work on srs and input
This commit is contained in:
parent
795df85122
commit
cd7874b1d7
@ -11,7 +11,8 @@ body{
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padding:0;
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position: relative;
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font-family: 'American Typewriter','Marker Felt';
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overflow-x: hidden;
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overflow-y: hidden;
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}
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#tetris{
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527
dist/tetrion.js
vendored
527
dist/tetrion.js
vendored
@ -437,6 +437,12 @@ var UserInputs = {
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this.gamepadButtonsDeciFrames++;
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this.gamepadDirectionPadDeciFrames++;
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},
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incTickCounter() {
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this.ticks++;
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},
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getTickCounter() {
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return this.ticks;
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},
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processGamepadInput() {
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this.gamepadButtonsDown("RB");
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@ -496,8 +502,8 @@ var UserInputs = {
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// Direction Pad
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gamepadDPadDown(finds) {
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var DAS = 15.0;
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var ARR = 8.0;
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var DAS = 80.0;
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var ARR = 20.0;
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var isContained = this.gpButtons.includes(finds);
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var isPrevContained = this.prevGpButtons.includes(finds);
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@ -576,8 +582,8 @@ var UserInputs = {
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},
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// Direction arrows
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processKeyboardArrowKeys(key) {
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var DAS = 20.0;
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var ARR = 10.0;
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var DAS = 80.0;
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var ARR = 20.0;
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if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
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@ -644,7 +650,9 @@ var UserInputs = {
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// button pressed containers
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inputqueue: [],
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gamepadQueue: []
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gamepadQueue: [],
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ticks: 0
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};
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module.exports = UserInputs;
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@ -748,7 +756,9 @@ var checkGameOver = function(matrix) {
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/**
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Calculate the extra rewards add to the score
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*/
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var calcRewards = function(rows) {
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var calcRewards = function(rows, tspinType) {
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if(tspinType == 2)
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rows*=2+1;
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if (rows && rows.length > 1) {
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return Math.pow(2, rows.length - 1) * 100;
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}
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@ -802,7 +812,7 @@ Tetris.prototype = {
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this.matrix = initMatrix(consts.ROW_COUNT, consts.COLUMN_COUNT);
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this.reset();
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setInterval(() => {this._processInput();}, 1);
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this._initEvents();
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this._fireShape();
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@ -911,6 +921,12 @@ Tetris.prototype = {
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this.hintMino = this.hintQueue.shift();
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this.shape = this.shapeQueue.shift();// shapes.randomShape();
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// Reset matrix at successful end of opener
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//if(this.shapeQueue.length == openers.length) {
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// this.matrix = [];
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// new Audio("Tetris.ogg");
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//}
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this._draw();
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},
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@ -924,15 +940,13 @@ Tetris.prototype = {
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canvas.drawShape(this.shape);
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canvas.drawHoldShape(this.holdQueue);
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canvas.drawPreviewShape(this.shapeQueue);
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canvas.drawHintShape(this.hintMino);
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//canvas.drawHintShape(this.hintMino);
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if(this.shape != undefined) {
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let clone = Object.assign(Object.create(Object.getPrototypeOf(this.shape)), this.shape);
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//todo: put in collision detsction
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var bottomY = clone.bottomAt(this.matrix);
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//clone.color = "#ffffff";
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canvas.drawGhostShape(clone, bottomY);
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}
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canvas.drawMatrix(this.matrix);
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@ -942,25 +956,27 @@ Tetris.prototype = {
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{
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this._draw();
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},
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_processInput: async function(deltaTime) {
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_processInput: async function() {
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var deltaTime = 1.0; // 1 millisecond
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var tenthOfFrame = 1.0//1;//1.6; // 1.6ms = 1 fram
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var halfFrame = 5.0//5;//8.0;
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var halfFramePlus = 10.0;//10.0;
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// TODO: put in web worker--limited to 60fps here
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if(deltaTime >= tenthOfFrame) { // needs to be 600hz // 16 / 10
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//if(deltaTime >= tenthOfFrame) { // needs to be 600hz // 16 / 10
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inputs.incDeciframes();
