1591 lines
36 KiB
JavaScript
1591 lines
36 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){
|
|
this.scene = scene;
|
|
this.preview = preview;
|
|
this.sceneContext = scene.getContext('2d');
|
|
this.previewContext = preview.getContext('2d');
|
|
this.gridSize = scene.width / consts.COLUMN_COUNT;
|
|
|
|
this.previewGridSize = preview.width / consts.PREVIEW_COUNT;
|
|
|
|
this.drawScene();
|
|
|
|
},
|
|
|
|
//Clear game canvas
|
|
clearScene:function(){
|
|
this.sceneContext.clearRect(0, 0, this.scene.width, this.scene.height);
|
|
},
|
|
//Clear preview canvas
|
|
clearPreview:function(){
|
|
this.previewContext.clearRect(0,0,this.preview.width,this.preview.height);
|
|
},
|
|
//Draw game scene, grids
|
|
drawScene:function(){
|
|
this.clearScene();
|
|
drawGrids(this.scene,this.gridSize,
|
|
consts.COLUMN_COUNT,consts.ROW_COUNT,
|
|
consts.SCENE_BG_START,consts.SCENE_BG_END);
|
|
},
|
|
//Draw game data
|
|
drawMatrix:function(matrix){
|
|
for(var i = 0;i<matrix.length;i++){
|
|
var row = matrix[i];
|
|
for(var j = 0;j<row.length;j++){
|
|
if (row[j]!==0){
|
|
drawBox(this.sceneContext,row[j],j*this.gridSize,i*this.gridSize,this.gridSize);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
//Draw preview data
|
|
drawPreview:function(){
|
|
drawGrids(this.preview,this.previewGridSize,
|
|
consts.PREVIEW_COUNT,consts.PREVIEW_COUNT,
|
|
consts.PREVIEW_BG,consts.PREVIEW_BG);
|
|
},
|
|
//Draw acitve shape in game
|
|
drawShape:function(shape){
|
|
if (!shape){
|
|
return;
|
|
}
|
|
var matrix = shape.matrix();
|
|
var gsize = this.gridSize;
|
|
for(var i = 0;i<matrix.length;i++){
|
|
for(var j = 0;j<matrix[i].length;j++){
|
|
var value = matrix[i][j];
|
|
if (value === 1){
|
|
var x = gsize *(shape.x + j);
|
|
var y = gsize *(shape.y + i);
|
|
drawBox(this.sceneContext,shape.color,x,y,gsize);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
//Draw preview shape in preview canvas
|
|
drawPreviewShape:function(shape){
|
|
if (!shape){
|
|
return;
|
|
}
|
|
this.clearPreview();
|
|
var matrix = shape.matrix();
|
|
var gsize = this.previewGridSize;
|
|
var startX = (this.preview.width - gsize*shape.getColumnCount()) / 2;
|
|
var startY = (this.preview.height - gsize*shape.getRowCount()) / 2;
|
|
for(var i = 0;i<matrix.length;i++){
|
|
for(var j = 0;j<matrix[i].length;j++){
|
|
var value = matrix[i][j];
|
|
if (value === 1){
|
|
var x = startX + gsize * j;
|
|
var y = startY + gsize * i;
|
|
drawBox(this.previewContext,shape.color,x,y,gsize);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
module.exports = tetrisCanvas;
|
|
},{"./consts.js":2,"./utils.js":7}],2:[function(require,module,exports){
|
|
|
|
//colors for shapes
|
|
var colors = ['#00af9d','#ffb652','#cd66cc','#66bc29','#0096db','#3a7dda','#ffe100'];
|
|
|
|
//sidebar width
|
|
var sideWidth = 120;
|
|
|
|
|
|
//scene column count
|
|
var columnCount = 10;
|
|
|
|
//scene row count;
|
|
var rowCount = 20;
|
|
|
