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main.js
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257 lines (224 loc) · 6.13 KB
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const ctx = document.getElementById('tetris').getContext('2d')
const message = document.getElementById('message')
const scoreElement = document.getElementById('score')
const ROW = 15
const COL = COLUMN = 10
const SQ = squareSize = 30 // px
const VACANT = "#172a45"
// Drawing a square
drawSquare = (x, y, color) => {
ctx.fillStyle = color;
ctx.fillRect(x * SQ, y * SQ, SQ, SQ);
ctx.strokeStyle = "#172a45";
ctx.strokeRect(x * SQ, y * SQ, SQ, SQ);
}
// Creating a board
let board = [];
for (r = 0; r < ROW; r++) {
board[r] = [];
for (c = 0; c < COL; c++) {
board[r][c] = VACANT; // Initially all cells are empty
}
}
// Drawing a board
drawBoard = () => {
for (r = 0; r < ROW; r++) {
for (c = 0; c < COL; c++) {
drawSquare(c, r, board[r][c]);
}
}
}
drawBoard();
// Pieces and colors
const PIECES = [
[Z, "#3eea3d"],
[S, "#00baff"],
[T, "#00B0DB"],
[O, "#ea3daf"],
[L, "#ffde37"],
[I, "#bc8cff"],
[J, "#00EDFF"]
];
// Generate a random piece
function randomPiece() {
let r = randomN = Math.floor(Math.random() * PIECES.length)
return new Piece(PIECES[r][0], PIECES[r][1]);
}
let p = randomPiece();
// Object Piece
function Piece(tetromino, color) {
this.tetromino = tetromino;
this.color = color;
this.tetrominoN = 0;
this.activeTetromino = this.tetromino[this.tetrominoN];
// Piece cordinate position
this.x = 3;
this.y = -2;
}
// Fill function
Piece.prototype.fill = function (color) {
for (r = 0; r < this.activeTetromino.length; r++) {
for (c = 0; c < this.activeTetromino.length; c++) {
if (this.activeTetromino[r][c]) {
drawSquare(this.x + c, this.y + r, color);
}
}
}
}
// Drawing a piece to the board
Piece.prototype.draw = function () {
this.fill(this.color);
}
// Undraw a piece
Piece.prototype.unDraw = function () {
this.fill(VACANT);
}
//Move down
Piece.prototype.moveDown = function () {
if (!this.collision(0, 1, this.activeTetromino)) {
this.unDraw();
this.y++;
this.draw();
} else {
// Lock the piece and generate a new piece
this.lock();
p = randomPiece();
}
}
//Move Right
Piece.prototype.moveRight = function () {
if (!this.collision(1, 0, this.activeTetromino)) {
this.unDraw();
this.x++;
this.draw();
}
}
//Move Left
Piece.prototype.moveLeft = function () {
if (!this.collision(-1, 0, this.activeTetromino)) {
this.unDraw();
this.x--;
this.draw();
}
}
//Rotate a piece
Piece.prototype.rotate = function () {
let nextPattern = this.tetromino[(this.tetrominoN + 1) % this.tetromino.length];
let kick = 0;
// When hitting right or left wall, move back one space
if (this.collision(0, 0, nextPattern)) {
if (this.x > COL / 2) {
kick = -1;
} else {
kick = 1;
}
}
if (!this.collision(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();
}
}
let score = 0;
Piece.prototype.lock = function () {
for (r = 0; r < this.activeTetromino.length; r++) {
for (c = 0; c < this.activeTetromino.length; c++) {
// Skip the vacan squares
if (!this.activeTetromino[r][c]) {
continue;
}
// Game over when pieces reach the top wall
if (this.y + r < 0) {
message.innerHTML = `<div class="alert">Game Over</div>`;
gameOver = true;
break;
}
//
board[this.y + r][this.x + c] = this.color;
}
}
// Removing a completed row
for (r = 0; r < ROW; r++) {
let isRowFull = true;
for (c = 0; c < COL; c++) {
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if (isRowFull) {
// Move above rows down after removing completed row
for (y = r; y > 1; y--) {
for (c = 0; c < COL; c++) {
board[y][c] = board[y - 1][c];
}
}
// the top row board[0][..] has no row above it
for (c = 0; c < COL; c++) {
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
}
// update the board
drawBoard();
// update the score
scoreElement.innerHTML = score;
}
// Collision function
Piece.prototype.collision = function (x, y, piece) {
for (r = 0; r < piece.length; r++) {
for (c = 0; c < piece.length; c++) {
// Skip if the square is empty
if (!piece[r][c]) {
continue;
}
// Cordinate after moving
let newX = this.x + c + x;
let newY = this.y + r + y;
// Prevent a piece goes outside of board
if (newX < 0 || newX >= COL || newY >= ROW) {
return true;
}
if (newY < 0) {
continue;
}
// Check to see if there are already locked pieces
if (board[newY][newX] != VACANT) {
return true;
}
}
}
return false;
}
// Controlling a piece
document.addEventListener("keydown", CONTROL);
function CONTROL(event) {
if (event.keyCode == 37) {
p.moveLeft();
dropStart = Date.now(); // Prevent moving down while controlling
} else if (event.keyCode == 38) {
p.rotate();
dropStart = Date.now();
} else if (event.keyCode == 39) {
p.moveRight();
dropStart = Date.now();
} else if (event.keyCode == 40) {
p.moveDown();
}
}
// Drop every 1 second
let dropStart = Date.now();
let gameOver = false;
function drop() {
let now = Date.now();
let delta = now - dropStart;
if (delta > 1000) {
p.moveDown();
dropStart = Date.now();
}
if (!gameOver) {
requestAnimationFrame(drop);
}
}
drop();