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}
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inputs.incTickCounter();
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//}
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if(deltaTime >= tenthOfFrame) {
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if(inputs.getTickCounter() >= tenthOfFrame) {
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inputs.updateGamepad();
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inputs.processGamepadDPad();
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inputs.processGamepadInput();
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}
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// drain gamepad queue
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if(deltaTime > halfFrame) // 8 millisecons
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if(inputs.getTickCounter() > halfFrame) // 8 millisecons
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{
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while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
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var curkey = inputs.gamepadQueue.shift();
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@ -1014,12 +1030,12 @@ Tetris.prototype = {
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//inputs.gamepadButtonClear();
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// Do keyboard
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if(deltaTime > tenthOfFrame) // 120hz
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if(inputs.getTickCounter() > tenthOfFrame) // 120hz
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{
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inputs.processKeys();
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}
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if (deltaTime > tenthOfFrame) { // 60hz
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if (inputs.getTickCounter() > tenthOfFrame) { // 60hz
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inputs.processKeyShift();
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// Keyboard inputs
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while((inputs.inputqueue != undefined && inputs.inputqueue.length >= 1)){
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@ -1076,10 +1092,10 @@ Tetris.prototype = {
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}
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if(deltaTime >= halfFramePlus)
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if(inputs.getTickCounter() >= halfFramePlus)
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inputs.saveKeyboardKeys();
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if(deltaTime >= tenthOfFrame)
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if(inputs.getTickCounter() >= tenthOfFrame)
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inputs.saveButtons();
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},
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@ -1113,7 +1129,7 @@ Tetris.prototype = {
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this.prevInputTime = curInputTime;
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var deltaLevelTime = this.currentTime - this.prevTime;
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this._processInput(deltaLevelTime);
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//this._processInput(deltaLevelTime);
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//if(deltaGameTime < 16) this._refresh();
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@ -1134,10 +1150,15 @@ Tetris.prototype = {
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},
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_checkHint: function() {
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if(this.shape.y != this.hintMino.y || this.shape.x != this.hintMino.x) {
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new Audio('./dist/Failed.ogg').play();
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if(!this.shape.isSameSRS(this.hintMino))
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{
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this._restartHandler();
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}
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/*if(this.shape.y != this.hintMino.y || this.shape.x != this.hintMino.x) {
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//new Audio('./dist/Failed.ogg').play();
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this._restartHandler();
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}*/
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},
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// Update game data
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_update: function() {
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@ -1148,7 +1169,7 @@ Tetris.prototype = {
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this.canPullFromHoldQueue = true;
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this.shape.copyTo(this.matrix);
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this._check();
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this._checkHint();
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//this._checkHint();
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this._fireShape();
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new Audio('./dist/Blop2.ogg').play();
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}
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@ -1162,15 +1183,61 @@ Tetris.prototype = {
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}
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},
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// 0 - none, 1 - mini, 2 - tspin
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_tSpinType: function(tPiece, matrix) {
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var side1 = 0;
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var side2 = 0;
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var side3 = 0;
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var side4 = 0;
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side1X = tPiece.x;
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side1Y = tPiece.y;
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side2X = tPiece.x + 2;
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side2Y = tPiece.y;
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side3X = tPiece.x;
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side3Y = tPiece.y + 2;
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side4X = tPiece.x + 2;
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side4Y = tPiece.y + 2;
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if(matrix[side1Y][side1X] != 0)
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side1 = 1;
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if(matrix[side2Y][side2X] != 0)
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side2 = 1;
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if(matrix[side3Y][side3X] != 0)
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side3 = 1;
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if(matrix[side4Y][side4X] != 0)
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side4 = 1;
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console.log("sides: " + side1+side2+side3+side4);
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// if Sides A and B + (C or D) are touching a Surface
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//considered a T-Spin
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if((side1+side2+side3+side4) >= 3)
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return 2;
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//if Sides C and D + (A or B) are touching a Surface
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//considered a Mini T-Spin
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if((side1 || side2) && (side3 && side4))
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return 1;