|
//scene piece entry count;
|
|
var entryRowCount = 3;
|
|
|
|
//previewCount
|
|
var previewCount = 6;
|
|
|
|
//scene gradient start color
|
|
var sceneBgStart = '#8e9ba6';
|
|
|
|
//scene gradient end color
|
|
var sceneBgEnd = '#5c6975';
|
|
|
|
//preview background color
|
|
var previewBg = '#2f2f2f';
|
|
|
|
//grid line color
|
|
var gridLineColor = 'rgba(255,255,255,0.2)';
|
|
|
|
//box border color
|
|
var boxBorderColor = 'rgba(255,255,255,0.5)';
|
|
|
|
|
|
// Game speed
|
|
var defaultInterval = 600;
|
|
|
|
|
|
// Level update interval
|
|
var levelInterval = 120 * 1000;
|
|
|
|
|
|
|
|
var exports = module.exports = {};
|
|
|
|
exports.COLORS = colors;
|
|
|
|
exports.SIDE_WIDTH = sideWidth;
|
|
|
|
exports.ROW_COUNT = rowCount;
|
|
|
|
exports.COLUMN_COUNT = columnCount;
|
|
|
|
exports.SCENE_BG_START = sceneBgStart;
|
|
|
|
exports.SCENE_BG_END = sceneBgEnd;
|
|
|
|
exports.PREVIEW_BG = previewBg;
|
|
|
|
exports.PREVIEW_COUNT = previewCount;
|
|
|
|
exports.GRID_LINE_COLOR = gridLineColor;
|
|
|
|
exports.BOX_BORDER_COLOR = boxBorderColor;
|
|
|
|
exports.DEFAULT_INTERVAL = defaultInterval;
|
|
|
|
exports.LEVEL_INTERVAL = levelInterval;
|
|
|
|
},{}],3:[function(require,module,exports){
|
|
|
|
var 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)
|
|
gamepadAPI.controller = window.navigator.getGamepads()[0];
|
|
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');
|
|
|
|
const gamepadLeftPressedEvent = new Event('leftPressed');
|
|
//const gamepadRightPressedEvent = new Event('rightPressed');
|
|
//const gamepadUpPressedEvent = new Event('upPressed');
|
|
//const gamepadPressedEvent = new Event('leftPressed');
|
|
|
|
var UserInputs = {
|
|
init() {
|
|
//document.addEventListener('keydown', this.keyDown.bind(this));
|
|
//document.addEventListener('keyup', this.keyUp.bind(this));
|
|
},
|
|
|
|
updateGamepad() {
|
|
this.gpButtons = gamepad.update();
|
|
},
|
|
|
|
incFrame() {
|
|
this.frames++;
|
|
this.nframe++;
|
|
},
|
|
incDeciframes() {
|
|
this.nDeciframes++;
|
|
this.nDeciframesKey++;
|
|
},
|
|
processGamepadInput() {
|
|
|
|
this.gamepadDown("DPad-Left");
|
|
this.gamepadDown("DPad-Right");
|
|
this.gamepadDown("DPad-Down");
|
|
|
|
return;
|
|
},
|
|
processButtons() {
|
|
this.gamepadButtonsDown("RB");
|
|
this.gamepadButtonsDown("LB");
|
|
this.gamepadButtonsDown("A");
|
|
this.gamepadButtonsDown("B");
|
|
//this.gamepadButtonsDown("X");
|
|
//this.gamepadButtonsDown("Y");
|
|
return;
|
|
},
|
|
gamepadButtonsDown(finds) {
|
|
var deciDAS = 3;
|
|
var deciARR = 12;
|
|
var isContained = this.gpButtons.includes(finds);
|
|
|
|
if (!this.isGamepadButtonDown) {
|
|
if (this.nDeciframes >= deciDAS) {
|
|
this.nDeciframes = 0;
|
|
this.isGamepadButtonDown = true;
|
|
//if(isContained)
|
|
// this.gamepadQueue.push(finds);
|
|
}
|
|
} else {
|
|
if (this.nDeciframes >= deciARR && isContained) {
|
|
this.gamepadQueue.push(finds);
|
|
this.nDeciframes = 0;
