javascript-p5.js tetris的实现有一个错误,该错误使片段陷入谷底

我正在p5.js中制作3D俄罗斯方块.但是现在我有一个错误,使这些错误底部掉了!我不确定为什么会这样,因为我写了一个函数“ fallingPieceIsLegal”来防止这种情况.非常感谢你的帮助!

//Audrey Zheng
//3D Tetris



var cx;
var cy;

// set board dimensions and margin
var rows = 15;
var cols = 10;
var margin = 50;
let emptyColor;

//make board

var state = new Array();
for (var i = 0; i < cols; i ++) {
    state.push(emptyColor);
}


var board = new Array();
for (var i = 0; i< rows; i ++) {
    board.push(state);
}

//seven "standard" pieces (tetrominoes)

var iPiece = [
    [ true,true,true]
    ];
  
var jPiece = [
    [ true,false,false ],[ true,true]
    ];
  
var lPiece = [
    [ false,true],true]
    ];
  
var oPiece = [
    [ true,true]
    ];
  
var sPiece = [
    [ false,false ]
    ];
  
var tPiece = [
    [ false,true]
    ];

var zPiece = [
    [ true,[ false,true]
    ];

var tetrisPieces = [ iPiece,jPiece,lPiece,oPiece,sPiece,tPiece,zPiece ];
var tetrisPieceColors = [ "green","pink","orange","yellow","purple","blue","red" ];

//the falling piece

var fallingPiece;
var fallingPieceCols;
var fallingPieceCol;
var fallingPieceRow;



function setup() {
    frameRate(10);

    createCanvas(550,800);
    background(220);




    // osc = new p5.TriOsc();
    // osc.freq(880.0);
    // osc.amp(0.1);
    // osc.start();


    cx = width/2;
    cy = width/2;


    newFallingPiece();
    //fallingPieceIsLegal();
    

}

function draw() {

    fill(255,255,220);
    rect(0,width,height);



    emptyColor = color(255,63);



    drawBoard(rows,cols,450,675);


    placeFallingPiece();
    rectMode(CORNER);
    drawFallingPiece();

    


    if (moveFallingPiece(-1,0) == false) {
        placeFallingPiece();
        newFallingPiece();

    }
    

}

function newFallingPiece(){


    fallingPiece = random(tetrisPieces);
    fallingPieceCols = fallingPiece[0].length;
    fallingPieceCol = cols/2 - Math.floor(fallingPieceCols/2);
    fallingPieceRow = 0;
    //console.log(fallingPiece);


}

function placeFallingPiece() {
    for (var r = 0; r < fallingPiece.length; r ++) {
        for (var c = 0; c < fallingPiece[0].length; c ++) {
            if (fallingPiece[r][c]) {
                board[r + fallingPieceRow][c + fallingPieceCol] = "magenta";
            }
            //print("hi");
        }
    }
}

function drawFallingPiece() {
    for (var r = 0; r < fallingPiece.length; r ++) {
        for (var c = 0; c < fallingPiece[0].length; c ++) {
            if (fallingPiece[r][c]) {
                var bnds = getCellBounds(r + fallingPieceRow,c + fallingPieceCol,675);
                fill(255);
                rect(bnds[0],bnds[2],45,45);

                var tetrisCube = new cube(bnds[0],true);
                //systems.push(tetrisCube);
                tetrisCube.display();
                //fill(230,245,255);
                rect(bnds[0],45);

            }
            //print("hi");
        }
    }

}

function fallingPieceIsLegal() {

    for (var r = 0; r < fallingPiece.length; r++) {
        for (var c = 0; c < fallingPieceCols; c++) {
            if (fallingPiece[r][c] == true) {
                
                if ((c + fallingPieceCol > cols - 1) || (c + fallingPieceCol < 0)) {
                    return false;
                }
                if (r + fallingPieceRow > rows -1) {
                    return false;
                }


