Complete restructuring of code: adjusting it to OOP + language and layout improvements

This commit is contained in:
Marcel
2018-02-17 19:39:21 +01:00
parent 7bf336a72f
commit debb18f4ee
5 changed files with 529 additions and 387 deletions

View File

@@ -17,23 +17,44 @@
<div id="menu"> <div id="menu">
<div id="menu-content"> <div id="menu-content">
<div id="language-selector"> <div id="language-selector">
<h3 data-string="titleLanguage">Sprache</h3>
<div id="lang-en" class="lang active" data-lang="en">English</div> <div id="lang-en" class="lang active" data-lang="en">English</div>
<div id="lang-de" class="lang" data-lang="de">Deutsch</div> <div id="lang-de" class="lang" data-lang="de">Deutsch</div>
</div> </div>
<div id="theme-selector"> <div id="theme-selector">
<h3 data-string="titleAppearance">Aussehen</h3>
<div class="radio"> <div class="radio">
<input id="theme-default" name="theme" data-theme="default" type="radio" checked> <input id="theme-default" name="theme" data-theme="default" type="radio" checked>
<label for="theme-default" class="radio-label">Default</label> <label for="theme-default" class="radio-label" data-string="themeDefault">Default</label>
</div> </div>
<div class="radio"> <div class="radio">
<input id="theme-modern" name="theme" data-theme="modern" type="radio"> <input id="theme-modern" name="theme" data-theme="modern" type="radio">
<label for="theme-modern" class="radio-label">Modern</label> <label for="theme-modern" class="radio-label" data-string="themeModern">Modern</label>
</div> </div>
<div class="radio"> <div class="radio">
<input id="theme-snakes" name="theme" data-theme="snakes" type="radio"> <input id="theme-snakes" name="theme" data-theme="snakes" type="radio">
<label for="theme-snakes" class="radio-label">Snakes</label> <label for="theme-snakes" class="radio-label" data-string="themeSnakes">Snakes</label>
</div> </div>
</div> </div>
<div id="help-controls">
<h3 data-string="titleControls">Steuerung</h3>
<dl>
<dt><code>A</code> / <code></code></dt>
<dd data-string="controlsLeft">Nach links bewegen</dd>
<dt><code>D</code> / <code></code></dt>
<dd data-string="controlsRight">Nach rechts bewegen</dd>
<dt><code>Q</code></dt>
<dd data-string="controlsTLeft">Nach links drehen</dd>
<dt><code>E</code></dt>
<dd data-string="controlsTRight">Nach rechts drehen</dd>
<dt><code>S</code> / <code></code></dt>
<dd data-string="controlsDown">Fallen beschleunigen</dd>
<dt><code>W</code> / <code></code></dt>
<dd data-string="controlsHold">Halten</dd>
<dt><code></code> / <code></code></dt>
<dd data-string="controlsPause">Pausieren</dd>
</dl>
</div>
</div> </div>
</div> </div>
<div id="menu-opener"> <div id="menu-opener">
@@ -43,8 +64,8 @@
</div> </div>
<div id="background" class="blurred"> <div id="background" class="blurred">
<div id="game-stats"> <div id="game-stats">
<div id="time">00:00</div> <div id="time" data-string="counterTime" data-string-type="prefix">00:00</div>
<div id="score" data-prefix="Score: ">0</div> <div id="score" data-string="counterScore" data-string-type="prefix">0</div>
</div> </div>
<div id="canvas-container"> <div id="canvas-container">
<canvas id="tetris-hold" width="100" height="100"></canvas> <canvas id="tetris-hold" width="100" height="100"></canvas>
@@ -52,14 +73,11 @@
<canvas id="tetris" width="240" height="400"></canvas> <canvas id="tetris" width="240" height="400"></canvas>
<canvas id="tetris-upcoming" width="100" height="300"></canvas> <canvas id="tetris-upcoming" width="100" height="300"></canvas>
</div> </div>
<div id="controls">
<div id="control-text"></div>
</div>
</div> </div>
<div id="container"> <div id="container">
<h1 id="game-title">Tetris.js</h1> <h1 id="game-title" data-string="titlePaused" data-string-first-run="titleGame">Tetris.js</h1>
