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functions.js
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functions.js
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const tetris = document.getElementById("tetris");
const canvas = tetris.getContext('2d');
const scoreElement = document.getElementById('score');
const I = [
[
[0, 0, 0, 0],
[1, 1, 1, 1],
[0, 0, 0, 0],
[0, 0, 0, 0],
],
[
[0, 0, 1, 0],
[0, 0, 1, 0],
[0, 0, 1, 0],
[0, 0, 1, 0],
],
[
[0, 0, 0, 0],
[0, 0, 0, 0],
[1, 1, 1, 1],
[0, 0, 0, 0],
],
[
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
]
];
const J = [
[
[1, 0, 0],
[1, 1, 1],
[0, 0, 0]
],
[
[0, 1, 1],
[0, 1, 0],
[0, 1, 0]
],
[
[0, 0, 0],
[1, 1, 1],
[0, 0, 1]
],
[
[0, 1, 0],
[0, 1, 0],
[1, 1, 0]
]
];
const L = [
[
[0, 0, 1],
[1, 1, 1],
[0, 0, 0]
],
[
[0, 1, 0],
[0, 1, 0],
[0, 1, 1]
],
[
[0, 0, 0],
[1, 1, 1],
[1, 0, 0]
],
[
[1, 1, 0],
[0, 1, 0],
[0, 1, 0]
]
];
const O = [
[
[0, 0, 0, 0],
[0, 1, 1, 0],
[0, 1, 1, 0],
[0, 0, 0, 0],
]
];
const S = [
[
[0, 1, 1],
[1, 1, 0],
[0, 0, 0]
],
[
[0, 1, 0],
[0, 1, 1],
[0, 0, 1]
],
[
[0, 0, 0],
[0, 1, 1],
[1, 1, 0]
],
[
[1, 0, 0],
[1, 1, 0],
[0, 1, 0]
]
];
const T = [
[
[0, 1, 0],
[1, 1, 1],
[0, 0, 0]
],
[
[0, 1, 0],
[0, 1, 1],
[0, 1, 0]
],
[
[0, 0, 0],
[1, 1, 1],
[0, 1, 0]
],
[
[0, 1, 0],
[1, 1, 0],
[0, 1, 0]
]
];
const Z = [
[
[1, 1, 0],
[0, 1, 1],
[0, 0, 0]
],
[
[0, 0, 1],
[0, 1, 1],
[0, 1, 0]
],
[
[0, 0, 0],
[1, 1, 0],
[0, 1, 1]
],
[
[0, 1, 0],
[1, 1, 0],
[1, 0, 0]
]
];
const sq = 25; //the size (width=height=sq) of each square
const row = 20;
const column = 10;
const emptySquare = "white";
let score = 0;
//Drawing function
function drawSquare(x, y, color) {
canvas.fillStyle = color;
canvas.fillRect(x * sq, y * sq, sq, sq);
canvas.strokeStyle = 'black';
canvas.strokeRect(x * sq, y * sq, sq, sq); // (X : number of squares from the left, Y : number of squares from the top)
}
//Create the board
let board = [];
for (i = 0; i < row; i++) {
board[i] = [];
for (r = 0; r < column; r++) {
board[i][r] = emptySquare;
}
}
//Draw the board
function drawBoard() {
for (i = 0; i < row; i++) {
for (r = 0; r < column; r++) {
drawSquare(r, i, board[i][r]);
}
}
}
drawBoard();
const pieces = [
[Z, 'red'],
[S, 'green'],
[T, 'black'],
[O, 'indigo'],
[I, 'blue'],
[L, 'purple'],
[J, 'orange']
];
//Random pieces function
function randomPiece() {
let randomN = Math.floor(Math.random() * pieces.length); //It gives us number between 0 and 6
return new Piece(pieces[randomN][0], pieces[randomN][1]);
}
let p = randomPiece();
//the Tetromino construction function and it's prototypes
function Piece(tetromino, color) {
this.tetromino = tetromino; //the tetromino array
this.tetrominoN = 0; //start from tetromino[tetrominoN=0]
this.activeTetromino = this.tetromino[this.tetrominoN];
this.color = color;
this.x = 3;
this.y = -2;
}
//draw a Tetromino functions
Piece.prototype.fill = function(color) {
for (r = 0; r < this.activeTetromino.length; r++) {
for (c = 0; c < this.activeTetromino.length; c++) {
// we draw only occupied squares
if (this.activeTetromino[r][c]) {
drawSquare(this.x + c, this.y + r, color);
}
}
}
}
// draw a piece to the board
Piece.prototype.draw = function() {
this.fill(this.color);
}
// undraw a piece
Piece.prototype.undraw = function() {
this.fill(emptySquare);
}
//Lock a piece
Piece.prototype.lock = function() {
for (r = 0; r < this.activeTetromino.length; r++) {
for (c = 0; c < this.activeTetromino.length; c++) {
// we skip the vacant squares
if (!this.activeTetromino[r][c]) {
continue;
}
// pieces to lock on top = game over
if (this.y + r < 0) {
alert("Game Over");
// stop request animation frame
gameOver = true;
location.reload();
break;
}
// we lock the piece
board[this.y + r][this.x + c] = this.color;
}
}
// remove full rows
for (r = 0; r < row; r++) {
let isRowFull = true;
for (c = 0; c < column; c++) {
isRowFull = isRowFull && (board[r][c] != emptySquare);
}
if (isRowFull) {
// if the row is full
// we move down all the rows above it
for (y = r; y > 1; y--) {
for (c = 0; c < column; c++) {
board[y][c] = board[y - 1][c];
}
}
// the top row board[0][..] has no row above it
for (c = 0; c < column; c++) {
board[0][c] = emptySquare;
}
// increment the score
score += 10;
}
}
// update the board
drawBoard();
// update the score
scoreElement.innerHTML = score;
}
//Movements functions
Piece.prototype.moveDown = function() {
if (!this.collision(0, 1, this.activeTetromino)) {
this.undraw();
this.y++;
this.draw();
} else {
this.lock();
p = randomPiece();
}
}
Piece.prototype.moveLeft = function() {
if (!this.collision(-1, 0, this.activeTetromino)) {
this.undraw();
this.x--;
this.draw();
} else {
}
}
Piece.prototype.moveRight = function() {
if (!this.collision(1, 0, this.activeTetromino)) {
this.undraw();
this.x++;
this.draw();
} else {
}
}
Piece.prototype.rotate = function() {
let nextPattern = this.tetromino[(this.tetrominoN + 1) % this.tetromino.length];
let kick = 0;
if (this.collision(0, 0, nextPattern)) {
if (this.x > column / 2) {
kick = -1; //move the piece to the left of the right wall
} else {
kick = 1; //move the piece to the right of the left wall
}
}
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();
}
}
//collision function
Piece.prototype.collision = function(x, y, piece) {
for (r = 0; r < piece.length; r++) {
for (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 >= column || newY >= row) {
return true;
}
// skip newY < 0; board[-1] will crush our game
if (newY < 0) {
continue;
}
// check if there is a locked piece alrady in place
if (board[newY][newX] != emptySquare) {
return true;
}
}
}
return false;
}
//contol function
document.addEventListener('keydown', Control);
function Control(event) {
if (event.keyCode == 37) {
p.moveLeft();
dropStart = Date.now();
} 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();
}
}
let dropStart = Date.now();
let gameOver = false;
//Drop function
function drop() {
let now = Date.now();
let delta = now - dropStart;
if (delta > 1000) {
p.moveDown();
dropStart = Date.now();
}
if (!gameOver) {
requestAnimationFrame(drop);
}
}
drop();