|
|
}
|
|
}
|
|
|
|
},
|
|
gamepadDown(finds) {
|
|
var DAS = 5;
|
|
var ARR = 4;
|
|
var isContained = this.gpButtons.includes(finds);
|
|
var isDas = true; //this.gpButtons.includes("DPad-Left") || this.gpButtons.includes("DPad-Right") ||
|
|
//this.gpButtons.includes("DPad-Up") || this.gpButtons.includes("DPad-Down");
|
|
|
|
|
|
if(isDas) {
|
|
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
|
|
},
|
|
processKeyShift() {
|
|
this.processInput(39); // right
|
|
this.processInput(37); // left
|
|
this.processInput(40); // down
|
|
},
|
|
processKeyDown(key)
|
|
{
|
|
var deciDAS = 2;
|
|
var deciARR = 8;
|
|
|
|
|
|
if (!this.isKeyDown) {
|
|
if (this.nDeciframesKey >= deciDAS) {
|
|
this.nDeciframesKey = 0;
|
|
this.isKeyDown = true;
|
|
if(this.keyboardKeys[key] == true)
|
|
this.inputqueue.push(key);
|
|
}
|
|
} else {
|
|
if (this.nDeciframesKey >= deciARR && this.keyboardKeys[key] == true) {
|
|
this.inputqueue.push(key);
|
|
this.nDeciframesKey = 0;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
},
|
|
processInput(key) {
|
|
var DAS = 1;
|
|
var ARR = 4;
|
|
|
|
|
|
/* if (this.isDown.key == 88 || this.isDown.key == 90 || this.isDown.key == 32) {
|
|
//this.processKeys();
|
|
return;
|
|
}*/
|
|
|
|
// if (this.isDown) {
|
|
//this.frames++;
|
|
|
|
if (!this.held) {
|
|
if (this.frames >= DAS) {
|
|
this.frames = 0;
|
|
this.held = true;
|
|
}
|
|
} else {
|
|
if (this.frames >= ARR && this.keyboardKeys[key] == true) {
|
|
this.inputqueue.push(key);
|
|
this.frames = 0;
|
|
}
|
|
}
|
|
//}
|
|
},
|
|
keyDown(event) {
|
|
this.keyboardKeys[event.keyCode] = true;
|
|
},
|
|
keyUp(event) {
|
|
this.nDeciframesKey = 0;
|
|
this.isKeyDown = false;
|
|
this.keyboardKeys[event.keyCode] = false;
|
|
},
|
|
gamepadButtonClear() {
|
|
gpButtons = [];
|
|
isGamepadDown = false;
|
|
isGamepadButtonDown = false;
|
|
},
|
|
isDown: false,
|
|
isKeyDown: false,
|
|
isGamepadDown: false,
|
|
isGamepadButtonDown: false,
|
|
held: false,
|
|
nframe: 0,
|
|
frames: 0,
|
|
nDeciframes: 0,
|
|
nDeciframesKey: 0,
|
|
gpButtons: [],
|
|
keyboardKeys: [],
|
|
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);
|
|
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.startTime = new Date().getTime();
|
|
this.currentTime = this.startTime;
|
|
this.prevTime = this.startTime;
|
|
this.levelTime = this.startTime;
|
|
clearMatrix(this.matrix);
|
|
views.setLevel(this.level);
|
|
views.setScore(this.score);
|
|
views.setGameOver(this.isGameOver);
|
|
this._draw();
|
|
},
|
|
//Start game
|
|
start: function() {
|
|
this.running = true;
|
|
window.requestAnimationFrame(utils.proxy(this._refresh, this));
|
|
},
|
|
//Pause game
|
|
pause: function() {
|
|
this.running = false;
|
|
this.currentTime = new Date().getTime();
|
|
this.prevTime = this.currentTime;
|
|
},
|
|
//Game over
|
|
gamveOver: function() {
|
|
|
|
},
|
|
|
|
// All key event handlers
|
|
_keydownHandler: function(e) {
