policychanges/dist/_tetris.js

1104 lines
23 KiB
JavaScript

(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
var utils = require('./utils.js');
var consts = require('./consts.js');
var lineColor = consts.GRID_LINE_COLOR;
var boxBorderColor = consts.BOX_BORDER_COLOR;
//Draw a single line in canvas context
var drawLine = function(ctx,p1,p2,color){
ctx.beginPath();
ctx.moveTo(p1.x,p1.y);
ctx.lineTo(p2.x,p2.y);
ctx.lineWidth=1;
ctx.strokeStyle= color;
ctx.stroke();
ctx.closePath();
};
//Draw game grids
var drawGrids = function(el,gridSize,colCount,rowCount,color1,color2){
var ctx = el.getContext('2d');
var width = el.width;
var height = el.height;
ctx.rect(0, 0, width, height);
var grd = ctx.createLinearGradient(0, 0, 0, height);
grd.addColorStop(0, color1);
grd.addColorStop(1, color2);
ctx.fillStyle = grd;
ctx.fill();
for (var i = 1; i < colCount; i++) {
var x = gridSize*i+0.5;
drawLine(ctx,{x:x,y:0},{x:x,y:height},lineColor);
};
for (var i = 1; i < rowCount; i++) {
var y = gridSize*i+0.5;
drawLine(ctx,{x:0,y:y},{x:width,y:y},lineColor);
};
};
//Draw box of shape (shape is the composition of boxes)
var drawBox = function(ctx,color,x,y,gridSize){
if (y<0){
return;
}
ctx.beginPath();
ctx.rect(x,y,gridSize,gridSize);
ctx.fillStyle = color;
ctx.fill();
ctx.strokeStyle= boxBorderColor;
ctx.lineWidth=1;
ctx.stroke();
ctx.closePath();
}
/*
Canvas main object, use to draw all games data.
*/
var tetrisCanvas = {
init:function(scene,preview){
this.scene = scene;
this.preview = preview;
this.sceneContext = scene.getContext('2d');
this.previewContext = preview.getContext('2d');
this.gridSize = scene.width / consts.COLUMN_COUNT;
this.previewGridSize = preview.width / consts.PREVIEW_COUNT;
this.drawScene();
},
//Clear game canvas
clearScene:function(){
this.sceneContext.clearRect(0, 0, this.scene.width, this.scene.height);
},
//Clear preview canvas
clearPreview:function(){
this.previewContext.clearRect(0,0,this.preview.width,this.preview.height);
},
//Draw game scene, grids
drawScene:function(){
this.clearScene();
drawGrids(this.scene,this.gridSize,
consts.COLUMN_COUNT,consts.ROW_COUNT,
consts.SCENE_BG_START,consts.SCENE_BG_END);
},
//Draw game data
drawMatrix:function(matrix){
for(var i = 0;i<matrix.length;i++){
var row = matrix[i];
for(var j = 0;j<row.length;j++){
if (row[j]!==0){
drawBox(this.sceneContext,row[j],j*this.gridSize,i*this.gridSize,this.gridSize);
}
}
}
},
//Draw preview data
drawPreview:function(){
drawGrids(this.preview,this.previewGridSize,
consts.PREVIEW_COUNT,consts.PREVIEW_COUNT,
consts.PREVIEW_BG,consts.PREVIEW_BG);
},
//Draw acitve shape in game
drawShape:function(shape){
if (!shape){
return;
}
var matrix = shape.matrix();
var gsize = this.gridSize;
for(var i = 0;i<matrix.length;i++){
for(var j = 0;j<matrix[i].length;j++){
var value = matrix[i][j];
if (value === 1){
var x = gsize *(shape.x + j);
var y = gsize *(shape.y + i);
drawBox(this.sceneContext,shape.color,x,y,gsize);
}
}
}
},
//Draw preview shape in preview canvas
drawPreviewShape:function(shape){
