我正在试着编程一个俄罗斯方块游戏。到目前为止一切顺利,但是,游戏在大约玩/删除15行方块后不断崩溃。
我一直无法找到它出错的地方。代码可以在这里找到:https://jsfiddle.net/jd7rv9uw/
下面是该bug的两个屏幕截图:
图像中的垂直行如果崩溃时不总是可见的话。希望有人能帮帮忙...
完整的js代码:
$(document).ready(function() {
var canvas = $('#canvas')[0];
var next = $('#stats')[0];
var canvas_ctx = canvas.getContext('2d');
var stats_ctx = next.getContext('2d');
var canvas_width = $('#canvas').width();
var canvas_heigth = $('#canvas').height();
var stats_width = $('#stats').width();
var stats_heigth = $('#stats').height();
var cw = 20; // cell width
var grid_offset = 5; // compensate for line thickness of canvas border
var grid = []; // create a grid for easy reference
var grid_width = 10;
var grid_height = 20;
var game_over_line = 5;
var block;
var next_block;
var next_block_color;
var block_color;
var block_position_x = 5; // define grid x offset for block to spawn
var block_position_y = 1; // define grid x offset for block to spawn
var rotation = 0;
var speed = 500; // the lower the faster
var max_speed = 100;
var speedup_per_line = 4;
var move_down = speed;
var thread_refresh = 50;
var gradient; // current paint gradient
var game_over;
var score;
var removed_lines;
var num_blocks = 0;
init();
// init game
function init() {
score = 0;
num_blocks = 0;
removed_lines = 0;
game_over = false;
createGrid(grid_height,grid_width);
// create 2 blocks, one current and the next
next_block = createBlock();
next_block = createBlock();
// create paint "thread"
if (typeof loop != 'undefined') {
clearInterval(loop);
}
loop = setInterval(paint, thread_refresh);
}
/**
* paint graphics on canvas
* @returns {undefined}
*/
function paint() {
// clear all
//canvas_ctx.clearRect(0,0,canvas_width,canvas_heigth);
// paint canvas
canvas_ctx.fillStyle = 'white';
canvas_ctx.fillRect(0,0,canvas_width,canvas_heigth);
// paint part of the screen where player is game over
canvas_ctx.fillStyle = "#ffe5f0";
canvas_ctx.fillRect(grid_offset,grid_offset,canvas_width-grid_offset, game_over_line*cw);
// canvas border
canvas_ctx.strokeStyle = '#009933';
canvas_ctx.lineWidth = 10;
canvas_ctx.strokeRect(0,0,canvas_width,canvas_heigth);
// extra line as canvas border
canvas_ctx.strokeStyle = '#333333';
canvas_ctx.lineWidth = 1;
canvas_ctx.strokeRect(0,0,canvas_width,canvas_heigth);
// paint stats
stats_ctx.fillStyle = "white";
stats_ctx.fillRect(0,0,stats_width,stats_heigth);
//score
stats_ctx.fillStyle = "black";
stats_ctx.font = "20px Arial";
stats_ctx.fillText("Score: "+score,10,140);
// lines
stats_ctx.fillText("Lines: "+removed_lines,10,170);
// draw next block
for (var square in next_block[0]) {
var x = next_block[0][square].x;
var y = next_block[0][square].y;
setBlockPaint( (2*cw) + (x * cw), (2*cw) + (y * cw), next_block_color, stats_ctx);
stats_ctx.fillRect( (2*cw) + (x * cw), (2*cw) + (y * cw), cw, cw);
stats_ctx.strokeRect( (2*cw) + (x * cw), (2*cw) + (y * cw), cw, cw);
}
// make block go down
moveDown(thread_refresh);
// paint current block
if (typeof block != 'undefined') {
// place block in upper middle of canvas
for (var square in block[rotation]) {
var x = block[rotation][square].x;
var y = block[rotation][square].y
setBlockPaint( ((block_position_x * cw) + grid_offset + (x * cw)), ((block_position_y * cw) + grid_offset + (y * cw)), block_color, canvas_ctx);
canvas_ctx.fillRect((block_position_x * cw) + grid_offset + (x * cw), (block_position_y * cw) + grid_offset + (y * cw), cw, cw);
canvas_ctx.strokeRect((block_position_x * cw) + grid_offset + (x * cw), (block_position_y * cw) + grid_offset + (y * cw), cw, cw);
}
}
// paint rest of the grid
for (y = 0; y < grid_height; y++) {
for (x = 0; x < grid_width; x++) {
if (grid[y][x] != false) {
setBlockPaint((x * cw) + grid_offset, (y * cw) + grid_offset, grid[y][x], canvas_ctx);
canvas_ctx.fillRect((x * cw) + grid_offset, (y * cw) + grid_offset, cw, cw);
canvas_ctx.strokeRect((x * cw) + grid_offset, (y * cw) + grid_offset, cw, cw);
}
}
}
}
/**
* move block down
* @param {type} thread_refresh
* @returns {undefined}
*/
function moveDown(thread_refresh) {
move_down -= thread_refresh;
if (move_down <= 0) {
move_down = speed;
// check whether block is still in grid or touches another block in the next y position
if (!inGrid(rotation, block_position_y+1, block_position_x)) {
console.log("place block: not in grid anymore");
placeBlock(); // place in current state
}
// check whether next position of block hits something
else if (hitTest(rotation, block_position_y+1, block_position_x)) {
console.log("place block: would have hit something");
