求俄罗斯方块HTML代码

求俄罗斯方块HTML代码,第1张

<html>

<head>

<title>标题</title>

</head>

<body>

<style>

span.btn

{

BORDER-RIGHT: #7b9ebd 1px solid

PADDING-RIGHT: 2px

BORDER-TOP: #7b9ebd 1px solid

PADDING-LEFT: 2px

FONT-SIZE: 12px

FILTER: progid:DXImageTransform.Microsoft.Gradient(GradientType=0, StartColorStr=#ffffff, EndColorStr=#cecfde)

BORDER-LEFT: #7b9ebd 1px solid

COLOR: black

PADDING-TOP: 2px

BORDER-BOTTOM: #7b9ebd 1px solid

background-color: #CCCCCC

}

</style>

<script language="javascript">

var doing

var candown=0

var wnum=13

var hnum=18

var grid=new Array()

var gridBuf=new Array()

for(i=0i<=hnumi++){

grid[i]=new Array()

gridBuf[i]=new Array()

for(j=0j<=wnumj++){

if(j>0 &&j<wnum &&i<hnum){

grid[i][j]=0

gridBuf[i][j]=0

}else{

grid[i][j]=1

gridBuf[i][j]=1

}

}

}

var boxdata=

[

[

[1,1,1,1],

[0,0,0,0],

[0,0,0,0],

[0,0,0,0]

],

[

[1,1,1,0],

[1,0,0,0],

[0,0,0,0],

[0,0,0,0],

],

[

[1,1,1,0],

[0,1,0,0],

[0,0,0,0],

[0,0,0,0]

],

[

[1,1,1,0],

[0,0,1,0],

[0,0,0,0],

[0,0,0,0]

],

[

[1,1,0,0],

[0,1,1,0],

[0,0,0,0],

[0,0,0,0]

],

[

[0,1,1,0],

[1,1,0,0],

[0,0,0,0],

[0,0,0,0]

],

[

[1,1,0,0],

[1,1,0,0],

[0,0,0,0],

[0,0,0,0]

]

]

var colors=["black","#A0A0A0","red","#FF8000","yellow","pink"]

var gotLine=0

var box

var bGameOver=false

function getHeight(arr)

{

var i,j

for(i=3i>=0i--)

for(j=0j<4j++)

if(arr[i][j]) return i

}

function getWidth(arr)

{

var i,j

for(i=3i>=0i--)

for(j=0j<4j++)

if(arr[j][i]) return i

}

function Box(x,y,arr,color)

{

this.arr=arr

this.x=x

this.y=y

this.w=getWidth(arr)

this.h=getHeight(arr)

this.color=color

this.active=true

this.clearOldBox=function()

{

for(var j=0j<=this.hj++)

for(var i=0i<=this.wi++)

if(this.arr[j][i]>0) grid[this.y+j][this.x+i]=0

}

this.putNewBox=function()

{

for(var j=0j<=this.hj++)

for(var i=0i<=this.wi++)

if(this.arr[j][i]>0) grid[this.y+j][this.x+i]=this.color

}

this.moveLeft=function()

{

this.clearOldBox()

var _x=this.x-1

if(this.canMove(_x,this.y)) this.x=_x

this.putNewBox()

drawGrid()

}

this.moveRight=function()

{

this.clearOldBox()

var _x=this.x+1

if(this.canMove(_x,this.y)) this.x=_x

this.putNewBox()

drawGrid()

}

this.moveDown=function()

{

this.clearOldBox()

var _y=this.y+1

if(this.canMove(this.x,_y)){

this.y=_y

this.putNewBox()

drawGrid()

}else{

this.putNewBox()

drawGrid()

checkLineFull()

return

}

}

this.rotate=function()

{

var tmp=[[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]]

for(j=0j<=this.hj++)

for(i=0i<=this.wi++)

tmp[this.w-i][j]=this.arr[j][i]

var newBox=new Box(this.x,this.y,tmp,this.color)

this.clearOldBox()

if(! newBox.canMove(this.x,this.y)) this.putNewBox()

else

{

box=newBox

box.putNewBox()

drawGrid()

}

}

this.canMove=function(x,y)

{

for(var j=0j<=this.hj++)

for(var i=0i<=this.wi++)

