6.1 游戏分析
图片描画
文字绘制
循环播放事件
键盘事件
触屏事件
游戏层次划分:背景层、进度条显示层、方块绘制层,方块预览层4层。
6.2 必要的JavaScript知识
这款游戏的重点在于二维数组的应用,通过建立二维坐标数组,可实现方块的移动、变形以及判定。
JS中定义二维数组的定义如下:
var a = new Array(
new Array(0, 0);
new Array(1,1);
);
6.3 游戏标题画面显示
用LSprite对象的graphics属性和LTextField对象来制作一个游戏标题画面
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>俄罗斯方块</title>
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-touch-fullscreen" content="yes" />
<script type="text/javascript" src="../lufylegend-1.7.6.min.js"></script>
<script type="text/javascript" src="./js/Main.js"></script>
<script type="text/javascript" src="./js/Box.js"></script>
</head>
<body>
<div id="mylegend">loading……</div>
<script>
function doScroll() {
if(window.pageYOffset === 0) {
window.scrollTo(0, 1);
}
}
window.onload = function() {
setTimeout(doScroll, 100);
//初始化
init(30,"mylegend",320,480,main,LEvent.INIT);
}
window.onorientationchange = function() {
setTimeout(doScroll, 100);
};
window.onresize = function() {
setTimeout(doScroll, 100);
}
</script>
</body>
</html>
6.4 向游戏里添加方块
准备4种不同颜色的方块图片
方块类Box
function Box(){
var self = this;
self.box1=[[0,0,0,0],
[0,0,0,0],
[1,1,1,1],
[0,0,0,0]];
self.box2=[[0,0,0,0],
[0,1,1,0],
[0,1,1,0],
[0,0,0,0]];
self.box3=[[0,0,0,0],
[1,1,1,0],
[0,1,0,0],
[0,0,0,0]];
self.box4=[[0,1,1,0],
[0,1,0,0],
[0,1,0,0],
[0,0,0,0]];
self.box5=[[0,1,1,0],
[0,0,1,0],
[0,0,1,0],
[0,0,0,0]];
self.box6=[[0,0,0,0],
[0,1,0,0],
[0,1,1,0],
[0,0,1,0]];
self.box7=[[0,0,0,0],
[0,0,1,0],
[0,1,1,0],
[0,1,0,0]];
self.box=[self.box1,self.box2,self.box3,self.box3,self.box4,self.box5,self.box6,self.box7];
}
Box.prototype = {
getBox:function (){
var self = this;
var num=7*Math.random();
var index=parseInt(num);
var result = [];
var colorIndex = 1 + Math.floor(Math.random()*4);
var i,j;
for(i=0;i<4;i++){
var child = [];
for(j=0;j<4;j++){
child[j] = self.box[index][i][j]*colorIndex;
}
result[i] = child;
}
return result;
}
}
//方块坐标数组初始化
map=[
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0]
];
getNewBox函数的功能是将预览方块nextBox的值赋给当前下落的方块nowBox,然后重新获取预览方块数组。
plusBox()函数中map数组和nodeList数组分别代表网格数组的值和它们对应位置所显示的图片,所以改变它们的值就可以使网格发生变化。
minusBox函数移除方块
当一个方块落到另一个方块上的时候,它就无法再继续往下落了。要实现此功能,每次循环的时候,必须在方块下落之前做一下判断。checkPlus
//进度条显示层,背景层,方块绘制层,方块预览层
var loadingLayer,backLayer,graphicsMap,nextLayer;
var imglist = {};
var imgData = new Array(
{name:"backImage",path:"./images/backImage.png"},
{name:"r1",path:"./images/r1.png"},
{name:"r2",path:"./images/r2.png"},
{name:"r3",path:"./images/r3.png"},
{name:"r4",path:"./images/r4.png"},
);
//方块类变量,用于生成新的方块
var BOX;
//当前方块的位置
var pointBox={x:0,y:0};
//当前方块,预览方块
var nowBox,nextBox;
//方块坐标数组
var map;
//方块数据数组
var nodeList;
//方块图片数组
var bitmapdataList;
//得分相关
var point=0,pointText;
//消除层数相关
var del=0,delText;
//方块下落速度相关
var speed=15,speedMax=15,speedText,speedIndex = 0;
//方块区域起始位置
var START_X1=15,START_Y1=20,START_X2=228,START_Y2=65;
function main() {
//方块类变量初始化
BOX = new Box();