if (!shape){
return;
}
this.clearPreview();
var matrix = shape.matrix();
var gsize = this.previewGridSize;
var startX = (this.preview.width - gsize*shape.getColumnCount()) / 2;
var startY = (this.preview.height - gsize*shape.getRowCount()) / 2;
for(var i = 0;i<matrix.length;i++){
for(var j = 0;j<matrix[i].length;j++){
var value = matrix[i][j];
if (value === 1){
var x = startX + gsize * j;
var y = startY + gsize * i;
drawBox(this.previewContext,shape.color,x,y,gsize);
}
}
}
}
};
module.exports = tetrisCanvas;
},{"./consts.js":2,"./utils.js":5}],2:[function(require,module,exports){
//colors for shapes
var colors = ['#00af9d','#ffb652','#cd66cc','#66bc29','#0096db','#3a7dda','#ffe100'];
//sidebar width
var sideWidth = 120;
//scene column count
var columnCount = 10;
//scene row count;
var rowCount = 20;
//previewCount
var previewCount = 6;
//scene gradient start color
var sceneBgStart = '#8e9ba6';
//scene gradient end color
var sceneBgEnd = '#5c6975';
//preview background color
var previewBg = '#2f2f2f';
//grid line color
var gridLineColor = 'rgba(255,255,255,0.2)';
//box border color
var boxBorderColor = 'rgba(255,255,255,0.5)';
// Game speed
var defaultInterval = 600;
// Level update interval
var levelInterval = 120 * 1000;
var exports = module.exports = {};
exports.COLORS = colors;
exports.SIDE_WIDTH = sideWidth;
exports.ROW_COUNT = rowCount;
exports.COLUMN_COUNT = columnCount;
exports.SCENE_BG_START = sceneBgStart;
exports.SCENE_BG_END = sceneBgEnd;
exports.PREVIEW_BG = previewBg;
exports.PREVIEW_COUNT = previewCount;
exports.GRID_LINE_COLOR = gridLineColor;
exports.BOX_BORDER_COLOR = boxBorderColor;
exports.DEFAULT_INTERVAL = defaultInterval;
exports.LEVEL_INTERVAL = levelInterval;
},{}],3:[function(require,module,exports){
var utils = require('./utils.js');
var consts = require('./consts.js');
var shapes = require('./shapes.js');
var views = require('./views.js');
var canvas = require('./canvas.js');
/**
Init game matrix
*/
var initMatrix = function(rowCount,columnCount){
var result = [];
for (var i = 0; i<rowCount;i++){
var row = [];
result.push(row);
for(var j = 0;j<columnCount;j++){
row.push(0);
}
}
return result;
};
/**
Clear game matrix
*/
var clearMatrix = function(matrix){
for(var i = 0;i<matrix.length;i++){
for(var j = 0;j<matrix[i].length;j++){
matrix[i][j] = 0;
}
}
};
/**
Check all full rows in game matrix
return rows number array. eg: [18,19];
*/
var checkFullRows = function(matrix){
var rowNumbers = [];
for(var i = 0;i<matrix.length;i++){
var row = matrix[i];
var full = true;
for(var j = 0;j<row.length;j++){
full = full&&row[j]!==0;
}
if (full){
rowNumbers.push(i);
}
}
return rowNumbers;
};
/**
Remove one row from game matrix.
copy each previous row data to next row which row number less than row;
*/
var removeOneRow = function(matrix,row){
var colCount = matrix[0].length;
for(var i = row;i>=0;i--){
for(var j = 0;j<colCount;j++){
if (i>0){
matrix[i][j] = matrix[i-1][j];
}else{
matrix[i][j] = 0 ;
}
}
}
};
/**
Remove rows from game matrix by row numbers.
