policychanges/dist/tetrion.js

3073 lines
74 KiB
JavaScript

(function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
var utils = require('./utils.js');
var consts = require('./consts.js');
// import * as utils from './utils.js';
// import * as consts from './const.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,hold){
this.scene = scene;
this.preview = preview;
this.hold = hold;
this.sceneContext = scene.getContext('2d');
this.previewContext = preview.getContext('2d');
this.holdContext = hold.getContext('2d');
this.gridSize = scene.width / consts.COLUMN_COUNT;
this.previewGridSize = preview.width / 4;//consts.PREVIEW_COUNT;
this.holdGridSize = preview.width / 4;//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);
}, //Clear preview canvas
clearHold:function(){
this.holdContext.clearRect(0,0,this.hold.width,this.hold.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 hold data
drawHold:function(){
drawGrids(this.hold,this.holdGridSize,
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);
}
}
}
},
drawGhostShape:function(shape, bottomY){
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 *(bottomY + i); //(shape.y + i);
drawBox(this.sceneContext,"rgba(255, 255, 255, 0.2)",x,y,gsize);
}
}
}
},
hexToRgb: function(hex) {
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16)
} : null;
},
drawHintShape:function(shape){
if (!shape){
return;
}
var colorRGB = this.hexToRgb(shape.color);
var color = "rgba(" + colorRGB.r + "," + colorRGB.g + "," + colorRGB.b + "," + "0.2)";
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, color, x, y, gsize);
}
}
}
},
//Draw preview shape in preview canvas
drawPreviewShape:function(shapeQueue){
if (!shapeQueue){
return;
}
this.clearPreview();
shapeQueue.forEach( (shape, index) => {
if(shape != undefined)
{
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 / 4)*(index*2+1);
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);
}
}
}
}
});
},
//Draw preview shape in preview canvas
drawHoldShape:function(holdQueue){
if (!holdQueue){
return;
}
this.clearHold();
q = holdQueue.reverse();
q.forEach( (shape, index) => {
if(shape != undefined)
{
var matrix = shape.matrix();
var gsize = this.holdGridSize;
var startX = (this.hold.width - gsize*shape.getColumnCount()) / 2;
var startY = ((this.hold.height - gsize*shape.getRowCount()) / 2 / 4)*(index*2+1);
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.holdContext,shape.color,x,y,gsize);
}
}
}
}
});
holdQueue.reverse();
}
};
module.exports = tetrisCanvas;
// export tetrisCanvas;
},{"./consts.js":2,"./utils.js":8}],2:[function(require,module,exports){
//colors for shapes L, O, Z, T, J, S, I
var colors = ['#ef7a21','#f7d308','#ef2029','#ad4d9c','#5a658f','#42b642','#31c7ef'];
//['#ef7a21','#f7d308','#42b642','#ef2029','#ad4d9c','#5a658f','#31c7ef'];
//['#00af9d','#ffb652','#cd66cc','#66bc29','#0096db','#3a7dda','#ffe100'];
//sidebar width
var sideWidth = 120;
//scene column count
var columnCount = 10;
//scene row count;
var rowCount = 20;
//scene piece entry count;
var entryRowCount = 3;
//previewCount
var previewCount = 6;
//scene gradient start color
var sceneBgStart = "#000000"
//'#8e9ba6';
//scene gradient end color
var sceneBgEnd = '#000000'
//'#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 gamepadAPI = {
controller: {},
turbo: false,
connect: function(evt) {
gamepadAPI.controller = evt.gamepad;
gamepadAPI.turbo = true;
console.log('Gamepad connected.');
},
disconnect: function(evt) {
gamepadAPI.turbo = false;
delete gamepadAPI.controller;
console.log('Gamepad disconnected.');
},
update: function() {
var isFirefox = navigator.userAgent.toLowerCase().indexOf('firefox') > -1;
if(!isFirefox) {
for(var i = 0; i < 4; i++)
if((gp = window.navigator.getGamepads()[i]) != undefined) // dumb gamepad update. fix.
gamepadAPI.controller = gp;
}
gamepadAPI.buttonsCache = [];
for (var k = 0; k < gamepadAPI.buttonsStatus.length; k++) {
gamepadAPI.buttonsCache[k] = gamepadAPI.buttonsStatus[k];
}
gamepadAPI.buttonsStatus = [];
var c = gamepadAPI.controller || {};
var pressed = [];
if (c.buttons) {
for (var b = 0, t = c.buttons.length; b < t; b++) {
if (c.buttons[b].pressed) {
pressed.push(gamepadAPI.buttons[b]);
}
}
}
var axes = [];
if (c.axes) {
for (var a = 0, x = c.axes.length; a < x; a++) {
axes.push(c.axes[a].toFixed(2));
}
}
gamepadAPI.axesStatus = axes;
gamepadAPI.buttonsStatus = pressed;
return pressed;
},
buttonPressed: function(button, hold) {
var newPress = false;
for (var i = 0, s = gamepadAPI.buttonsStatus.length; i < s; i++) {
if (gamepadAPI.buttonsStatus[i] == button) {
newPress = true;
if (!hold) {
for (var j = 0, p = gamepadAPI.buttonsCache.length; j < p; j++) {
if (gamepadAPI.buttonsCache[j] == button) {
newPress = false;
}
}
}
}
}
return newPress;
},
buttons: [ // XBox360 layout
'A', 'B', 'X', 'Y',
'LB', 'RB', 'Axis-Left', 'DPad-Right',
'Back', 'Start', 'Power', 'Axis-Right','DPad-Up', 'DPad-Down' , 'DPad-Left','DPad-Right'
],
/*
'DPad-Up', 'DPad-Down', 'DPad-Left', 'DPad-Right',
'Start', 'Back', 'Axis-Left', 'Axis-Right',
'LB', 'RB', 'Power', 'A', 'B', 'X', 'Y',
],*/
buttonsCache: [],
buttonsStatus: [],
axesStatus: []
};
window.addEventListener("gamepadconnected", gamepadAPI.connect);
window.addEventListener("gamepaddisconnected", gamepadAPI.disconnect);
module.exports = gamepadAPI;
// export gamepadAPI;
},{}],4:[function(require,module,exports){
var gamepad = require('./gamepad.js');
var utils = require('./utils.js');
// import * as gamepad from './gamepad.js';
var UserInputs = {
init() {
this.gamepadShiftTimer = new Date();
this.gamepadButtonTimer = new Date();
this.keyboardKeyTimer = new Date();
this.keyboardShiftTimer = new Date();
this.settingsMap = new Map();
// var init = utils.getCookie("init");
// if(init == "")
for(var i in this.settingsList)
utils.setCookie(this.settingsList[i], this.settingsDefault[i], 30); // cookies expire in 30 days
// else
