games/Tetris/js/tetris.js
2022-10-22 12:41:21 +02:00

208 lines
5.2 KiB
JavaScript

var COLS = 10, ROWS = 20;
var board = [];
var lose;
var interval;
var intervalRender;
var current; // current moving shape
var currentX, currentY; // position of current shape
var freezed; // is current shape settled on the board?
var shapes = [
[ 1, 1, 1, 1 ],
[ 1, 1, 1, 0,
1 ],
[ 1, 1, 1, 0,
0, 0, 1 ],
[ 1, 1, 0, 0,
1, 1 ],
[ 1, 1, 0, 0,
0, 1, 1 ],
[ 0, 1, 1, 0,
1, 1 ],
[ 0, 1, 0, 0,
1, 1, 1 ]
];
var colors = [
'cyan', 'orange', 'blue', 'yellow', 'red', 'green', 'purple'
];
// creates a new 4x4 shape in global variable 'current'
// 4x4 so as to cover the size when the shape is rotated
function newShape() {
var id = Math.floor( Math.random() * shapes.length );
var shape = shapes[ id ]; // maintain id for color filling
current = [];
for ( var y = 0; y < 4; ++y ) {
current[ y ] = [];
for ( var x = 0; x < 4; ++x ) {
var i = 4 * y + x;
if ( typeof shape[ i ] != 'undefined' && shape[ i ] ) {
current[ y ][ x ] = id + 1;
}
else {
current[ y ][ x ] = 0;
}
}
}
// new shape starts to move
freezed = false;
// position where the shape will evolve
currentX = 5;
currentY = 0;
}
// clears the board
function init() {
for ( var y = 0; y < ROWS; ++y ) {
board[ y ] = [];
for ( var x = 0; x < COLS; ++x ) {
board[ y ][ x ] = 0;
}
}
}
// keep the element moving down, creating new shapes and clearing lines
function tick() {
if ( valid( 0, 1 ) ) {
++currentY;
}
// if the element settled
else {
freeze();
valid(0, 1);
clearLines();
if (lose) {
clearAllIntervals();
return false;
}
newShape();
}
}
// stop shape at its position and fix it to board
function freeze() {
for ( var y = 0; y < 4; ++y ) {
for ( var x = 0; x < 4; ++x ) {
if ( current[ y ][ x ] ) {
board[ y + currentY ][ x + currentX ] = current[ y ][ x ];
}
}
}
freezed = true;
}
// returns rotates the rotated shape 'current' perpendicularly anticlockwise
function rotate( current ) {
var newCurrent = [];
for ( var y = 0; y < 4; ++y ) {
newCurrent[ y ] = [];
for ( var x = 0; x < 4; ++x ) {
newCurrent[ y ][ x ] = current[ 3 - x ][ y ];
}
}
return newCurrent;
}
// check if any lines are filled and clear them
function clearLines() {
for ( var y = ROWS - 1; y >= 0; --y ) {
var rowFilled = true;
for ( var x = 0; x < COLS; ++x ) {
if ( board[ y ][ x ] == 0 ) {
rowFilled = false;
break;
}
}
if ( rowFilled ) {
document.getElementById( 'clearsound' ).play();
for ( var yy = y; yy > 0; --yy ) {
for ( var x = 0; x < COLS; ++x ) {
board[ yy ][ x ] = board[ yy - 1 ][ x ];
}
}
++y;
}
}
}
function keyPress( key ) {
switch ( key ) {
case 'left':
if ( valid( -1 ) ) {
--currentX;
}
break;
case 'right':
if ( valid( 1 ) ) {
++currentX;
}
break;
case 'down':
if ( valid( 0, 1 ) ) {
++currentY;
}
break;
case 'rotate':
var rotated = rotate( current );
if ( valid( 0, 0, rotated ) ) {
current = rotated;
}
break;
case 'drop':
while( valid(0, 1) ) {
++currentY;
}
tick();
break;
}
}
// checks if the resulting position of current shape will be feasible
function valid( offsetX, offsetY, newCurrent ) {
offsetX = offsetX || 0;
offsetY = offsetY || 0;
offsetX = currentX + offsetX;
offsetY = currentY + offsetY;
newCurrent = newCurrent || current;
for ( var y = 0; y < 4; ++y ) {
for ( var x = 0; x < 4; ++x ) {
if ( newCurrent[ y ][ x ] ) {
if ( typeof board[ y + offsetY ] == 'undefined'
|| typeof board[ y + offsetY ][ x + offsetX ] == 'undefined'
|| board[ y + offsetY ][ x + offsetX ]
|| x + offsetX < 0
|| y + offsetY >= ROWS
|| x + offsetX >= COLS ) {
if (offsetY == 1 && freezed) {
lose = true; // lose if the current shape is settled at the top most row
document.getElementById('playbutton').disabled = false;
}
return false;
}
}
}
}
return true;
}
function playButtonClicked() {
newGame();
document.getElementById("playbutton").disabled = true;
}
function newGame() {
clearAllIntervals();
intervalRender = setInterval( render, 30 );
init();
newShape();
lose = false;
interval = setInterval( tick, 400 );
}
function clearAllIntervals(){
clearInterval( interval );
clearInterval( intervalRender );
}