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打造經(jīng)典游戲:HTML5與CSS3實(shí)現(xiàn)俄羅斯方塊
摘要
俄羅斯方塊是一款經(jīng)典的電子游戲,它不僅考驗(yàn)玩家的反應(yīng)速度,還能鍛煉邏輯思維能力。本文將指導(dǎo)你如何使用HTML5、CSS3和JavaScript來創(chuàng)建一個簡單的俄羅斯方塊游戲。我們將從游戲的基本結(jié)構(gòu)開始,逐步構(gòu)建游戲邏輯,并在最后提供一個完整的代碼示例。
1. 體驗(yàn)地址
PC端體驗(yàn)地址:洛可可白??俄羅斯方塊
(暫時(shí)只支持鍵盤輸入操作)
2. 創(chuàng)建游戲界面
首先,我們需要創(chuàng)建一個HTML頁面,用于展示游戲的界面。這包括游戲板、得分顯示以及游戲控制區(qū)域。
<!DOCTYPE html>
<html lang="en">
<head>
<!-- ... 其他頭部代碼 ... -->
<style>
/* ... 樣式代碼 ... */
</style>
</head>
<body>
<h2>俄羅斯方塊</h2>
<div id="tetris">
<div id="game-board"></div>
<div id="score">Score: <span id="score-value">0</span></div>
</div>
<!-- ... 腳本代碼 ... -->
</body>
</html>
3. 初始化游戲
在JavaScript中,我們首先初始化游戲狀態(tài),包括游戲板、得分、當(dāng)前形狀等。我們還需要創(chuàng)建一個函數(shù)來生成隨機(jī)的形狀。
// ... 其他代碼 ...
function createShape() {
// ... 生成隨機(jī)形狀的代碼 ...
}
// 初始化游戲狀態(tài)
const boardGrid = initializeBoard();
let score = 0;
let currentShape = createShape();
let currentRow = 0;
let currentCol = Math.floor(cols / 2) - Math.floor(currentShape[0].length / 2);
// ... 其他代碼 ...
4. 繪制游戲板
我們需要編寫函數(shù)來繪制游戲板和當(dāng)前形狀。這些函數(shù)將在游戲開始時(shí)和每次形狀移動時(shí)調(diào)用。
// ... 其他代碼 ...
function drawBoard() {
// ... 繪制游戲板的代碼 ...
}
function drawCurrentShape() {
// ... 繪制當(dāng)前形狀的代碼 ...
}
// ... 其他代碼 ...
5. 游戲邏輯
游戲的核心邏輯包括移動形狀、檢查碰撞、合并形狀、清除行和更新得分。我們還需要處理鍵盤事件,以便玩家可以控制形狀的移動和旋轉(zhuǎn)。
// ... 其他代碼 ...
function checkCollision() {
// ... 檢查碰撞的代碼 ...
}
function mergeShape() {
// ... 合并形狀的代碼 ...
}
function clearRows() {
// ... 清除行的代碼 ...
}
function updateScore() {
// ... 更新得分的代碼 ...
}
// ... 其他代碼 ...
6. 開始游戲
最后,我們設(shè)置一個定時(shí)器來自動下落形狀,并添加鍵盤事件監(jiān)聽器來處理玩家的輸入。
// ... 其他代碼 ...
function startGame() {
// ... 初始化游戲的代碼 ...
setInterval(() => {
moveDown();
drawBoard();
drawCurrentShape();
}, 500);
document.addEventListener("keydown", handleKeyPress);
}
startGame();
// ... 其他代碼 ...