// for(var i in this.settingsList)
// this.settingsDefault[i] = utils.getCookie(this.settingsList[i]);
for(var i in this.settingsList)
this.settingsMap.set(this.settingsList[i], this.settingsDefault[i]);
document.addEventListener('keydown', this.keyDown.bind(this));
document.addEventListener('keyup', this.keyUp.bind(this));
},
updateGamepad() {
this.gpButtons = gamepad.update();
},
gamepadEnabled() {
return gamepad.controller || false;
},
processGamepadInput() {
this.gamepadButtonsDown(this.settingsMap.get("Gamepad Harddrop")); // hard drop
this.gamepadButtonsDown(this.settingsMap.get("Gamepad Hold")); // hold
this.gamepadButtonsDown(this.settingsMap.get("Gamepad Rotateccw")); // rotate counter
this.gamepadButtonsDown(this.settingsMap.get("Gamepad Rotate")); // rotate cwise
this.gamepadButtonsDown(this.settingsMap.get("Gamepad Pophold")); // Pop hold stack
this.gamepadButtonsDown(this.settingsMap.get("Gamepad Reset")); // reset
return;
},
processGamepadDPad() {
this.gamepadDPadDown(this.settingsMap.get("Gamepad Left")); // shift left
this.gamepadDPadDown(this.settingsMap.get("Gamepad Right")); // shift right
this.gamepadDPadDown(this.settingsMap.get("Gamepad Down")); // down
return;
},
// Single press gamepad buttons
gamepadButtonsDown(finds) {
var DAS = 167.0;
var ARR = 300.0;
var isContained = this.gpButtons.includes(finds);
var isPrevContained = this.prevGpButtons.includes(finds);
if(isPrevContained != isContained ) {
// Not being held yet
this.gamepadButtonTimer = new Date();
this.isPassedDelayGamepadShift = false;
// Add button to queue on pressed input
if(isContained)
this.gamepadQueue.push(finds);
}
var deltaTime = (new Date()).getTime() - this.gamepadButtonTimer.getTime();
if (!this.isPassedDelayGamepadShift) {
if (deltaTime >= DAS) {
this.gamepadButtonTimer = new Date();
this.isPassedDelayGamepadShift = true;
}
} else {
if (deltaTime >= ARR && isContained) {
this.gamepadQueue.push(finds);
this.gamepadButtonTimer = new Date();
}
}
},
// Direction Pad
gamepadDPadDown(finds) {
var DAS = parseInt(this.settingsMap.get("Gamepad DAS"));
var ARR = parseInt(this.settingsMap.get("Gamepad ARR"));
var isContained = this.gpButtons.includes(finds);
var isPrevContained = this.prevGpButtons.includes(finds);
if(isPrevContained != isContained ) {
// Not being held yet
this.gamepadShiftTimer = new Date();
this.isDelayedPassedGamepadShift = false;
// Add button to queue on pressed input
if(isContained)
this.gamepadQueue.push(finds);
}
var deltaTime = (new Date()).getTime() - this.gamepadShiftTimer.getTime();
if (!this.isDelayedPassedGamepadShift) {
if (deltaTime >= DAS) {
this.gamepadShiftTimer = new Date();
this.isDelayedPassedGamepadShift = true;
}
}
else {
if (deltaTime >= ARR && isContained) {
this.gamepadQueue.push(finds);
this.gamepadShiftTimer = new Date();
}
}
return;
},
// doing a lot of back and forth between strings and integers to represtent the same thing -- todo: fix
processKeys() {
this.processKeyDown(parseInt(this.settingsMap.get("Keyboard Harddrop")));
this.processKeyDown(parseInt(this.settingsMap.get("Keyboard Rotate")));
this.processKeyDown(parseInt(this.settingsMap.get("Keyboard Rotateccw")));
this.processKeyDown(parseInt(this.settingsMap.get("Keyboard Hold")));
this.processKeyDown(parseInt(this.settingsMap.get("Keyboard Pophold")));
this.processKeyDown(parseInt(this.settingsMap.get("Keyboard Background")));
this.processKeyDown(parseInt(this.settingsMap.get("Keyboard Reset")));
//this.processKeyDown(this.settingsMap.get("Keyboard hold"))); // c - pop hold stack
},
// keyboard keys z,x,space
processKeyDown(key)
{
var DAS = 167.0;
var ARR = 300.0;
if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
// Not being held yet
this.keyboardKeyTimer = new Date();
this.isPassedDelayKeyboardKey = false;
// Add shift to queue on pressed input
if(this.keyboardKeys[key] == true)
this.inputQueue.push(key);
}
var deltaTime = (new Date()).getTime() - this.keyboardKeyTimer.getTime();
if (!this.isPassedDelayKeyboardKey) {
if (deltaTime >= DAS) {
this.keyboardKeyTimer = new Date();
this.keyboardButtonsDeciframes = 0;
this.isPassedDelayKeyboardKey = true;
}
} else {
if (deltaTime >= ARR && this.keyboardKeys[key] == true) {
this.inputQueue.push(key);
this.keyboardKeyTimer = new Date();
}
}
},
// Process applicable key inputs
processKeyShift() {
this.processKeyboardArrowKeys(parseInt(this.settingsMap.get("Keyboard Left")));
this.processKeyboardArrowKeys(parseInt(this.settingsMap.get("Keyboard Right")));
this.processKeyboardArrowKeys(parseInt(this.settingsMap.get("Keyboard Down")));
},
// Direction arrows
processKeyboardArrowKeys(key) {
var DAS = parseInt(this.settingsMap.get("Keyboard DAS"));
var ARR = parseInt(this.settingsMap.get("Keyboard ARR"));
if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
// Not being held yet
this.isPassedDelayKeyboardShift = false;
this.keyboardShiftTimer = new Date();
// Do shift if key has been pushed down
if(this.keyboardKeys[key] == true)
this.inputQueue.push(key);
}
var deltaTime = (new Date()).getTime() - this.keyboardShiftTimer.getTime();
if (!this.isPassedDelayKeyboardShift) {
if (deltaTime >= DAS) {
this.keyboardShiftTimer = new Date();
this.isPassedDelayKeyboardShift = true;
}
}
else if(deltaTime >= ARR && this.keyboardKeys[key] == true) {
this.inputQueue.push(key);
this.keyboardShiftTimer = new Date();
}
},
keyDown(event) {
if(event.keyCode != 38)
if (! ((event.keyCode >= 48 && event.keyCode <= 57) || (event.keyCode >= 96 && event.keyCode <= 105) || event.keyCode == 8))
event.preventDefault();
this.keyboardKeys[event.keyCode] = true;
this.isKeyBoardKeyDown = true;
},
keyUp(event) {
this.isKeyDown = false;
this.keyboardKeys[event.keyCode] = false;
this.isKeyBoardKeyDown = false;
},
gamepadButtonClear() {
gpButtons = [];
isGamepadDown = false;
isGamepadButtonDown = false;
gamepadQueue = [];
},
saveButtons() {
this.prevGpButtons = this.gpButtons;
},
saveKeyboardKeys() {
