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Piece.js
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200 lines (181 loc) · 6.79 KB
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/*---------------------------------------------------------------------------
-----------------------The Object Piece--------------------------------------
-----------------------------------------------------------------------------
----------This Objet allows us to draw, rotate, move the tetrominoes----------
---------------and manage the "game over" and the score-----------------------
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
class Piece {
constructor(tetromino, color) {
this.tetromino = tetromino;
this.color = color;
//Starts from the first tetromino form
this.tetrominoN = 0;
this.activeTetromino = this.tetromino[this.tetrominoN];
//Sets the initial position of the pieces
this.x = 3;
this.y = -2;
}
//FillPieces method allows the tetrominoes forms to be drawn with colors
FillPieces(color) {
for (let r = 0; r < this.activeTetromino.length; r++) {
for (let c = 0; c < this.activeTetromino.length; c++) {
// Draws only occupied squares
if (this.activeTetromino[r][c]) {
drawSquare(this.x + c, this.y + r, color);
}
}
}
}
//draw method is used for drawing pieces on to the board with color
draw() {
this.FillPieces(this.color);
}
//unDraw method is used to undraw pieces to the board in black color
unDraw() {
this.FillPieces(VACANT);
}
//moveDown allows the player to move the piece down
moveDown() {
if (!this.HitWall(0, 1, this.activeTetromino)) {
this.unDraw();
this.y++;
this.draw();
} else {
// locks the piece and generate a new one
this.Block();
p = randomPiece();
}
calculateFPSNormal();
updateLabel(FPSNormal);
}
//moveRight allows the player to move the piece to the right
moveRight() {
if (!this.HitWall(1, 0, this.activeTetromino)) {
this.unDraw();
this.x++;
this.draw();
}
}
//moveLeft allows the player to move the piece to the left
moveLeft() {
if (!this.HitWall(-1, 0, this.activeTetromino)) {
this.unDraw();
this.x--;
this.draw();
}
}
//rotate allows the player to rotate the piece to the right
rotate() {
let nextPattern = this.tetromino[(this.tetrominoN + 1) % this.tetromino.length];
let kick = 0;
if (this.HitWall(0, 0, nextPattern)) {
if (this.x > COL / 2) {
//When the piece is on the right border
kick = -1; //we move the piece to the left
} else {
//When the piece is on the left border
kick = 1; //we move the piece to the right
}
}
if (!this.HitWall(kick, 0, nextPattern)) {
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1) % this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}
Block() {
for (let r = 0; r < this.activeTetromino.length; r++) {
for (let c = 0; c < this.activeTetromino.length; c++) {
//Skip the vacant black squares
if (!this.activeTetromino[r][c]) {
continue;
}
//When pieces are lock on top, the game is over
if (this.y + r < 0) {
gameOver = true;
break;
}
//locks the piece
board[this.y + r][this.x + c] = this.color;
}
}
//remove full rows
for (let r = 0; r < ROW; r++) {
let isRowFull = true;
for (let c = 0; c < COL; c++) {
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if (isRowFull) {
//if the row is full
//we move down all the rows above it
for (let y = r ; y > 1; y--) {
for (let c = 0; c < COL; c++) {
board[y][c] = board[y - 1][c];
}
}
//the top row board[0][..] has no row above it
for (let c = 0; c < COL; c++) {
board[0][c] = VACANT;
}
//increment the score, line and level
score = score + bonusScore + scorebase;
lines += 1;
// if the level isn't 20
if (niv != 25) {
// Every 5 lines, the level increase by 1.
if (lines % 4 == 0) {
niv += 1
bonusScore += 40
levelsElement.innerHTML = niv
}
// When the level is at maximum
} else if (gamewin == true) {
alert(
"GOOD GAME !!!" + '\n' +
"You're at max speed !!" + '\n' + '\n'
+ "Keep playing to improve your score !! ")
gamewin = false
niv = 25
}
}
}
//update the board
drawBoard();
//update the score, lines
scoreElement.innerHTML = Math.round(score);
linesElement.innerHTML = lines;
}
//HitWall is used to verify the collision of the piece
HitWall(x, y, piece) {
for (let r = 0; r < piece.length; r++) {
for (let c = 0; c < piece.length; c++) {
//if the square is empty, we skip it
if (!piece[r][c]) {
continue;
}
//coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;
//conditions
if (newX < 0 || newX >= COL || newY >= ROW) {
return true;
}
//skip newY < 0; board[-1] will crush our game
if (newY < 0) {
continue;
}
//check if there is a locked piece already in place
if (board[newY][newX] != VACANT) {
return true;
}
}
}
return false;
}
};
/*---------------------------------------------------------------------------
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/