{

if(grid[y+j][x+i]!=0 &&this.arr[j][i]!=0){ candown=1return false}

}

return true

}

}

function drawGrid()

{

for(var j=0j<hnumj++)

for(var i=0i<wnumi++)

{

if( grid[j][i]!=gridBuf[j][i])

{

paintCell(j,i,grid[j][i])

}

gridBuf[j][i]=grid[j][i]

}

}

function paintCell(i,j,color)

{

var htmlGrid=document.getElementById("TetrisGrid").firstChild

htmlGrid.childNodes[i].childNodes[j].style.backgroundColor=colors[color]

}

function init()

{

var html='<table id="TetrisGrid" cellspacing=1 style="background-color:green"><tbody>'

for(var i=0i<=hnumi++)

{

html+='<tr>'

for(var j=0j<=wnumj++)

{

html+='<td width="20" height="20" style="background-color:'+colors[grid[i][j]]+'"></td>'

}

html+='</tr>\r\n'

}

html+='</tbody></table>'

document.write(html)

}

function checkLineFull()

{

var full,i,j,i2

var y3=box.y+box.h

var y4=box.y

for(i=y3i>=y4)

{

full=1

for(j=0j<wnumj++)

if(grid[i][j]==0){full=0break}

if(full==0){ --icontinue}

for(i2=ii2>0i2--)

for(j=0j<wnumj++)

grid[i2][j]=grid[i2-1][j]

drawGrid()

y4++

gotLine++

}

checkGameOver()

}

function checkGameOver()

{

var bOver=false

for(var j=1j<wnumj++)

if(grid[0][j]>0){ bOver=truebreak}

if(!bOver){

box=new Box((wnum-1)/2,0,boxdata[Math.floor(Math.random()*7)],Math.floor(Math.random()*5)+1)

box.putNewBox()

}

else

{

bGameOver=true

msg.innerHTML="游戏结束! 您的得分为"+gotLine*100

window.clearTimeout(doing)

}

}

function document_onkeydown()

{

if(bGameOver) return

switch(event.keyCode)

{

case 32:

down()

break

case 37:

box.moveLeft()

break

case 39:

box.moveRight()

break

case 38:

box.rotate()

break

case 40:

box.moveDown()

break

case 80:

stop()

break

case 66:

window.location.reload()

break

case 67:

restart()

break

}

}

function down(){

if(window.event.keyCode==32){

clearTimeout(doing)

for(i=0i<hnumi++){

if(candown==0){

box.moveDown()

}else{

break

}

}

candown=0

doing=window.setTimeout('moveDownBox()',interval)

}

}

var interval

function moveDownBox()

{

interval=1000-10*(gotLine>80?80 :gotLine)

msg.innerHTML=" 等级:"+Math.floor(gotLine/10)+";得分:"+gotLine*100

box.moveDown()

doing=window.setTimeout('moveDownBox()',interval)

}

function startGame()

{

init()

doing=window.setTimeout('moveDownBox()',1000)

bGameOver=false

box=new Box((wnum-1)/2,0,boxdata[Math.floor(Math.random()*7)],Math.floor(Math.random()*5)+1)

box.putNewBox()

drawGrid()

}

var status

function stop(){

status=1

window.clearTimeout(doing)

}

function restart(){

if(status==1){

status=0

doing=window.setTimeout('moveDownBox()',1000)

}

}

function keydown(){

if (document.all)document_onkeydown()

}

</script>

<BODY onLoad="window.focus()" onkeydown="keydown()">

<table width="100%" height="100%" border="0" align="center" cellpadding="0" cellspacing="0">

<tr>

<td>

<table id="maintable" border="0" align="center" cellpadding="0" cellspacing="0">

<tr>

<td align="center">

<span class="btn" style="width:100%height:24pxbackground-color:#F0C0C0color:#0000FFvertical-align:middletext-align:center">俄罗斯方块</span></td>

</tr>

<tr>

<td style="height:20pxbackground-color:blackcolor:#00FF00font-size:12px"><table height="20" border="0" cellpadding="0" cellspacing="0">