placeBlock(); // place in current state
}
block_position_y++;
}
}
/**
* place block on grid
* @returns {undefined}
*/
function placeBlock() {
num_blocks++;
for (var square in block[rotation]) {
// x and y are grid positions
var x = block_position_x + block[rotation][square].x;
var y = block_position_y + block[rotation][square].y;
grid[y][x] = block_color;
console.log("place block at: "+y+","+x+" block#"+num_blocks);
//console.log("x:"+x+", y:"+y+" color: "+block_color);
}
checkCompletedLines();
createBlock();
checkGameOver();
}
/**
* game over if:
* - new block hits current building of blocks
* - last placed block hits red area
* @returns {undefined}
*/
function checkGameOver() {
// check if block is in red area
for (y = 0; y < game_over_line; y++) {
for (x = 0; x < grid_width; x++) {
if (grid[y][x] != false) {
game_over = true;
console.log("Game Over: your stack is hitting the red area");
}
}
}
// stop loop
if (game_over) {
for (y = 0; y < grid_height; y++) {
for (x = 0; x < grid_width; x++) {
console.log(y+","+x+": "+grid[y][x]);
}
}
clearInterval(loop);
}
}
/**
* check if line is complete
* @returns {undefined}
*/
function checkCompletedLines() {
if (game_over) return;
var lines = [];
for (var y = 0; y < grid_height; y++) {
var complete = true;
for (var x = 0; x < grid_width; x++) {
if (grid[y][x] == false) complete = false;
}
// remove line if complete is still true
if (complete) lines.push(y);
}
// update score
for (var s=0;s<lines.length;s++) {
removed_lines++;
score += (100*(s+1));
speed -= speedup_per_line;
if (speed < max_speed) speed = max_speed;
}
console.log("there are "+lines.length+" lines to be removed");
// remove completed lines
if (lines.length > 0) {
removeCompletedLines(lines);
moveRestDown(lines);
}
}
/**
* removes lines that are complete
* @param {array} lines
* @returns {undefined}
*/
function removeCompletedLines(lines) {
// remove lines
for (var line = 0; line < lines.length; line++) {
for (var x = 0; x < grid_width; x++) {
console.log("remove line: "+lines[line]);
grid[lines[line]][x] = false; // remove line
}
}
}
/**
* move everything above the y value one line down
* @param {type} y
* @returns {undefined}
*
*/
function moveRestDown(lines) {
for (var line = 0; line < lines.length; line++) { // for each line (lines is filled with y values)
var aboveRemoved = lines[line]-1;
// just to be sure
if (aboveRemoved > 0) {
// begin at removed line and move up
for (var y = aboveRemoved; y > 0; y--) {
var copy = grid[y];
grid[y+1] = copy; // paste it one line down
//console.log("copy "+y+" ("+grid[y]+") ");
}
}
}
}
/**
* create grid
* a false grid position means unfilled or 'free'
* @returns {undefined}
*/
function createGrid(ySize, xSize) {
for (y = 0; y < ySize; y++) {
grid[y] = [];
for (x = 0; x < xSize; x++) {
grid[y][x] = false;
}
}
}
/**
* check if the entire block is inside the grid
* check if the block touches another block that is already placed
* @param {type} y
* @param {type} x
* @returns true if untouched (free to move or rotate)
*/
function inGrid(rotation, block_position_y, block_position_x) {
for (var square in block[rotation]) {
// check if in grid for each of the 4 squares in the block
var x = block_position_x + block[rotation][square].x;
var y = block_position_y + block[rotation][square].y;
// calculate if current position of all squares of the block are inside the grid
if (x >= 0 && x < grid_width && y >= 0 && y < grid_height) {
// skip
}
else return false;
}
return true;
}
/**
* check if block hits something
* @param {type} rotation
* @param {type} block_position_y
* @param {type} block_position_x
* @returns true if touches another square
*/
function hitTest(rotation, block_position_y, block_position_x) {
for (var square in block[rotation]) {
// check if in grid for each of the 4 squares in the block
var x = block_position_x + block[rotation][square].x;
var y = block_position_y + block[rotation][square].y;
// check if touches another block
if (grid[y][x] == false) {
// skip
}
else return true;
}
return false;
}
/**
* create block
* @returns {undefined}
*/
function createBlock() {
if (game_over) return;
console.log("create block");
rotation = 0;
block_position_x = 5; // start position of block in the grid
block_position_y = 1;
block = next_block;
block_color = next_block_color;
next_block = [];
var r = Math.round(Math.random()*700);
// create square
if (r>=0 && r<100) {
// line
