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Copy pathtetris.js
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183 lines (161 loc) · 4.43 KB
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const l = [
[[-1, 0], [0, 0], [1, 0], [2, 0]],
[[1, -2], [1, -1], [1, 0], [1, 1]],
]
const t = [
[[1, 1], [0, 0], [1, 0], [2, 0]],
[[1, 1], [0, 0], [1, 0], [1, -1]],
[[1, -1], [0, 0], [1, 0], [2, 0]],
[[1, 1], [2, 0], [1, 0], [1, -1]],
]
const L = [
[[0, 1], [0, 0], [1, 0], [2, 0]],
[[0, -1], [1, -1], [1, 0], [1, 1]],
[[2, -1], [0, 0], [1, 0], [2, 0]],
[[2, 1], [1, -1], [1, 0], [1, 1]],
]
const reverseL = [
[[2, 1], [0, 0], [1, 0], [2, 0]],
[[0, 1], [1, -1], [1, 0], [1, 1]],
[[0, -1], [0, 0], [1, 0], [2, 0]],
[[2, -1], [1, -1], [1, 0], [1, 1]],
]
const square = [
[[0, 1], [1, 1], [0, 0], [1, 0]],
]
const zig = [
[[1, 1], [2, 1], [0, 0], [1, 0]],
[[1, 1], [2, -1], [2, 0], [1, 0]],
]
const zag = [
[[0, 1], [1, 1], [1, 0], [2, 0]],
[[1, -1], [2, 1], [1, 0], [2, 0]],
]
const pieces = [l, t, L, reverseL, square, zig, zag]
const board = document.getElementById("tetris-board")
const height = board.rows.length
const width = board.rows[0].cells.length
let millisecondsPerTic = 500
let gameTicID
let gameOver = false
let level = 1
const getRandomPiece = () => pieces[Math.floor(Math.random() * pieces.length)]
const getStartPos = () => [4, -1]
// set our starting piece
let rotationI = 0
let currPieceRef = getRandomPiece()
let pos = getStartPos()
let currPiece = structuredClone(currPieceRef[0])
currPiece.forEach(function(xy) {
xy[0] += pos[0]
xy[1] += pos[1]
})
function gameTic() {
// if we can't move
if (currPiece.some((xy) => xy[1] >= height - 1 || xy[1] >= 0 && board.rows[xy[1] + 1].cells[xy[0]].classList.contains("piece"))) {
// set the piece in place
currPiece.forEach(function(xy) {
if (xy[1] >= 0 && xy[1] < height) {
board.rows[xy[1]].cells[xy[0]].classList.remove("active-piece")
board.rows[xy[1]].cells[xy[0]].classList.add("piece")
}
})
// if we're still above the top of the grid, set gameOver and return.
if (currPiece.some((xy) => xy[1] < 0)) {
gameOver = true
return
}
// get and display a new piece
rotationI = 0
currPieceRef = getRandomPiece()
pos = getStartPos()
currPiece = structuredClone(currPieceRef[0])
currPiece.forEach(function(xy) {
xy[0] += pos[0]
xy[1] += pos[1]
})
currPiece.forEach(function(xy) {
if (xy[1] >= 0) {
board.rows[xy[1]].cells[xy[0]].classList.add("active-piece")
}
})
// check for cleared lines
return
}
// move each block in the piece down
currPiece.forEach(function(xy) {
if (xy[1] >= 0 && xy[1] < height) {
board.rows[xy[1]].cells[xy[0]].classList.remove("active-piece")
}
xy[1]++
})
currPiece.forEach(function(xy) {
if (xy[1] >= 0 && xy[1] < height) {
board.rows[xy[1]].cells[xy[0]].classList.add("active-piece")
}
})
pos[1]++
}
gameTicID = setInterval(gameTic, millisecondsPerTic)
function rotatePiece() {
let tempRotI = (rotationI + 1) % currPieceRef.length
let tempPiece = structuredClone(currPieceRef[tempRotI])
tempPiece.forEach(function(xy) {
xy[0] += pos[0]
xy[1] += pos[1]
})
if (tempPiece.every((xy) => xy[1] < height - 1 && xy[0] < width && xy[0] >= 0 && (xy[1] < 0 || !board.rows[xy[1]].cells[xy[0]].classList.contains("piece")))) {
currPiece.forEach(function(xy) {
if (xy[1] >= 0) {
board.rows[xy[1]].cells[xy[0]].classList.remove("active-piece")
}
})
tempPiece.forEach(function(xy) {
if (xy[1] >= 0) {
board.rows[xy[1]].cells[xy[0]].classList.add("active-piece")
}
})
currPiece = tempPiece
rotationI = tempRotI
}
}
let left = "ArrowLeft"
let right = "ArrowRight"
let up = "ArrowUp"
let down = "ArrowDown"
function playerMovePiece(e) {
switch (e.key) {
case left:
if (currPiece.every((xy) => xy[0] >= 0 && !board.rows[xy[1]].cells[xy[0] - 1].classList.contains("piece"))) {
currPiece.forEach(function(xy) {
board.rows[xy[1]].cells[xy[0]].classList.remove("active-piece")
xy[0]--
})
currPiece.forEach(function(xy) {
board.rows[xy[1]].cells[xy[0]].classList.add("active-piece")
})
}
pos[0]--
break
case right:
if (currPiece.every((xy) => xy[0] < width && !board.rows[xy[1]].cells[xy[0] + 1].classList.contains("piece"))) {
currPiece.forEach(function(xy) {
board.rows[xy[1]].cells[xy[0]].classList.remove("active-piece")
xy[0]++
})
currPiece.forEach(function(xy) {
if (xy[1] >= 0) {
board.rows[xy[1]].cells[xy[0]].classList.add("active-piece")
}
})
pos[0]++
}
break
case up:
rotatePiece()
break
case down:
break
}
}
document.addEventListener("keydown", playerMovePiece)