跟着小白一起学鸿蒙—一起学做Tetris(上)

系统 OpenHarmony
小时候有个游戏叫俄罗斯方块,大人小孩都喜欢玩,我们就一起看看如何能用OpenHarmony学习做个Tetris。

想了解更多关于开源的内容,请访问:

​51CTO 开源基础软件社区​

​https://ost.51cto.com​

简介

小时候有个游戏叫俄罗斯方块,大人小孩都喜欢玩,我们就一起看看如何能用OpenHarmony学习做个Tetris。

#盲盒+码##跟着小白一起学鸿蒙# [番外三]一起学做Tetris(上)-开源基础软件社区

开发

1、HAP应用建立

《#跟着小白一起学鸿蒙#[六]如何编写一个hap应用》里我们介绍了简单的Hap应用的开发以及基础控件的介绍,这里我们就不赘述Hap项目的建立过程,以下就是基础的Hap的page文件:index.ets。

build() {
    Row() {
      Column() {
        Canvas(this.context)
          .width('100%')
          .height('100%')
          .onClick((ev: ClickEvent) => {
            console.info("click!!")
            this.doClick()
          })
          .onReady(() =>{
            this.context.imageSmoothingEnabled = false
            this.randomType()
            this.drawall()
          })
      }
      .width('100%')
    }
    .height('100%')
    .backgroundColor("#cccccc")
  }
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build是基础页面的构造函数,用于界面的元素构造,其他的页面的生命周期函数如下:

declare class CustomComponent {
  /**
   * Customize the pop-up content constructor.
   * @since 7
   */
  build(): void;
  /**
   * aboutToAppear Method
   * @since 7
   */
  aboutToAppear?(): void;
  /**
   * aboutToDisappear Method
   * @since 7
   */
  aboutToDisappear?(): void;
  /**
   * onPageShow Method
   * @since 7
   */
  onPageShow?(): void;
  /**
   * onPageHide Method
   * @since 7
   */
  onPageHide?(): void;
  /**
   * onBackPress Method
   * @since 7
   */
  onBackPress?(): void;
}
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2、Canvas介绍

canvas是画布组件用于自定义绘制图形,具体的API页面如下:

https://developer.harmonyos.com/cn/docs/documentation/doc-references/ts-components-canvas-canvas-0000001333641081。

页面显示前会调用aboutToAppear()函数,此函数为页面生命周期函数。

canvas组件初始化完毕后会调用onReady()函数,函数内部实现小游戏的初始页面的绘制。

(1)初始化页面数据
drawall() {
    this.drawBox()
    this.drawSideBlock()
    this.drawBoxBlock()
    this.drawScore()
  }
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因为都是画布画的,所以布局有点麻烦,需要画几个部分:

  • 中间的大框:方块下落和堆叠区域。
  • 右边提升框:下个方块类型。
  • 中间方块:方块运动和堆叠。
  • 下方计分:行数得分。
(2)绘制大框
drawBox() {
    this.context.lineWidth = 4
    this.context.beginPath()
    this.context.lineCap = 'butt'
    this.context.moveTo(0, 100)
    this.context.lineTo(270, 100)
    this.context.moveTo(270, 100)
    this.context.lineTo(270, 690)
    this.context.moveTo(0, 690)
    this.context.lineTo(270, 690)
  }
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(3)绘制提示方块
drawSideBlock() {
    this.context.fillStyle = 'rgb(250,0,0)'
    let bs = this.blockSize
    let coords = this.blockShapBasic[this.blockType]
    let x = this.sideStartX + coords[0][0]*this.blockSize
    let y = this.sideStartY + coords[0][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    x = this.sideStartX + coords[1][0]*this.blockSize
    y = this.sideStartY + coords[1][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    x = this.sideStartX + coords[2][0]*this.blockSize
    y = this.sideStartY + coords[2][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    x = this.sideStartX + coords[3][0]*this.blockSize
    y = this.sideStartY + coords[3][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    this.context.stroke()
  }
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(4)绘制运动方块
drawBoxBlock() {
  this.setDirection()
  this.context.fillStyle = 'rgb(250,0,0)'
  let bs = this.blockSize
  let coords = this.curBlockShap
  let starty = this.slotStartY + this.step * this.blockSize
  let x = this.slotStartX + coords[0][0]*this.blockSize
  let y = starty + coords[0][1]*this.blockSize
  this.context.fillRect(x, y, bs, bs)
  this.context.rect(x, y, bs, bs)
  console.info("x,y"+x.toString()+":"+y.toString())
  x = this.slotStartX + coords[1][0]*this.blockSize
  y = starty + coords[1][1]*this.blockSize
  this.context.fillRect(x, y, bs, bs)
  this.context.rect(x, y, bs, bs)
  console.info("x,y"+x.toString()+":"+y.toString())
  x = this.slotStartX + coords[2][0]*this.blockSize
  y = starty + coords[2][1]*this.blockSize
  this.context.fillRect(x, y, bs, bs)
  this.context.rect(x, y, bs, bs)
  console.info("x,y"+x.toString()+":"+y.toString())
  x = this.slotStartX + coords[3][0]*this.blockSize
  y = starty + coords[3][1]*this.blockSize
  this.context.fillRect(x, y, bs, bs)
  this.context.rect(x, y, bs, bs)
  console.info("x,y"+x.toString()+":"+y.toString())
  this.context.stroke()
  this.slotBottomY = y
}
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(5)绘制得分区域
drawScore() {
    this.context.fillStyle = 'rgb(0,0,0)'
    this.context.font = '80px sans-serif'
    this.context.fillText("Score:"+this.score.toString(), 20, 740)
  }
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3、游戏逻辑

简单的小游戏主体游戏逻辑为:等待开始,开始,结束流程图如下:

graph LR
timer开始 --> 方块下落
timer开始 --> click[点击]
click[点击] --> 方块变形
方块下落 --> |落到底| 能消除 --> 计分 --> 堆积
方块下落 --> |落到底| 不能消除 --> 堆积
堆积 --> |堆积到顶| 满了 --> 游戏结束
堆积 --> |堆积到顶| 未满 --> 方块下落
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doClick() {
    this.direction += 1
  }
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4、完整逻辑