//方块坐标数组初始化
map=[
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0]
];
backLayer = new LSprite();
backLayer.graphics.drawRect(1,'#000000',[0,0,320,480],true,"#000000");
addChild(backLayer);
//进度条读取层
loadingLayer = new LoadingSample1();
backLayer.addChild(loadingLayer);
LLoadManage.load(
imgData,
function(progress) {
loadingLayer.setProgress(progress);
},
gameInit
);
}
//读取完所有图片,进行游戏标题画面的初始化工作
function gameInit(result) {
//取得图片读取结果
imglist = result;
//移除进度条层
backLayer.removeChild(loadingLayer);
loadingLayer = null;
//显示游戏标题
var title = new LTextField();
title.x = 50;
title.y = 100;
title.size = 30;
title.color = "#ffffff";
title.text = "俄罗斯方块";
backLayer.addChild(title);
//显示说明文字
backLayer.graphics.drawRect(1,"#ffffff",[50,240,220,40]);
var txtClick = new LTextField();
txtClick.size = 18;
txtClick.color = "#ffffff";
txtClick.text = "点击页面开始游戏";
txtClick.x = (LGlobal.width - txtClick.getWidth())/2;
txtClick.y = 245;
backLayer.addChild(txtClick);
//添加点击事件,点击画面则游戏开始
backLayer.addEventListener(LMouseEvent.MOUSE_UP,gameToStart);
}
//游戏画面初始化
function gameToStart(){
backLayer.die();
backLayer.removeAllChild();
//背景图片显示
var bitmap = new LBitmap(new LBitmapData(imglist["backImage"]));
backLayer.addChild(bitmap);
//得分表示
pointText = new LTextField();
pointText.x = 240;
pointText.y = 200;
pointText.size = 20;
backLayer.addChild(pointText);
//消除层数表示
delText = new LTextField();
delText.x = 240;
delText.y = 290;
delText.size = 20;
backLayer.addChild(delText);
//速度表示
speedText = new LTextField();
speedText.x = 240;
speedText.y = 385;
speedText.size = 20;
backLayer.addChild(speedText);
//将游戏得分,消除层数以及游戏速度显示到画面上
showText();
//方块绘制层初始化
graphicsMap = new LSprite();
backLayer.addChild(graphicsMap);
//方块预览层初始化
nextLayer = new LSprite();
backLayer.addChild(nextLayer);
//将方块的图片数据保存到数组内
bitmapdataList = [
new LBitmapData(imglist["r1"]),
new LBitmapData(imglist["r2"]),
new LBitmapData(imglist["r3"]),
new LBitmapData(imglist["r4"])
];
//方块数据数组初始化
nodeList = [];
var i, j, nArr, bitmap;
for (i=0; i<map.length; i++) {
nArr = [];
for (j=0; j<map[0].length; j++) {
bitmap = new LBitmap(bitmapdataList[0]);
bitmap.x = bitmap.getWidth()*j + START_X1;
bitmap.y = bitmap.getHeight()*i + START_Y1;
graphicsMap.addChild(bitmap);
nArr[j] = {
"index":-1,
"value":0,
"bitmap":bitmap
};
}
nodeList[i] = nArr;
}
//预览层显示
getNewBox();
//将当前下落方块显示到画面上
plusBox();
//添加循环播放事件侦听
backLayer.addEventListener(LEvent.ENTER_FRAME, onframe);
}
//游戏得分,消除层数以及游戏速度显示
function showText(){
pointText.text = point;
delText.text = del;
speedText.text = speedMax - speed + 1;
}
//获取下一方块
function getNewBox() {
if (nextBox == null) {
nextBox = BOX.getBox();
}
nowBox = nextBox;
pointBox.x = 3;
pointBox.y = -4;
nextBox = BOX.getBox();
//
nextLayer.removeAllChild();
var i, j, bitmap;
for (i=0; i<nextBox.length; i++) {
for (j=0; j<nextBox[0].length; j++) {
if (nextBox[i][j] == 0) {
continue;
}