7.全部代碼
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>洛可可白??俄羅斯方塊</title>
<style>
h2 {
font-size: 19px;
text-align: center;
}
#tetris {
width: 240px;
margin: 0 auto;
background-color: #d5d5d5;
border-radius: 10px;
padding: 25px;
}
#game-board {
width: 200px;
height: 400px;
border: 4px solid #4b6014;
position: relative;
border-radius: 10px;
background-color: #f4f126;
margin: 0 auto;
}
#score {
text-align: center;
margin-top: 10px;
}
.block {
width: 20px;
height: 20px;
position: absolute;
background-color: #000;
border: 1px solid #3a3a3a;
box-sizing: border-box;
}
</style>
</head>
<body>
<h2>俄羅斯方塊</h2>
<div id="tetris">
<div id="game-board"></div>
<div id="score">Score: <span id="score-value">0</span></div>
</div>
</body>
<script>
document.addEventListener("DOMContentLoaded", () => {
const board = document.getElementById("game-board");
const scoreValue = document.getElementById("score-value");
const blockSize = 20;
const rows = 20;
const cols = 10;
let score = 0;
let boardGrid = Array.from(Array(rows), () => new Array(cols).fill(0));
let currentShape;
let currentRow;
let currentCol;
function createShape() {
const shapes = [
[[1, 1, 1, 1]],
[
[1, 1],
[1, 1],
],
[
[1, 1, 0],
[0, 1, 1],
],
[
[0, 1, 1],
[1, 1, 0],
],
[
[1, 1, 1],
[0, 1, 0],
],
[
[1, 1, 1],
[1, 0, 0],
],
[
[1, 1, 1],
[0, 0, 1],
],
];
const randomIndex = Math.floor(Math.random() * shapes.length);
const shape = shapes[randomIndex];
currentShape = shape;
currentRow = 0;
currentCol = Math.floor(cols / 2) - Math.floor(shape[0].length / 2);
}
function drawBoard() {
board.innerHTML = "";
for (let row = 0; row < rows; row++) {
for (let col = 0; col < cols; col++) {
if (boardGrid[row][col]) {
const block = document.createElement("div");
block.className = "block";
block.style.top = row * blockSize + "px";
block.style.left = col * blockSize + "px";
board.appendChild(block);
}
}
}
}
function drawCurrentShape() {
for (let row = 0; row < currentShape.length; row++) {
for (let col = 0; col < currentShape[row].length; col++) {
if (currentShape[row][col]) {
const block = document.createElement("div");
block.className = "block";
block.style.top = (currentRow + row) * blockSize + "px";
block.style.left = (currentCol + col) * blockSize + "px";
board.appendChild(block);
}
}
}
}
function checkCollision() {
for (let row = 0; row < currentShape.length; row++) {
for (let col = 0; col < currentShape[row].length; col++) {
if (currentShape[row][col]) {
const newRow = currentRow + row;
const newCol = currentCol + col;
if (
newRow >= rows ||
newCol < 0 ||
newCol >= cols ||
boardGrid[newRow][newCol]
) {
return true;
}
}
}
}
return false;
}
function mergeShape() {
for (let row = 0; row < currentShape.length; row++) {
for (let col = 0; col < currentShape[row].length; col++) {
if (currentShape[row][col]) {
const newRow = currentRow + row;
const newCol = currentCol + col;
boardGrid[newRow][newCol] = 1;
}
}
}
}
function clearRows() {
for (let row = rows - 1; row >= 0; row--) {
if (boardGrid[row].every((cell) => cell)) {
boardGrid.splice(row, 1);
boardGrid.unshift(new Array(cols).fill(0));
score++;
}
}
}
function updateScore() {
scoreValue.textContent = score;
}
function moveDown() {
currentRow++;
if (checkCollision()) {
currentRow--;
mergeShape();
clearRows();
updateScore();
createShape();
if (checkCollision()) {
gameOver();
}
}
}
function moveLeft() {
currentCol--;
if (checkCollision()) {
currentCol++;
}
}
function moveRight() {
currentCol++;
if (checkCollision()) {
currentCol--;
}
}
function rotateShape() {
const rotatedShape = currentShape[0].map((_, colIndex) =>
currentShape.map((row) => row[colIndex]).reverse()
);
const prevShape = currentShape;
currentShape = rotatedShape;
if (checkCollision()) {
currentShape = prevShape;
}
}
function gameOver() {
alert("Game Over");
resetGame();
}
function resetGame() {
score = 0;
boardGrid = Array.from(Array(rows), () => new Array(cols).fill(0));
updateScore();
createShape();
}
function handleKeyPress(event) {
switch (event.key) {
case "ArrowDown":
moveDown();
break;
case "ArrowLeft":
moveLeft();
break;
case "ArrowRight":
moveRight();
break;
case "ArrowUp":
rotateShape();
break;
}
drawBoard();
drawCurrentShape();
}
function startGame() {
createShape();
setInterval(() => {
moveDown();
drawBoard();
drawCurrentShape();
}, 500);
document.addEventListener("keydown", handleKeyPress);
}
startGame();
});
</script>
</html>
?? 結(jié)語
通過本文的教程,你已經(jīng)學(xué)會了如何使用HTML5、CSS3和JavaScript來創(chuàng)建一個基本的俄羅斯方塊游戲。這個項(xiàng)目不僅能夠幫助你鞏固前端開發(fā)的技能,還能讓你對游戲開發(fā)有一個初步的了解。你可以在此基礎(chǔ)上添加更多功能,比如增加難度級別、添加音效或者實(shí)現(xiàn)多人游戲模式,來提升游戲體驗(yàn)。文章來源:http://www.zghlxwxcb.cn/news/detail-838330.html
感謝你的訪問,期待與你在技術(shù)的道路上相遇!??????文章來源地址http://www.zghlxwxcb.cn/news/detail-838330.html
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