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tetris.js
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//now game starts after pressing 'space'.
//at 'gameOver' goes back to start screen
//after alert prompt.
let started = false;
window.onkeydown = function start(event) {
event = event || window.event;
if (event.keyCode == '32' && !started) {
started = true;
let pause = false;
document.getElementById('startScreen').style.display = "none";
document.getElementById('play_area').style.display = "inline-block";
document.getElementById('side_area').style.display = "inline-block";
const sideCanvas = document.getElementById("side_area");
const sideCtx = sideCanvas.getContext('2d');
const canvas = document.getElementById('play_area');
const ctx = canvas.getContext('2d');
const gameOverImg = new Image();
gameOverImg.src = './img/game_over.png';
const pauseImg = new Image();
pauseImg.src = './img/paused.png';
const gameRowCount = 20;
const gameColumnCount = 10;
const squareSize = 30;
const startPosition = {row: -4, col: 3};
canvas.width = gameColumnCount * squareSize;
canvas.height = sideCanvas.height = gameRowCount * squareSize;
let gameOver = false;
let bag = getShapeBag();
let nextpiece;
// returns a random integer within 0 through max
function randomInt(max) {
return Math.floor(Math.random() * Math.floor(max));
}
// creates a 2d array with the given dimmensions
function createMatrix(w, h) {
let matrix = [];
while (h--) {
matrix.push(new Array(w).fill(0));
}
return matrix;
}
// returns a shape bag
function getShapeArray() {
let arr = [];
for (let shape in shapes) {
arr.push(shapes[shape]);
}
return arr;
}
// shuffles an array
function shuffle(arr) {
var i, j, temp;
for (i = arr.length - 1; i > 0; i--) {
j = Math.floor(Math.random() * (i + 1));
temp = arr[i];
arr[i] = arr[j];
arr[j] = temp;
}
return arr;
};
// returns a shuffled bag
function getShapeBag() {
return shuffle(getShapeArray());
}
function getNextShape() {
let piece;
if (bag.length > 0) {
if (!nextpiece) {
piece = bag.pop();
nextpiece = bag.pop();
} else {
piece = nextpiece;
nextpiece = bag.pop();
}
} else {
bag = getShapeBag();
return getNextShape();
}
return piece;
}
// maps the color number to the img file
function getImgSrc(number) {
for (shape in shapes) {
if (shapes[shape].colorNumber === number) {
return shapes[shape].src;
}
}
}
// draws the block png at the specified position
function drawBlock(colorInt, col, row) {
let img = new Image();
img.src = getImgSrc(colorInt);
ctx.drawImage(img, col * img.width, row * img.height);
}
// draws the block png at the specified position
function drawSideBlock(colorInt, col, row) {
let img = new Image();
img.src = getImgSrc(colorInt);
sideCtx.drawImage(img, col * img.width, row * img.height);
}
// board object, for all the pieces that have been set
let board = {
matrix: createMatrix(gameColumnCount, gameRowCount),
draw: function() {
this.checkForLines();
for (let row = 0; row < this.matrix.length; row++) {
for (let col = 0; col < this.matrix[row].length; col++) {
if (this.matrix[row][col] != 0) {
drawBlock(this.matrix[row][col], col, row);
}
}
}
},
// if piece cannot be added (triggers an error) flag 'gameOver'
// to end game
addPiece: function(shape) {
for (let row = 0; row < shape.piece.length; row++) {
for (let col = 0; col < shape.piece[row].length; col++) {
if (shape.piece[row][col] != 0) {
try {
this.matrix[row + shape.position.row][col + shape.position.col] = shape.color;
} catch(error) {
gameOver = true;
}
}
}
}
},
// see if there are any lines in the row
// if so clear them.
checkForLines: function(){
let line = true;
let shiftNeeded = true;
for (let row = 0; row < this.matrix.length; row++) {
for (let col = 0; col < this.matrix[row].length; col++) {
if (this.matrix[row][col] == 0) {
line = false;
}
}
if (line == true) {
//add to score
scoreBoard.linesCleared += 1;
scoreBoard.score += 100;
scoreBoard.draw();
for (let col = 0; col < this.matrix[row].length; col++) {
this.matrix[row][col] = 0;
}
// Slide blocks down if there is space beneath them
// after clear.