bitmap = new LBitmap(bitmapdataList[nextBox[i][j] -1]);
bitmap.x = bitmap.getWidth()*j + START_X2;
bitmap.y = bitmap.getHeight()*i + START_Y2;
nextLayer.addChild(bitmap);
}
}
}
//添加方块
function plusBox() {
var i, j;
for (i=0; i<nowBox.length; i++) {
for (j=0; j<nowBox[i].length; j++) {
if (i+pointBox.y < 0 || i+pointBox.y >= map.length
|| j+pointBox.x < 0 || j+pointBox.x >= map[0].length){
continue;
}
map[i+pointBox.y][j+pointBox.x] = nowBox[i][j] + map[i+pointBox.y][j+pointBox.x];
nodeList[i+pointBox.y][j+pointBox.x]["index"] = map[i+pointBox.y][j+pointBox.x] - 1;
}
}
}
//移除方块
function minusBox() {
var i, j;
for (i=0; i<nowBox.length; i++) {
for (j=0; j<nowBox[i].length; j++){
if (i+pointBox.y < 0 || i+pointBox.y >= map.length
|| j+pointBox.x < 0 || j+pointBox.x >= map[0].length){
continue;
}
map[i+pointBox.y][j+pointBox.x] = map[i+pointBox.y][j+pointBox.x] - nowBox[i][j];
nodeList[i+pointBox.y][j+pointBox.x]["index"] = map[i+pointBox.y][j+pointBox.x] - 1;
}
}
}
//判断是否可移动,参数为当前方块在x轴和y轴移动的偏移量
function checkPlus(nx, ny){
var i, j;
for (i=0;i<nowBox.length;i++){
for (j=0;j<nowBox[i].length;j++){
if (i+pointBox.y + ny < 0) {
continue;
} else if (i+pointBox.y + ny >= map.length || j+pointBox.x + nx < 0 ||
j+pointBox.x + nx >= map[0].length){
//判断网格超出网格范围
if (nowBox[i][j] == 0){
continue;
} else {
return false;
}
}
//判断网格的位置有方块,而将要移动到此位置的当前方块也不为空,则代表无法移动
if (nowBox[i][j] > 0 && map[i+pointBox.y + ny][j+pointBox.x + nx] > 0){
return false;
}
}
}
return true;
}
//绘制所有方块
function drawMap() {
var i,j,box1 = 15;
for (i=0;i<map.length;i++) {
for (j=0; j<map[0].length; j++) {
if (nodeList[i][j]["index"] >= 0){
nodeList[i][j]["bitmap"].bitmapData =
bitmapdataList[nodeList[i][j]["index"]];
} else {
nodeList[i][j]["bitmap"].bitmapData = null;
}
}
}
}
//游戏结束
function gameOver() {
backLayer.die();
var txt = new LTextField();
txt.color = "#ff0000";
txt.size = 40;
txt.text = "游戏结束";
txt.x = (LGlobal.width - txt.getWidth())*0.5;
txt.y = 200;
backLayer.addChild(txt);
}
//循环播放
function onframe(){
//首先,将当前下落方块移出画面
minusBox();
if (speedIndex ++ > speed){
speedIndex = 0;
//是否可下移一位
if (checkPlus(0,1)) {
pointBox.y++;
} else {
plusBox();
if (pointBox.y < 0) {
gameOver();
return;
}
getNewBox();
}
}
plusBox();
drawMap();
}
6.5 控制方块的移动
跨平台,同时给游戏添加键盘控制和触屏控制
LGlobal.canTouch用来判断是否可以触屏的变量
myKey.stepindex和myKey.step用来控制移动的频率
changeBox函数方块旋转
触屏控制
6.6 方块的消除和得分的显示
当方块满一整行的时候,将其消除
moveLine(line)消除指定层的方块
removeBox() 消除可消除的方块
每消除100层,游戏速度就加快一点
//进度条显示层,背景层,方块绘制层,方块预览层
var loadingLayer,backLayer,graphicsMap,nextLayer;
var imglist = {};
var imgData = new Array(
{name:"backImage",path:"./images/backImage.png"},
{name:"r1",path:"./images/r1.png"},
{name:"r2",path:"./images/r2.png"},
{name:"r3",path:"./images/r3.png"},
{name:"r4",path:"./images/r4.png"},
);
//方块类变量,用于生成新的方块
var BOX;
//当前方块的位置
var pointBox={x:0,y:0};
//当前方块,预览方块
var nowBox,nextBox;
//方块坐标数组
var map;
//方块数据数组
var nodeList;
//方块图片数组
var bitmapdataList;