*/
var removeRows = function(matrix,rows){
for(var i in rows){
removeOneRow(matrix,rows[i]);
}
};
/**
Check game data to determin wether the game is over
*/
var checkGameOver = function(matrix){
var firstRow = matrix[0];
for(var i = 0;i<firstRow.length;i++){
if (firstRow[i]!==0){
return true;
};
}
return false;
};
/**
Calculate the extra rewards add to the score
*/
var calcRewards = function(rows){
if (rows&&rows.length>1){
return Math.pow(2,rows.length - 1)*100;
}
return 0;
};
/**
Calculate game score
*/
var calcScore = function(rows){
if (rows&&rows.length){
return rows.length*100;
}
return 0;
};
/**
Calculate time interval by level, the higher the level,the faster shape moves
*/
var calcIntervalByLevel = function(level){
return consts.DEFAULT_INTERVAL - (level-1)*60;
};
// Default max scene size
var defaults = {
maxHeight:700,
maxWidth:600
};
/**
Tetris main object defination
*/
function Tetris(id){
this.id = id;
this.init();
}
Tetris.prototype = {
init:function(options){
var cfg = this.config = utils.extend(options,defaults);
this.interval = consts.DEFAULT_INTERVAL;
views.init(this.id, cfg.maxWidth,cfg.maxHeight);
canvas.init(views.scene,views.preview);
this.matrix = initMatrix(consts.ROW_COUNT,consts.COLUMN_COUNT);
this.reset();
this._initEvents();
this._fireShape();
},
//Reset game
reset:function(){
this.running = false;
this.isGameOver = false;
this.level = 1;
this.score = 0;
this.startTime = new Date().getTime();
this.currentTime = this.startTime;
this.prevTime = this.startTime;
this.levelTime = this.startTime;
clearMatrix(this.matrix);
views.setLevel(this.level);
views.setScore(this.score);
views.setGameOver(this.isGameOver);
this._draw();
},
//Start game
start:function(){
this.running = true;
window.requestAnimationFrame(utils.proxy(this._refresh,this));
},
//Pause game
pause:function(){
this.running = false;
this.currentTime = new Date().getTime();
this.prevTime = this.currentTime;
},
//Game over
gamveOver:function(){
},
// All key event handlers
_keydownHandler:function(e){
var matrix = this.matrix;
if(!e) {
var e = window.event;
}
if (this.isGameOver||!this.shape){
return;
}
switch(e.keyCode){
case 37:{this.shape.goLeft(matrix);this._draw();}
break;
case 39:{this.shape.goRight(matrix);this._draw();}
break;
case 38:{this.shape.rotate(matrix);this._draw();}
break;
case 40:{this.shape.goDown(matrix);this._draw();}
break;
case 32:{this.shape.goBottom(matrix);this._update();}
break;
}
},
// Restart game
_restartHandler:function(){
this.reset();
this.start();
},
// Bind game events
_initEvents:function(){
window.addEventListener('keydown',utils.proxy(this._keydownHandler,this),false);
views.btnRestart.addEventListener('click',utils.proxy(this._restartHandler,this),false);
},
// Fire a new random shape
_fireShape:function(){
this.shape = this.preparedShape||shapes.randomShape();
this.preparedShape = shapes.randomShape();
this._draw();
canvas.drawPreviewShape(this.preparedShape);
},
// Draw game data
_draw:function(){
canvas.drawScene();
canvas.drawShape(this.shape);
canvas.drawMatrix(this.matrix);
},
// Refresh game canvas
_refresh:function(){
if (!this.running){
return;
}
this.currentTime = new Date().getTime();
if (this.currentTime - this.prevTime > this.interval ){
this._update();
this.prevTime = this.currentTime;
this._checkLevel();
}
if (!this.isGameOver){
window.requestAnimationFrame(utils.proxy(this._refresh,this));
}
},
// Update game data
_update:function(){
if (this.shape.canDown(this.matrix)){
this.shape.goDown(this.matrix);
}else{
this.shape.copyTo(this.matrix);
this._check();
this._fireShape();
}
this._draw();
this.isGameOver = checkGameOver(this.matrix);
views.setGameOver(this.isGameOver);
if (this.isGameOver){
views.setFinalScore(this.score);
}
},
// Check and update game data
_check:function(){
var rows = checkFullRows(this.matrix);
if (rows.length){
removeRows(this.matrix,rows);
var score = calcScore(rows);
var reward = calcRewards(rows);
this.score += score + reward;
views.setScore(this.score);
views.setReward(reward);
}
},
// Check and update game level
_checkLevel:function(){
var currentTime = new Date().getTime();
if (currentTime - this.levelTime > consts.LEVEL_INTERVAL){
this.level+=1;
this.interval = calcIntervalByLevel(this.level);
views.setLevel(this.level);
this.levelTime = currentTime;
}
}
}
window.Tetris = Tetris;
},{"./canvas.js":1,"./consts.js":2,"./shapes.js":4,"./utils.js":5,"./views.js":6}],4:[function(require,module,exports){
var consts = require('./consts.js');
var COLORS = consts.COLORS;
var COLUMN_COUNT = consts.COLUMN_COUNT;
/**
Defined all shapes used in Tetris game.