let index = row;
for (index; index > 0; index--) {
for (let col = 0; col < this.matrix[index].length; col++) {
if (this.matrix[index][col] == 0 && this.matrix[index - 1][col] != 0) {
this.matrix[index][col] = this.matrix[index - 1][col];
this.matrix[index - 1][col] = 0;
}
}
}
}
line = true;
}
}
}
// draw all text that doesn't change
sideCtx.font = "26px Fixedsys";
sideCtx.fillStyle = "white";
sideCtx.textAlign = "center";
sideCtx.fillText("SCORE:", sideCanvas.width / 2, 50);
sideCtx.fillText("LINES:", sideCanvas.width / 2, 250);
sideCtx.fillText("NEXT PIECE:", sideCanvas.width / 2, 450);
let scoreBoard = {
score: 0,
linesCleared: 0,
// call whenever score/linesCleared/nextpiece changes
// no functionality for next piece currently
draw: function() {
sideCtx.fillStyle = "black";
sideCtx.fillRect(0, 0, sideCanvas.width, sideCanvas.height);
sideCtx.fillStyle = "white";
sideCtx.textAlign = "center";
sideCtx.fillText("SCORE:", sideCanvas.width / 2, 50);
sideCtx.fillText("LINES:", sideCanvas.width / 2, 250);
sideCtx.fillText("NEXT PIECE:", sideCanvas.width / 2, 420);
sideCtx.fillText("" + scoreBoard.score, sideCanvas.width / 2,80);
sideCtx.fillText("" + scoreBoard.linesCleared, sideCanvas.width / 2, 280);
let piece = nextpiece.variants[0];
let color = nextpiece.colorNumber;
for (let row = 0; row < piece.length; row++) {
for (let col = 0; col < piece[row].length; col++) {
if (piece[row][col] != 0) {
let drawCol = 2 + col;
let drawRow = 15 + row;
drawSideBlock(color, drawCol, drawRow);
}
}
}
},
}
// post initial values
sideCtx.fillText("" + scoreBoard.score, sideCanvas.width / 2, 80);
sideCtx.fillText("" + scoreBoard.linesCleared, sideCanvas.width / 2, 280);
// initial piece info
let first_shape = getNextShape();
let first_color = first_shape.colorNumber;
let first_index = randomInt(first_shape.variants.length);
let first_piece = first_shape.variants[first_index];
// player object, contains all code related to moving piece
let player = {
shape: first_shape,
color: first_color,
index: first_index,
piece: first_piece,
position: startPosition,
// draws the piece at its current position
draw: function() {
for (let row = 0; row < this.piece.length; row++) {
for (let col = 0; col < this.piece[row].length; col++) {
if (this.piece[row][col] != 0) {
let drawCol = this.position.col + col;
let drawRow = this.position.row + row;
drawBlock(this.color, drawCol, drawRow);
}
}
}
},
// shifts the piece down one row
shiftDown: function() {
let potentialPosition = {row: this.position.row + 1, col: this.position.col};
let safe = true;
for (let row = 0; row < this.piece.length; row++) {
for (let col = 0; col < this.piece[row].length; col++) {
if (this.piece[row][col] != 0) {
let checkRow = row + potentialPosition.row;
let checkCol = col + potentialPosition.col;
if (checkRow < 0) {
continue;
// the piece has reached the bottom of the board
} else if (checkRow >= board.matrix.length) {
safe = false;
// the piece has collided with a set block
} else if (board.matrix[checkRow][checkCol] !== 0) {
safe = false;
}
}
}
}
// piece did not have any issues, update to new position
if (safe) {
this.position = potentialPosition
// piece could not be moved any more, add to board
} else {
board.addPiece(this);
// add to score
scoreBoard.score += 10;
scoreBoard.draw();
// added so variables change for a different piece
this.shape = getNextShape();
this.index = randomInt(this.shape.variants.length);
this.piece = this.shape.variants[this.index];
this.color = this.shape.colorNumber;
this.position = startPosition;
}
},
// moves piece left or right depending on input
shiftAcross: function(direction) {
let potentialPosition = {row: this.position.row, col: this.position.col + direction};
let safe = true;
for (let row = 0; row < this.piece.length; row++) {
for (let col = 0; col < this.piece[row].length; col++) {
if (this.piece[row][col] != 0) {
let checkRow = row + potentialPosition.row;
let checkCol = col + potentialPosition.col;
if (checkRow < 0) {
continue;
// the piece has collided with a set block
} else if (board.matrix[checkRow][checkCol] !== 0) {
safe = false;
}
}
}
}
// piece did not have any issues, update to new position
if (safe) {
this.position = potentialPosition;
}
},
// fairly simple, switch variants without going
// out of bounds of array
rotate: function(){
let newIndex = this.index;
if (this.index == this.shape.variants.length - 1) {
newIndex = 0;
} else {
newIndex++;
}
this.index = newIndex;
let potentialPiece = this.shape.variants[newIndex];
// TODO: Push piece over if attempted rotate against wall
let safe = true;
for (let row = 0; row < potentialPiece.length; row++) {
for (let col = 0; col < potentialPiece[row].length; col++) {
if (potentialPiece[row][col] != 0 ) {
let checkRow = row + this.position.row;
let checkCol = col + this.position.col;
// the piece has collided with a set block
if (board.matrix[checkRow][checkCol] !== 0) {
safe = false;
}
}
}
}
// piece did not have any issues, update to new piece
if (safe) {
this.piece = potentialPiece;
}
}
}
// listen for keypresses
document.onkeydown = movment;
// handle each keypress
function movment(e) {
e = e || window.event;
if (!pause && !gameOver) {
if (e.keyCode == '38') {
// up arrow
player.rotate();
update();
}
else if (e.keyCode == '40') {
// down arrow
player.shiftDown();
update();
}
else if (e.keyCode == '37') {
// left arrow
player.shiftAcross(-1);
update();
}
else if (e.keyCode == '39') {
// right arrow
player.shiftAcross(1);
update();
}
}
if (e.keyCode == '32') {
// spaceBar
if (gameOver) {
document.location.reload();
} else {
if (pause) {
pause = false;
} else {
pause = true;
ctx.drawImage(pauseImg, 150 - (pauseImg.width / 2), 360 - (pauseImg.height / 2));
}
}
}
}
// draws the current state of the game
function update() {
if (!gameOver && !pause) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
board.draw();
scoreBoard.draw();
player.draw();
} else if (gameOver) {
ctx.drawImage(gameOverImg, 150 - (gameOverImg.width / 2), 360 - (gameOverImg.height / 2));
}
}
function showPaused() {
}
// game timer
let gameTimer = setInterval( function() {
if (!gameOver && !pause) {
player.shiftDown();
}
}, 300);
// redraw graphics every 1 millisecond, should make the game feel smoother
let updateFrequency = setInterval(function() {
update();
}, 1);
}
}