<button id="game-play">Play!</button> <button id="game-play" data-string="btnResume" data-string-first-run="btnPlay">Play!</button>
<button id="game-reset">Reset</button> <button id="game-reset" data-string="btnReset">Reset</button>
</div> </div>
<div id="footer"> <div id="footer">
<span id="version-author">v0.0.2a - by KingOfDog</span> <span id="version-author">v0.0.2a - by KingOfDog</span>

View File

@@ -1,38 +1,46 @@
const en = { const en = {
controls: "Controls:" + btnPlay: "Play!",
"<br>" + btnReset: "Reset",
"Left+Right/A+D -> Move left/right" + btnResume: "Resume",
"<br>" + controlsDown: "Accelerate falling",
"Q/E -> Rotate the tile" + controlsHold: "Hold",
"<br>" + controlsLeft: "Move left",
"Down/S -> Drop the tile faster" + controlsPause: "Pause",
"<br>" + controlsRight: "Move right",
"Space/Esc -> Pause the game", controlsTLeft: "Rotate to the left",
play: "Play!", controlsTRight: "Rotate to the right",
time: "Time: ", counterScore: "Score: ",
score: "Score: ", counterTime: "Time: ",
paused: "Paused", themeDefault: "Default",
resume: "Resume", themeModern: "Modern",
title: "Tetris.js", themeSnakes: "Snakes",
reset: "Reset" titleAppearance: "Appearance",
titleControls: "Controls",
titleGame: "Tetris.js",
titleLanguage: "Language",
titlePaused: "Paused"
}; };
const de = { const de = {
controls: "Steuerung:" + btnPlay: "Spielen!",
"<br>" + btnReset: "Zurücksetzen",
"Links+Rechts/A+D -> Objekt nach links/rechts bewegen" + btnResume: "Weiterspielen",
"<br>" + controlsDown: "Fallen beschleunigen",
"Q/E -> Objekt drehen" + controlsHold: "Halten",
"<br>" + controlsLeft: "Nach links bewegen",
"Unten/S -> Objekt schneller fallen lassen" + controlsPause: "Pausieren",
"<br>" + controlsRight: "Nach rechts bewegen",
"Leertaste/Esc -> Pausiere das Spiel", controlsTLeft: "Nach links drehen",
play: "Spielen!", controlsTRight: "Nach rechts drehen",
time: "Zeit: ", counterScore: "Punkte: ",
score: "Punkte: ", counterTime: "Zeit: ",
paused: "Pausiert", themeDefault: "Standard",
resume: "Weiterspielen", themeModern: "Modern",
reset: "Zurücksetzen" themeSnakes: "Schlangen",
titleAppearance: "Aussehen",
titleControls: "Steuerung",
titleLanguage: "Sprache",
titlePaused: "Pausiert"
}; };
let currentLang = ["de", "en"].includes(navigator.language || navigator.userLanguage) ? navigator.language || navigator.userLanguage : "en"; let currentLang = ["de", "en"].includes(navigator.language || navigator.userLanguage) ? navigator.language || navigator.userLanguage : "en";
@@ -59,17 +67,28 @@ class Language {
function switchLang(lang) { function switchLang(lang) {
currentLang = lang; currentLang = lang;
const l = new Language(currentLang); const l = new Language(currentLang);
document.getElementById("score").setAttribute("data-prefix", l.getStr("score"));
document.getElementById("time").setAttribute("data-prefix", l.getStr("time")); const elements = document.querySelectorAll('[data-string]');
document.getElementById("control-text").innerHTML = l.getStr("controls"); for (let i = 0; i < elements.length; i++) {
if(firstRun) { let el = elements[i];
document.getElementById("game-title").innerHTML = l.getStr("title"); let str = l.getStr(el.getAttribute("data-string"));
document.getElementById("game-play").innerHTML = l.getStr("play"); if (el.getAttribute("data-string-first-run") != null && firstRun) {
} else { str = l.getStr(el.getAttribute("data-string-first-run"));
document.getElementById("game-title").innerHTML = l.getStr("paused"); }
document.getElementById("game-play").innerHTML = l.getStr("resume"); if (el.getAttribute("data-string-type")) {
document.getElementById("game-reset").innerHTML = l.getStr("reset"); switch (el.getAttribute("data-string-type")) {