You can add more shapes if you wish.
*/
function ShapeL(){
var state1 = [ [1, 0],
[1, 0],
[1, 1] ];
var state2 = [ [0, 0, 1],
[1, 1, 1] ];
var state3 = [ [1, 1],
[0, 1],
[0, 1] ];
var state4 = [ [1, 1, 1],
[1, 0, 0] ];
this.states = [ state1, state2, state3, state4 ];
this.x = 4;
this.y = -3;
this.flag = 'L';
}
function ShapeLR()
{
var state1 = [ [0, 1],
[0, 1],
[1, 1] ];
var state2 = [ [1, 1, 1],
[0, 0, 1] ];
var state3 = [ [1, 1],
[1, 0],
[1, 0] ];
var state4 = [ [1, 0, 0],
[1, 1, 1] ];
this.states = [ state1, state2, state3, state4 ];
this.x = 4;
this.y = -3;
this.flag = 'LR';
}
function ShapeO()
{
var state1 = [ [1, 1],
[1, 1] ];
this.states = [ state1 ];
this.x = 4;
this.y = -2;
this.flag = 'O';
}
function ShapeI()
{
var state1 = [ [1],
[1],
[1],
[1] ];
var state2 = [ [1,1,1,1] ];
this.states = [ state1, state2 ];
this.x = 5;
this.y = -4;
this.flag = 'I';
}
function ShapeT()
{
var state1 = [ [1, 1, 1],
[0, 1, 0] ];
var state2 = [ [1, 0],
[1, 1],
[1, 0] ];
var state3 = [ [0, 1, 0],
[1, 1, 1] ];
var state4 = [ [0, 1],
[1, 1],
[0, 1] ];
this.states = [ state1, state2, state3, state4 ];
this.x = 4;
this.y = -2;
this.flag = 'T';
}
function ShapeZ()
{
var state1 = [ [1, 1, 0],
[0, 1, 1] ];
var state2 = [ [0, 1],
[1, 1],
[1, 0] ];
this.states = [ state1, state2 ];
this.x = 4;
this.y = -2;
this.flag = 'Z';
}
function ShapeZR()
{
var state1 = [ [0, 1, 1],
[1, 1, 0] ];
var state2 = [ [1, 0],
[1, 1],
[0, 1] ];
this.states = [ state1, state2 ];
this.x = 4;
this.y = -2;
this.flag = 'ZR';
}
/**
Is shape can move
@param shape: tetris shape
@param matrix: game matrix
@param action: 'left','right','down','rotate'
*/
var isShapeCanMove = function(shape,matrix,action){
var rows = matrix.length;
var cols = matrix[0].length;
var isBoxCanMove = function(box){
var x = shape.x + box.x;
var y = shape.y + box.y;
if (y<0){
return true;
}
if (action === 'left'){
x -= 1;
return x>=0 && x<cols && matrix[y][x]==0;
}else if (action === 'right'){
x += 1;
return x>=0 && x<cols && matrix[y][x]==0;
}else if (action === 'down'){
y += 1;
return y<rows && matrix[y][x]==0;
}else if (action === 'rotate'){
return y<rows && !matrix[y][x];
}
};
var boxes = action === 'rotate'?shape.getBoxes(shape.nextState()) : shape.getBoxes(shape.state);
for(var i in boxes){
if (!isBoxCanMove(boxes[i])){
return false;
}
}
return true;
};
/**
All shapes shares the same method, use prototype for memory optimized
*/
ShapeL.prototype =
ShapeLR.prototype =
ShapeO.prototype =
ShapeI.prototype =
ShapeT.prototype =
ShapeZ.prototype =
ShapeZR.prototype = {
init:function(){
this.color = COLORS[Math.floor(Math.random() * 7)];
this.state = 0;
this.allBoxes = {};
this.y = 0;
},
// Get boxes matrix which composite the shape
getBoxes:function(state){
var boxes = this.allBoxes[state]||[];
if (boxes.length){
return boxes;
}
var matrix = this.matrix(state);
for(var i = 0; i<matrix.length;i++){
var row = matrix[i];
for(var j = 0; j<row.length;j++){
if (row[j] === 1){
boxes.push({x:j,y:i});
}
}
}
this.allBoxes[state] = boxes;
return boxes;
},
//Get matrix for specified state
matrix:function(state){
var st = state!==undefined?state:this.state;
return this.states[st];
},
//Rotate shape
rotate:function(matrix){
if (isShapeCanMove(this,matrix,'rotate')){
this.state = this.nextState();
//fix position if shape is out of right border
var right = this.getRight();
if ( right >= COLUMN_COUNT){
