policychanges/dist/tetrion.js

1820 lines
41 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');
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, 0.4)",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;
},{"./consts.js":2,"./utils.js":7}],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;
},{}],4:[function(require,module,exports){
var gamepad = require('./gamepad.js');
var UserInputs = {
init() {
document.addEventListener('keydown', this.keyDown.bind(this));
document.addEventListener('keyup', this.keyUp.bind(this));
},
updateGamepad() {
this.gpButtons = gamepad.update();
},
incDeciframes() {
this.nDeciframes++;
this.nDeciframesKey++;
this.keyboardButtonsDeciframes++;
this.keyboardDirectionArrowsDeciframes++;
this.gamepadButtonsDeciFrames++;
this.gamepadDirectionPadDeciFrames++;
},
processGamepadInput() {
this.gamepadButtonsDown("RB");
this.gamepadButtonsDown("LB");
this.gamepadButtonsDown("A");
this.gamepadButtonsDown("B");
this.gamepadButtonsDown("DPad-Up");
//this.gamepadButtonsDown("X");
//this.gamepadButtonsDown("Y");
this.gamepadDPadDown("DPad-Left");
this.gamepadDPadDown("DPad-Right");
this.gamepadDPadDown("DPad-Down");
return;
},
/*
processButtons() {
return;
},
*/
// X, Y, A, B , RB, LB Buttons
gamepadButtonsDown(finds) {
var deciDAS = 50.0;
var deciARR = 10.0;
var isContained = this.gpButtons.includes(finds);
var isPrevContained = this.prevGpButtons.includes(finds);
if(isPrevContained != isContained ) {
this.isGamepadButtonDown = false;
// Do once
if(isContained)
this.gamepadQueue.push(finds);
}
var gamepadDASFrames = this.gamepadButtonsDeciFrames / 1.0;
if (!this.isGamepadButtonDown) {
if (gamepadDASFrames >= deciDAS) {
this.gamepadButtonsDeciFrames = 0;
this.isGamepadButtonDown = true;
}
} else {
if (gamepadDASFrames >= deciARR && isContained) {
this.gamepadQueue.push(finds);
this.gamepadButtonsDeciFrames = 0;
}
}
},
// Direction Pad
gamepadDPadDown(finds) {
var DAS = 7;
var ARR = 3;
var isContained = this.gpButtons.includes(finds);
var isPrevContained = this.prevGpButtons.includes(finds);
if(isPrevContained != isContained ) {
this.isGamepadDown = false;
// Do once
//if(isContainted)
// this.gamepadQueue.push(finds);
}
if (!this.isGamepadDown) {
if (this.nframe >= DAS) {
this.nframe = 0;
this.isGamepadDown = true;
}
} else {
if (this.nframe >= ARR && isContained) {
this.gamepadQueue.push(finds);
this.nframe = 0;
}
}
return;
},
processKeys() {
this.processKeyDown(32); // Space
this.processKeyDown(88); // X
this.processKeyDown(90); // Z
},
// keyboard keys z,x,space
processKeyDown(key)
{
var deciDAS = 10;
var deciARR = 15
if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
this.isKeyboardKeyDown = false;
if(this.keyboardKeys[key] == true)
this.inputqueue.push(key);
}
var keyboardDASFrames = this.keyboardButtonsDeciframes;
if (!this.isKeyboardKeyDown) {
if (keyboardDASFrames >= deciDAS) {
this.keyboardButtonsDeciframes = 0;
this.isKeyboardKeyDown = true;
}
} else {
if (keyboardDASFrames >= deciARR && this.keyboardKeys[key] == true) {
this.inputqueue.push(key);
this.keyboardButtonsDeciframes = 0;
}
}
},
processKeyShift() {
this.processKeyboardArrowKeys(39); // right
this.processKeyboardArrowKeys(37); // left
this.processKeyboardArrowKeys(40); // down
},
// Direction arrows
processKeyboardArrowKeys(key) {
var DAS = 13;
var ARR = 3.0;
/* do once?
if(this.prevKeyboardKeys[key] != this.keyboardKeys[key]) {
this.isDirectionArrowDown = false;
if(this.keyboardKeys[key] == true)
this.inputqueue.push(key);
}
*/
//console.log(key + " " + this.held
var keyboardDASFrames = this.keyboardDirectionArrowsDeciframes / 1.0; // why isnt this 10?