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return 0;
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},
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// Check and update game data
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_check: function() {
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var rows = checkFullRows(this.matrix);
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if (rows.length) {
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var tspinType;
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if(rows.length >= 4)
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new Audio('./dist/Tetris.ogg').play();
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if(this.shape.flag === 'T')
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tspinType = this._tSpinType(this.shape, this.matrix);
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removeRows(this.matrix, rows);
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console.log("type: " + tspinType);
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var score = calcScore(rows);
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var reward = calcRewards(rows);
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var reward = calcRewards(rows, tspinType);
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this.score += score + reward;
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this.lines += rows.length;
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@ -1289,17 +1356,18 @@ var OpenerGenerator = {
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shapes.getShape(3));
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// L
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this.hintQueue[0].x = 0;
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this.hintQueue[0].x = -1;
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this.hintQueue[0].y = 17;
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this.hintQueue[0].state = this.hintQueue[0].nextState(1);
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// I
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this.hintQueue[1].x = 3;
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this.hintQueue[1].y = 19;
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this.hintQueue[1].y = 17;
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this.hintQueue[1].state = this.hintQueue[1].nextState(1);
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// O
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this.hintQueue[2].x = 8;
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this.hintQueue[2].x = 6;
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this.hintQueue[2].y = 18;
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// S
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this.hintQueue[3].x = 6;
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this.hintQueue[3].x = 5;
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this.hintQueue[3].y = 17;
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this.hintQueue[3].state = this.hintQueue[3].nextState(1);
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// Z
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@ -1308,12 +1376,12 @@ var OpenerGenerator = {
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// J
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this.hintQueue[5].x = 7;
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this.hintQueue[5].y = 16;
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this.hintQueue[5].state = this.hintQueue[5].nextState(3);
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// T
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this.hintQueue[6].x = 1;
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this.hintQueue[6].y = 18;
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this.hintQueue[6].y = 17;
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this.hintQueue[6].state = this.hintQueue[6].nextState(1)
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this.hintQueue[6].state = this.hintQueue[6].nextState(1)
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}
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@ -1368,30 +1436,36 @@ var COLUMN_COUNT = consts.COLUMN_COUNT;
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You can add more shapes if you wish.
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*/
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function ShapeL() {
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var state1 = [
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[1, 0],
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[1, 0],
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[1, 1]
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[0, 0, 1, 0],
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[1, 1, 1, 0],
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[0, 0, 0, 0],
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[0, 0, 0, 0]
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];
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var state2 = [
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[0, 0, 1],
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[1, 1, 1]
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 1, 0],
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[0, 0, 0, 0]
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];
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var state3 = [
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[1, 1],
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[0, 1],
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[0, 1]
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[0, 0, 0, 0],
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[1, 1, 1, 0],
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[1, 0, 0, 0],
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[0, 0, 0, 0]
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];
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var state4 = [
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[1, 1, 1],
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[1, 0, 0]
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[1, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 0, 0, 0]
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];
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this.states = [state1, state2, state3, state4];
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this.x = 4;
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this.y = -3;
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@ -1401,28 +1475,33 @@ function ShapeL() {
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function ShapeLR() {
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var state1 = [
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[0, 1],
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[0, 1],
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[1, 1]
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[1, 0, 0, 0],
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[1, 1, 1, 0],
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[0, 0, 0, 0],
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[0, 0, 0, 0]
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];
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var state2 = [
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[1, 1, 1],
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[0, 0, 1]
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[0, 1, 1, 0],
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[0, 0, 0, 0]
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];
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var state3 = [
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[1, 1],
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[1, 0],
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[1, 0]
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[0, 0, 0, 0],
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[1, 1, 1, 0],
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[0, 0, 1, 0],
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[0, 0, 0, 0]