|
|
|
|
var matrix = this.matrix;
|
|
|
|
if (!e) {
|
|
var e = window.event;
|
|
}
|
|
if (this.isGameOver || !this.shape) {
|
|
return;
|
|
}
|
|
/*
|
|
switch (e.keyCode) {
|
|
case 37: {
|
|
//this.shape.goLeft(matrix);
|
|
this._draw();
|
|
}
|
|
break;
|
|
|
|
case 39: {
|
|
//this.shape.goRight(matrix);
|
|
this._draw();
|
|
}
|
|
break;
|
|
|
|
case 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.preparedShape || shapes.randomShape();
|
|
this.preparedShape = shapes.randomShape();
|
|
this._draw();
|
|
canvas.drawPreviewShape(this.preparedShape);
|
|
},
|
|
|
|
// Draw game data
|
|
_draw: function() {
|
|
canvas.drawScene();
|
|
canvas.drawShape(this.shape);
|
|
canvas.drawMatrix(this.matrix);
|
|
},
|
|
// Refresh game canvas
|
|
_refresh: function() {
|
|
if (!this.running) {
|
|
return;
|
|
}
|
|
this.currentTime = new Date().getTime();
|
|
var deltaTime = this.currentTime - this.prevTime;
|
|
|
|
|
|
if(deltaTime >= 1) { // 600hz
|
|
inputs.incDeciframes();
|
|
inputs.processGamepadInput();
|
|
}
|
|
if(deltaTime >= 10)
|
|
{
|
|
inputs.incFrame();
|
|
|
|
//inputs.processKeyShift();
|
|
}
|
|
/*
|
|
if(deltaTime > 5) // 120hz
|
|
{
|
|
inputs.processKeys();
|
|
|
|
}
|
|
|
|
if (deltaTime > 10) { // 60hz
|
|
|
|
// Keyboard inputs
|
|
|
|
while((inputs.inputqueue != undefined && inputs.inputqueue.length >= 1)){
|
|
var curkey = inputs.inputqueue.pop();
|
|
console.log("cur key: " + curkey);
|
|
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();
|
|
}
|
|
}
|
|
inputs.inputqueue = [];
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
inputs.updateGamepad();
|
|
|
|
if(deltaTime >= 5)
|
|
{
|
|
inputs.processButtons();
|
|
}
|
|
// drain gamepad queue
|
|
if(deltaTime > 10)
|
|
{
|
|
while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
|
|
var curkey = inputs.gamepadQueue.pop();
|
|
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();
|
|
}
|
|
|
|
}
|
|
inputs.gamepadQueue = [];
|
|
inputs.gamepadButtonClear();
|
|
}
|
|
|
|
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.shape.copyTo(this.matrix);
|
|
this._check();
|
|
this._fireShape();
|
|
}
|
|
this._draw();
|
|
this.isGameOver = checkGameOver(this.matrix);
|
|
views.setGameOver(this.isGameOver);
|
|
|
|
|
|
if (this.isGameOver) {
|
|
views.setFinalScore(this.score);
|
|
}
|
|
|
|
},
|
|
// Check and update game data
|
|
_check: function() {
|
|
var rows = checkFullRows(this.matrix);
|
|
if (rows.length) {
|
|
removeRows(this.matrix, rows);
|
|
|
|
var score = calcScore(rows);
|
|
var reward = calcRewards(rows);
|
|
this.score += score + reward;
|
|
|
|
views.setScore(this.score);
|
|
views.setReward(reward);
|
|
|
|
}
|
|
},
|
|
// Check and update game level
|
|
_checkLevel: function() {
|
|
var currentTime = new Date().getTime();
|
|
if (currentTime - this.levelTime > consts.LEVEL_INTERVAL) {
|
|
this.level += 1;
|
|
this.interval = calcIntervalByLevel(this.level);
|
|