//console.log(keyboardDASFrames + " " + this.held);
if (!this.isDirectionArrowDown) {
if (keyboardDASFrames >= DAS) {
this.keyboardDirectionArrowsDeciframes = 0;
this.isDirectionArrowDown = true;
}
} else {
if (keyboardDASFrames >= ARR && this.keyboardKeys[key] == true) {
this.inputqueue.push(key);
this.keyboardDirectionArrowsDeciframes = 0;
}
}
//}
},
keyDown(event) {
this.keyboardKeys[event.keyCode] = true;
},
keyUp(event) {
this.isKeyDown = false;
this.keyboardKeys[event.keyCode] = false;
},
gamepadButtonClear() {
gpButtons = [];
isGamepadDown = false;
isGamepadButtonDown = false;
gamepadQueue = [];
},
saveButtons() {
this.prevGpButtons = this.gpButtons;
},
saveKeyboardKeys() {
this.prevKeyboardKeys = {...this.keyboardKeys};
},
// button states
isDirectionArrowDown: false,
isKeyboardKeyDown: false,
isGamepadDown: false,
isGamepadButtonDown: false,
// das frame counters
keyboardButtonsDeciframes: 0, // DAS controlled frames/10 for non-shifted keys
keyboardDirectionArrowsDeciframes: 0, // DAS controlled frames/10 for mino shifting keys
gamepadButtonsDeciFrames: 0, // DAS controlled frames/10 for non-shifted keys
gamepadDirectionPadDeciFrames: 0, // DAS controlled frames/10 for mino shifting keys
// buttons state contatiners
gpButtons: [],
prevGpButtons:[],
keyboardKeys: [],
prevKeyboardKeys: [],
// button pressed containers
inputqueue: [],
gamepadQueue: []
};
module.exports = UserInputs;
},{"./gamepad.js":3}],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');
/**
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 definition
*/
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, views.hold);
inputs.init();
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.lines = 0;
this.startTime = new Date().getTime();
this.currentTime = this.startTime;
this.prevTime = this.startTime;
this.levelTime = this.startTime;
this.shapeQueue = [];
this.holdQueue = [];
this.canPullFromHoldQueue = false;
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;
},
pushHoldStack: function()
{
if(this.holdQueue.length <= 4) {
this.holdQueue.push(this.shape);
this.shape = this.shapeQueue.shift();
this.canPullFromHoldQueue = false;
this.shape.resetOrigin();
//canvas.drawHoldShape(this.holdQueue);
this._draw(); // update?
}
},
popHoldStack: function()
{
if(this.holdQueue.length >= 1 && this.canPullFromHoldQueue)
{
this.canPullFromHoldQueue = false;
this.shapeQueue.unshift(this.shape);
this.shape = this.holdQueue.pop();
this.shape.resetOrigin();
//canvas.drawHoldShape(this.holdQueue);
this._draw();
}
},
//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 90: {
this.shape.rotate(matrix);
this._draw();
}
break;
case 88: {
this.shape.rotateClockwise(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.shapeQueue.shift() || shapes.randomShape();
while( this.shapeQueue.length < 4 )
{
this.preparedShape = shapes.randomShape();
this.shapeQueue.push(this.preparedShape);
}
//canvas.drawPreviewShape(this.shapeQueue);
this._draw();
},
// Draw game data
_draw: function() {
canvas.drawScene();
canvas.drawShape(this.shape);
canvas.drawHoldShape(this.holdQueue);
canvas.drawPreviewShape(this.shapeQueue);
if(this.shape != undefined) {
let clone = Object.assign(Object.create(Object.getPrototypeOf(this.shape)), this.shape);
var bottomY = clone.bottomAt(this.matrix);
clone.color = "#ffffff";
canvas.drawGhostShape(clone, bottomY);
}
canvas.drawMatrix(this.matrix);
},
// Refresh game canvas
_refresh: function() {
if (!this.running) {
return;
}
this.currentTime = new Date().getTime();
var deltaTime = this.currentTime - this.prevTime;
/*
if(deltaTime >= 10)
{
inputs.incFrame();
}
*/
if(deltaTime >= 1) { // 600hz
inputs.incDeciframes();
}
if(deltaTime >= 1) {
inputs.updateGamepad();
//inputs.processButtons();
inputs.processGamepadInput();
}
// drain gamepad queue
if(deltaTime > 5)
{
while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
var curkey = inputs.gamepadQueue.shift();
if(curkey == "DPad-Left") {
this.shape.goLeft(this.matrix);
this._draw();
}
if(curkey == "DPad-Right") {
this.shape.goRight(this.matrix);
this._draw();
}
if(curkey == "A") {
this.shape.rotate(this.matrix);
this._draw();
}
if(curkey == "B") {
this.shape.rotateClockwise(this.matrix);;
this._draw();
}
if(curkey == "DPad-Down") {