case "prefix":
el.setAttribute("data-prefix", str);
break;
default:
el.innerHTML = str;
break;
}
} else {
el.innerHTML = str;
}
} }
switchActiveSelector(currentLang) switchActiveSelector(currentLang)
} }

View File

@@ -17,21 +17,26 @@ function scaleWindow() {
canvasContainer.height = height; canvasContainer.height = height;
canvasContainer.width = width + 200; canvasContainer.width = width + 200;
canvasBg.height = height; game.g.canvasBg.height = height;
canvasBg.width = width; game.g.canvasBg.width = width;
contextBg.scale(width / fieldSize.x, height / fieldSize.y); game.g.contextBg.scale(width / game.g.fieldSize.x, height / game.g.fieldSize.y);
canvas.height = height; game.g.canvas.height = height;
canvas.width = width; game.g.canvas.width = width;
context.scale(width / fieldSize.x, height / fieldSize.y); game.g.context.scale(width / game.g.fieldSize.x, height / game.g.fieldSize.y);
canvasHold.height = height / fieldSize.y * 4; game.g.canvasHold.height = height / game.g.fieldSize.y * 4;
canvasHold.width = canvasHold.height; game.g.canvasHold.width = game.g.canvasHold.height;
canvasHold.style.transform = "translateX(-" + ((width / 2) + canvasHold.height) + "px) translate(-.4em, -.2em)"; game.g.canvasHold.style.transform = "translateX(-" + ((width / 2) + game.g.canvasHold.width) + "px) translate(-.4em, -.2em)";
contextHold.scale(canvasHold.width / 6, canvasHold.width / 6); game.g.contextHold.scale(game.g.canvasHold.width / 6, game.g.canvasHold.width / 6);
if(!firstRun && isPaused) { game.g.canvasUpcoming.width = height / game.g.fieldSize.y * 4;
draw(); game.g.canvasUpcoming.height = game.g.canvasUpcoming.width * 3;
game.g.canvasUpcoming.style.transform = "translateX(" + ((width / 2) + game.g.canvasHold.width) + "px) translate(.4em, -.2em)";
game.g.contextUpcoming.scale(game.g.canvasUpcoming.width / 6, game.g.canvasUpcoming.width / 6);
if (!firstRun && game.g.isPaused) {
game.draw();
} }
} }
@@ -68,7 +73,7 @@ document.getElementById("game-play").addEventListener("click", () => {
document.getElementById("game-reset").addEventListener("click", () => { document.getElementById("game-reset").addEventListener("click", () => {
firstRun = true; firstRun = true;
clearScreen(); game.clearScreen();
hideMenu(); hideMenu();
switchLang(currentLang); switchLang(currentLang);
showMenu(); showMenu();
@@ -76,7 +81,7 @@ document.getElementById("game-reset").addEventListener("click", () => {
document.getElementsByName("theme").forEach((el) => { document.getElementsByName("theme").forEach((el) => {
el.addEventListener("change", (e) => { el.addEventListener("change", (e) => {
theme = e.target.getAttribute("data-theme"); game.theme = e.target.getAttribute("data-theme");
}); });
}); });
@@ -190,7 +195,7 @@ function scoreUpdateAni() {
} }
function showMenu() { function showMenu() {
isPaused = true; game.g.isPaused = true;
escState = 1; escState = 1;
document.getElementById("game-title").style.display = "block"; document.getElementById("game-title").style.display = "block";
document.getElementById("game-play").style.display = "block"; document.getElementById("game-play").style.display = "block";
@@ -205,7 +210,7 @@ function showMenu() {
} }
function hideMenu() { function hideMenu() {
isPaused = false; game.g.isPaused = false;
escState = 0; escState = 0;
document.getElementById("game-title").style.opacity = "0"; document.getElementById("game-title").style.opacity = "0";
document.getElementById("game-play").style.opacity = "0"; document.getElementById("game-play").style.opacity = "0";
@@ -215,10 +220,10 @@ function hideMenu() {
document.getElementById("game-play").style.display = "none"; document.getElementById("game-play").style.display = "none";