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];
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var state4 = [
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[1, 0, 0],
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[1, 1, 1]
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[0, 1, 0, 0],
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[0, 1, 0, 0],
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[1, 1, 0, 0],
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[0, 0, 0, 0]
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];
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this.states = [state1, state2, state3, state4];
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this.x = 4;
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this.y = -3;
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@ -1433,10 +1512,29 @@ function ShapeLR() {
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function ShapeO() {
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var state1 = [
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[1, 1],
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[1, 1]
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[0, 0, 1, 1],
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[0, 0, 1, 1],
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[0, 0, 0, 0],
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[0, 0, 0, 0]
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];
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var state2 = [
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[0, 0, 1, 1],
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[0, 0, 1, 1],
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[0, 0, 0, 0],
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[0, 0, 0, 0]
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];
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var state3 = [
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[0, 0, 1, 1],
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[0, 0, 1, 1],
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[0, 0, 0, 0],
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[0, 0, 0, 0]
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];
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var state4 = [
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[0, 0, 1, 1],
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[0, 0, 1, 1],
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[0, 0, 0, 0],
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[0, 0, 0, 0]
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];
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this.states = [state1];
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this.x = 4;
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@ -1446,18 +1544,39 @@ function ShapeO() {
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}
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function ShapeI() {
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// North
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var state1 = [
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[1],
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[1],
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[1],
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[1]
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[1, 0, 0, 0],
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[1, 0, 0, 0],
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[1, 0, 0, 0],
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[1, 0, 0, 0]
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];
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// East
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var state2 = [
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[1, 1, 1, 1]
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[0, 0, 0, 0],
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[0, 0, 0, 0],
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[1, 1, 1, 1],
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[0, 0, 0, 0]
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];
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this.states = [state1, state2];
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// South
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var state3 = [
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[0, 0, 1, 0],
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[0, 0, 1, 0],
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[0, 0, 1, 0],
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[0, 0, 1, 0]
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];
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// West
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var state4 = [
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[0, 0, 0, 0],
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[1, 1, 1, 1],
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[0, 0, 0, 0],
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[0, 0, 0, 0]
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];1
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this.states = [state1, state2, state3, state4];
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this.x = 5;
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this.y = -4;
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@ -1467,28 +1586,89 @@ function ShapeI() {
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function ShapeT() {
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var state1 = [
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[1, 1, 1],
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[0, 1, 0]
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[0, 1, 0, 0],
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[1, 1, 1, 0],
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[0, 0, 0, 0],
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[0, 0, 0, 0]
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];
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var state2 = [
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[1, 0],
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[1, 1],
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[1, 0]
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[0, 1, 0, 0],
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[0, 1, 1, 0],
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[0, 1, 0, 0],
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[0, 0, 0, 0]
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];
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var state3 = [
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[0, 1, 0],
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[1, 1, 1]
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[0, 0, 0, 0],
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[1, 1, 1, 0],
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[0, 1, 0, 0],
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[0, 0, 0, 0]
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||||
];
|
||||
|
||||
var state4 = [
|
||||
[0, 1],
|
||||
[1, 1],
|
||||
[0, 1]
|
||||
[0, 1, 0, 0],
|
||||
[1, 1, 0, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
this.states = [state1, state2, state3, state4];
|
||||
|
||||
// rotation points clockwise<point1, point2>, counterclockwise<point1, point2>
|
||||
var state1RotationPointsOffset = [
|
||||
0, 0, 0, 0,
|
||||
1, 0, -1, 0,
|
||||
1, 1, -1, 1,
|
||||
NaN, NaN, NaN, NaN,
|
||||
1, -2, -1, -2
|
||||
];
|
||||
var state2RotationPointsOffset = [
|
||||
0, 0, 0, 0,
|
||||
1, 0, 1, 0,
|
||||
1, -1, 1, -1,
|
||||
0, 2, 0, 2,
|
||||
1, 2, 1, 2
|
||||
];
|
||||
var state3RotationPointsOffset = [
|
||||
0, 0, 0, 0,
|
||||
-1, 0, 1, 0,
|
||||
NaN, NaN, NaN, NaN,
|
||||
0, -2, 0, -2,
|
||||
-1, -2, 1, -2
|
||||
];
|
||||
var state4RotationPointsOffset = [
|
||||
0, 0, 0, 0,
|
||||
-1, 0, -1, 0,
|
||||
-1, -1, -1, -1,
|
||||
0, 2, 0, 2,
|
||||
-1, 2, -1, 2
|
||||
];
|
||||
|
||||
var side1 = [
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var side2 = [