//this.prevKeyboardKeys = utils.deepClone(this.keyboardKeys);
this.prevKeyboardKeys = {...this.keyboardKeys};
},
// button states
isPassedDelayKeyboardShift: false,
isPassedDelayKeyboardKey: false,
isPassedDelayGamepadShift: false,
isPassedDelayGamepadButton: false,
// buttons state contatiners
gpButtons: [],
prevGpButtons:[],
keyboardKeys: [],
prevKeyboardKeys: [],
// button pressed containers
inputQueue: [],
gamepadQueue: [],
settingsList: ["Soft Drop Rate [1 - 100]",
"Keyboard DAS", "Keyboard ARR", "Keyboard Harddrop", "Keyboard Hold",
"Keyboard Left", "Keyboard Right", "Keyboard Rotateccw", "Keyboard Rotate",
"Keyboard Down", "Keyboard Pophold", "Keyboard Reset", "Keyboard Background",
"Gamepad DAS", "Gamepad ARR", "Gamepad Harddrop", "Gamepad Hold",
"Gamepad Left", "Gamepad Right", "Gamepad Rotateccw", "Gamepad Rotate",
"Gamepad Down","Gamepad Pophold", "Gamepad Reset", "Gamepad Background",
"path", "High Score"],
settingsDefault: ["70",
"167.0", "33.0", "32", "16",
"37", "39", "90", "88",
"40", "17", "82", "81",
"167.0", "33.0", "RB", "LB",
"DPad-Left", "DPad-Right", "A", "B",
"DPad-Down", "DPad-Up", "Back", "",
"=/",""],
settingsMap: []
};
module.exports = UserInputs;
// export UserInputs;
},{"./gamepad.js":3,"./utils.js":8}],5:[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');
var inputs = require('./input.js');
var openers = require('./openers.js');
// import * as utils from './utils.js';
// import * as consts from './const.js';
// import * as shapes from './shapes.js';
// import * as views from './views.js';
// import * as canvas from './canvas.js';
// import * as inputs from './input.js';
// import * as openers from './openers.js';
//import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r125/build/three.module.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, tspinType) {
if(tspinType == 2)
rows*=2+1;
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: 560
};
/**
Tetris main object definition
*/
function Tetris(id) {
this.id = id;
this.init();
}
Tetris.prototype = {
init: function(options) {
// this gameStates = {"
// this.state =
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, views.hold);
inputs.init();
this.createSettings();
// if true no openers. just random tetrinos
this.isFreePlay = true;
this.isTimerOn = false;
this.currentOpener = 0;
this.doTest = false;
this.matrix = initMatrix(consts.ROW_COUNT, consts.COLUMN_COUNT);
this.eventTimer = new Date();
this.debugTimer = new Date();
this.gamepadEnabled = false;
this.reset();
this._initEvents();
this._fireShape();
},
toggleTimer: function() {
document.getElementById("Timer").value = (this.isTimerOn = !this.isTimerOn) ? "Seconds:" : "Timer Off";
},
toggleGamepad: function(){
document.getElementById("enablegamepad").value = ((this.gamepadEnabled = !this.gamepadEnabled) ? "Disable Gamepad" : "Enable Gamepad");
},
setFreePlay: function()
{
document.getElementById("Timer").value = "Timer Off";
document.getElementById("Time").value = "";
document.getElementById("besttime").value = "";
this.isTimerOn = false;
this.isFreePlay = true;
this.doTest = false;
this.hintQueue = [];
this.shapeQueue = [];
this.hintMino = 0;
this._restartHandler();
this.currentOpener = 0;
},
setCurrentOpener(opener)
{
document.getElementById("besttime").value = "";
this.isFreePlay = false;
this.doTest = false;
this.currentOpener = opener;
this._restartHandler();
},
setDoTest: function()
{
if(this.isFreePlay) return;
this.doTest = true;
this._restartHandler();
},
createSettings: function () {
var list = document.getElementById("settings");
var settings = inputs.settingsList;
settings.forEach(function(item) {
var option = document.createElement('option');
option.text = item;
option.id = item;
list.add(option);
});
},
updateSettingTextBox: function() {
document.getElementById("setting_value").value =
inputs.settingsMap.get(inputs.settingsList[document.getElementById("settings").selectedIndex-1]);
//inputs.settingsDefault[document.getElementById("settings").selectedIndex-1];
},
setSettings: function() {
var newVal = document.getElementById("setting_value").value;
var key = inputs.settingsList[document.getElementById("settings").selectedIndex-1];
utils.setCookie(key, newVal, 30);
inputs.settingsMap.set(key, newVal);
},
//Reset game
reset: function() {
this.numlefts = 0;
this.running = false;
this.isGameOver = false;
this.level = 1;
this.score = 0;
this.lines = 0;
// beginning of frame
this.startTime = new Date().getTime();
this.currentTime = this.startTime;
this.prevTime = this.startTime;
this.sequencePrevTime = this.startTime;
//todo:get rid of extra
this.levelTime = this.startTime;
this.prevInputTime = this.startTime;
// current tetrino index gets set to 0 at the end of opener sequence
this.currentMinoInx = 0;
this.shapeQueue = [];
this.hintQueue = [];
this.holdStack = [];
// gets set to false after mino has been popped from hold stack; set back to true on mino dropped
this.canPopFromHoldStack = false;
// manipulation counter for srs extended piece lockdown
this.manipulationCounter = 0;
// timer for srs extened piece lockdown
this.lockdownTimer = 0;
this.landed = false;
this.isSequenceCompleted = false;
clearMatrix(this.matrix);
views.setLevel(this.level);
views.setScore(this.score);
views.setGameOver(this.isGameOver);
openers.reset();
shapes.resetMinoRNG();
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;
},
pushHoldStack: function()
{
if(this.holdStack.length < 4) {
this.holdStack.push(utils.deepClone(this.shape));
this.shape = this.shapeQueue.shift();
this.canPopFromHoldStack = false;
this.shape.resetOrigin();
this._draw();
}
},
popHoldStack: function()
{
if(this.holdStack.length >= 1 && this.canPopFromHoldStack)
{
this.canPopFromHoldStack = false;
this.shapeQueue.unshift(utils.deepClone(this.shape));
this.shape = this.holdStack.pop();
this.shape.resetOrigin();
this._draw();
}
},
// Restart game
_restartHandler: function() {