            }
        }
    }
    return true;
}

function moveFallingPiece(drow,dcol) {
    if ((drow == 0) && (dcol == -1)) { //move left
        fallingPieceCol -= 1;
        if (fallingPieceIsLegal() == false) {
            fallingPieceCol += 1;
            print('hi');
        }
    }

    if ((drow == 0) && (dcol == 1)) { //move right
        fallingPieceCol += 1;
        if (fallingPieceIsLegal() == false) {
            print("yo");
            fallingPieceCol -= 1;
        }
    }

    if ((drow == -1) && (dcol == 0)) { //move down
        fallingPieceRow += 1;  
        if (fallingPieceIsLegal() == false) {
            fallingPieceRow -= 1;
            return false;
        }   
            return true;   
    }
}

function rotate1(L) {
    var result = [];
    var a;
    for (var col = L[0].length -1; col > -1; col--) {
        //print("yeet");
        var result1 = [];
        for (var row = 0; row < L.length; row++) {
            a = L[row][col];
            result1.push(a);
            print(a);

        }
        result.push(result1);
    }
    return result;
}

function rotateFallingPiece() {
    fallingPiece = rotate1(fallingPiece);
    
    fallingPieceCols = fallingPiece[0].length;
    if (fallingPieceIsLegal == false) {
        for (var i = 0; i < 3; i ++) {
            fallingPiece = rotate1(fallingPiece);
            fallingPieceCols = fallingPiece[0].length;
        }
    }
    print(fallingPiece);
}

function getCellBounds(row,col,height) {
    var gridWidth = width - 2 * margin;
    var gridHeight = height - 2 * margin;
    var x0 = margin + width * col/ cols;
    var x1 = margin + width * (col + 1)/ cols;
    var y0 = margin + height * row / rows;
    var y1 = margin + height * (row + 1)/ rows;
    return [x0,x1,y0,y1];
}

//console.log(getCellBounds(0,600));

function drawBoard(rows,height) {
    for (var row = 0; row < rows; row ++) {
        for (var col = 0; col < cols; coL++) {
            drawCell(row,height);
        }
    }
}

function drawCell(row,height) {
    var bounds = getCellBounds(row,height);
    x0 = bounds[0];
    x1 = bounds[1];
    y0 = bounds[2];
    y1 = bounds[3];

    rectMode(CORNER);

    var cellCube = new cube(x0,false);

    cellCube.display();
    //quad(x0,x0,y0 + 40,x0+40,y0+40,x0 + 40,y0 );

}

function cube(x,y,isSolid) { //the cube
    this.x = x;
    this.y = y;

    this.width = 45;


    this.NW =[this.x,this.y];    
    this.NE = [x+this.width,this.y];

    this.SE = [this.x+this.width,y+this.width];

    this.SW = [this.x,y+this.width];

    this.larger = new square(x,this.width,this.width);
    this.smaller = new square(x + (cx -x) * 0.25,y + (cy - y) *0.25,this.width * 0.75,this.width * 0.75);


    this.NWs =[(this.x + (cx - this.x) * 0.20),this.y + (cy - this.y) * 0.20];
     
    this.nes = [(this.x + (cx - this.x) * 0.20) + (this.width * 0.8),this.y + (cy - this.y) * 0.20];

    this.SEs = [(this.x + (cx - this.x) * 0.20) + (this.width * 0.8),this.y + (cy - this.y) * 0.20 + (this.width * 0.8)];

    this.SWs = [(this.x + (cx - this.x) * 0.20),this.y + (cy - this.y) * 0.20 +(this.width * 0.8)];




   
    this.display = function() {


        //rect(this.x,this.y,this.width);
        //rect(this.x + (cx - this.x) * 0.20,this.y + (cy - this.y) * 0.20,this.width * 0.8,this.width * 0.8);
        stroke(127);
        //bigger square
        line(this.x,this.x + this.width,this.y);
        line(this.x,this.x,this.y + this.width);
        line(this.x + this.width,this.y + this.width);
        line(this.x,this.y+ this.width,this.y + this.width);