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var side3 = [
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var side4 = [
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
this.rotationPoints = [state1RotationPointsOffset, state2RotationPointsOffset, state3RotationPointsOffset, state4RotationPointsOffset];
|
||||
this.states = [state1, state2, state3, state4];
|
||||
this.sides = [side1, side2, side4, side4];
|
||||
|
||||
this.x = 4;
|
||||
this.y = -2;
|
||||
this.originY = -2;
|
||||
@ -1497,17 +1677,31 @@ function ShapeT() {
|
||||
|
||||
function ShapeZ() {
|
||||
var state1 = [
|
||||
[1, 1, 0],
|
||||
[0, 1, 1]
|
||||
[1, 1, 0, 0],
|
||||
[0, 1, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state2 = [
|
||||
[0, 1],
|
||||
[1, 1],
|
||||
[1, 0]
|
||||
[0, 0, 1, 0],
|
||||
[0, 1, 1, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state3 = [
|
||||
[0, 1, 0, 0],
|
||||
[1, 1, 0, 0],
|
||||
[1, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state4 = [
|
||||
[0, 1, 0, 0],
|
||||
[1, 1, 0, 0],
|
||||
[1, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
this.states = [state1, state2];
|
||||
this.states = [state1, state2, state3, state4];
|
||||
this.x = 4;
|
||||
this.y = -2;
|
||||
this.originY = -2;
|
||||
@ -1516,23 +1710,111 @@ function ShapeZ() {
|
||||
|
||||
function ShapeZR() {
|
||||
var state1 = [
|
||||
[0, 1, 1],
|
||||
[1, 1, 0]
|
||||
[0, 1, 1, 0],
|
||||
[1, 1, 0, 0],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state2 = [
|
||||
[1, 0],
|
||||
[1, 1],
|
||||
[0, 1]
|
||||
[0, 1, 0, 0],
|
||||
[0, 1, 1, 0],
|
||||
[0, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state3 = [
|
||||
[0, 0, 0, 0],
|
||||
[0, 1, 1, 0],
|
||||
[1, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state4 = [
|
||||
[1, 0, 0, 0],
|
||||
[1, 1, 0, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
this.states = [state1, state2];
|
||||
this.states = [state1, state2, state3, state4];
|
||||
this.x = 4;
|
||||
this.y = -2
|
||||
this.originY = -2;
|
||||
this.flag = 'ZR';
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
doesShapeOverlap
|
||||
@param shape: tetris shape
|
||||
@param matrix: game matrix
|
||||
*/
|
||||
var doesShapeOverlap = function(shape, matrix) {
|
||||
var rows = matrix.length;
|
||||
var cols = matrix[0].length;
|
||||
var rotationDirection = 0;
|
||||
|
||||
var isBoxInMatrix = function(box) {
|
||||
|
||||
|
||||
var x = shape.x + box.x;
|
||||
var y = shape.y + box.y;
|
||||
if(isNaN(x))return true;
|
||||
if(isNaN(y))return true;
|
||||
if(x < 0) return true;
|
||||
if(x > matrix.cols)return true;
|
||||
if(y > rows) return true;
|
||||
//console.log("matrix X Y: " + " " + x + " "+ y);
|
||||
return (matrix[y][x] != 0)
|
||||
};
|
||||
|
||||
boxes = shape.getBoxes(shape.state);
|
||||
|
||||
|
||||
for (var i in boxes)
|
||||
if (isBoxInMatrix(boxes[i]))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
/**
|
||||
Is same on matrix
|
||||
@param shape: tetris shape
|
||||
@param hintPiece: hintPiece shape
|
||||
@param matrix: game matrix
|
||||
@param action: 'left','right','down','rotate'
|
||||
*/
|
||||
var isBoxesSame = function(shape, hintPiece) {
|
||||
var isBoxSame = function(shapeBox, hintPieceBox) {
|
||||
|
||||
var shapeX = shape.x + shapeBox.x;
|
||||
var shapeY = shape.y + shapeBox.y;
|
||||
var hintPieceX = hintPiece.x + hintPieceBox.x;
|
||||
var hintPieceY = hintPiece.y + hintPieceBox.y;
|
||||
|
||||
if(shapeX == hintPieceX && shapeY == hintPieceY)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
//var boxes = action === 'rotate'?shape.getBoxes(shape.nextState()) : shape.getBoxes(shape.state);
|
||||
|
||||
var boxes;
|
||||
var hintPieceBoxes;
|
||||
|
||||
|
||||
boxes = shape.getBoxes(shape.state);
|
||||
|
||||
hintPieceBoxes = hintPiece.getBoxes(hintPiece.state);
|
||||
|
||||
for (var i in boxes) {
|
||||
if (!isBoxSame(boxes[i], hintPieceBoxes[i])) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
/**
|
||||
Is shape can move
|
||||
@param shape: tetris shape
|
||||
@ -1631,11 +1913,53 @@ ShapeZR.prototype = {
|
||||
matrix: function(state) {
|
||||
var st = state !== undefined ? state : this.state;
|
||||
return this.states[st];
|
||||
},
|
||||
|
||||
canMoveTo: function(shape, matrix) {
|
||||
if(!doesShapeOverlap(shape, matrix))
|
||||
return true;
|
||||
return false;
|
||||
},
|
||||
// 0 - no, 1 - up,left, 2 - up,right, 3 - down,left, 4 - down, right
|
||||
kickShape: function(matrix, rotationDirection) {
|
||||
|
||||
let clone = Object.assign(Object.create(Object.getPrototypeOf(this)), this);
|
||||
|
||||
for(var j = 0; j < 4; j++) {
|
||||
if(this.state == j) {
|
||||
clone.state = this.nextState(rotationDirection);
|
||||
var i = 0;
|
||||
if(rotationDirection == -1)
|
||||
i = 2;
|
||||
for(; i < this.rotationPoints[j].length; i+=2)
|
||||
{
|
||||
var shiftX = this.rotationPoints[j][i];
|
||||
var shiftY = this.rotationPoints[j][i+1];
|
||||
if(!isNaN(shiftY) && !isNaN(shiftX)) {
|
||||
//console.log("shiftxy: " + shiftX + " " + shiftY);
|
||||
clone.x = this.x + shiftX;
|
||||
clone.y = this.y - shiftY;
|
||||
if(this.canMoveTo(clone, matrix) == true) {
|
||||
this.state = clone.state;// = Object.assign(Object.create(Object.getPrototypeOf(clone)), clone);
|
||||
this.x = clone.x;
|
||||
this.y = clone.y;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
},
|
||||
//Rotate shape
|
||||
rotate: function(matrix) {
|
||||
if (isShapeCanMove(this,matrix,'rotate')){
|
||||
this.state = this.nextState(1);
|
||||
// TODO: rest of pieces
|
||||
if(this.flag == 'T')
|
||||
this.kickShape(matrix, -1);
|
||||
else if (isShapeCanMove(this, matrix, 'rotate')){
|
||||
this.state = this.nextState(-1);
|
||||
//fix position if shape is out of right border
|
||||
var right = this.getRight();
|
||||
if ( right >= COLUMN_COUNT){
|
||||
@ -1648,8 +1972,10 @@ ShapeZR.prototype = {
|
||||
},
|
||||
//Rotate shape clockwise
|
||||
rotateClockwise: function(matrix) {
|
||||
if (isShapeCanMove(this, matrix, 'rotateclockwise')) {
|
||||
this.state = this.nextState(-1);
|
||||
if(this.flag == 'T')
|
||||
this.kickShape(matrix, 1);
|
||||
else if (isShapeCanMove(this, matrix, 'rotateclockwise')) {
|
||||
this.state = this.nextState(1);
|
||||
//fix position if shape is out of right border
|
||||
var right = this.getRight();
|
||||
if (right >= COLUMN_COUNT) {
|
||||
@ -1748,6 +2074,10 @@ ShapeZR.prototype = {
|
||||
}
|
||||
}
|
||||
},
|
||||
// check if piece is same on matrix
|
||||
isSameSRS: function(shape) {
|
||||
return isBoxesSame(this, shape)
|
||||
},
|
||||
resetOrigin: function() {
|
||||
this.y = this.originY + 1;
|
||||
}
|
||||
@ -1785,7 +2115,8 @@ var RandomGenerator = {
|
||||
function randomShape() {
|
||||
var result = parseInt(RandomGenerator.getTetrimino(),10);//Math.floor(Math.random() * 7);
|
||||
var shape;
|
||||
|
||||
shape = new ShapeT();
|
||||
|
||||
switch (result) {
|
||||
case 0:
|
||||
shape = new ShapeL();
|
||||
|
@ -38,6 +38,7 @@
|
||||
|
||||
|
||||
<!--https://www.shadertoy.com/embed/wttfW2?gui=&t=10&paused=false&muted=false-->
|
||||
|
||||
<iframe id="bg" width="640" height="360" frameborder="0" src="https://www.shadertoy.com/embed/WldfWX?gui=&t=10&paused=false&muted=false" allowfullscreen></iframe>
|
||||
|
||||
<script>
|
||||
|
18
src/input.js
18
src/input.js
@ -17,6 +17,12 @@ var UserInputs = {
|
||||
this.gamepadButtonsDeciFrames++;
|
||||
this.gamepadDirectionPadDeciFrames++;
|
||||
},
|
||||
incTickCounter() {
|
||||
this.ticks++;
|
||||
},
|
||||
getTickCounter() {
|
||||
return this.ticks;
|
||||
},
|
||||
|
||||
processGamepadInput() {
|
||||
this.gamepadButtonsDown("RB");
|
||||
@ -76,8 +82,8 @@ var UserInputs = {
|
||||
|
||||
// Direction Pad
|
||||
gamepadDPadDown(finds) {
|
||||
var DAS = 15.0;
|
||||
var ARR = 8.0;
|
||||
var DAS = 80.0;
|
||||
var ARR = 20.0;
|
||||
var isContained = this.gpButtons.includes(finds);
|
||||
var isPrevContained = this.prevGpButtons.includes(finds);
|
||||
|
||||
@ -156,8 +162,8 @@ var UserInputs = {
|
||||
},
|
||||
// Direction arrows
|
||||
processKeyboardArrowKeys(key) {
|
||||
var DAS = 20.0;
|
||||
var ARR = 10.0;
|
||||
var DAS = 80.0;
|
||||
var ARR = 20.0;
|
||||
|
||||
|
||||