views.setLevel(this.level);
|
|
this.levelTime = currentTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
window.Tetris = Tetris;
|
|
},{"./canvas.js":1,"./consts.js":2,"./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.flag = 'L';
|
|
}
|
|
|
|
function ShapeLR() {
|
|
var state1 = [
|
|
[0, 1],
|
|
[0, 1],
|
|
[1, 1]
|
|
];
|
|
|
|
var state2 = [
|
|
[1, 1, 1],
|
|
[0, 0, 1]
|
|
];
|
|
|
|
var state3 = [
|
|
[1, 1],
|
|
[1, 0],
|
|
[1, 0]
|
|
];
|
|
|
|
var state4 = [
|
|
[1, 0, 0],
|
|
[1, 1, 1]
|
|
];
|
|
|
|
|
|
this.states = [state1, state2, state3, state4];
|
|
this.x = 4;
|
|
this.y = -3;
|
|
this.flag = 'LR';
|
|
}
|
|
|
|
function ShapeO() {
|
|
|
|
var state1 = [
|
|
[1, 1],
|
|
[1, 1]
|
|
];
|
|
|
|
|
|
this.states = [state1];
|
|
this.x = 4;
|
|
this.y = -2;
|
|
this.flag = 'O';
|
|
}
|
|
|
|
function ShapeI() {
|
|
var state1 = [
|
|
[1],
|
|
[1],
|
|
[1],
|
|
[1]
|
|
];
|
|
|
|
var state2 = [
|
|
[1, 1, 1, 1]
|
|
];
|
|
|
|
this.states = [state1, state2];
|
|
|
|
this.x = 5;
|
|
this.y = -4;
|
|
this.flag = 'I';
|
|
}
|
|
|
|
function ShapeT() {
|
|
var state1 = [
|
|
[1, 1, 1],
|
|
[0, 1, 0]
|
|
];
|
|
|
|
var state2 = [
|
|
[1, 0],
|
|
[1, 1],
|
|
[1, 0]
|
|
];
|
|
|
|
var state3 = [
|
|
[0, 1, 0],
|
|
[1, 1, 1]
|
|
];
|
|
|
|
var state4 = [
|
|
[0, 1],
|
|
[1, 1],
|
|
[0, 1]
|
|
];
|
|
|
|
this.states = [state1, state2, state3, state4];
|
|
this.x = 4;
|
|
this.y = -2;
|
|
this.flag = 'T';
|
|
}
|
|
|
|
function ShapeZ() {
|
|
var state1 = [
|
|
[1, 1, 0],
|
|
[0, 1, 1]
|
|
];
|
|
|
|
var state2 = [
|
|
[0, 1],
|
|
[1, 1],
|
|
[1, 0]
|
|
];
|
|
|
|
this.states = [state1, state2];
|
|
this.x = 4;
|
|
this.y = -2;
|
|
this.flag = 'Z';
|
|
}
|
|
|
|
function ShapeZR() {
|
|
var state1 = [
|
|
[0, 1, 1],
|
|
[1, 1, 0]
|
|
];
|
|
|
|
var state2 = [
|
|
[1, 0],
|
|
[1, 1],
|
|
[0, 1]
|
|
];
|
|
|
|
this.states = [state1, state2];
|
|
this.x = 4;
|
|
this.y = -2;
|
|
this.flag = 'ZR';
|
|
}
|
|
|
|
/**
|
|
Is shape can move
|
|
@param shape: tetris shape
|
|
@param matrix: game matrix
|
|
@param action: 'left','right','down','rotate'
|
|
*/
|
|
var isShapeCanMove = function(shape, matrix, action) {
|
|
var rows = matrix.length;
|
|
var cols = matrix[0].length;
|
|
var 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
|
|
goBottom: function(matrix) {
|
|
while (isShapeCanMove(this, matrix, 'down')) {
|
|
this.y += 1;
|
|
}
|
|
},
|
|
//Move the shape to the left
|
|
goLeft: function(matrix) {
|
|
if (isShapeCanMove(this, matrix, 'left')) {
|
|
this.x -= 1;
|
|
}
|
|
},
|
|
//Move the shape to the right
|
|
goRight: function(matrix) {
|
|
if (isShapeCanMove(this, matrix, 'right')) {
|
|
this.x += 1;
|
|
}
|
|
},
|
|
//Copy the shape data to the game data
|
|
copyTo: function(matrix) {
|
|
var smatrix = this.matrix();
|
|
for (var i = 0; i < smatrix.length; i++) {
|
|
var row = smatrix[i];
|
|
for (var j = 0; j < row.length; j++) {
|
|
if (row[j] === 1) {
|
|
var x = this.x + j;