this.shape.goDown(this.matrix);
this._draw();
}
if(curkey == "RB") {
this.shape.goBottom(this.matrix);
this._update();
}
if(curkey == "LB") {
this.pushHoldStack();
this._update();
}
if(curkey == "DPad-Up") {
this.popHoldStack();
this._update();
}
}
inputs.gamepadQueue = [];
}
//inputs.gamepadButtonClear();
// Do keyboard
if(deltaTime > 1) // 120hz
{
inputs.processKeys();
}
if (deltaTime > 5) { // 60hz
inputs.processKeyShift();
// Keyboard inputs
while((inputs.inputqueue != undefined && inputs.inputqueue.length >= 1)){
var curkey = inputs.inputqueue.shift();
if(curkey == 37) {
this.shape.goLeft(this.matrix);
this._draw();
}
if(curkey == 39){
this.shape.goRight(this.matrix);
this._draw();
}
if(curkey == 40) {
this.shape.goDown(this.matrix);
this._draw();
}
if(curkey == 90) {
this.shape.rotate(this.matrix);
this._draw();
}
if(curkey == 88){
this.shape.rotateClockwise(this.matrix);;
this._draw();
}
if(curkey == 32) {
this.shape.goBottom(this.matrix);
this._update();
}
if(curkey == 16) {
this.pullHoldQueue();
//this._update();
}
if(curkey == 16) {
this.pushHoldQueue();
//this._update();
}
}
inputs.inputqueue = [];
}
if(deltaTime >= 10)
inputs.saveKeyboardKeys();
if(deltaTime >= 1)
inputs.saveButtons();
if (deltaTime > 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.canPullFromHoldQueue = true;
this.shape.copyTo(this.matrix);
this._check();
this._fireShape();
new Audio('./dist/Blop.ogg').play();
}
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) {
if(rows.length >= 4)
new Audio('./dist/Tetris.ogg').play();
removeRows(this.matrix, rows);
var score = calcScore(rows);
var reward = calcRewards(rows);
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;
},{"./canvas.js":1,"./consts.js":2,"./input.js":4,"./shapes.js":6,"./utils.js":7,"./views.js":8}],6:[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.originY = -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.originY = -3;
this.flag = 'LR';
}
function ShapeO() {
var state1 = [
[1, 1],
[1, 1]
];
this.states = [state1];
this.x = 4;
this.y = -2;
this.originY = -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.originY = -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.originY = -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.originY = -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.originY = -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 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];
},
//Rotate shape
rotate: function(matrix) {
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){
this.x -= right - COLUMN_COUNT + 1;
}
/*var left = this.getLeft();
if(left <= 0)
this.x += 1;*/
}
},
//Rotate shape clockwise
rotateClockwise: function(matrix) {
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) {
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(direction) {
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')) {
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;
}
}
}
}
},
resetOrigin: function() {
this.y = this.originY + 1;
}
}
/**
Create a random shape for game
*/
// Handles randomly generating and returning a tetromino
var RandomGenerator = {
bag: [],
getTetrimino() {
if (this.bag.length === 0) {
this.bag = this.generateNewBag();
}
return this.bag.shift();
},
generateNewBag() {
//var tetrominoes = ['I', 'J', 'L', 'O', 'S', 'T', 'Z'];
var tetrominoes = ['0', '1', '2', '3', '4', '5', '6'];
//var tetrominoes = ['L','L','L','L','L','L','L',];
var bag = [];
for (var i = 7; i > 0; i--) {
var tetrominoIndex = Math.floor(Math.random() * i);
bag.push(tetrominoes[tetrominoIndex]);
tetrominoes.splice(tetrominoIndex, 1);
}
return bag;
}
};
function randomShape() {
var result = parseInt(RandomGenerator.getTetrimino(),10);//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(result);
return shape;
}
module.exports.randomShape = randomShape;
},{"./consts.js":2}],7:[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;
},{}],8:[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 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){
console.log("container: " + container + " W: " + maxW);
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;
}
hold.style.top = 200+'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;
},{"./consts.js":2,"./utils.js":7}]},{},[5]);