this.reset();
this.start();
this._fireShape();
},
// Bind game events
_initEvents: function() {
setInterval(() => {this._processTick();}, 1);
setInterval(() => {this.lockDownTimer++;}, 100 );
views.btnRestart.addEventListener('click', utils.proxy(this._restartHandler, this), false);
},
// Fill next queue and set next shape
_fireShape: function() {
if(this.isFreePlay == false) {
while(this.shapeQueue.length <= 4)
{
this.preparedShape = openers.getNextMino(this.currentOpener);
this.shapeQueue.push(this.preparedShape);
}
while(this.hintQueue.length <= 4)
{
this.preparedShape = openers.getNextHint(this.currentOpener);
this.hintQueue.push(this.preparedShape);
}
this.hintMino = this.hintQueue.shift();
this.shape = this.shapeQueue.shift();
this.currentMinoInx++;
// Opener sequence completed
if(this.currentMinoInx > openers.getLength()) {
if(this.isTimerOn) {
var besttime = document.getElementById("besttime").value;
var deltaTime = new Date().getTime() - this.sequencePrevTime;
if(besttime == "" || deltaTime/1000.0 < parseFloat(besttime)) {
document.getElementById("besttime").value = (deltaTime/1000.0).toString();
}
this.isSequenceCompleted = true;
}
this.hintQueue = [];
this.shapeQueue = [];
// Recursion warning
this._restartHandler();
}
} else {
while(this.shapeQueue.length <= 4)
{
this.preparedShape = shapes.randomShape();
this.shapeQueue.push(this.preparedShape);
}
this.shape = this.shapeQueue.shift();// || shapes.randomShape();
this.currentMinoInx++;
}
//todo:should be in shapes.js
this.landed = false;
this.manipulationCounter = 0;
// Reset matrix at successful end of opener
//if(this.shapeQueue.length == openers.length) {
// this.matrix = [];
// new Audio("Tetris.ogg");
//}
this._draw();
},
// lockdown timer with centisecond resolution
resetLockdown: function() {
if(this.shape.canDown(this.matrix) == false)
this.landed = true;
this.lockDownTimer = 0;
if(this.landed)
this.manipulationCounter++;
},
// Return if the piece can be shifted or rotated
isPieceLocked: function() {
if(this.manipulationCounter > 15) return true;
if(this.lockDownTimer >= 5) return true;
return false;
},
// Draw game data
_draw: function() {
canvas.drawScene();
canvas.drawShape(this.shape);
canvas.drawHoldShape(this.holdStack);
canvas.drawPreviewShape(this.shapeQueue);
if(this.doTest != true)
canvas.drawHintShape(this.hintMino);
if(this.shape != undefined) {
let clone = Object.assign(Object.create(Object.getPrototypeOf(this.shape)), this.shape);
var bottomY = clone.bottomAt(this.matrix);
canvas.drawGhostShape(clone, bottomY);
}
canvas.drawMatrix(this.matrix);
},
// tick input data -- wont have better than 4-15ms resolution since javascript is single theaded and any ARR or DAS below 15ms will likely be broken
_processTick: async function() {
//var deltaTime = (new Date()).getTime() - this.eventTimer.getTime();
//console.log("desync time: " + deltaTime);
if(this.isTimerOn) {
var deltaPlayTime = new Date().getTime() - this.sequencePrevTime;
document.getElementById("Time").value = (deltaPlayTime/1000).toString();
}
// Don't process game related events if game over
if(this.isGameOver) return;
if(this.gamepadEnabled && inputs.gamepadEnabled()) {
var tenthOfFrame = 1.0 //1.6; // 1.6ms = 1 fram
var halfFrame = 5.0 //8.0;
var halfFramePlus = 10.0;
inputs.updateGamepad();
inputs.processGamepadDPad();
inputs.processGamepadInput();
// drain gamepad queue
// if( inputs.getTickCounter() > halfFrame) // 8 millisecons
// {
while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
var curkey = inputs.gamepadQueue.shift();
if(curkey == "DPad-Left") {
this.shape.goLeft(this.matrix);
this.resetLockdown();
this._draw();
}
if(curkey == "DPad-Right") {
this.shape.goRight(this.matrix);
this.resetLockdown();
this._draw();
}
if(curkey == "A") {
this.rotationCounter++;
this.shape.rotate(this.matrix);
this.resetLockdown();
this._draw();
}
if(curkey == "B") {
this.rotationCounter++;
this.shape.rotateClockwise(this.matrix);
this.resetLockdown();
this._draw();
}
if(curkey == "DPad-Down") {
this.shape.goDown(this.matrix);
this._draw();
}
if(curkey == "RB") {
this.shape.goBottom(this.matrix);
this.lockDownTimer = 5000;
this._update();
}
if(curkey == "LB") {
this.pushHoldStack();
this._draw();
}
if(curkey == "DPad-Up") {
this.popHoldStack();
this._draw();
}
if(curkey == "Back") {
this._restartHandler();
return;
}
}
inputs.gamepadQueue = [];
// }
//inputs.gamepadButtonClear();
}
// Do keyboard
inputs.processKeys();
inputs.processKeyShift();
// Keyboard inputs
while((inputs.inputQueue != undefined && inputs.inputQueue.length >= 1)){
var curkey = inputs.inputQueue.shift();
if(curkey == 37) {
this.debugTimer = new Date();
this.shape.goLeft(this.matrix);
this.resetLockdown();
this._draw();
}
if(curkey == 39){
this.shape.goRight(this.matrix);
this.resetLockdown();
this._draw();
}
if(curkey == 40) {
this.shape.goDown(this.matrix);
this._draw();
}
if(curkey == 90) {
this.rotationCounter++;
this.shape.rotate(this.matrix);
this.resetLockdown();
this._draw();
}
if(curkey == 88){
this.rotationCounter++;
this.shape.rotateClockwise(this.matrix);
this.resetLockdown();
this._draw();
}
if(curkey == 32) {
this.shape.goBottom(this.matrix);
this.lockDownTimer = 5000;
this._update();
}
if(curkey == 16) {
this.pushHoldStack();
this._draw();
}
if(curkey == 17 || curkey == 67) {
this.popHoldStack();
this._draw();
}
if(curkey == 81) {
if(document.getElementById("divbg").style.display == "none")
document.getElementById("divbg").style.display = "initial";
else
document.getElementById("divbg").style.display="none";
}
if(curkey == 82) {
this._restartHandler();
return;
}
}
inputs.inputQueue = [];
inputs.saveKeyboardKeys();
inputs.saveButtons();
},
// Refresh game canvas
_refresh: function() {
if (!this.running)
return;
this.currentTime = new Date().getTime();
var deltaLevelTime = this.currentTime - this.prevTime;
if (deltaLevelTime > this.interval) { // every .6 seconds?