//得分相关
var point=0,pointText;
//消除层数相关
var del=0,delText;
//方块下落速度相关
var speed=15,speedMax=15,speedText,speedIndex = 0;
//方块区域起始位置
var START_X1=15,START_Y1=20,START_X2=228,START_Y2=65;
//控制相关
var myKey = {
keyControl:null,
step:1,
stepindex:0,
isTouchDown:false,
touchX:0,
touchY:0,
touchMove:false
};
function main() {
//方块类变量初始化
BOX = new Box();
//方块坐标数组初始化
map=[
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0]
];
backLayer = new LSprite();
backLayer.graphics.drawRect(1,'#000000',[0,0,320,480],true,"#000000");
addChild(backLayer);
//进度条读取层
loadingLayer = new LoadingSample1();
backLayer.addChild(loadingLayer);
LLoadManage.load(
imgData,
function(progress) {
loadingLayer.setProgress(progress);
},
gameInit
);
}
//读取完所有图片,进行游戏标题画面的初始化工作
function gameInit(result) {
//取得图片读取结果
imglist = result;
//移除进度条层
backLayer.removeChild(loadingLayer);
loadingLayer = null;
//显示游戏标题
var title = new LTextField();
title.x = 50;
title.y = 100;
title.size = 30;
title.color = "#ffffff";
title.text = "俄罗斯方块";
backLayer.addChild(title);
//显示说明文字
backLayer.graphics.drawRect(1,"#ffffff",[50,240,220,40]);
var txtClick = new LTextField();
txtClick.size = 18;
txtClick.color = "#ffffff";
txtClick.text = "点击页面开始游戏";
txtClick.x = (LGlobal.width - txtClick.getWidth())/2;
txtClick.y = 245;
backLayer.addChild(txtClick);
//添加点击事件,点击画面则游戏开始
backLayer.addEventListener(LMouseEvent.MOUSE_UP,gameToStart);
}
//游戏画面初始化
function gameToStart(){
backLayer.die();
backLayer.removeAllChild();
//背景图片显示
var bitmap = new LBitmap(new LBitmapData(imglist["backImage"]));
backLayer.addChild(bitmap);
//得分表示
pointText = new LTextField();
pointText.x = 240;
pointText.y = 200;
pointText.size = 20;
backLayer.addChild(pointText);
//消除层数表示
delText = new LTextField();
delText.x = 240;
delText.y = 290;
delText.size = 20;
backLayer.addChild(delText);
//速度表示
speedText = new LTextField();
speedText.x = 240;
speedText.y = 385;
speedText.size = 20;
backLayer.addChild(speedText);
//将游戏得分,消除层数以及游戏速度显示到画面上
showText();
//方块绘制层初始化
graphicsMap = new LSprite();
backLayer.addChild(graphicsMap);
//方块预览层初始化
nextLayer = new LSprite();
backLayer.addChild(nextLayer);
//将方块的图片数据保存到数组内
bitmapdataList = [
new LBitmapData(imglist["r1"]),
new LBitmapData(imglist["r2"]),
new LBitmapData(imglist["r3"]),
new LBitmapData(imglist["r4"])
];
//方块数据数组初始化
nodeList = [];
var i, j, nArr, bitmap;
for (i=0; i<map.length; i++) {
nArr = [];
for (j=0; j<map[0].length; j++) {
bitmap = new LBitmap(bitmapdataList[0]);
bitmap.x = bitmap.getWidth()*j + START_X1;
bitmap.y = bitmap.getHeight()*i + START_Y1;
graphicsMap.addChild(bitmap);
nArr[j] = {
"index":-1,
"value":0,
"bitmap":bitmap
};
}
nodeList[i] = nArr;
}
//预览层显示
getNewBox();
//将当前下落方块显示到画面上
plusBox();
//添加循环播放事件侦听
backLayer.addEventListener(LEvent.ENTER_FRAME, onframe);
//添加鼠标按下,鼠标弹起和鼠标移动事件
backLayer.addEventListener(LMouseEvent.MOUSE_DOWN,touchDown);
backLayer.addEventListener(LMouseEvent.MOUSE_UP,touchUp);
