别踩白块

写的一个比较简单的别踩白块

有点low 但这是自己写的第一个cordova

主要积分还没添加  这个主要是块的移动和点击都是最基础的

好久没玩过了 有点忘了游戏机制 见谅各位

把html 和 JS分开放到文件中 然后run 一下就好了

<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
</head>
<body>
<canvas id="myCanvas" width="200" height="400" style="border:5px solid #d3d3d3;"
        οnclick="start()">
    您的浏览器不支持 HTML5 canvas 标签。
</canvas>
<script>
    var c = document.getElementById("myCanvas");
    var cxt = c.getContext("2d");
    window.onresize = resizeCanvas;

    function resizeCanvas() {
        c.width = window.innerWidth;
        c.height = window.innerHeight;
    }

    resizeCanvas();
    var box = new Array();//把画布定义为一个二维数组并且值为0;
    for (var k = 0; k < 4; k++) {
        box[k] = new Array();
        for (var j = 0; j < 4; j++) {
            box[k][j] = 0;
        }
    }
    var map = new Array();//把画布定义为一个二维数组并且值为0;
    for (var k = 0; k < 4; k++) {
        map[k] = new Array();
        for (var j = 0; j < 5; j++) {
            map[k][j] = 0;
        }
    }

    function get() {
        for (var t = 0; t < 4; t++) {
            var le = Math.round(Math.random() * 3);
            box[le][t] = 1;
        }
    }

    function newbox() {
        var t = Math.round(Math.random() * 3);
        box[t][0] = 1;
    }

    function draw() {
        c.height = c.height
        for (var r = 0; r < 4; r++) {
            cxt.moveTo(0, r * (window.innerHeight/4));
            cxt.lineTo(window.innerWidth, r * (window.innerHeight/4));
            cxt.stroke();
            cxt.moveTo(r * (window.innerWidth/4), 0);
            cxt.lineTo(r * (window.innerWidth/4), window.innerHeight);
            cxt.stroke();
        }
        for (var t = 0; t < 4; t++) {
            for (var r = 0; r < 4; r++) {
                if (box[r][t] == 1)
                    cxt.fillRect(r * (window.innerWidth/4), t * (window.innerHeight/4), (window.innerWidth/4)-1, (window.innerHeight/4)-1);
            }
        }
    }

    function fuzhi() {
        for (k = 0; k < 4; k++) {
            for (t = 0; t < 4; t++) {
                box[k][t] = 0;
            }
        }
        for (k = 0; k < 4; k++) {
            for (t = 0; t < 4; t++) {
                if (map[k][t] == 1) {
                    box[k][t] = map[k][t]
                }
            }
        }
        newbox();
    }

    function mapinitialize() {
        for (k = 0; k < 4; k++) {
            for (t = 0; t < 4; t++) {
                map[k][t] = 0;
            }
        }
    }

    function over() {
        alert("GAME OVER!!!"+(window.innerHeight/4)*3+event.clientY);
        c.height = c.height
        for (k = 0; k < 4; k++) {
            for (t = 0; t < 5; t++) {
                map[k][t] = 0;
                box[k][t] = 0
            }
        }
        get();
        draw();
    }

    function move() {
        x = event.clientX
        y = event.clientY
        p = parseInt(x / (window.innerWidth/4));
        if (box[p][3] != 1 || y < (window.innerHeight/4)*3) {
            over();
        }
        else {
            if (y > (window.innerHeight/4)*3 && y < window.innerHeight && box[p][3] == 1) {
                box[p][3] = 0;
                mapinitialize();
                for (k = 0; k < 4; k++) {
                    for (t = 0; t < 4; t++) {
                        if (box[k][t] == 1) {
                            map[k][t + 1] = box[k][t]
                        }
                    }
                }
                fuzhi();
                draw();
            }
        }
    }

    get();
    draw();

    function start() {
        move();
    }
</script>
</body>
</html>

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