this._update();
this._checkLevel(this.prevTime = this.currentTime);
}
// Draw Frame
if (!this.isGameOver) {
window.requestAnimationFrame(utils.proxy(this._refresh, this));
}
},
// check if the current piece is in the same location as the hint piece
_checkHint: function() {
if(this.isFreePlay)
return;
if(!this.shape.isSameSRS(this.hintMino))
{
//new Audio('./dist/Failed.ogg').play();
this._restartHandler();
// Restart
return 1;
}
},
// Update game data
_update: function() {
if (this.shape.canDown(this.matrix)) {
this.shape.goDown(this.matrix);
} else if(this.isPieceLocked()){
this.canPopFromHoldStack = true;
this.shape.copyTo(this.matrix);
this._check();
if(this._checkHint()) return;
this._fireShape();
new Audio('./dist/Blop2.ogg').play();
}
this._draw();
this.isGameOver = checkGameOver(this.matrix);
views.setGameOver(this.isGameOver);
if (this.isGameOver)
views.setFinalScore(this.score);
},
// 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;
// TODO: figure out why this occasionally is undefined
if(matrix[side3Y] != undefined && 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(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, tspinType);
this.score += score + reward;
this.lines += rows.length;
views.setScore(this.score);
views.setReward(reward);
views.setLines(this.lines);
}
},
// 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;
// export {Tetris};
},{"./canvas.js":1,"./consts.js":2,"./input.js":4,"./openers.js":6,"./shapes.js":7,"./utils.js":8,"./views.js":9}],6:[function(require,module,exports){
var shapes = require("./shapes.js");
// import * as shapes from './shapes.js';
// https://harddrop.com/wiki/Opener
// https://four.lol/
var openerGenerator = {
shapeQueue: [],
hintQueue: [],
idx: 0,
hintIdx: 0,
isInit: 0,
isHintInit: 0,
// O - 1, I - 6, L - 0, S - 5, J - 4, Z - 2, T - 3
// Current Tetriminos
init(opener) {
if(!this.isInit || this.shapeQueue == undefined) {
switch(opener) {
case 0:
case 1:
// Fonzie Variation
this.shapeQueue = new Array(
shapes.getShape(0),
shapes.getShape(6),
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(2),
shapes.getShape(4),
shapes.getShape(3));
break;
case 2:
// DTCannon
this.shapeQueue = new Array(
shapes.getShape(1),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(5),
shapes.getShape(4),
shapes.getShape(2),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(3));
break;
case 3:
this.shapeQueue = new Array(
shapes.getShape(4),
shapes.getShape(5),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(2),
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(2),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(3));
break;
case 4:
//Pokemino's STD
this.shapeQueue = new Array(
shapes.getShape(0),
shapes.getShape(6),
shapes.getShape(1),
shapes.getShape(4),
shapes.getShape(2),
shapes.getShape(5),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(2),
shapes.getShape(0),
shapes.getShape(6),
shapes.getShape(2),
shapes.getShape(4),
shapes.getShape(3),
shapes.getShape(0),
shapes.getShape(3));
break;
case 5:
// Mr TSpins STD reversed
this.shapeQueue = new Array(
shapes.getShape(1),
shapes.getShape(2),
shapes.getShape(5),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(6),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(6),
shapes.getShape(2),
shapes.getShape(4),
shapes.getShape(5),
shapes.getShape(0),
shapes.getShape(0),
shapes.getShape(3),
shapes.getShape(3));
break;
case 6:
// Hachispin
this.shapeQueue = new Array(
shapes.getShape(1),
shapes.getShape(2),
shapes.getShape(6),
shapes.getShape(5),
shapes.getShape(4),
shapes.getShape(0),
shapes.getShape(3),
shapes.getShape(6),
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(4),
shapes.getShape(2),
shapes.getShape(0),
shapes.getShape(3));
break;
case 7:
// Albatross
this.shapeQueue = new Array(
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(2),
shapes.getShape(3));
break;
case 8:
// Number One
this.shapeQueue = new Array(
shapes.getShape(1),
shapes.getShape(4),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(2),
shapes.getShape(5),
shapes.getShape(3));
break;
default:
return;
}
}
this.isInit = 1;
return;
},
getNextMino(opener) {
this.init(opener);
var mino = this.shapeQueue[this.idx];
this.idx++;
if(this.idx == this.shapeQueue.length) {
this.idx = 0;
this.isInit = 0;
}
return mino;
},
// Hint Tetrimions
initHint(opener) {
if(!this.isHintInit || this.hintQueue == undefined) {
switch(opener) {
case 0:
case 1:
// Fonzie Variation
this.hintQueue = new Array(
shapes.getShape(0),
shapes.getShape(6),
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(2),
shapes.getShape(4),
shapes.getShape(3));
// position x, position y, orientation, position x,...
var hintDataList = [-1,17,1, 3,18,0, 6,18,0, 5,17,1, 3,17,0, 7,16,0, 1,17,2];
for(var i = 0; i < this.hintQueue.length; i++) {
this.hintQueue[i].x = hintDataList[i * 3];
this.hintQueue[i].y = hintDataList[i * 3 + 1];
this.hintQueue[i].state = this.hintQueue[i].nextState(hintDataList[i * 3 + 2]);
}
break;
case 2:
// DT Cannon
this.hintQueue = new Array(
shapes.getShape(1),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(5),
shapes.getShape(4),
shapes.getShape(2),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(3));
// position x, position y, orientation, position x,...
var hintDataList = [-2,18,0, 4,16,1, 6,17,1, 7,17,1, 4,17,-1, 3,17,3, 3,15,0, 5,15,0, 7,14,1, 2,13,-1, -1,15,1, 1,16,2, 3,16,1, 1,17,-1];
for(var i = 0; i < this.hintQueue.length; i++) {
this.hintQueue[i].x = hintDataList[i * 3];
this.hintQueue[i].y = hintDataList[i * 3 + 1];
this.hintQueue[i].state = this.hintQueue[i].nextState(hintDataList[i * 3 + 2]);
}
break;
case 3:
//MKO Stacking
this.hintQueue = new Array(
shapes.getShape(4),
shapes.getShape(5),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(2),
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(2),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(3));
// position x, position y, orientation, position x,...
