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();