<tr style="font-size:12pxcolor:#FFFFFF">

<td width="100%"><a style="cursor:hand" onclick="window.location.reload()">开始(B)</a> <a style="cursor:hand" onclick="stop()">暂停(P)</a> <a style="cursor:hand" onclick="restart()">继续(C)</a></td>

</tr>

</table></td>

</tr>

<tr>

<td style="height:20pxbackground-color:blackcolor:#00FF00font-size:12px" id="msg">等级:0;得分:0</td>

</tr>

<tr>

<td height="20">

<script language=javascript>

maintable.style.width=(wnum+1)*20

startGame()

</script>

</td>

</tr>

</table></td>

</tr>

</table>

</body>

</html>

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俄罗斯方块——java源代码提供

import java.awt.*

import java.awt.event.*

//俄罗斯方块类

public class ERS_Block extends Frame{

public static boolean isPlay=false

public static int level=1,score=0

public static TextField scoreField,levelField

public static MyTimer timer

GameCanvas gameScr

public static void main(String[] argus){

ERS_Block ers = new ERS_Block("俄罗斯方块游戏 V1.0 Author:Vincent")

WindowListener win_listener = new WinListener()

ers.addWindowListener(win_listener)

}

//俄罗斯方块类的构造方法

ERS_Block(String title){

super(title)

setSize(600,480)

setLayout(new GridLayout(1,2))

gameScr = new GameCanvas()

gameScr.addKeyListener(gameScr)

timer = new MyTimer(gameScr)

timer.setDaemon(true)

timer.start()

timer.suspend()

add(gameScr)

Panel rightScr = new Panel()

rightScr.setLayout(new GridLayout(2,1,0,30))

rightScr.setSize(120,500)

add(rightScr)

//右边信息窗体的布局

MyPanel infoScr = new MyPanel()

infoScr.setLayout(new GridLayout(4,1,0,5))

infoScr.setSize(120,300)

rightScr.add(infoScr)

//定义标签和初始值

Label scorep = new Label("分数:",Label.LEFT)

Label levelp = new Label("级数:",Label.LEFT)

scoreField = new TextField(8)

levelField = new TextField(8)

scoreField.setEditable(false)

levelField.setEditable(false)

infoScr.add(scorep)

infoScr.add(scoreField)

infoScr.add(levelp)

infoScr.add(levelField)

scorep.setSize(new Dimension(20,60))

scoreField.setSize(new Dimension(20,60))

levelp.setSize(new Dimension(20,60))

levelField.setSize(new Dimension(20,60))

scoreField.setText("0")

levelField.setText("1")

//右边控制按钮窗体的布局

MyPanel controlScr = new MyPanel()

controlScr.setLayout(new GridLayout(5,1,0,5))

rightScr.add(controlScr)

//定义按钮play

Button play_b = new Button("开始游戏")

play_b.setSize(new Dimension(50,200))

play_b.addActionListener(new Command(Command.button_play,gameScr))

//定义按钮Level UP

Button level_up_b = new Button("提高级数")

level_up_b.setSize(new Dimension(50,200))

level_up_b.addActionListener(new Command(Command.button_levelup,gameScr))

//定义按钮Level Down

Button level_down_b =new Button("降低级数")

level_down_b.setSize(new Dimension(50,200))

level_down_b.addActionListener(new Command(Command.button_leveldown,gameScr))

//定义按钮Level Pause

Button pause_b =new Button("游戏暂停")

pause_b.setSize(new Dimension(50,200))

pause_b.addActionListener(new Command(Command.button_pause,gameScr))

//定义按钮Quit

Button quit_b = new Button("退出游戏")

quit_b.setSize(new Dimension(50,200))

quit_b.addActionListener(new Command(Command.button_quit,gameScr))

controlScr.add(play_b)

controlScr.add(level_up_b)

controlScr.add(level_down_b)

controlScr.add(pause_b)

controlScr.add(quit_b)

setVisible(true)

gameScr.requestFocus()

}

}

//重写MyPanel类,使Panel的四周留空间

class MyPanel extends Panel{

public Insets getInsets(){

return new Insets(30,50,30,50)