var hintDataList = [0,18,0, 0,16,-1, 8,16,-1, 4,18,0, 4,16,1, 5,18,0, 1,15,-1, 2,17,2, 5,18,0, 3,17,1, 6,16,0, 0,15,2, 0,14,0, 2,16,2];
for(var i = 0; i < this.hintQueue.length; i++) {
this.hintQueue[i].x = hintDataList[i * 3];
this.hintQueue[i].y = hintDataList[i * 3 + 1];
this.hintQueue[i].state = this.hintQueue[i].nextState(hintDataList[i * 3 + 2]);
}
break;
case 4:
//Pokemino's STD
this.hintQueue = new Array(
shapes.getShape(0),
shapes.getShape(6),
shapes.getShape(1),
shapes.getShape(4),
shapes.getShape(2),
shapes.getShape(5),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(2),
shapes.getShape(0),
shapes.getShape(6),
shapes.getShape(2),
shapes.getShape(4),
shapes.getShape(3),
shapes.getShape(0),
shapes.getShape(3));
var hintDataList = [0,17,1, -2,16,1, 4,18,0, 4,17,-1, 3,15,1, 8,17,-1, 2,17,2, 0,17,0, 0,15,-1,
1,15,0, 8,16,-2, 5,15,-1, 3,14,1, 6,12,-1, 6,16,1, 2,16,-1, 7,17,2 ];
for(var i = 0; i < this.hintQueue.length; i++) {
this.hintQueue[i].x = hintDataList[i * 3];
this.hintQueue[i].y = hintDataList[i * 3 + 1];
this.hintQueue[i].state = this.hintQueue[i].nextState(hintDataList[i * 3 + 2]);
}
break;
case 5:
// Mr TSpins STD reversed
this.hintQueue = new Array(
shapes.getShape(1),
shapes.getShape(2),
shapes.getShape(5),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(6),
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(6),
shapes.getShape(2),
shapes.getShape(4),
shapes.getShape(5),
shapes.getShape(0),
shapes.getShape(0),
shapes.getShape(3),
shapes.getShape(3));
var hintDataList = [4,18,0, 0,18,0, 7,17,1, 0,15,1, 4,17,-1, 5,14,-1, 2,17,2, 1,17,0, -1,16,-1, 2,15,-1,
0,14,0, 3,15,1, 8,16,-1, 5,13,2, 6,16,1, 7,17,2 ];
for(var i = 0; i < this.hintQueue.length; i++) {
this.hintQueue[i].x = hintDataList[i * 3];
this.hintQueue[i].y = hintDataList[i * 3 + 1];
this.hintQueue[i].state = this.hintQueue[i].nextState(hintDataList[i * 3 + 2]);
}
break;
case 6:
// Hachispin
this.hintQueue = new Array(
shapes.getShape(1),
shapes.getShape(2),
shapes.getShape(6),
shapes.getShape(5),
shapes.getShape(4),
shapes.getShape(0),
shapes.getShape(3),
shapes.getShape(6),
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(4),
shapes.getShape(2),
shapes.getShape(0),
shapes.getShape(3));
var hintDataList = [1,18,0, 0,18,0, 8,16,-1, 2,15,1, 6,17,2, 5,16,2, 1,16,2, -1,16,-1, -1,16,0, 5,16,0, 0,14,0, 3,15,0, 8,14,-1, 7,16,-1];
for(var i = 0; i < this.hintQueue.length; i++) {
this.hintQueue[i].x = hintDataList[i * 3];
this.hintQueue[i].y = hintDataList[i * 3 + 1];
this.hintQueue[i].state = this.hintQueue[i].nextState(hintDataList[i * 3 + 2]);
}
break;
case 7:
// Albatross
this.hintQueue = new Array(
shapes.getShape(1),
shapes.getShape(5),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(2),
shapes.getShape(3));
var hintDataList = [1,18,0, 0,17,-1, 8,16,-1, 5,17,2, 6,16,2, 3,16,0, 1,16,2];
for(var i = 0; i < this.hintQueue.length; i++) {
this.hintQueue[i].x = hintDataList[i * 3];
this.hintQueue[i].y = hintDataList[i * 3 + 1];
this.hintQueue[i].state = this.hintQueue[i].nextState(hintDataList[i * 3 + 2]);
}
break;
case 8:
// Number One // O - 1, I - 6, L - 0, S - 5, J - 4, Z - 2, T - 3
this.hintQueue = new Array(
shapes.getShape(1),
shapes.getShape(4),
shapes.getShape(6),
shapes.getShape(0),
shapes.getShape(2),
shapes.getShape(5),
shapes.getShape(3));
var hintDataList = [3,18,0, 0,17,2, 0,16,0, 4,15,-1, 6,17,0, 8,16,-1, 3,17,-1];
for(var i = 0; i < this.hintQueue.length; i++) {
this.hintQueue[i].x = hintDataList[i * 3];
this.hintQueue[i].y = hintDataList[i * 3 + 1];
this.hintQueue[i].state = this.hintQueue[i].nextState(hintDataList[i * 3 + 2]);
}
break;
default:
return;
}
}
this.isHintInit = 1;
return;
},
// End initHint
getNextHint(opener) {
this.initHint(opener);
var mino = this.hintQueue[this.hintIdx];
this.hintIdx++;
if(this.hintIdx == this.hintQueue.length) {
this.hintIdx = 0;
this.isHintInit = 0;
}
return mino;
},
reset() {
this.shapeQueue = [];
this.hintQueue = [];
this.idx = 0;
this.hintIdx = 0;
this.isInit = 0;
this.isHintInit = 0;
},
getLength() {
return this.hintQueue.length;
}
};
function reset() {
openerGenerator.reset();
}
function getNextMino(opener) {
var mino = openerGenerator.getNextMino(opener);
return mino;
}
function getNextHint(opener) {
var mino = openerGenerator.getNextHint(opener);
return mino;
}
function getLength() {
return openerGenerator.getLength();
}
module.exports.getNextMino = getNextMino;
module.exports.getNextHint = getNextHint;
module.exports.getLength = getLength;
module.exports.reset = reset;
// export getNextMino;
// export getNextHint;
// export getLength;
// export reset;
},{"./shapes.js":7}],7:[function(require,module,exports){
var consts = require('./consts.js');
var utils = require('./utils.js');
// import * as consts from './const.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 = [
[0, 0, 1, 0],
[1, 1, 1, 0],
[0, 0, 0, 0],
[0, 0, 0, 0]
];
var state2 = [
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 1, 0],
[0, 0, 0, 0]
];
var state3 = [
[0, 0, 0, 0],
[1, 1, 1, 0],
[1, 0, 0, 0],
[0, 0, 0, 0]
];
var state4 = [
[1, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 0, 0, 0]
];
// Rotation point offsets: clockwise<point1, point2>, counterclockwise<point3, point4>, <newline>
// In guidline Tetris each piece has 5 possible rotation points with respect to each state/orientation. Iterate through all every rotation.