document.getElementById("game-reset").style.display = "none"; document.getElementById("game-reset").style.display = "none";
}, 500); }, 500);
lastTimeUpdate = Date.now(); game.g.lastTimeUpdate = Date.now();
fadeBlurOut(); fadeBlurOut();
if(!firstRun) { if(!firstRun) {
update(lastTime); game.update(lastTime);
} }
} }

View File

@@ -1,16 +1,375 @@
let arena = createMatrix(fieldSize.x, fieldSize.y); class GameInfo {
constructor(game) {
this.fieldSize = {x: 12, y: 20};
this.arena = new Arena(this, game);
const canvas = document.getElementById('tetris'); this.player = new Player(this, game);
const context = canvas.getContext('2d');
const canvasBg = document.getElementById('tetris-background'); this.canvas = document.getElementById('tetris');
const contextBg = canvasBg.getContext('2d'); this.context = this.canvas.getContext('2d');
const canvasHold = document.getElementById('tetris-hold'); this.canvasBg = document.getElementById('tetris-background');
const contextHold = canvasHold.getContext('2d'); this.contextBg = this.canvasBg.getContext('2d');
const canvasUpcoming = document.getElementById('tetris-upcoming'); this.canvasHold = document.getElementById('tetris-hold');
const contextUpcoming = canvasUpcoming.getContext('2d'); this.contextHold = this.canvasHold.getContext('2d');
this.canvasUpcoming = document.getElementById('tetris-upcoming');
this.contextUpcoming = this.canvasUpcoming.getContext('2d');
this.isPaused = true;
this.dropCounter = 0;
this.dropInterval = 1000;
this.keys = {
down: {
keys: [40, 83],
action: () => this.player.drop()
},
left: {
keys: [37, 65],
action: () => this.player.move(-1)
},
right: {
keys: [39, 68],
action: () => this.player.move(1)
},
rotateLeft: {
keys: [81],
action: () => this.player.rotate(-1)
},
rotateRight: {
keys: [69],
action: () => this.player.rotate(1)
},
holdTile: {
keys: [38, 87],
action: () => this.player.hold()
}
};
this.prevUpdateScore = 0;
this.lastScore = 0;
this.lastTime = 0;
this.lastTimeUpdate = Date.now();
this.startTime = 0;
this.upcomingTiles = [];
/*
default -> plain squares
retro -> original look
modern -> rounded corners
snake -> all tiles are connected
*/
this.theme = 'default';
}
}
class Game {
constructor() {
this.g = new GameInfo(this);
this.p = this.g.player;
this.registerListeners();
}
draw() {
this.g.context.clearRect(0, 0, this.g.canvas.width, this.g.canvas.height);
this.drawMatrix(this.p.matrix, this.p.pos);
}
drawArena() {
this.g.contextBg.fillStyle = '#000';
this.g.contextBg.fillRect(0, 0, this.g.canvas.width, this.g.canvas.height);
this.drawMatrix(this.g.arena.field, {x: 0, y: 0}, this.g.contextBg);
}
drawHolding() {
this.g.contextHold.clearRect(0, 0, this.g.canvasHold.width, this.g.canvasHold.height);
const offset = centerOffset(this.p.holdingTile);
const x = 3 - (this.p.holdingTile[0].length / 2) + offset.x;
const y = 3 - (this.p.holdingTile.length / 2) + offset.y;
this.drawMatrix(this.p.holdingTile, {x: x, y: y}, this.g.contextHold);
}
drawMatrix(matrix, offset, useContext = this.g.context) {
matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
this.drawTile(x, y, offset, colors[value], matrix, useContext);
}
});
});
}
drawTile(x, y, offset, color, matrix, useContext = this.g.context) {
const ctx = useContext;
switch (this.g.theme) {
case "default":
ctx.fillStyle = color;
ctx.fillRect(x + offset.x + tileGap / 2, y + offset.y + tileGap / 2, 1 - tileGap, 1 - tileGap);
break;
case "modern":
ctx.fillStyle = color;
drawRoundRect(ctx, x + offset.x + tileGap / 2, y + offset.y + tileGap / 2, 1 - tileGap, 1 - tileGap, .15);
break;
case "snakes":
ctx.fillStyle = color;
let r1 = .15, // top right
r2 = .15, // bottom right
r3 = .15, // bottom left
r4 = .15; // top left
// Is there a tile to the left?
