1px solid #333333;
		background-color: #ffaa00;
	}
	.block5{
		border: 1px solid #333333;
		background-color: #ff55ff;
	}
	
	
	
	.gameView{
		width: 100%;
		display: flex;
		flex-direction: column;
		justify-content: center;
		align-items: center;
	}
	
	.buttonView{
		width: 90%;
		padding: 5% 5px;
		border-top: #C0C0C0 solid 1px;
		background-color: #FFFFFF;
		display: flex;
		flex-direction: row;
		justify-content: space-between;
	}
	
	.buttonView view{
		display: flex;
		flex-direction: column;
		justify-content: center;
		align-items: center;
		width: 30%;
		border: #555555 solid 1px;
		border-radius: 10px;
		height: 30px;
		background-color: #FFFFFF;
	}
	
	.buttonView view:active{
		background-color: #C0C0C0;
	}
style>


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