var state1RotationPointsOffset = [
0, 0, 0, 0,
1, 0, -1, 0,
1, 1, -1, 1,
0, -2, 0, -2,
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,
-1, 1, 1, 1,
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
];
this.rotationPoints = [state1RotationPointsOffset, state2RotationPointsOffset, state3RotationPointsOffset, state4RotationPointsOffset];
this.states = [state1, state2, state3, state4];
this.x = 3;
this.y = -3;
this.originY = -3;
this.flag = 'L';
}
function ShapeLR() {
var state1 = [
[1, 0, 0, 0],
[1, 1, 1, 0],
[0, 0, 0, 0],
[0, 0, 0, 0]
];
var state2 = [
[0, 1, 1, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 0, 0, 0]
];
var state3 = [
[0, 0, 0, 0],
[1, 1, 1, 0],
[0, 0, 1, 0],
[0, 0, 0, 0]
];
var state4 = [
[0, 1, 0, 0],
[0, 1, 0, 0],
[1, 1, 0, 0],
[0, 0, 0, 0]
];
var state1RotationPointsOffset = [
0, 0, 0, 0,
1, 0, -1, 0,
1, 1, -1, 1,
0, -2, 0, -2,
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,
-1, 1, 1, 1,
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
];
this.rotationPoints = [state1RotationPointsOffset, state2RotationPointsOffset, state3RotationPointsOffset, state4RotationPointsOffset];
this.states = [state1, state2, state3, state4];
this.x = 3;
this.y = -3;
this.originY = -3;
this.flag = 'LR';
}
function ShapeO() {
var state1 = [
[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]
];
var state1RotationPointsOffset = [
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
];
var state2RotationPointsOffset = [
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
];
var state3RotationPointsOffset = [
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
];
var state4RotationPointsOffset = [
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
];
this.rotationPoints = [state1RotationPointsOffset, state2RotationPointsOffset, state3RotationPointsOffset, state4RotationPointsOffset];
this.states = [state1, state2, state3, state4];
this.x = 2;
this.y = -2;
this.originY = -2;
this.flag = 'O';
}
function ShapeI() {
/* // North
var state1 = [
[1, 0, 0, 0],
[1, 0, 0, 0],
[1, 0, 0, 0],
[1, 0, 0, 0]
];
// East
var state2 = [
[0, 0, 0, 0],
[0, 0, 0, 0],
[1, 1, 1, 1],
[0, 0, 0, 0]
];
// 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]
];
*/
// North
var state1 = [
[0, 0, 0, 0],
[1, 1, 1, 1],
[0, 0, 0, 0],
[0, 0, 0, 0]
];
// East
var state2 = [
[0, 0, 1, 0],
[0, 0, 1, 0],
[0, 0, 1, 0],
[0, 0, 1, 0]
];
// South
var state3 = [
[0, 0, 0, 0],
[0, 0, 0, 0],
[1, 1, 1, 1],
[0, 0, 0, 0]
];
// West
var state4 = [
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0],
[0, 1, 0, 0]
];
var state1RotationPointsOffset = [
0, 0, 0, 0,
-1, 0, -2, 0,
2, 0, 1, 0,
-1, 2, -2, -1,
2, -1, 1, 2
];
var state2RotationPointsOffset = [
0, 0, 0, 0,
2, 0, -1, 0,
-1, 0, 2, 0,
2, 1, -1, 2,
-1, -2, 2, -1
];
var state3RotationPointsOffset = [
0, 0, 0, 0,
1, 0, 2, 0,
-2, 0, -1, 0,
1, -2, 2, 1,
-2, 1, -1, -2
];
var state4RotationPointsOffset = [
0, 0, 0, 0,
-2, 0, 1, 0,
1, 0, -2, 0,
-2, -1, 1, -2,
1, 2, -2, 1
];
this.rotationPoints = [state1RotationPointsOffset, state2RotationPointsOffset, state3RotationPointsOffset, state4RotationPointsOffset];
this.states = [state1, state2, state3, state4];
this.x = 3;
this.y = -4;
this.originY = -4;
this.flag = 'I';
}
function ShapeT() {
var state1 = [
[0, 1, 0, 0],
[1, 1, 1, 0],
[0, 0, 0, 0],
[0, 0, 0, 0]
];
var state2 = [
[0, 1, 0, 0],
[0, 1, 1, 0],
[0, 1, 0, 0],
[0, 0, 0, 0]
];
var state3 = [
[0, 0, 0, 0],
[1, 1, 1, 0],
[0, 1, 0, 0],
[0, 0, 0, 0]
];
var state4 = [
[0, 1, 0, 0],
[1, 1, 0, 0],
[0, 1, 0, 0],
[0, 0, 0, 0]
];
// 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
];
this.rotationPoints = [state1RotationPointsOffset, state2RotationPointsOffset, state3RotationPointsOffset, state4RotationPointsOffset];
this.states = [state1, state2, state3, state4];
this.x = 3;
this.y = -2;
this.originY = -2;
this.flag = 'T';
}
function ShapeZ() {
var state1 = [
[1, 1, 0, 0],
[0, 1, 1, 0],
[0, 0, 0, 0],
[0, 0, 0, 0]
];
var state2 = [
[0, 0, 1, 0],
[0, 1, 1, 0],
[0, 1, 0, 0],
[0, 0, 0, 0]
];
var state3 = [
[0, 0, 0, 0],
[1, 1, 0, 0],
[0, 1, 1, 0],
[0, 0, 0, 0]
];
var state4 = [
[0, 1, 0, 0],
[1, 1, 0, 0],
[1, 0, 0, 0],
[0, 0, 0, 0]
];
// Rotation point offsets: clockwise<point1, point2>, counterclockwise<point3, point4>, <newline>
// In guidline Tetris each piece has 5 possible rotation points with respect to each state/orientation. Iterate through all every rotation.