if (matrix[y][x - 1] > 0) {
r3 = 0;
r4 = 0;
}
// Is there a tile to the right?
if (matrix[y][x + 1] > 0) {
r1 = 0;
r2 = 0;
}
// Is there a tile to the top?
if (matrix[y - 1] !== undefined && matrix[y - 1][x] > 0) {
r1 = 0;
r4 = 0;
}
// Is there a tile to the bottom?
if (matrix[y + 1] !== undefined && matrix[y + 1][x] > 0) {
r2 = 0;
r3 = 0;
}
drawRoundRect(ctx, x + offset.x, y + offset.y, 1, 1, [r1, r2, r3, r4]);
break;
default:
this.g.theme = "default";
this.drawTile(x, y, offset, color, matrix, ctx);
break;
}
}
drawUpcoming() {
this.g.contextUpcoming.clearRect(0, 0, this.g.canvasUpcoming.width, this.g.canvasUpcoming.height);
let offsetY = 0;
let offset;
this.g.upcomingTiles.forEach((tile) => {
offset = centerOffset(tile);
const x = 3 - (tile[0].length / 2) + offset.x;
const y = offsetY + 3 - (tile.length / 2) + offset.y;
this.drawMatrix(tile, {x: x, y: y}, this.g.contextUpcoming);
offsetY += 6;
});
}
gameOver() {
this.g.arena.field.forEach(row => row.fill(0));
timePassed = 0;
this.g.lastTimeUpdate = Date.now();
this.updateTime();
this.p.score = 0;
this.g.dropInterval = 1000;
this.updateScore();
}
merge(arena, player) {
player.matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
arena.field[y + player.pos.y][x + player.pos.x] = value;
}
});
});
this.drawArena();
}
registerListeners() {
// Keyboard controls
document.addEventListener('keydown', event => {
Object.keys(this.g.keys).map((objKey) => {
const keyBind = this.g.keys[objKey];
if (keyBind.keys.includes(event.keyCode)) {
keyBind.action();
}
});
});
}
saveHighscore() {
if (getCookie("highscore").value < this.p.score) {
document.cookie = "highscore=" + this.p.score + "; max-age=" + 60 * 60 * 24 * 365 * 1000 + "; path=/;";
}
}
start() {
this.drawArena();
this.p.addTile();
this.p.addTile();
this.p.addTile();
this.p.reset();
this.g.startTime = Date.now();
this.update();
this.updateScore();
}
update(time = 0) {
if (!this.g.isPaused) {
const deltaTime = time - this.g.lastTime;
this.g.lastTime = time;
this.g.dropCounter += deltaTime;
if (this.g.dropCounter > this.g.dropInterval) {
this.p.drop();
}
this.updateTime();
this.draw();
requestAnimationFrame(this.update.bind(this));
}
}
updateScore() {
if (this.g.lastScore !== this.p.score) {
scoreUpdateAni();
this.g.lastScore = this.p.score;
this.saveHighscore();
}
document.getElementById('score').innerText = this.p.score.toString();
}
updateTime() {
timePassed += Date.now() - this.g.lastTimeUpdate;
timeElement.innerHTML = formatMillis(timePassed);
this.g.lastTimeUpdate = Date.now();
}
}
class Arena {
constructor(gameInfo, game) {
this.g = gameInfo;
this.game = game;
this.field = createMatrix(this.g.fieldSize.x, this.g.fieldSize.y);
}
clearScreen() {
this.g.context.clearRect(0, 0, this.g.canvas.width, this.g.canvas.height);
}
sweep() {
let rowCount = 1;
outer: for (let y = this.field.length - 1; y > 0; --y) {
for (let x = 0; x < this.field[y].length; ++x) {
if (this.field[y][x] === 0) {
continue outer;
}
}
const row = this.field.splice(y, 1)[0].fill(0);
this.field.unshift(row);
++y;
this.p.score += rowCount * 10;
rowCount *= 2;
}
if (this.p.score - this.g.prevUpdateScore > 50) {
this.g.dropInterval -= 20;
this.g.dropInterval = this.g.dropInterval > 100 ? this.g.dropInterval : 100;
this.g.prevUpdateScore = this.p.score;
}
this.game.drawArena();
}
}
class Player {
constructor(gameInfo, game) {
this.g = gameInfo;
this.game = game;
this.a = this.g.arena;
this.pos = {x: 0, y: 0};
this.matrix = null;
