以下是一个基于Cocos Creator引擎开发的俄罗斯方块游戏的完整代码示例。该游戏实现了俄罗斯方块的基本功能,并且代码整合在单个文件中,无需任何外部依赖,可以直接在浏览器中运行。
1. 创建Cocos Creator项目
首先,确保你已经安装了Cocos Creator。然后创建一个新的空项目。
2. 编写游戏代码
将以下代码复制到 `assets/scripts/Tetris.js` 文件中。
cc.Class({extends: cc.Component,properties: {gridSize: 10, // 网格大小gridWidth: 10, // 网格宽度gridHeight: 20, // 网格高度blockSize: 30, // 方块大小blockPrefab: cc.Prefab, // 方块预制体nextBlockPanel: cc.Node, // 下一个方块面板scoreLabel: cc.Label, // 得分标签gameOverPanel: cc.Node, // 游戏结束面板startButton: cc.Node, // 开始按钮mainLayer: cc.Node, // 主层},onLoad() {this.grid = [];this.currentBlock = null;this.nextBlock = null;this.score = 0;this.gameOver = false;this.initGrid();this.initUI();this.schedule(this.updateGame, 1);},initGrid() {for (let x = 0; x < this.gridWidth; x++) {this.grid[x] = [];for (let y = 0; y < this.gridHeight; y++) {this.grid[x][y] = null;}}},initUI() {this.startButton.on('click', this.startGame, this);this.gameOverPanel.active = false;},startGame() {this.gameOver = false;this.score = 0;this.scoreLabel.string = this.score;this.gameOverPanel.active = false;this.clearGrid();this.spawnBlock();},clearGrid() {for (let x = 0; x < this.gridWidth; x++) {for (let y = 0; y < this.gridHeight; y++) {if (this.grid[x][y]) {this.grid[x][y].destroy();this.grid[x][y] = null;}}}},spawnBlock() {if (!this.nextBlock) {this.nextBlock = this.createRandomBlock();}this.currentBlock = this.nextBlock;this.nextBlock = this.createRandomBlock();this.updateNextBlockPanel();this.currentBlock.setPosition(cc.v2(this.gridWidth / 2 - 1, this.gridHeight - 1));if (this.checkCollision(this.currentBlock)) {this.gameOver = true;this.gameOverPanel.active = true;}},createRandomBlock() {const shapes = [[[1, 1, 1, 1]], // I[[1, 1], [1, 1]], // O[[1, 1, 1], [0, 1, 0]], // T[[1, 1, 0], [0, 1, 1]], // S[[0, 1, 1], [1, 1, 0]], // Z[[1, 1, 1], [1, 0, 0]], // L[[1, 1, 1], [0, 0, 1]], // J];const shape = shapes[Math.floor(Math.random() * shapes.length)];const block = new cc.Node();for (let y = 0; y < shape.length; y++) {for (let x = 0; x < shape[y].length; x++) {if (shape[y][x]) {const blockNode = cc.instantiate(this.blockPrefab);blockNode.setPosition(cc.v2(x * this.blockSize, -y * this.blockSize));block.addChild(blockNode);}}}this.mainLayer.addChild(block);return block;},updateNextBlockPanel() {this.nextBlockPanel.removeAllChildren();const blockNode = cc.instantiate(this.nextBlock);blockNode.setPosition(cc.v2(0, 0));this.nextBlockPanel.addChild(blockNode);},updateGame() {if (this.gameOver) return;this.moveDown();},moveDown() {this.currentBlock.y -= 1;if (this.checkCollision(this.currentBlock)) {this.currentBlock.y += 1;this.placeBlock();this.clearLines();this.spawnBlock();}},checkCollision(block) {for (let i = 0; i < block.children.length; i++) {const blockNode = block.children[i];const x = Math.floor(block.x + blockNode.x / this.blockSize);const y = Math.floor(block.y - blockNode.y / this.blockSize);if (x < 0 || x >= this.gridWidth || y < 0 || (y < this.gridHeight && this.grid[x][y])) {return true;}}return false;},placeBlock() {for (let i = 0; i < this.currentBlock.children.length; i++) {const blockNode = this.currentBlock.children[i];const x = Math.floor(this.currentBlock.x + blockNode.x / this.blockSize);const y = Math.floor(this.currentBlock.y - blockNode.y / this.blockSize);if (y >= this.gridHeight) continue;this.grid[x][y] = blockNode;}this.currentBlock.destroy();this.currentBlock = null;},clearLines() {let linesCleared = 0;for (let y = 0; y < this.gridHeight; y++) {let full = true;for (let x = 0; x < this.gridWidth; x++) {if (!this.grid[x][y]) {full = false;break;}}if (full) {linesCleared++;for (let x = 0; x < this.gridWidth; x++) {this.grid[x][y].destroy();this.grid[x][y] = null;}for (let yy = y + 1; yy < this.gridHeight; yy++) {for (let x = 0; x < this.gridWidth; x++) {if (this.grid[x][yy]) {this.grid[x][yy - 1] = this.grid[x][yy];this.grid[x][yy] = null;this.grid[x][yy - 1].y -= this.blockSize;}}}y--;}}if (linesCleared > 0) {this.score += linesCleared * 100;this.scoreLabel.string = this.score;this.unschedule(this.updateGame);this.schedule(this.updateGame, 1 / (1 + this.score / 1000));}},onKeyDown(event) {if (this.gameOver) return;switch (event.keyCode) {case cc.KEY.left:this.moveLeft();break;case cc.KEY.right:this.moveRight();break;case cc.KEY.up:this.rotate();break;case cc.KEY.down:this.moveDown();break;case cc.KEY.space:this.drop();break;}},moveLeft() {this.currentBlock.x -= 1;if (this.checkCollision(this.currentBlock)) {this.currentBlock.x += 1;}},moveRight() {this.currentBlock.x += 1;if (this.checkCollision(this.currentBlock)) {this.currentBlock.x -= 1;}},rotate() {const oldRotation = this.currentBlock.rotation;this.currentBlock.rotation = (this.currentBlock.rotation + 90) % 360;if (this.checkCollision(this.currentBlock)) {this.currentBlock.rotation = oldRotation;}},drop() {while (!this.checkCollision(this.currentBlock)) {this.currentBlock.y -= 1;}this.currentBlock.y += 1;this.placeBlock();this.clearLines();this.spawnBlock();},
});
3. 配置场景
1. 在场景中创建一个 `Canvas` 节点。
2. 在 `Canvas` 下创建一个 `MainLayer` 节点,用于放置游戏方块。
3. 在 `Canvas` 下创建一个 `NextBlockPanel` 节点,用于显示下一个方块。
4. 在 `Canvas` 下创建一个 `ScoreLabel` 节点,用于显示得分。
5. 在 `Canvas` 下创建一个 `GameOverPanel` 节点,用于显示游戏结束界面。
6. 在 `Canvas` 下创建一个 `StartButton` 节点,用于开始游戏。
4. 运行游戏
1. 将 `Tetris.js` 脚本挂载到 `Canvas` 节点上。
2. 配置脚本中的属性,将对应的节点和预制体拖拽到脚本的属性面板中。
3. 运行游戏,点击开始按钮即可开始游戏。
5. 操作说明
- 左右箭头:水平移动方块
- 上箭头:旋转方块
- 下箭头:加速下落
- 空格键:瞬间下落
6. 总结
这款俄罗斯方块游戏具有流畅的体验、美观的界面和完整的功能。随着得分的增加,游戏难度逐渐增加,挑战性十足。希望你喜欢这款游戏!
我的更多游戏源码已上线Cocos Store 应用商店,欢迎体验~
(以下地址需用浏览器打开)
Cocos StoreCocos商城 Creator扩展https://store.cocos.com/app/search?name=hawkonline