this.x -= right - COLUMN_COUNT + 1;
}
}
},
//Caculate the max column of the shape
getColumnCount:function(){
var mtx = this.matrix();
var colCount = 0;
for(var i=0;i<mtx.length;i++){
colCount = Math.max(colCount,mtx[i].length);
}
return colCount;
},
//Caculate the max row of the shape
getRowCount:function(){
return this.matrix().length;
},
//Get the right pos of the shape
getRight:function(){
var boxes = this.getBoxes(this.state);
var right = 0;
for (var i in boxes){
right = Math.max(boxes[i].x,right);
}
return this.x + right;
},
//Return the next state of the shape
nextState:function(){
return (this.state + 1) % this.states.length;
},
//Check if the shape can move down
canDown:function(matrix){
return isShapeCanMove(this,matrix,'down');
},
//Move the shape down
goDown:function(matrix){
if (isShapeCanMove(this,matrix,'down')){
this.y+=1;
}
},
//Move the shape to the Bottommost
goBottom:function(matrix){
while (isShapeCanMove(this,matrix,'down')){
this.y+=1;
}
},
//Move the shape to the left
goLeft:function(matrix){
if (isShapeCanMove(this,matrix,'left')){
this.x-=1;
}
},
//Move the shape to the right
goRight:function(matrix){
if (isShapeCanMove(this,matrix,'right')){
this.x+=1;
}
},
//Copy the shape data to the game data
copyTo:function(matrix){
var smatrix = this.matrix();
for(var i = 0;i<smatrix.length;i++){
var row = smatrix[i];
for(var j = 0;j<row.length;j++){
if (row[j] === 1){
var x = this.x + j;
var y = this.y + i;
if (x>=0&&x<matrix[0].length&&y>=0&&y<matrix.length){
matrix[y][x] = this.color;
}
}
}
}
}
}
/**
Create a random shape for game
*/
function randomShape()
{
var result = Math.floor( Math.random() * 7 );
var shape;
switch(result)
{
case 0: shape = new ShapeL(); break;
case 1: shape = new ShapeO(); break;
case 2: shape = new ShapeZ(); break;
case 3: shape = new ShapeT(); break;
case 4: shape = new ShapeLR(); break;
case 5: shape = new ShapeZR(); break;
case 6: shape = new ShapeI(); break;
}
shape.init();
return shape;
}
module.exports.randomShape = randomShape;
},{"./consts.js":2}],5:[function(require,module,exports){
var exports = module.exports = {};
var $ = function(id){
return document.getElementById(id);
};
//if object is plain object
var _isPlainObject = function(obj) {
if (typeof obj !== 'object') {
return false;
}
if (obj.constructor &&
!hasOwnProperty.call(obj.constructor.prototype, 'isPrototypeOf')) {
return false;
}
// If the function hasn't returned already, we're confident that
// |obj| is a plain object, created by {} or constructed with new Object
return true;
};
// this method source code is from jquery 2.0.x
// merge object's value and return
var extend = function() {
var src, copyIsArray, copy, name, options, clone,
target = arguments[0] || {},
i = 1,
length = arguments.length,
deep = true;
// Handle a deep copy situation
if (typeof target === 'boolean') {
deep = target;
// skip the boolean and the target
target = arguments[i] || {};
i++;
}
// Handle case when target is a string or something (possible in deep copy)
if (typeof target !== 'object' && typeof obj !== 'function') {
target = {};
}
if (i === length) {
target = this;
i--;
}
for (; i < length; i++) {
// Only deal with non-null/undefined values
if ((options = arguments[i]) != null) {
// Extend the base object
for (name in options) {
src = target[name];
copy = options[name];
// Prevent never-ending loop
if (target === copy) {