this.score = 0;
this.isHolding = false;
this.holdingTile = null;
this.a.p = this;
}
addTile() {
this.g.upcomingTiles.push(createPiece(pieces[pieces.length * Math.random() | 0]));
}
drop() {
this.pos.y++;
if (collide(this.a.field, this)) {
this.pos.y--;
this.game.merge(this.a, this);
this.reset();
this.a.sweep();
this.game.updateScore();
}
this.g.dropCounter = 0;
}
hold() {
if (this.isHolding)
return;
if (this.holdingTile === null) {
this.holdingTile = this.matrix;
this.reset(true);
} else {
this.holdingTile = [this.matrix, this.matrix = this.holdingTile][0];
this.reset(true, false);
}
this.game.drawHolding();
}
move(dir) {
this.pos.x += dir;
if (collide(this.a.field, this)) {
this.pos.x -= dir;
}
this.g.dropCounter *= .75;
}
reset(resetHold = false, newTile = true) {
this.isHolding = resetHold;
if (newTile) {
this.matrix = this.g.upcomingTiles[0];
this.g.upcomingTiles.splice(0, 1);
this.addTile();
}
this.pos.y = 0;
this.pos.x = (this.a.field[0].length / 2 | 0) - (this.matrix[0].length / 2 | 0);
this.game.drawUpcoming();
if (collide(this.a.field, this)) {
this.game.gameOver();
}
}
rotate(dir) {
rotate(this.matrix, dir);
const pos = this.pos.x;
let offset = 1;
while (collide(this.a.field, this)) {
this.pos.x += offset;
offset = -(offset + (offset > 0 ? 1 : -1));
if (offset > this.matrix[0].length) {
rotate(this.matrix, -dir);
this.pos.x = pos;
return;
}
}
}
}
const colors = [ const colors = [
null, null,
@@ -23,118 +382,17 @@ const colors = [
'#3877FF', '#3877FF',
]; ];
let dropCounter = 0;
let dropInterval = 1000;
const fieldSize = {x: 12, y: 20};
let holdingTile = null;
let isPaused = true;
let isHolding = false;
const keys = {
down: {
keys: [40, 83],
action: () => playerDrop()
},
left: {
keys: [37, 65],
action: () => playerMove(-1)
},
right: {
keys: [39, 68],
action: () => playerMove(1)
},
rotateLeft: {
keys: [81],
action: () => playerRotate(-1)
},
rotateRight: {
keys: [69],
action: () => playerRotate(1)
},
holdTile: {
keys: [38, 87],
action: () => playerHold()
}
};
let lastScore = 0;
let lastTime = 0;
let lastTimeUpdate = Date.now();
const pieces = 'IJLOSTZ'; const pieces = 'IJLOSTZ';
const player = {
pos: {x: 0, y: 0},
matrix: null,
score: 0
};
let prevUpdateScore = 0;
let startTime = 0;
/*
default -> plain squares
retro -> original look
modern -> rounded corners
snake -> all tiles are connected
*/
let theme = 'default';
const tileGap = .05; const tileGap = .05;
const timeElement = document.getElementById("time"); const timeElement = document.getElementById("time");
let timePassed = 0; let timePassed = 0;
let upcomingTiles = [];
if (typeof console === "undefined") { if (typeof console === "undefined") {
console = {}; console = {};
} }
// Keyboard controls
document.addEventListener('keydown', event => {
Object.keys(keys).map((objKey, index) => {
const keyBind = keys[objKey];
if (keyBind.keys.includes(event.keyCode)) {
keyBind.action();
}
});
});
function addTile() {
upcomingTiles.push(createPiece(pieces[pieces.length * Math.random() | 0]));
}
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;
}
if (player.score - prevUpdateScore > 50) {
dropInterval -= 20;
dropInterval = dropInterval > 100 ? dropInterval : 100;
prevUpdateScore = player.score;
}
drawArena();
}
function centerOffset(matrix) { function centerOffset(matrix) {
let offsetX = 0; let offsetX = 0;
let offsetY = 0; let offsetY = 0;
@@ -168,10 +426,6 @@ function centerOffset(matrix) {
return {x: offsetX, y: offsetY}; return {x: offsetX, y: offsetY};