        //smaller square
        line(this.x + (cx - this.x) * 0.20,(this.x + (cx - this.x) * 0.20 )+ this.width * 0.8,this.y + (cy - this.y) * 0.20);
        line(this.x + (cx - this.x) * 0.20,this.x + (cx - this.x) * 0.20,this.y + (cy - this.y) * 0.20 + this.width * 0.8);
        line(this.x + (cx - this.x) * 0.20 + this.width * 0.8,this.x + (cx - this.x) * 0.20 + this.width * 0.8,this.y + (cy - this.y) * 0.20 + this.width * 0.8);
        line(this.x + (cx - this.x) * 0.20,this.y + (cy - this.y) * 0.20 + this.width * 0.8,this.y + (cy - this.y) * 0.20 + this.width * 0.8);

        if (isSolid == false) {

            line(this.NW[0],this.NW[1],this.NWs[0],this.NWs[1]);
            line(this.NE[0],this.NE[1],this.nes[0],this.nes[1]);
            line(this.SE[0],this.SE[1],this.SEs[0],this.SEs[1]);

            line(this.SW[0],this.SW[1],this.SWs[0],this.SWs[1]);
        }

        if (isSolid) {
            nostroke();
            fill(230);
            quad(this.SW[0],this.SE[0],this.SEs[1],this.SWs[1]); //bottom
            quad(this.NE[0],this.nes[1],this.SE[1]); // right
            quad(this.NW[0],this.NWs[1],this.SWs[1],this.SW[0],this.SW[1]); //fill left
            quad(this.NE[0],this.NW[0],this.NW[1]); //fill top
            fill(240);
            quad(this.NE[0],this.NW[1]);
        }



    };

}

function square(x,w,h) {
    this.x = x;
    this.y = y;
    this.width = w;
    this.height = h;

    this.getCorners = function() {
        var NW =[x-w/2,y-h/2];
        //print(NW);
        var NE = [x+w/2,y-h/2];
        var SE = [x+w/2,y-h/2];
        var SW = [x-w/2,y+h/2];

        return [NW,NE,SE,SW];
    };
}


function keypressed() {
    if (keyCode == LEFT_ARROW) {
        moveFallingPiece(0,-1);
    }

    if (keyCode == RIGHT_ARROW) {
        moveFallingPiece(0,1);
    }

    if (keyCode == DOWN_ARROW) {
        moveFallingPiece(-1,0);
    }

    if (keyCode == UP_ARROW) {
        rotateFallingPiece();
    }
}
<!DOCTYPE html>
<html>
  <head>
    <Meta charset="UTF-8">
    <title>p5.js vers 0.7.1,Edit index.html to Change This Title</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.1/p5.js"></script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.1/addons/p5.dom.js"></script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.7.1/addons/p5.sound.js"></script>
    <script src="sketch.js" type="text/javascript"></script>
  </head>
  <body>
  </body>
</html>

placeFallingPiece函数与drawFallingPiece非常相似,只是不绘制单元格,而是将fallingPiece的相应单元格与fallingPieceColor一起加载到板上.这样,将棋子放置在板上.

最佳答案
哇,这看起来很辛苦!
您可能想要简化或重新开始解决您的问题.
(您以后总是可以使它变得更复杂,但是,如果您不能按需使用它,那么最好先进行轻松的调整/更改).

不幸的是,我无法为每个问题提供摘要,但是我可以指出一些可能有助于您修复错误内容

>您已经有一个条件可以检查下降片是否在底部并且可以正常工作:if(moveFallingPiece(-1,0)== false){
>目前,您只有一个零件,当它到达底部时,您会将其“回收”为新零件(更改为Tetris零件类型并将行重置为0):您可能想创建一个数组来存储具有堕落.这样,您可以选择停止更新该行(阻止它们下降),但继续在屏幕上渲染它们,并解决了哪一部分作为连续的最后一行连接的逻辑
>代码非常tighly coupled.您可能希望重新组织对象,以便更轻松地处理多个零件,每个零件都有零件.

(例如,创建class and instances (objects),解决所有冲突(与屏幕底部或其他部分的冲突),并在检测到冲突时将多个对象添加到数组中,以形成完整的行(增益点)或堆叠起来)

我建议先使用p5.js制作2D版本,然后将p5.js渲染器更改为WEBGL并将您的rect()调用替换为box()调用(考虑到它们是从中心绘制的,并使用push()/ pop ()调用,以隔离每个box的坐标空间). (在该行的下方,您可能希望查看MVC模式,并将渲染/视图与数据和控制逻辑分开,如果需要,可以从2D更改为3D Tetris)

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