|
|
var y = this.y + i;
|
|
if (x >= 0 && x < matrix[0].length && y >= 0 && y < matrix.length) {
|
|
matrix[y][x] = this.color;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
Create a random shape for game
|
|
*/
|
|
// 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 level = $('level');
|
|
var score = $('score');
|
|
var rewardInfo = $('rewardInfo');
|
|
var reward = $('reward');
|
|
var gameOver = $('gameOver');
|
|
var btnRestart = $('restart');
|
|
var finalScore = $('finalScore');
|
|
|
|
|
|
//defaults
|
|
var SIDE_WIDTH = consts.SIDE_WIDTH;
|
|
|
|
|
|
/**
|
|
Caculate the game container size
|
|
*/
|
|
var getContainerSize = function(maxW,maxH){
|
|
|
|
var dw = document.documentElement.clientWidth;
|
|
var dh = document.documentElement.clientHeight;
|
|
|
|
var size = {};
|
|
if (dw>dh){
|
|
size.height = Math.min(maxH,dh);
|
|
size.width = Math.min(size.height /2 + SIDE_WIDTH,maxW);
|
|
}else{
|
|
size.width = Math.min(maxW,dw);
|
|
size.height = Math.min(maxH,dh);
|
|
}
|
|
return size;
|
|
|
|
};
|
|
|
|
|
|
/**
|
|
Layout game elements
|
|
*/
|
|
var layoutView = function(container,maxW,maxH){
|
|
var size = getContainerSize(maxW,maxH);
|
|
var st = container.style;
|
|
st.height = size.height + 'px';
|
|
st.width = size.width + 'px';
|
|
st.marginTop = (-(size.height/2)) + 'px';
|
|
st.marginLeft = (-(size.width/2)) + 'px';
|
|
|
|
//layout scene
|
|
scene.height = size.height;
|
|
scene.width = scene.height / 2;
|
|
|
|
var sideW = size.width - scene.width;
|
|
side.style.width = sideW+ 'px';
|
|
if (sideW< SIDE_WIDTH ){
|
|
info.style.width = side.style.width;
|
|
}
|
|
preview.width = 80;
|
|
preview.height = 80;
|
|
|
|
gameOver.style.width = scene.width +'px';
|
|
|
|
}
|
|
|
|
/**
|
|
Main tetris game view
|
|
*/
|
|
var tetrisView = {
|
|
|
|
|
|
init:function(id, maxW,maxH){
|
|
this.container = $(id);
|
|
this.scene = scene;
|
|
this.preview = preview;
|
|
this.btnRestart = btnRestart;
|
|
layoutView(this.container,maxW,maxH);
|
|
this.scene.focus();
|
|
|
|
rewardInfo.addEventListener('animationEnd',function(e){
|
|
rewardInfo.className = 'invisible';
|
|
});
|
|
},
|
|
// Update the score
|
|
setScore:function(scoreNumber){
|
|
score.innerHTML = scoreNumber;
|
|
},
|
|
// Update the finnal score
|
|
setFinalScore:function(scoreNumber){
|
|
finalScore.innerHTML = scoreNumber;
|
|
},
|
|
// Update the level
|
|
setLevel:function(levelNumber){
|
|
level.innerHTML = levelNumber;
|
|
},
|
|
// Update the extra reward score
|
|
setReward:function(rewardScore){
|
|
if (rewardScore>0){
|
|
reward.innerHTML = rewardScore;
|
|
rewardInfo.className = 'fadeOutUp animated';
|
|
}else{
|
|
rewardInfo.className = 'invisible';
|
|
}
|
|
},
|
|
// Set game over view
|
|
setGameOver:function(isGameOver){
|
|
gameOver.style.display = isGameOver?'block':'none';
|
|
}
|
|
};
|
|
|
|
module.exports = tetrisView;
|
|
},{"./consts.js":2,"./utils.js":7}]},{},[5]);
|