if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
|
||||
@ -224,7 +230,9 @@ var UserInputs = {
|
||||
|
||||
// button pressed containers
|
||||
inputqueue: [],
|
||||
gamepadQueue: []
|
||||
gamepadQueue: [],
|
||||
|
||||
ticks: 0
|
||||
};
|
||||
|
||||
module.exports = UserInputs;
|
99
src/main.js
99
src/main.js
@ -97,7 +97,9 @@ var checkGameOver = function(matrix) {
|
||||
/**
|
||||
Calculate the extra rewards add to the score
|
||||
*/
|
||||
var calcRewards = function(rows) {
|
||||
var calcRewards = function(rows, tspinType) {
|
||||
if(tspinType == 2)
|
||||
rows*=2+1;
|
||||
if (rows && rows.length > 1) {
|
||||
return Math.pow(2, rows.length - 1) * 100;
|
||||
}
|
||||
@ -151,7 +153,7 @@ Tetris.prototype = {
|
||||
|
||||
this.matrix = initMatrix(consts.ROW_COUNT, consts.COLUMN_COUNT);
|
||||
this.reset();
|
||||
|
||||
setInterval(() => {this._processInput();}, 1);
|
||||
|
||||
this._initEvents();
|
||||
this._fireShape();
|
||||
@ -260,6 +262,12 @@ Tetris.prototype = {
|
||||
this.hintMino = this.hintQueue.shift();
|
||||
this.shape = this.shapeQueue.shift();// shapes.randomShape();
|
||||
|
||||
// Reset matrix at successful end of opener
|
||||
//if(this.shapeQueue.length == openers.length) {
|
||||
// this.matrix = [];
|
||||
// new Audio("Tetris.ogg");
|
||||
//}
|
||||
|
||||
this._draw();
|
||||
|
||||
},
|
||||
@ -273,15 +281,13 @@ Tetris.prototype = {
|
||||
canvas.drawShape(this.shape);
|
||||
canvas.drawHoldShape(this.holdQueue);
|
||||
canvas.drawPreviewShape(this.shapeQueue);
|
||||
canvas.drawHintShape(this.hintMino);
|
||||
//canvas.drawHintShape(this.hintMino);
|
||||
|
||||
if(this.shape != undefined) {
|
||||
|
||||
|
||||
let clone = Object.assign(Object.create(Object.getPrototypeOf(this.shape)), this.shape);
|
||||
|
||||
//todo: put in collision detsction
|
||||
var bottomY = clone.bottomAt(this.matrix);
|
||||
//clone.color = "#ffffff";
|
||||
canvas.drawGhostShape(clone, bottomY);
|
||||
}
|
||||
canvas.drawMatrix(this.matrix);
|
||||
@ -291,25 +297,27 @@ Tetris.prototype = {
|
||||
{
|
||||
this._draw();
|
||||
},
|
||||
_processInput: async function(deltaTime) {
|
||||
_processInput: async function() {
|
||||
|
||||
var deltaTime = 1.0; // 1 millisecond
|
||||
var tenthOfFrame = 1.0//1;//1.6; // 1.6ms = 1 fram
|
||||
var halfFrame = 5.0//5;//8.0;
|
||||
var halfFramePlus = 10.0;//10.0;
|
||||
|
||||
// TODO: put in web worker--limited to 60fps here
|
||||
if(deltaTime >= tenthOfFrame) { // needs to be 600hz // 16 / 10
|
||||
//if(deltaTime >= tenthOfFrame) { // needs to be 600hz // 16 / 10
|
||||
inputs.incDeciframes();
|
||||
}
|
||||
inputs.incTickCounter();
|
||||
//}
|
||||
|
||||
if(deltaTime >= tenthOfFrame) {
|
||||
if(inputs.getTickCounter() >= tenthOfFrame) {
|
||||
inputs.updateGamepad();
|
||||
inputs.processGamepadDPad();
|
||||
inputs.processGamepadInput();
|
||||
}
|
||||
|
||||
// drain gamepad queue
|
||||
if(deltaTime > halfFrame) // 8 millisecons
|
||||
if(inputs.getTickCounter() > halfFrame) // 8 millisecons
|
||||
{
|
||||
while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
|
||||
var curkey = inputs.gamepadQueue.shift();
|
||||
@ -363,12 +371,12 @@ Tetris.prototype = {
|
||||
//inputs.gamepadButtonClear();
|
||||
|
||||
// Do keyboard
|
||||
if(deltaTime > tenthOfFrame) // 120hz
|
||||
if(inputs.getTickCounter() > tenthOfFrame) // 120hz
|
||||
{
|
||||
inputs.processKeys();
|
||||
}
|
||||
|
||||
if (deltaTime > tenthOfFrame) { // 60hz
|
||||
if (inputs.getTickCounter() > tenthOfFrame) { // 60hz
|
||||
inputs.processKeyShift();
|
||||
// Keyboard inputs
|
||||
while((inputs.inputqueue != undefined && inputs.inputqueue.length >= 1)){
|
||||
@ -425,10 +433,10 @@ Tetris.prototype = {
|
||||
}
|
||||
|
||||
|
||||
if(deltaTime >= halfFramePlus)
|
||||
if(inputs.getTickCounter() >= halfFramePlus)
|
||||
inputs.saveKeyboardKeys();
|
||||
|
||||
if(deltaTime >= tenthOfFrame)
|
||||
if(inputs.getTickCounter() >= tenthOfFrame)
|
||||
inputs.saveButtons();
|
||||
|
||||
},
|
||||
@ -462,7 +470,7 @@ Tetris.prototype = {
|
||||
this.prevInputTime = curInputTime;
|
||||
var deltaLevelTime = this.currentTime - this.prevTime;
|
||||
|
||||
this._processInput(deltaLevelTime);
|
||||
//this._processInput(deltaLevelTime);
|
||||
|
||||
|
||||
//if(deltaGameTime < 16) this._refresh();
|
||||
@ -483,10 +491,15 @@ Tetris.prototype = {
|
||||
|
||||
},
|
||||
_checkHint: function() {
|
||||
if(this.shape.y != this.hintMino.y || this.shape.x != this.hintMino.x) {
|
||||
new Audio('./dist/Failed.ogg').play();
|
||||
|
||||
if(!this.shape.isSameSRS(this.hintMino))
|
||||
{
|
||||
this._restartHandler();
|
||||
}
|
||||
/*if(this.shape.y != this.hintMino.y || this.shape.x != this.hintMino.x) {
|
||||
//new Audio('./dist/Failed.ogg').play();
|
||||
this._restartHandler();
|
||||
}*/
|
||||
},
|
||||
// Update game data
|
||||
_update: function() {
|
||||
@ -497,7 +510,7 @@ Tetris.prototype = {
|
||||
this.canPullFromHoldQueue = true;
|
||||
this.shape.copyTo(this.matrix);
|
||||
this._check();
|
||||
this._checkHint();
|
||||
//this._checkHint();
|
||||
this._fireShape();
|
||||
new Audio('./dist/Blop2.ogg').play();
|
||||
}
|
||||
@ -511,15 +524,61 @@ Tetris.prototype = {
|
||||
}
|
||||
|
||||
},
|
||||
// 0 - none, 1 - mini, 2 - tspin
|
||||
|
||||
_tSpinType: function(tPiece, matrix) {
|
||||
|
||||
var side1 = 0;
|
||||
var side2 = 0;
|
||||
var side3 = 0;
|
||||
var side4 = 0;
|
||||
|
||||
side1X = tPiece.x;
|
||||
side1Y = tPiece.y;
|
||||
side2X = tPiece.x + 2;
|
||||
side2Y = tPiece.y;
|
||||
side3X = tPiece.x;
|
||||
side3Y = tPiece.y + 2;
|
||||
side4X = tPiece.x + 2;
|
||||
side4Y = tPiece.y + 2;
|
||||
|
||||
if(matrix[side1Y][side1X] != 0)
|
||||
side1 = 1;
|
||||
if(matrix[side2Y][side2X] != 0)
|
||||
side2 = 1;
|
||||
if(matrix[side3Y][side3X] != 0)
|
||||
side3 = 1;
|
||||
if(matrix[side4Y][side4X] != 0)
|
||||
side4 = 1;
|
||||
|
||||
console.log("sides: " + side1+side2+side3+side4);
|
||||
// if Sides A and B + (C or D) are touching a Surface
|
||||
//considered a T-Spin
|
||||
if((side1+side2+side3+side4) >= 3)
|
||||
return 2;
|
||||
|
||||
//if Sides C and D + (A or B) are touching a Surface
|
||||
//considered a Mini T-Spin
|
||||
if((side1 || side2) && (side3 && side4))
|
||||
return 1;
|
||||
|
||||
return 0;
|
||||
},
|
||||
// Check and update game data
|
||||
_check: function() {
|
||||
var rows = checkFullRows(this.matrix);
|
||||
if (rows.length) {
|
||||
var tspinType;
|
||||
if(rows.length >= 4)
|
||||
new Audio('./dist/Tetris.ogg').play();
|
||||
if(this.shape.flag === 'T')
|
||||
tspinType = this._tSpinType(this.shape, this.matrix);
|
||||
|
||||
removeRows(this.matrix, rows);
|
||||
|
||||
console.log("type: " + tspinType);
|
||||
var score = calcScore(rows);
|
||||
var reward = calcRewards(rows);
|
||||
var reward = calcRewards(rows, tspinType);
|
||||
this.score += score + reward;
|
||||
this.lines += rows.length;
|
||||
|
||||
|
@ -92,17 +92,18 @@ var OpenerGenerator = {
|
||||
shapes.getShape(3));
|
||||
|
||||
// L
|
||||
this.hintQueue[0].x = 0;
|
||||
this.hintQueue[0].x = -1;
|
||||
this.hintQueue[0].y = 17;
|
||||
this.hintQueue[0].state = this.hintQueue[0].nextState(1);
|
||||
// I
|
||||
this.hintQueue[1].x = 3;
|
||||
this.hintQueue[1].y = 19;
|
||||
this.hintQueue[1].y = 17;
|
||||
this.hintQueue[1].state = this.hintQueue[1].nextState(1);
|
||||
// O
|
||||
this.hintQueue[2].x = 8;
|
||||
this.hintQueue[2].x = 6;
|
||||
this.hintQueue[2].y = 18;
|
||||
// S
|
||||
this.hintQueue[3].x = 6;
|
||||
this.hintQueue[3].x = 5;
|
||||
this.hintQueue[3].y = 17;
|
||||
this.hintQueue[3].state = this.hintQueue[3].nextState(1);
|
||||
// Z
|
||||
@ -111,12 +112,12 @@ var OpenerGenerator = {
|
||||
// J
|
||||
this.hintQueue[5].x = 7;
|
||||
this.hintQueue[5].y = 16;
|
||||
this.hintQueue[5].state = this.hintQueue[5].nextState(3);
|
||||
|
||||
// T
|
||||
this.hintQueue[6].x = 1;
|
||||
this.hintQueue[6].y = 18;
|
||||
|
||||
this.hintQueue[6].y = 17;
|
||||
this.hintQueue[6].state = this.hintQueue[6].nextState(1)
|
||||
this.hintQueue[6].state = this.hintQueue[6].nextState(1)
|
||||
|
||||
}
|
||||
|
||||
|
395
src/shapes.js
395
src/shapes.js
@ -7,30 +7,36 @@ var COLUMN_COUNT = consts.COLUMN_COUNT;
|
||||
You can add more shapes if you wish.