} }
function clearScreen() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
function collide(arena, player) { function collide(arena, player) {
const [m, o] = [player.matrix, player.pos]; const [m, o] = [player.matrix, player.pos];
for (let y = 0; y < m.length; ++y) { for (let y = 0; y < m.length; ++y) {
@@ -239,35 +493,6 @@ function createPiece(type) {
} }
} }
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
drawMatrix(player.matrix, player.pos);
}
function drawArena() {
contextBg.fillStyle = '#000';
contextBg.fillRect(0, 0, canvas.width, canvas.height);
drawMatrix(arena, {x: 0, y: 0}, contextBg);
}
function drawHolding() {
contextHold.clearRect(0, 0, canvasHold.width, canvasHold.height);
const offset = centerOffset(holdingTile);
const x = 3 - (holdingTile[0].length / 2) + offset.x;
const y = 3 - (holdingTile.length / 2) + offset.y;
drawMatrix(holdingTile, {x: x, y: y}, contextHold);
}
function drawMatrix(matrix, offset, useContext = context) {
matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
drawTile(x, y, offset, colors[value], matrix, useContext);
}
});
});
}
function drawRoundRect(ctx, x, y, w, h, r) { function drawRoundRect(ctx, x, y, w, h, r) {
let r1 = r, let r1 = r,
r2 = r, r2 = r,
@@ -312,67 +537,11 @@ function drawRoundRect(ctx, x, y, w, h, r) {
ctx.fill(); ctx.fill();
} }
function drawTile(x, y, offset, color, matrix, useContext = context) {
const ctx = useContext;
switch (theme) {
case "default":
ctx.fillStyle = color;
ctx.fillRect(x + offset.x + tileGap / 2, y + offset.y + tileGap / 2, 1 - tileGap, 1 - tileGap);
break;
case "modern":
ctx.fillStyle = color;
drawRoundRect(ctx, x + offset.x + tileGap / 2, y + offset.y + tileGap / 2, 1 - tileGap, 1 - tileGap, .15);
break;
case "snakes":
ctx.fillStyle = color;
let r1 = .15, // top right
r2 = .15, // bottom right
r3 = .15, // bottom left
r4 = .15; // top left
// Is there a tile to the left?
if (matrix[y][x - 1] > 0) {
r3 = 0;
r4 = 0;
}
// Is there a tile to the right?
if (matrix[y][x + 1] > 0) {
r1 = 0;
r2 = 0;
}
// Is there a tile to the top?
if (matrix[y - 1] !== undefined && matrix[y - 1][x] > 0) {
r1 = 0;
r4 = 0;
}
// Is there a tile to the bottom?
if (matrix[y + 1] !== undefined && matrix[y + 1][x] > 0) {
r2 = 0;
r3 = 0;
}
drawRoundRect(ctx, x + offset.x, y + offset.y, 1, 1, [r1, r2, r3, r4]);
break;
default:
theme = "default";
drawTile(x, y, offset, color, matrix, useContext);
break;
}
}
function formatMillis(millis) { function formatMillis(millis) {
const d = new Date(1000 * Math.round(millis / 1000)); const d = new Date(1000 * Math.round(millis / 1000));
return (d.getUTCMinutes() < 10 ? "0" : "") + d.getUTCMinutes() + ":" + (d.getUTCSeconds() < 10 ? "0" : "") + d.getUTCSeconds(); return (d.getUTCMinutes() < 10 ? "0" : "") + d.getUTCMinutes() + ":" + (d.getUTCSeconds() < 10 ? "0" : "") + d.getUTCSeconds();
} }
function gameOver() {
arena.forEach(row => row.fill(0));
timePassed = 0;
lastTimeUpdate = Date.now();
updateTime();
player.score = 0;
dropInterval = 1000;
updateScore();
}
function getCookie(name) { function getCookie(name) {
if (document.cookie === "") { if (document.cookie === "") {
return; return;
@@ -400,79 +569,25 @@ function getCookies() {
} }
} }
function merge(arena, player) { function move(ctx = context, matrix, startX, startY, diffX, diffY, duration) {
player.matrix.forEach((row, y) => { let x = startX;
row.forEach((value, x) => { let y = startY;
if (value !== 0) { const speedX = diffX / (duration / 1000);