}

}

//游戏画布类

class GameCanvas extends Canvas implements KeyListener{

final int unitSize = 30//小方块边长

int rowNum//正方格的行数

int columnNum//正方格的列数

int maxAllowRowNum//允许有多少行未削

int blockInitRow//新出现块的起始行坐标

int blockInitCol//新出现块的起始列坐标

int [][] scrArr//屏幕数组

Block b//对方快的引用

//画布类的构造方法

GameCanvas(){

rowNum = 15

columnNum = 10

maxAllowRowNum = rowNum - 2

b = new Block(this)

blockInitRow = rowNum - 1

blockInitCol = columnNum/2 - 2

scrArr = new int [32][32]

}

//初始化屏幕,并将屏幕数组清零的方法

void initScr(){

for(int i=0i<rowNumi++)

for (int j=0j<columnNumj++)

scrArr[j]=0

b.reset()

repaint()

}

//重新刷新画布方法

public void paint(Graphics g){

for(int i = 0i <rowNumi++)

for(int j = 0j <columnNumj++)

drawUnit(i,j,scrArr[j])

}

//画方块的方法

public void drawUnit(int row,int col,int type){

scrArr[row][col] = type

Graphics g = getGraphics()

tch(type){ //表示画方快的方法

case 0: g.setColor(Color.black)break//以背景为颜色画

case 1: g.setColor(Color.blue)break//画正在下落的方块

case 2: g.setColor(Color.magenta)break//画已经落下的方法

}

g.fill3DRect(col*unitSize,getSize().height-(row+1)*unitSize,unitSize,unitSize,true)

g.dispose()

}

public Block getBlock(){

return b//返回block实例的引用

}

//返回屏幕数组中(row,col)位置的属性值

public int getScrArrXY(int row,int col){

if (row <0 || row >= rowNum || col <0 || col >= columnNum)

return(-1)

else

return(scrArr[row][col])

}

//返回新块的初始行坐标方法

public int getInitRow(){

return(blockInitRow)//返回新块的初始行坐标

}

//返回新块的初始列坐标方法

public int getInitCol(){

return(blockInitCol)//返回新块的初始列坐标

}

//满行删除方法

void deleteFullLine(){

int full_line_num = 0

int k = 0

for (int i=0i<rowNumi++){

boolean isfull = true

L1:for(int j=0j<columnNumj++)

if(scrArr[j] == 0){

k++

isfull = false

break L1

}

if(isfull) full_line_num++

if(k!=0 &&k-1!=i &&!isfull)

for(int j = 0j <columnNumj++){

if (scrArr[j] == 0)

drawUnit(k-1,j,0)

else

drawUnit(k-1,j,2)

scrArr[k-1][j] = scrArr[j]

}

}

for(int i = k-1 i <rowNumi++){

for(int j = 0j <columnNumj++){

drawUnit(i,j,0)

scrArr[j]=0

}

}

ERS_Block.score += full_line_num

ERS_Block.scoreField.setText(""+ERS_Block.score)

}

//判断游戏是否结束方法

boolean isGameEnd(){

for (int col = 0 col <columnNumcol ++){

if(scrArr[maxAllowRowNum][col] !=0)

return true

}

return false

}

public void keyTyped(KeyEvent e){

}

public void keyReleased(KeyEvent e){

}

//处理键盘输入的方法

public void keyPressed(KeyEvent e){

if(!ERS_Block.isPlay)

return

tch(e.getKeyCode()){

case KeyEvent.VK_DOWN:b.fallDown()break

case KeyEvent.VK_LEFT:b.leftMove()break

case KeyEvent.VK_RIGHT:b.rightMove()break

case KeyEvent.VK_SPACE:b.leftTurn()break

}

}

}

//处理控制类

class Command implements ActionListener{

static final int button_play = 1//给按钮分配编号

static final int button_levelup = 2

static final int button_leveldown = 3

static final int button_quit = 4

static final int button_pause = 5

static boolean pause_resume = true

int curButton//当前按钮

GameCanvas scr

//控制按钮类的构造方法

Command(int button,GameCanvas scr){

curButton = button

this.scr=scr

}

//按钮执行方法

public void actionPerformed (ActionEvent e){

tch(curButton){

case button_play:if(!ERS_Block.isPlay){

scr.initScr()

ERS_Block.isPlay = true

ERS_Block.score = 0

ERS_Block.scoreField.setText("0")

ERS_Block.timer.resume()