@Entry
@Component
struct Index {
  @State message: string = 'Hello World'
  private settings: RenderingContextSettings = new RenderingContextSettings(true);
  private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings);
  private blockType: number = 0
  private blockSize: number = 30
  private blockShapBasic = [
    [[0,0],[0,1],[0,2],[0,3]],
    [[0,0],[0,1],[0,2],[1,2]],
    [[0,0],[0,1],[1,1],[0,2]],
    [[0,0],[0,1],[1,1],[1,2]],
    [[0,0],[0,1],[1,0],[1,1]],
  ]
  private blockShap = [
    [[0,0],[0,1],[0,2],[0,3]],
    [[0,0],[0,1],[0,2],[1,2]],
    [[0,0],[0,1],[1,1],[0,2]],
    [[0,0],[0,1],[1,1],[1,2]],
    [[0,0],[0,1],[1,0],[1,1]],
  ]
  private curBlockShap = []
  private sideStartX = 300;
  private sideStartY = 150;
  private slotStartX = 120;
  private slotStartY = 150;
  private slotBottomY = 150;;
  private score = 0;
  private step = 0;
  private direction = 0;
  aboutToDisappear() {
  }
  aboutToAppear() {
    this.sleep(1000)
  }
  async sleep(ms: number) {
    return new Promise((r) => {
      setInterval(() => {
        console.log(this.message)
        this.drawStep()
      }, ms)
    })
  }
  doClick() {
    this.direction += 1
  }
  drawBox() {
    this.context.lineWidth = 4
    this.context.beginPath()
    this.context.lineCap = 'butt'
    this.context.moveTo(0, 100)
    this.context.lineTo(270, 100)
    this.context.moveTo(270, 100)
    this.context.lineTo(270, 690)
    this.context.moveTo(0, 690)
    this.context.lineTo(270, 690)
  }
  setDirection() {
    this.curBlockShap = this.blockShap[this.blockType]
    if (this.direction > 0) {
      for (let i=0;i<4;i++) {
        let x = this.curBlockShap[i][0]
        this.curBlockShap[i][0] = this.curBlockShap[i][1]
        this.curBlockShap[i][1] = x
      }
      this.direction = 0
    }
  }
  drawSideBlock() {
    this.context.fillStyle = 'rgb(250,0,0)'
    let bs = this.blockSize
    let coords = this.blockShapBasic[this.blockType]
    let x = this.sideStartX + coords[0][0]*this.blockSize
    let y = this.sideStartY + coords[0][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    x = this.sideStartX + coords[1][0]*this.blockSize
    y = this.sideStartY + coords[1][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    x = this.sideStartX + coords[2][0]*this.blockSize
    y = this.sideStartY + coords[2][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    x = this.sideStartX + coords[3][0]*this.blockSize
    y = this.sideStartY + coords[3][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    this.context.stroke()
  }
  drawBoxBlock() {
    this.setDirection()
    this.context.fillStyle = 'rgb(250,0,0)'
    let bs = this.blockSize
    let coords = this.curBlockShap
    let starty = this.slotStartY + this.step * this.blockSize
    let x = this.slotStartX + coords[0][0]*this.blockSize
    let y = starty + coords[0][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    x = this.slotStartX + coords[1][0]*this.blockSize
    y = starty + coords[1][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    x = this.slotStartX + coords[2][0]*this.blockSize
    y = starty + coords[2][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    x = this.slotStartX + coords[3][0]*this.blockSize
    y = starty + coords[3][1]*this.blockSize
    this.context.fillRect(x, y, bs, bs)
    this.context.rect(x, y, bs, bs)
    console.info("x,y"+x.toString()+":"+y.toString())
    this.context.stroke()
    this.slotBottomY = y
  }
  drawScore() {
    this.context.fillStyle = 'rgb(0,0,0)'
    this.context.font = '80px sans-serif'
    this.context.fillText("Score:"+this.score.toString(), 20, 740)
  }
  randomType() {
    this.blockType = Math.floor(Math.random()*5)
    console.info("blocktype:"+this.blockType.toString())
  }
  drawStep() {
    this.context.clearRect(0,0,this.context.width,this.context.height)
    this.step += 1
    this.drawBox()
    this.drawSideBlock()
    this.drawBoxBlock()
    this.drawScore()
    if (this.slotBottomY >= 660) {
      this.step = 0
      this.randomType()
    }
  }
  drawall() {
    this.drawBox()
    this.drawSideBlock()
    this.drawBoxBlock()
    this.drawScore()
  }
  build() {
    Row() {
      Column() {
        Canvas(this.context)
          .width('100%')
          .height('100%')
          .onClick((ev: ClickEvent) => {
            console.info("click!!")
            this.doClick()
          })
          .onReady(() =>{
            this.context.imageSmoothingEnabled = false
            this.randomType()
            this.drawall()
          })
      }
      .width('100%')
    }
    .height('100%')
    .backgroundColor("#cccccc")
  }
}
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遗留问题:

  1. 没实现堆积计分(接下来会做)。
  2. 可实现网络对战(分布式对战)。

5、获取源码

等游戏完整发布,会有两个版本,单机和联机版本。

总结

本文主要介绍了小游戏的开发,画布功能的使用。

想了解更多关于开源的内容,请访问:

​51CTO 开源基础软件社区​

​https://ost.51cto.com​​。

责任编辑:jianghua 来源: 51CTO开源基础软件社区
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