var state1RotationPointsOffset = [
0, 0, 0, 0,
1, 0, -1, 0,
1, 1, -1, 1,
0, -2, 0, -2,
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,
-1, 1, 1, 1,
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
];
this.rotationPoints = [state1RotationPointsOffset, state2RotationPointsOffset, state3RotationPointsOffset, state4RotationPointsOffset];
this.states = [state1, state2, state3, state4];
this.x = 3;
this.y = -2;
this.originY = -2;
this.flag = 'Z';
}
function ShapeZR() {
var state1 = [
[0, 1, 1, 0],
[1, 1, 0, 0],
[0, 0, 0, 0],
[0, 0, 0, 0]
];
var state2 = [
[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]
];
// Rotation point offsets: clockwise<point1, point2>, counterclockwise<point3, point4>, <newline>
// In guidline Tetris each piece has 5 possible rotation points with respect to each state/orientation. Iterate through all every rotation.
var state1RotationPointsOffset = [
0, 0, 0, 0,
1, 0, -1, 0,
1, 1, -1, 1,
0, -2, 0, -2,
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,
-1, 1, 1, 1,
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
];
this.rotationPoints = [state1RotationPointsOffset, state2RotationPointsOffset, state3RotationPointsOffset, state4RotationPointsOffset];
this.states = [state1, state2, state3, state4];
this.x = 3;
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;
// todo: why is matrix not defined when piece popped from hold stack
if(matrix[y] == undefined) 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
@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 rotationDirection = 0;
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') {
rotationDirection = 1;
return y < rows && !matrix[y][x];
} else if (action === 'rotateclockwise') {
rotationDirection = -1;
return y < rows && !matrix[y][x];
}
};
//var boxes = action === 'rotate'?shape.getBoxes(shape.nextState()) : shape.getBoxes(shape.state);
var boxes;
if(rotationDirection != 0)
boxes = shape.getBoxes(shape.nextState(rotationDirection));
else
boxes = 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(result) {
this.color = COLORS[result];
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];
},
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 = utils.deepClone(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 < 5*4; i+=4)
{
var shiftX = this.rotationPoints[j][i];
var shiftY = this.rotationPoints[j][i+1];
if(!isNaN(shiftY) && !isNaN(shiftX)) {
clone.x = this.x + shiftX;
clone.y = this.y - shiftY;
if(this.canMoveTo(clone, matrix) == true) {
this.state = clone.state;
this.x = clone.x;
this.y = clone.y;
return;
}
}
}
}
}
},
//Rotate shape
rotate: function(matrix) {
this.kickShape(matrix, -1);
},
//Rotate shape clockwise
rotateClockwise: function(matrix) {
this.kickShape(matrix, 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(direction) {
if(direction == 0) return this.state;
var rotate = this.state;
rotate += direction;
if(rotate < 0)
return this.states.length - 1;
return rotate % 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
bottomAt: function(matrix) {
var save = this.y;
var ret;
while (isShapeCanMove(this, matrix, 'down')) {
this.y += 1;
}
ret = this.y;
this.y = save;
return ret;
},
//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')) {
new Audio('./dist/Click.ogg').play();
this.x -= 1;
}
},
//Move the shape to the right
goRight: function(matrix) {
if (isShapeCanMove(this, matrix, 'right')) {
new Audio('./dist/Click.ogg').play();
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;
}
}
}
}
},
// check if piece is same on matrix
isSameSRS: function(shape) {
return isBoxesSame(this, shape)
},
resetOrigin: function() {
this.y = this.originY + 1;
}
}
/**
Create a random shape for game
*/
function getRandomInt(max) {
return Math.floor(Math.random() * Math.floor(max));
}
// Handles randomly generating and returning a tetromino
var RandomGenerator = {
returnBag: [],
getTetrimino() {
if(this.returnBag.length < 7)
this.returnBag.push.apply(this.returnBag, this.generateNewBag());
return parseInt(this.returnBag.shift());
},
onlyUnique(value, index, self) {
return self.indexOf(value) === index;
},
generateNewBag() {
var minoes = ['0','1','2','3','4','5','6'];
var newBag = [];
var bagLength = 7;
while(newBag.length < bagLength)
{
mino = getRandomInt(bagLength);
newBag.push(minoes[mino]);
newBag = newBag.filter(this.onlyUnique);
}
return newBag;
},
reset() {
if(this.returnBag != undefined)
this.returnBag.splice(0, returnBag.length);
}
};
function randomShape() {
var result = RandomGenerator.getTetrimino();
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(result);
return shape;
}
function getShape(shapei) {
var result = shapei
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(result);
return shape;
}
module.exports.resetMinoRNG = RandomGenerator.reset;
module.exports.randomShape = randomShape;
module.exports.getShape = getShape;
// export randomShape;
// export getShape;
},{"./consts.js":2,"./utils.js":8}],8:[function(require,module,exports){
var exports = module.exports = {};
var setCookie = function(cname, cvalue, exdays) {
var d = new Date();
d.setTime(d.getTime() + (exdays * 24 * 60 * 60 * 1000));
var expires = "expires="+d.toUTCString();
document.cookie = cname + "=" + cvalue + ";" + expires + ";path=/";
};
var getCookie = function(cname) {
var name = cname + "=";
var ca = document.cookie.split(';');
for(var i = 0; i < ca.length; i++) {
var c = ca[i];
while (c.charAt(0) == ' ') {
c = c.substring(1);
}
if (c.indexOf(name) == 0) {
return c.substring(name.length, c.length);
}
}
return "";
};
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;
};
// Deeper clone
var deepClone = function(copyObject) {
return Object.assign(Object.create(Object.getPrototypeOf(copyObject)), copyObject);
};
// 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;
exports.deepClone = deepClone;
exports.setCookie = setCookie;
exports.getCookie = getCookie;
// export $;
// export extend;
// export proxy;
},{}],9:[function(require,module,exports){
/**
All dom definitions and actions
*/
var utils = require('./utils.js');
var consts = require('./consts.js');
// import * as utils from './utils.js';
// import * as consts from './const.js';
var $ = utils.$;
//doms
var scene = $('scene');
var side = $('side');
var info = $('info');
var preview = $('preview');
var hold = $('hold');
var leftSide = $('leftSide');
var level = $('level');
var score = $('score');
var lines = $('lines');
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
//hold.width = 80;
//hold.height = 380;
scene.height = size.height;
scene.width = scene.height / 2;
var sideW = size.width - scene.width + leftSide.width;
side.style.width = sideW + 'px';
if (sideW < SIDE_WIDTH ){
info.style.width = side.style.width;
}
side.style.height = 500 + 'px';
hold.style.top = 10+'px';//preview.top + 10px pad
preview.width = 80;
preview.height = 380;
hold.width = 80;
hold.height = 380;
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.hold = hold;
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
setLines:function(setlines){
//lines.innerHTML = setlines;
},
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;
// export tetrisView;
},{"./consts.js":2,"./utils.js":8}]},{},[5]);