|
||||
*/
|
||||
|
||||
|
||||
function ShapeL() {
|
||||
var state1 = [
|
||||
[1, 0],
|
||||
[1, 0],
|
||||
[1, 1]
|
||||
[0, 0, 1, 0],
|
||||
[1, 1, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state2 = [
|
||||
[0, 0, 1],
|
||||
[1, 1, 1]
|
||||
[0, 1, 0, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 1, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state3 = [
|
||||
[1, 1],
|
||||
[0, 1],
|
||||
[0, 1]
|
||||
[0, 0, 0, 0],
|
||||
[1, 1, 1, 0],
|
||||
[1, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state4 = [
|
||||
[1, 1, 1],
|
||||
[1, 0, 0]
|
||||
[1, 1, 0, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
|
||||
this.states = [state1, state2, state3, state4];
|
||||
this.x = 4;
|
||||
this.y = -3;
|
||||
@ -40,28 +46,33 @@ function ShapeL() {
|
||||
|
||||
function ShapeLR() {
|
||||
var state1 = [
|
||||
[0, 1],
|
||||
[0, 1],
|
||||
[1, 1]
|
||||
[1, 0, 0, 0],
|
||||
[1, 1, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state2 = [
|
||||
[1, 1, 1],
|
||||
[0, 0, 1]
|
||||
[0, 1, 1, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state3 = [
|
||||
[1, 1],
|
||||
[1, 0],
|
||||
[1, 0]
|
||||
[0, 0, 0, 0],
|
||||
[1, 1, 1, 0],
|
||||
[0, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state4 = [
|
||||
[1, 0, 0],
|
||||
[1, 1, 1]
|
||||
[0, 1, 0, 0],
|
||||
[0, 1, 0, 0],
|
||||
[1, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
|
||||
this.states = [state1, state2, state3, state4];
|
||||
this.x = 4;
|
||||
this.y = -3;
|
||||
@ -72,10 +83,29 @@ function ShapeLR() {
|
||||
function ShapeO() {
|
||||
|
||||
var state1 = [
|
||||
[1, 1],
|
||||
[1, 1]
|
||||
[0, 0, 1, 1],
|
||||
[0, 0, 1, 1],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state2 = [
|
||||
[0, 0, 1, 1],
|
||||
[0, 0, 1, 1],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state3 = [
|
||||
[0, 0, 1, 1],
|
||||
[0, 0, 1, 1],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state4 = [
|
||||
[0, 0, 1, 1],
|
||||
[0, 0, 1, 1],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
|
||||
this.states = [state1];
|
||||
this.x = 4;
|
||||
@ -85,18 +115,39 @@ function ShapeO() {
|
||||
}
|
||||
|
||||
function ShapeI() {
|
||||
// North
|
||||
var state1 = [
|
||||
[1],
|
||||
[1],
|
||||
[1],
|
||||
[1]
|
||||
[1, 0, 0, 0],
|
||||
[1, 0, 0, 0],
|
||||
[1, 0, 0, 0],
|
||||
[1, 0, 0, 0]
|
||||
];
|
||||
|
||||
// East
|
||||
var state2 = [
|
||||
[1, 1, 1, 1]
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0],
|
||||
[1, 1, 1, 1],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
this.states = [state1, state2];
|
||||
|
||||
// South
|
||||
var state3 = [
|
||||
[0, 0, 1, 0],
|
||||
[0, 0, 1, 0],
|
||||
[0, 0, 1, 0],
|
||||
[0, 0, 1, 0]
|
||||
];
|
||||
|
||||
// West
|
||||
var state4 = [
|
||||
[0, 0, 0, 0],
|
||||
[1, 1, 1, 1],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];1
|
||||
|
||||
this.states = [state1, state2, state3, state4];
|
||||
|
||||
this.x = 5;
|
||||
this.y = -4;
|
||||
@ -106,28 +157,89 @@ function ShapeI() {
|
||||
|
||||
function ShapeT() {
|
||||
var state1 = [
|
||||
[1, 1, 1],
|
||||
[0, 1, 0]
|
||||
[0, 1, 0, 0],
|
||||
[1, 1, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state2 = [
|
||||
[1, 0],
|
||||
[1, 1],
|
||||
[1, 0]
|
||||
[0, 1, 0, 0],
|
||||
[0, 1, 1, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state3 = [
|
||||
[0, 1, 0],
|
||||
[1, 1, 1]
|
||||
[0, 0, 0, 0],
|
||||
[1, 1, 1, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state4 = [
|
||||
[0, 1],
|
||||
[1, 1],
|
||||
[0, 1]
|
||||
[0, 1, 0, 0],
|
||||
[1, 1, 0, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
this.states = [state1, state2, state3, state4];
|
||||
|
||||
// rotation points clockwise<point1, point2>, counterclockwise<point1, point2>
|
||||
var state1RotationPointsOffset = [
|
||||
0, 0, 0, 0,
|
||||
1, 0, -1, 0,
|
||||
1, 1, -1, 1,
|
||||
NaN, NaN, NaN, NaN,
|
||||
1, -2, -1, -2
|
||||
];
|
||||
var state2RotationPointsOffset = [
|
||||
0, 0, 0, 0,
|
||||
1, 0, 1, 0,
|
||||
1, -1, 1, -1,
|
||||
0, 2, 0, 2,
|
||||
1, 2, 1, 2
|
||||
];
|
||||
var state3RotationPointsOffset = [
|
||||
0, 0, 0, 0,
|
||||
-1, 0, 1, 0,
|
||||
NaN, NaN, NaN, NaN,
|
||||
0, -2, 0, -2,
|
||||
-1, -2, 1, -2
|
||||
];
|
||||
var state4RotationPointsOffset = [
|
||||
0, 0, 0, 0,
|
||||
-1, 0, -1, 0,
|
||||
-1, -1, -1, -1,
|
||||
0, 2, 0, 2,
|
||||
-1, 2, -1, 2
|
||||
];
|
||||
|
||||
var side1 = [
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var side2 = [
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var side3 = [
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var side4 = [
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[1, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
this.rotationPoints = [state1RotationPointsOffset, state2RotationPointsOffset, state3RotationPointsOffset, state4RotationPointsOffset];
|
||||
this.states = [state1, state2, state3, state4];
|
||||
this.sides = [side1, side2, side4, side4];
|
||||
|
||||
this.x = 4;
|
||||
this.y = -2;
|
||||
this.originY = -2;
|
||||
@ -136,17 +248,31 @@ function ShapeT() {
|
||||
|
||||
function ShapeZ() {
|
||||
var state1 = [
|
||||
[1, 1, 0],
|
||||
[0, 1, 1]
|
||||
[1, 1, 0, 0],
|
||||
[0, 1, 1, 0],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state2 = [
|
||||
[0, 1],
|
||||
[1, 1],
|
||||
[1, 0]
|
||||
[0, 0, 1, 0],
|
||||
[0, 1, 1, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state3 = [
|
||||
[0, 1, 0, 0],
|
||||
[1, 1, 0, 0],
|
||||
[1, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state4 = [
|
||||
[0, 1, 0, 0],
|
||||
[1, 1, 0, 0],
|
||||
[1, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
this.states = [state1, state2];
|
||||
this.states = [state1, state2, state3, state4];
|
||||
this.x = 4;
|
||||
this.y = -2;
|
||||
this.originY = -2;