backLayer.addEventListener(LMouseEvent.MOUSE_MOVE,touchMove);
if(!LGlobal.canTouch){
//PC的时候,添加键盘事件 【上 下 左 右】
LEvent.addEventListener(LGlobal.window,LKeyboardEvent.KEY_DOWN,onkeydown);
LEvent.addEventListener(LGlobal.window,LKeyboardEvent.KEY_UP,onkeyup);
}
}
//游戏得分,消除层数以及游戏速度显示
function showText(){
pointText.text = point;
delText.text = del;
speedText.text = speedMax - speed + 1;
}
//获取下一方块
function getNewBox() {
if (nextBox == null) {
nextBox = BOX.getBox();
}
nowBox = nextBox;
pointBox.x = 3;
pointBox.y = -4;
nextBox = BOX.getBox();
//
nextLayer.removeAllChild();
var i, j, bitmap;
for (i=0; i<nextBox.length; i++) {
for (j=0; j<nextBox[0].length; j++) {
if (nextBox[i][j] == 0) {
continue;
}
bitmap = new LBitmap(bitmapdataList[nextBox[i][j] -1]);
bitmap.x = bitmap.getWidth()*j + START_X2;
bitmap.y = bitmap.getHeight()*i + START_Y2;
nextLayer.addChild(bitmap);
}
}
}
//添加方块
function plusBox() {
var i, j;
for (i=0; i<nowBox.length; i++) {
for (j=0; j<nowBox[i].length; j++) {
if (i+pointBox.y < 0 || i+pointBox.y >= map.length
|| j+pointBox.x < 0 || j+pointBox.x >= map[0].length){
continue;
}
map[i+pointBox.y][j+pointBox.x] = nowBox[i][j] + map[i+pointBox.y][j+pointBox.x];
nodeList[i+pointBox.y][j+pointBox.x]["index"] = map[i+pointBox.y][j+pointBox.x] - 1;
}
}
}
//移除方块
function minusBox() {
var i, j;
for (i=0; i<nowBox.length; i++) {
for (j=0; j<nowBox[i].length; j++){
if (i+pointBox.y < 0 || i+pointBox.y >= map.length
|| j+pointBox.x < 0 || j+pointBox.x >= map[0].length){
continue;
}
map[i+pointBox.y][j+pointBox.x] = map[i+pointBox.y][j+pointBox.x] - nowBox[i][j];
nodeList[i+pointBox.y][j+pointBox.x]["index"] = map[i+pointBox.y][j+pointBox.x] - 1;
}
}
}
//判断是否可移动,参数为当前方块在x轴和y轴移动的偏移量
function checkPlus(nx, ny){
var i, j;
for (i=0;i<nowBox.length;i++){
for (j=0;j<nowBox[i].length;j++){
if (i+pointBox.y + ny < 0) {
continue;
} else if (i+pointBox.y + ny >= map.length || j+pointBox.x + nx < 0 ||
j+pointBox.x + nx >= map[0].length){
//判断网格超出网格范围
if (nowBox[i][j] == 0){
continue;
} else {
return false;
}
}
//判断网格的位置有方块,而将要移动到此位置的当前方块也不为空,则代表无法移动
if (nowBox[i][j] > 0 && map[i+pointBox.y + ny][j+pointBox.x + nx] > 0){
return false;
}
}
}
return true;
}
//绘制所有方块
function drawMap() {
var i,j,box1 = 15;
for (i=0;i<map.length;i++) {
for (j=0; j<map[0].length; j++) {
if (nodeList[i][j]["index"] >= 0){
nodeList[i][j]["bitmap"].bitmapData =
bitmapdataList[nodeList[i][j]["index"]];
} else {
nodeList[i][j]["bitmap"].bitmapData = null;
}
}
}
}
//游戏结束
function gameOver() {
backLayer.die();
var txt = new LTextField();
txt.color = "#ff0000";
txt.size = 40;
txt.text = "游戏结束";
txt.x = (LGlobal.width - txt.getWidth())*0.5;
txt.y = 200;
backLayer.addChild(txt);
}
//键盘按下事件
function onkeydown(event){
if (myKey.keyControl != null) return;
if (event.keyCode == 37) {
myKey.keyControl = "left";
} else if (event.keyCode == 38) {
myKey.keyControl = "up";
