First working, initial version of Tetris.js

This commit is contained in:
Marcel
2017-12-15 19:58:42 +01:00
parent d23586d156
commit 6491056b8f
3 changed files with 318 additions and 0 deletions

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index.html Normal file
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Tetris</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="score"></div>
<canvas id="tetris" width="240" height="400"></canvas>
<div id="controls">
Controls:
<br>
Arrow Keys -> Move left/right or down
<br>
Q/W -> Rotate the tile
</div>
<script src="tetris.js"></script>
</body>
</html>

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style.css Normal file
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body {
margin: 0;
padding: 0;
overflow: hidden;
background: #202028;
}
#tetris {
position: absolute;
left: 50%;
-webkit-transform: translateX(-50%);
-moz-transform: translateX(-50%);
-ms-transform: translateX(-50%);
-o-transform: translateX(-50%);
transform: translateX(-50%);
margin: 20px 0;
border: solid .2em #fff;
}
#score, #controls {
position: absolute;
font-family: Roboto, Helvetica, Arial, sans-serif;
font-weight: 900;
font-size: 40px;
top: 50%;
left: 25%;
transform: translate(-50%, -50%);
color: #fff;
}
#score:before {
content: 'Score:';
}
#controls {
left: 75%;
font-size: 20px;
font-weight: 300;
transform: translate(0, -50%);
}

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tetris.js Normal file
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const canvas = document.getElementById('tetris');
const context = canvas.getContext('2d');
const fieldSize = {x: 12, y: 20};
function arenaSweep() {
let rowCount = 1;
outer: for(let y = arena.length - 1; y > 0; --y) {
for(let x = 0; x < arena[y].length; ++x) {
if(arena[y][x] === 0) {
continue outer;
}
}
const row = arena.splice(y, 1)[0].fill(0);
arena.unshift(row);
++y;
player.score += rowCount * 10;
rowCount *= 2;
}
dropInterval -= player.score / 10;
dropInterval = dropInterval > 50 ? dropInterval : 50;
}
function collide(arena, player) {
const [m, o] = [player.matrix, player.pos];
for(let y = 0; y < m.length; ++y) {
for(let x = 0; x < m[y].length; ++x) {
if(m[y][x] !== 0 && (arena[y + o.y] && arena[y + o.y][x + o.x]) !== 0) {
return true;
}
}
}
return false;
}
function createMatrix(w, h) {
const matrix = [];
while(h--) {
matrix.push(new Array(w).fill(0));
}
return matrix;
}
function createPiece(type) {
switch(type) {
case 'T':
return [
[0, 0, 0],
[1, 1, 1],
[0, 1, 0]
];
case 'O':
return [
[2, 2],
[2, 2]
];
case 'J':
return [
[0, 3, 0],
[0, 3, 0],
[3, 3, 0]
];
case 'L':
return [
[0, 4, 0],
[0, 4, 0],
[0, 4, 4]
];
case 'I':
return [
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0]
];
case 'S':
return [
[0, 6, 6],
[6, 6, 0],
[0, 0, 0]
];
case 'Z':
return [
[7, 7, 0],
[0, 7, 7],
[0, 0, 0]
];
}
}
function draw() {
context.fillStyle = '#000';
context.fillRect(0, 0, canvas.width, canvas.height);
drawMatrix(arena, {x: 0, y: 0});
drawMatrix(player.matrix, player.pos);
}
function drawMatrix(matrix, offset) {
matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
context.fillStyle = colors[value];
context.fillRect(x + offset.x, y + offset.y, 1, 1);
}
});
});
}
function merge(arena, player) {
player.matrix.forEach((row, y) => {
row.forEach((value, x) => {
if(value !== 0) {
arena[y + player.pos.y][x + player.pos.x] = value;
}
});
});
}
function playerDrop() {
player.pos.y++;
if(collide(arena, player)) {
player.pos.y--;
merge(arena, player);
playerReset();
arenaSweep();
updateScore();
}
dropCounter = 0;
}
function playerMove(dir) {
player.pos.x += dir;
if(collide(arena, player)) {
player.pos.x -= dir;
}
}
function playerReset() {
const pieces = 'IJLOSTZ';
player.matrix = createPiece(pieces[pieces.length * Math.random() | 0]);
player.pos.y = 0;
player.pos.x = (arena[0].length / 2 | 0) - (player.matrix[0].length / 2 | 0);
if(collide(arena, player)) {
arena.forEach(row => row.fill(0));
player.score = 0;
dropInterval = 1000;
updateScore();
}
}
function playerRotate(dir) {
rotate(player.matrix, dir);
const pos = player.pos.x;
let offset = 1;
while(collide(arena, player )) {
player.pos.x += offset;
offset = -(offset + (offset > 0 ? 1 : -1));
if(offset > player.matrix[0].length) {
rotate(player.matrix, -dir);
player.pos.x = pos;
return;
}
}
}
function rotate(matrix, dir) {
for(let y = 0; y < matrix.length; ++y) {
for(let x = 0; x < y; ++x) {
[
matrix[x][y],
matrix[y][x]
] = [
matrix[y][x],
matrix[x][y]
];
}
}
if(dir > 0) {
matrix.forEach(row => row.reverse());
} else {
matrix.reverse();
}
}
let dropCounter = 0;
let dropInterval = 1000;
let lastTime = 0;
function update(time = 0) {
const deltaTime = time - lastTime;
lastTime = time;
dropCounter += deltaTime;
if(dropCounter > dropInterval) {
playerDrop();
}
draw();
requestAnimationFrame(update);
}
function updateScore() {
document.getElementById('score').innerText = player.score.toString();
}
const colors = [
null,
'#FF0D72',
'#0DC2FF',
'#0DFF72',
'#F538FF',
'#FF8E0D',
'#FFE138',
'#3877FF',
];
const arena = createMatrix(fieldSize.x, fieldSize.y);
const player = {
pos: {x: 0, y: 0},
matrix: null,
score: 0
};
// Keyboard controls
document.addEventListener('keydown', event => {
if(event.keyCode === 37) {
playerMove(-1);
} else if(event.keyCode === 39) {
playerMove(1);
} else if(event.keyCode === 40) {
playerDrop();
} else if(event.keyCode === 81) {
playerRotate(-1);
} else if(event.keyCode === 87) {
playerRotate(1);
}
});
window.onresize = function (event) {
scaleWindow();
};
function scaleWindow() {
canvas.height = window.innerHeight - 40;
canvas.width = canvas.height / (5 / 3);
context.scale(canvas.width / fieldSize.x, canvas.height / fieldSize.y);
}
scaleWindow();
playerReset();
update();
updateScore();