}

scr.requestFocus()

break

case button_levelup:if(ERS_Block.level <10){

ERS_Block.level++

ERS_Block.levelField.setText(""+ERS_Block.level)

ERS_Block.score = 0

ERS_Block.scoreField.setText(""+ERS_Block.score)

}

scr.requestFocus()

break

case button_leveldown:if(ERS_Block.level >1){

ERS_Block.level--

ERS_Block.levelField.setText(""+ERS_Block.level)

ERS_Block.score = 0

ERS_Block.scoreField.setText(""+ERS_Block.score)

}

scr.requestFocus()

break

case button_pause:if(pause_resume){

ERS_Block.timer.suspend()

pause_resume = false

}else{

ERS_Block.timer.resume()

pause_resume = true

}

scr.requestFocus()

break

case button_quit:System.exit(0)

}

}

}

//方块类

class Block {

static int[][] pattern = {

{0x0f00,0x4444,0x0f00,0x4444},//用十六进至表示,本行表示长条四种状态

{0x04e0,0x0464,0x00e4,0x04c4},

{0x4620,0x6c00,0x4620,0x6c00},

{0x2640,0xc600,0x2640,0xc600},

{0x6220,0x1700,0x2230,0x0740},

{0x6440,0x0e20,0x44c0,0x8e00},

{0x0660,0x0660,0x0660,0x0660}

}

int blockType//块的模式号(0-6)

int turnState//块的翻转状态(0-3)

int blockState//快的下落状态

int row,col//块在画布上的坐标

GameCanvas scr

//块类的构造方法

Block(GameCanvas scr){

this.scr = scr

blockType = (int)(Math.random() * 1000)%7

turnState = (int)(Math.random() * 1000)%4

blockState = 1

row = scr.getInitRow()

col = scr.getInitCol()

}

//重新初始化块,并显示新块

public void reset(){

blockType = (int)(Math.random() * 1000)%7

turnState = (int)(Math.random() * 1000)%4

blockState = 1

row = scr.getInitRow()

col = scr.getInitCol()

dispBlock(1)

}

//实现“块”翻转的方法

public void leftTurn(){

if(assertValid(blockType,(turnState + 1)%4,row,col)){

dispBlock(0)

turnState = (turnState + 1)%4

dispBlock(1)

}

}

//实现“块”的左移的方法

public void leftMove(){

if(assertValid(blockType,turnState,row,col-1)){

dispBlock(0)

col--

dispBlock(1)

}

}

//实现块的右移

public void rightMove(){

if(assertValid(blockType,turnState,row,col+1)){

dispBlock(0)

col++

dispBlock(1)

}

}

//实现块落下的 *** 作的方法

public boolean fallDown(){

if(blockState == 2)

return(false)

if(assertValid(blockType,turnState,row-1,col)){

dispBlock(0)

row--

dispBlock(1)

return(true)

}else{

blockState = 2

dispBlock(2)

return(false)

}

}

//判断是否正确的方法

boolean assertValid(int t,int s,int row,int col){

int k = 0x8000

for(int i = 0i <4i++){

for(int j = 0j <4j++){

if((int)(pattern[t][s]&k) != 0){

int temp = scr.getScrArrXY(row-i,col+j)

if (temp<0||temp==2)

return false

}

k = k >>1

}

}

return true

}

//同步显示的方法

public synchronized void dispBlock(int s){

int k = 0x8000

for (int i = 0i <4i++){

for(int j = 0j <4j++){

if(((int)pattern[blockType][turnState]&k) != 0){

scr.drawUnit(row-i,col+j,s)

}

k=k>>1

}

}

}

}

//定时线程

class MyTimer extends Thread{

GameCanvas scr

public MyTimer(GameCanvas scr){

this.scr = scr

}

public void run(){

while(true){

try{

sleep((10-ERS_Block.level + 1)*100)

}

catch(InterruptedException e){}

if(!scr.getBlock().fallDown()){

scr.deleteFullLine()

if(scr.isGameEnd()){

ERS_Block.isPlay = false

suspend()

}else

scr.getBlock().reset()

}

}

}

class WinListener extends WindowAdapter{

public void windowClosing (WindowEvent l){

System.exit(0)

}

}


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原文地址: http://outofmemory.cn/zaji/7062321.html

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