|
||||
@ -155,23 +281,111 @@ function ShapeZ() {
|
||||
|
||||
function ShapeZR() {
|
||||
var state1 = [
|
||||
[0, 1, 1],
|
||||
[1, 1, 0]
|
||||
[0, 1, 1, 0],
|
||||
[1, 1, 0, 0],
|
||||
[0, 0, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
var state2 = [
|
||||
[1, 0],
|
||||
[1, 1],
|
||||
[0, 1]
|
||||
[0, 1, 0, 0],
|
||||
[0, 1, 1, 0],
|
||||
[0, 0, 1, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state3 = [
|
||||
[0, 0, 0, 0],
|
||||
[0, 1, 1, 0],
|
||||
[1, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
var state4 = [
|
||||
[1, 0, 0, 0],
|
||||
[1, 1, 0, 0],
|
||||
[0, 1, 0, 0],
|
||||
[0, 0, 0, 0]
|
||||
];
|
||||
|
||||
this.states = [state1, state2];
|
||||
this.states = [state1, state2, state3, state4];
|
||||
this.x = 4;
|
||||
this.y = -2
|
||||
this.originY = -2;
|
||||
this.flag = 'ZR';
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
doesShapeOverlap
|
||||
@param shape: tetris shape
|
||||
@param matrix: game matrix
|
||||
*/
|
||||
var doesShapeOverlap = function(shape, matrix) {
|
||||
var rows = matrix.length;
|
||||
var cols = matrix[0].length;
|
||||
var rotationDirection = 0;
|
||||
|
||||
var isBoxInMatrix = function(box) {
|
||||
|
||||
|
||||
var x = shape.x + box.x;
|
||||
var y = shape.y + box.y;
|
||||
if(isNaN(x))return true;
|
||||
if(isNaN(y))return true;
|
||||
if(x < 0) return true;
|
||||
if(x > matrix.cols)return true;
|
||||
if(y > rows) return true;
|
||||
//console.log("matrix X Y: " + " " + x + " "+ y);
|
||||
return (matrix[y][x] != 0)
|
||||
};
|
||||
|
||||
boxes = shape.getBoxes(shape.state);
|
||||
|
||||
|
||||
for (var i in boxes)
|
||||
if (isBoxInMatrix(boxes[i]))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
/**
|
||||
Is same on matrix
|
||||
@param shape: tetris shape
|
||||
@param hintPiece: hintPiece shape
|
||||
@param matrix: game matrix
|
||||
@param action: 'left','right','down','rotate'
|
||||
*/
|
||||
var isBoxesSame = function(shape, hintPiece) {
|
||||
var isBoxSame = function(shapeBox, hintPieceBox) {
|
||||
|
||||
var shapeX = shape.x + shapeBox.x;
|
||||
var shapeY = shape.y + shapeBox.y;
|
||||
var hintPieceX = hintPiece.x + hintPieceBox.x;
|
||||
var hintPieceY = hintPiece.y + hintPieceBox.y;
|
||||
|
||||
if(shapeX == hintPieceX && shapeY == hintPieceY)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
//var boxes = action === 'rotate'?shape.getBoxes(shape.nextState()) : shape.getBoxes(shape.state);
|
||||
|
||||
var boxes;
|
||||
var hintPieceBoxes;
|
||||
|
||||
|
||||
boxes = shape.getBoxes(shape.state);
|
||||
|
||||
hintPieceBoxes = hintPiece.getBoxes(hintPiece.state);
|
||||
|
||||
for (var i in boxes) {
|
||||
if (!isBoxSame(boxes[i], hintPieceBoxes[i])) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
/**
|
||||
Is shape can move
|
||||
@param shape: tetris shape
|
||||
@ -270,11 +484,53 @@ ShapeZR.prototype = {
|
||||
matrix: function(state) {
|
||||
var st = state !== undefined ? state : this.state;
|
||||
return this.states[st];
|
||||
},
|
||||
|
||||
canMoveTo: function(shape, matrix) {
|
||||
if(!doesShapeOverlap(shape, matrix))
|
||||
return true;
|
||||
return false;
|
||||
},
|
||||
// 0 - no, 1 - up,left, 2 - up,right, 3 - down,left, 4 - down, right
|
||||
kickShape: function(matrix, rotationDirection) {
|
||||
|
||||
let clone = Object.assign(Object.create(Object.getPrototypeOf(this)), this);
|
||||
|
||||
for(var j = 0; j < 4; j++) {
|
||||
if(this.state == j) {
|
||||
clone.state = this.nextState(rotationDirection);
|
||||
var i = 0;
|
||||
if(rotationDirection == -1)
|
||||
i = 2;
|
||||
for(; i < this.rotationPoints[j].length; i+=2)
|
||||
{
|
||||
var shiftX = this.rotationPoints[j][i];
|
||||
var shiftY = this.rotationPoints[j][i+1];
|
||||
if(!isNaN(shiftY) && !isNaN(shiftX)) {
|
||||
//console.log("shiftxy: " + shiftX + " " + shiftY);
|
||||
clone.x = this.x + shiftX;
|
||||
clone.y = this.y - shiftY;
|
||||
if(this.canMoveTo(clone, matrix) == true) {
|
||||
this.state = clone.state;// = Object.assign(Object.create(Object.getPrototypeOf(clone)), clone);
|
||||
this.x = clone.x;
|
||||
this.y = clone.y;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
},
|
||||
//Rotate shape
|
||||
rotate: function(matrix) {
|
||||
if (isShapeCanMove(this,matrix,'rotate')){
|
||||
this.state = this.nextState(1);
|
||||
// TODO: rest of pieces
|
||||
if(this.flag == 'T')
|
||||
this.kickShape(matrix, -1);
|
||||
else if (isShapeCanMove(this, matrix, 'rotate')){
|
||||
this.state = this.nextState(-1);
|
||||
//fix position if shape is out of right border
|
||||
var right = this.getRight();
|
||||
if ( right >= COLUMN_COUNT){
|
||||
@ -287,8 +543,10 @@ ShapeZR.prototype = {
|
||||
},
|
||||
//Rotate shape clockwise
|
||||
rotateClockwise: function(matrix) {
|
||||
if (isShapeCanMove(this, matrix, 'rotateclockwise')) {
|
||||
this.state = this.nextState(-1);
|
||||
if(this.flag == 'T')
|
||||
this.kickShape(matrix, 1);
|
||||
else if (isShapeCanMove(this, matrix, 'rotateclockwise')) {
|
||||
this.state = this.nextState(1);
|
||||
//fix position if shape is out of right border
|
||||
var right = this.getRight();
|
||||
if (right >= COLUMN_COUNT) {
|
||||
@ -387,6 +645,10 @@ ShapeZR.prototype = {
|
||||
}
|
||||
}
|
||||
},
|
||||
// check if piece is same on matrix
|
||||
isSameSRS: function(shape) {
|
||||
return isBoxesSame(this, shape)
|
||||
},
|
||||
resetOrigin: function() {
|
||||
this.y = this.originY + 1;
|
||||
}
|
||||
@ -424,7 +686,8 @@ var RandomGenerator = {
|
||||
function randomShape() {
|
||||
var result = parseInt(RandomGenerator.getTetrimino(),10);//Math.floor(Math.random() * 7);
|
||||
var shape;
|
||||
|
||||
shape = new ShapeT();
|
||||
|
||||
switch (result) {
|
||||
case 0:
|
||||
shape = new ShapeL();
|
||||
|
Loading…
Reference in New Issue
Block a user