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:-1}, t2:{x:0, y:1}, t3:{x:0, y:2} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:-1, y:0}, t2:{x:1, y:0}, t3:{x:2, y:0} } );
next_block_color = 'green';
}
else if (r>=100 && r<200) {
// square
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:1}, t2:{x:1, y:0}, t3:{x:1, y:1} } );
next_block_color = 'pink';
}
else if (r>=200 && r<300) {
// S
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:1}, t2:{x:-1, y:0}, t3:{x:-1, y:-1} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:-1, y:0}, t2:{x:0, y:-1}, t3:{x:1, y:-1} } );
next_block_color = 'cyan';
}
else if (r>=300 && r<400) {
// S flipped
next_block.push( { t0:{x:0, y:0}, t1:{x:1, y:0}, t2:{x:0, y:1}, t3:{x:1, y:-1} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:-1}, t2:{x:1, y:0}, t3:{x:-1, y:-1} } );
next_block_color = 'blue';
}
else if (r>=400 && r<500) {
// T
next_block.push( { t0:{x:0, y:0}, t1:{x:-1, y:0}, t2:{x:0, y:-1}, t3:{x:1, y:0} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:-1}, t2:{x:1, y:0}, t3:{x:0, y:1} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:-1, y:0}, t2:{x:0, y:1}, t3:{x:1, y:0} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:-1}, t2:{x:-1, y:0}, t3:{x:0, y:1} } );
next_block_color = 'yellow';
}
else if (r>=500 && r<600) {
// L
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:-1}, t2:{x:0, y:1}, t3:{x:1, y:1} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:1, y:0}, t2:{x:-1, y:0}, t3:{x:-1, y:1} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:1}, t2:{x:0, y:-1}, t3:{x:-1, y:-1} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:-1, y:0}, t2:{x:1, y:0}, t3:{x:1, y:-1} } );
next_block_color = 'red';
}
else {
// L flipped
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:-1}, t2:{x:0, y:1}, t3:{x:-1, y:1} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:1, y:0}, t2:{x:-1, y:0}, t3:{x:-1, y:-1} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:0, y:1}, t2:{x:0, y:-1}, t3:{x:1, y:-1} } );
next_block.push( { t0:{x:0, y:0}, t1:{x:-1, y:0}, t2:{x:1, y:0}, t3:{x:1, y:1} } );
next_block_color = 'orange';
}
return next_block;
}
/**
* set paint type for block
* @param {type} block_type
* @returns {undefined}
*/
function setBlockPaint(start_x, start_y, block_color, canvas) {
gradient = canvas.createLinearGradient(start_x,start_y,start_x+cw,start_y+cw);
switch(block_color) {
case 'green':
gradient.addColorStop(0,"#00aa44");
gradient.addColorStop(1,"#005533");
break;
case 'blue':
gradient.addColorStop(0,"#4f57fc");
gradient.addColorStop(1,"#0f2a9c");
break;
case 'cyan':
gradient.addColorStop(0,"#68e0e8");
gradient.addColorStop(1,"#0e8188");
break;
case 'yellow':
gradient.addColorStop(0,"#ebf064");
gradient.addColorStop(1,"#8b8f17");
break;
case 'red':
gradient.addColorStop(0,"#fc4f4f");
gradient.addColorStop(1,"#891313");
break;
case 'pink':
gradient.addColorStop(0,"#f05ed6");
gradient.addColorStop(1,"#901c7c");
break;
case 'orange':
gradient.addColorStop(0,"#f5c759");
gradient.addColorStop(1,"#997725");
break;
}
canvas.fillStyle = gradient;
canvas.strokeStyle = "#333333";
canvas.lineWidth = 2;
}
/**
* rotate block to the left
* @returns {undefined}
*
*/
function rotateLeft() {
// check if rotation would be inside the grid and does not touch something else
var future_rotation = (rotation-1);
if (future_rotation < 0) future_rotation = block.length-1;
if (inGrid(future_rotation, block_position_y, block_position_x) && !hitTest(future_rotation, block_position_y, block_position_x)) {
rotation = future_rotation;
}
}
/**
* rotate block to the right
* @returns {undefined}
*
*/
function rotateRight() {
// check if rotation would be inside the grid and does not touch something else
var future_rotation = (rotation+1);
if (future_rotation > block.length-1) future_rotation = 0;
if (inGrid(future_rotation, block_position_y, block_position_x) && !hitTest(future_rotation, block_position_y, block_position_x)) {
rotation = future_rotation;
}
}
/**
* move block to direction
* @param {type} x
* @returns {undefined}
*/
function move(x) {
if (inGrid(rotation, block_position_y, block_position_x + x) && !hitTest(rotation, block_position_y, block_position_x + x)) {
block_position_x += x;
}
}
/**
* move down quickly
* @returns {undefined}
*/
function moveDownQuick() {
moveDown(thread_refresh*5);
}
/**
* keys
*/
$(document).keydown(function(e){
var key = e.which;
if(key == "37") move(-1);
else if(key == "38") rotateRight();
else if(key == "39") move(1);
if(key == "40") moveDownQuick();
});
});
1条答案
按热度按时间anhgbhbe1#
通过改变moveRestDown函数和两个添加的函数修复了它。