continue;
}
// Recurse if we're merging plain objects or arrays
if (deep && copy && (_isPlainObject(copy) || (copyIsArray = Array.isArray(copy)))) {
if (copyIsArray) {
copyIsArray = false;
clone = src && Array.isArray(src) ? src : [];
} else {
clone = src && _isPlainObject(src) ? src : {};
}
// Never move original objects, clone them
//console.log('abc');
target[name] = extend(deep, clone, copy);
// Don't bring in undefined values
} else if (copy !== undefined) {
target[name] = copy;
}
}
}
}
// Return the modified object
return target;
};
var proxy = function(fn,context){
var args = [].slice.call( arguments, 2 );
proxy = function() {
return fn.apply( context || this, args.concat( [].slice.call( arguments ) ) );
};
return proxy;
};
var aniFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = aniFrame;
exports.$ = $;
exports.extend = extend;
exports.proxy = proxy;
},{}],6:[function(require,module,exports){
/**
All dom definitions and actions
*/
var utils = require('./utils.js');
var consts = require('./consts.js');
var $ = utils.$;
//doms
var scene = $('scene');
var side = $('side');
var info = $('info');
var preview = $('preview');
var level = $('level');
var score = $('score');
var rewardInfo = $('rewardInfo');
var reward = $('reward');
var gameOver = $('gameOver');
var btnRestart = $('restart');
var finalScore = $('finalScore');
//defaults
var SIDE_WIDTH = consts.SIDE_WIDTH;
/**
Caculate the game container size
*/
var getContainerSize = function(maxW,maxH){
var dw = document.documentElement.clientWidth;
var dh = document.documentElement.clientHeight;
var size = {};
if (dw>dh){
size.height = Math.min(maxH,dh);
size.width = Math.min(size.height /2 + SIDE_WIDTH,maxW);
}else{
size.width = Math.min(maxW,dw);
size.height = Math.min(maxH,dh);
}
return size;
};
/**
Layout game elements
*/
var layoutView = function(container,maxW,maxH){
var size = getContainerSize(maxW,maxH);
var st = container.style;
st.height = size.height + 'px';
st.width = size.width + 'px';
st.marginTop = (-(size.height/2)) + 'px';
st.marginLeft = (-(size.width/2)) + 'px';
//layout scene
scene.height = size.height;
scene.width = scene.height / 2;
var sideW = size.width - scene.width;
side.style.width = sideW+ 'px';
if (sideW< SIDE_WIDTH ){
info.style.width = side.style.width;
}
preview.width = 80;
preview.height = 80;
gameOver.style.width = scene.width +'px';
}
/**
Main tetris game view
*/
var tetrisView = {
init:function(id, maxW,maxH){
this.container = $(id);
this.scene = scene;
this.preview = preview;
this.btnRestart = btnRestart;
layoutView(this.container,maxW,maxH);
this.scene.focus();
rewardInfo.addEventListener('animationEnd',function(e){
rewardInfo.className = 'invisible';
});
},
// Update the score
setScore:function(scoreNumber){
score.innerHTML = scoreNumber;
},
// Update the finnal score
setFinalScore:function(scoreNumber){
finalScore.innerHTML = scoreNumber;
},
// Update the level
setLevel:function(levelNumber){
level.innerHTML = levelNumber;
},
// Update the extra reward score
setReward:function(rewardScore){
if (rewardScore>0){
reward.innerHTML = rewardScore;
rewardInfo.className = 'fadeOutUp animated';
}else{
rewardInfo.className = 'invisible';
}
},
// Set game over view
setGameOver:function(isGameOver){
gameOver.style.display = isGameOver?'block':'none';
}
};
module.exports = tetrisView;
},{"./consts.js":2,"./utils.js":5}]},{},[3]);