arena[y + player.pos.y][x + player.pos.x] = value; const speedY = diffY / (duration / 1000);
} let startTime = Date.now();
}); // const frames = duration / 60;
}); const ani = setInterval(frame, 16.6);
drawArena();
}
function playerDrop() { function frame() {
player.pos.y++; if (Date.now() - startTime >= duration) {
if (collide(arena, player)) { clearInterval(ani);
player.pos.y--;
merge(arena, player);
playerReset();
arenaSweep();
updateScore();
}
dropCounter = 0;
}
function playerHold() {
if (isHolding)
return;
if (holdingTile === null) {
holdingTile = player.matrix;
playerReset(true);
} else {
holdingTile = [player.matrix, player.matrix = holdingTile][0];
playerReset(true, false);
}
drawHolding();
}
function playerMove(dir) {
player.pos.x += dir;
if (collide(arena, player)) {
player.pos.x -= dir;
}
dropCounter *= .75;
}
function playerReset(resetHold = false, newTile = true) {
isHolding = resetHold;
if (newTile) {
player.matrix = upcomingTiles[0];
upcomingTiles.splice(0, 1);
addTile();
}
player.pos.y = 0;
player.pos.x = (arena[0].length / 2 | 0) - (player.matrix[0].length / 2 | 0);
if (collide(arena, player)) {
gameOver();
}
}
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; return;
} }
// ctx.clearRect(x, y, matrix[0].length, matrix.length);
x += speedX * (Date.now() - startTime) / 1000;
y += speedY * (Date.now() - startTime) / 1000;
ctx.fillStyle = "#fff";
ctx.rect(x, y, matrix[0].length, matrix.length);
} }
} }
@@ -496,52 +611,8 @@ function rotate(matrix, dir) {
} }
} }
function saveHighscore() { const game = new Game();
if (getCookie("highscore").value < player.score) {
document.cookie = "highscore=" + player.score + "; max-age=" + 60 * 60 * 24 * 365 * 1000 + "; path=/;";
}
}
function startGame() { function startGame() {
arena = createMatrix(fieldSize.x, fieldSize.y); game.start();
drawArena();
addTile();
addTile();
addTile();
playerReset();
update();
updateScore();
startTime = Date.now();
}
function update(time = 0) {
if(!isPaused) {
const deltaTime = time - lastTime;
lastTime = time;
dropCounter += deltaTime;
if (dropCounter > dropInterval) {
playerDrop();
}
updateTime();
draw();
requestAnimationFrame(update);
}
}
function updateScore() {
if(lastScore !== player.score) {
scoreUpdateAni();
lastScore = player.score;
saveHighscore();
}
document.getElementById('score').innerText = player.score.toString();
}
function updateTime() {
timePassed += Date.now() - lastTimeUpdate;
timeElement.innerHTML = formatMillis(timePassed);
lastTimeUpdate = Date.now();
} }

View File

@@ -50,6 +50,7 @@ body {
top: 50%; top: 50%;
transform: translate(-50%, -50%); transform: translate(-50%, -50%);
font-size: .6em; font-size: .6em;
width: 20%;
} }
#menu-content > * { #menu-content > * {
@@ -57,6 +58,34 @@ body {
border-bottom: 1px solid #444; border-bottom: 1px solid #444;
} }
#menu-content h3 {
margin: 0 0 15px;
}
#help-controls dl {
height: 273px;
margin: 0;
}
#help-controls dt {
float: left;
width: 30%;
margin-bottom: 10px;
}
#help-controls dt code {
background: rgba(255, 255, 255, 1);
padding: 5px 10px;
border-radius: 5px;
color: #000;
}
#help-controls dd {
float: left;
width: 70%;
margin: 0 0 10px;
}
.menu-open #menu { .menu-open #menu {
transform: none; transform: none;
} }
@@ -168,8 +197,8 @@ body {
#tetris-upcoming { #tetris-upcoming {
position: absolute; position: absolute;
right: 0; right: 50%;
transform: translateX(.2em); border: solid .2em #fff;
} }
#game-stats { #game-stats {