} else if (event.keyCode == 39) {
myKey.keyControl = "right";
} else if (event.keyCode == 40) {
myKey.keyControl = "down";
}
}
//键盘弹起事件
function onkeyup(event) {
myKey.keyControl = null;
myKey.stepindex = 0;
}
//方块变形
function changeBox() {
var saveBox = nowBox;
nowBox = [
[0,0,0,0],
[0,0,0,0],
[0,0,0,0],
[0,0,0,0],
];
var i, j;
for (i=0; i<saveBox.length; i++){
for (j=0; j<saveBox[1].length; j++) {
nowBox[i][j] = saveBox[(3-j)][i];
}
}
if (!checkPlus(0,0)){
nowBox = saveBox;
}
}
//鼠标按下
function touchDown(event){
myKey.isTouchDown = true;
myKey.touchX = Math.floor(event.selfX / 20);
myKey.touchY = Math.floor(event.selfY / 20);
myKey.touchMove = false;
myKey.keyControl = null;
}
//鼠标弹起
function touchUp(event){
myKey.isTouchDown = false;
if(!myKey.touchMove)myKey.keyControl = "up";
}
//鼠标移动
function touchMove(event){
if(!myKey.isTouchDown)return;
var mx = Math.floor(event.selfX / 20);
if(myKey.touchX == 0){
myKey.touchX = mx;
myKey.touchY = Math.floor(event.selfY / 20);
}
if(mx > myKey.touchX){
myKey.keyControl = "right";
}else if(mx < myKey.touchX){
myKey.keyControl = "left";
}
if(Math.floor(event.selfY / 20) > myKey.touchY){
myKey.keyControl = "down";
}
}
//消除指定层的方块
function moveLine(line){
var i;
for (i=line; i>1; i--){
for (j=0; j<map[0].length; j++){
map[i][j] = map[i-1][j];
nodeList[i][j].index = nodeList[i-1][j].index;
}
}
for (j=0; j<map[0].length; j++){
map[0][j] = 0;
nodeList[0][j].index = -1;
}
}
//消除可消除的方块
function removeBox(){
var i,j,count = 0;
for (i=pointBox.y; i<(pointBox.y+4); i++){
if (i<0 || i>=map.length) continue;
for (j=0; j<map[0].length; j++){
if (map[i][j] == 0){
break;
}
if (j==map[0].length - 1){
moveLine(i);
count++;
}
}
}
if(count == 0)return;
del += count;
if(count == 1){
point += 1;
}else if(count == 2){
point += 3;
}else if(count == 3){
point += 6;
}else if(count == 4){
point += 10;
}
if(speed > 1 && del / 100 >= (speedMax - speed + 1)){
speed--;
}
showText();
}
//循环播放
function onframe(){
//首先,将当前下落方块移出画面
minusBox();
if(myKey.keyControl != null && myKey.stepindex-- < 0){
myKey.stepindex = myKey.step;
switch(myKey.keyControl){
case "left":
if(checkPlus(-1,0)){
pointBox.x -= 1;
if(LGlobal.canTouch || true){
myKey.keyControl = null;
myKey.touchMove = true;
myKey.touchX = 0;
}
}
break;
case "right":
if(checkPlus(1,0)){
pointBox.x += 1;
if(LGlobal.canTouch || true){
myKey.keyControl = null;
myKey.touchMove = true;
myKey.touchX = 0;
}
}
break;
case "down":
if(checkPlus(0,1)){
pointBox.y += 1;
if(LGlobal.canTouch || true){
myKey.keyControl = null;
myKey.touchMove = true;
myKey.touchY = 0;
}
}
break;
case "up":
changeBox();
if(LGlobal.canTouch || true){
myKey.keyControl = null;
myKey.stepindex = 0;
}
break;
}
}
if (speedIndex ++ > speed){
speedIndex = 0;
//是否可下移一位
if (checkPlus(0,1)) {
pointBox.y++;
} else {
plusBox();
if (pointBox.y < 0) {
gameOver();
return;
}
removeBox();
getNewBox();
}
}
plusBox();
drawMap();
}