policychanges/dist/tetrion.js

3327 lines
83 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'];
// Gamestates
var gameStates = ["freePlayState", "trainerState", "testTrainerStates", "sequenceEditorState"];
var defaultGameState = "freePlayState";
//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.GAMESTATES = gameStates;
exports.DEFAULT_GAMESTATE = defaultGameState;
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.settingsList = this.keyboardKeySettings.concat(this.keyboardShiftEvents.concat(this.keyboardKeyEvents.concat(this.gamepadSettings.concat(this.gamepadShiftEvents.concat(this.gamepadButtonEvents)))));
//;["Soft Drop Rate [1 - 100]"].concat(this.keyboardSettings.concat(this.gamepadSettings));
this.gamepadShiftTimer = new Date();
this.gamepadButtonTimer = new Date();
this.keyboardKeyTimer = new Date();
this.keyboardShiftTimer = new Date();
this.settingsMap = new Map();
this.gamepadEventMap = new Map();
///this.gamepadEventMap = 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]);
this.gamepadEvents = this.gamepadShiftEvents.concat(this.gameButtonsEvents);
var mapIdx = [14, 7, 13, 5, 4, 1, 2, 12, 8, 3];
for(var i in mapIdx) {
this.gamepadEventMap.set(this.gamepadEvents[i], gamepad.buttons[mapIdx[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.gamepadButtonEvents.forEach(gamepadButton => this.gamepadButtonsDown(this.settingsMap.get(gamepadButton)));
},
processGamepadDPad() {
this.gamepadShiftEvents.forEach(dpadButton => this.gamepadDPadDown(this.settingsMap.get(dpadButton)));
},
// 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;
},
processKeys() {
this.keyboardKeyEvents.forEach( key => this.settingsMap.get(key).split(',').forEach( idx => this.processKeyDown( parseInt(idx) ) ) );
},
// 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.keyboardShiftEvents.forEach(arrowKey => arrowKey.split(',').forEach(option => this.processKeyboardArrowKeys(parseInt(this.settingsMap.get(option)))));
},
// 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;
},
gamepadClear() {
//this.gpButtons = [];
//this.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: [],
keyboardKeySettings: ["Keyboard DAS", "Keyboard ARR"],
keyboardShiftEvents: ["Keyboard Left", "Keyboard Right", "Keyboard Down", "Keyboard Up"],
keyboardKeyEvents: ["Keyboard Harddrop", "Keyboard Hold", "Keyboard Rotateccw", "Keyboard Rotate", "Keyboard Pophold", "Keyboard Reset", "Keyboard Background"],
gamepadSettings: ["Gamepad DAS", "Gamepad ARR"],
gamepadShiftEvents: ["Gamepad Left", "Gamepad Right","Gamepad Down"],
gamepadButtonEvents: ["Gamepad Harddrop", "Gamepad Hold", "Gamepad Rotateccw", "Gamepad Rotate", "Gamepad Pophold", "Gamepad Reset", "Gamepad Background"],
settingsList: [],
settingsDefault: [ "167.0", "33.0",
"37", "39", "40", "38",
"32", "16", "90", "88", "17", "82", "81",
"167.0", "33.0",
"DPad-Left", "DPad-Right", "DPad-Down",
"RB", "LB", "A", "B", "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) {
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.gameState = consts.DEFAULT_GAMESTATE;
this.isTimerOn = false;
this.currentOpener = 0;
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();
// ewww
this._recurseGameState();
},
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");
},
// Gamestate 1
setFreePlay: function()
{
this.gameState = consts.GAMESTATES[0];
document.getElementById("Timer").value = "Timer Off";
document.getElementById("Time").value = "";
document.getElementById("besttime").value = "";
this.isTimerOn = false;
this.hintQueue = [];
this.shapeQueue = [];
this.hintMino = 0;
this._restartHandler();
this.currentOpener = 0;
},
// Gamestate 2
setCurrentOpener(opener)
{
document.getElementById("besttime").value = "";
this.gameState = consts.GAMESTATES[1];
this.currentOpener = opener;
this._restartHandler();
},
// Gamestate 3
setDoTest: function()
{
if(this.gameState != consts.GAMESTATES[1]) return;
// set game state to do test
this.gameState = consts.GAMESTATES[2];
this._restartHandler();
},
// Gamestate 4
setGameStateSequenceEditor: function()
{
document.getElementById("side").display = "none";
// change to editor gamestate
this.gameState = consts.GAMESTATES[3];
this.hintQueue = [];
this.shapeQueue = [];
this.hintMino = 0;
this._restartHandler();
this.currentOpener = 0;
this.pushHoldStack();
},
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() {
// var setting = inputs.settingsList[document.getElementById("settings").selectedIndex-1];
// var doKeyToAlpha = inputs.keyboardShiftEvents.included(setting) || inputs.keyboardKeyEvents.included(setting);
// if(doKeyToAlpha)
// document.getElementById("setting_value").value = inputs.settingsMap.get(setting).fromCharCode();
// else
// document.getElementById("setting_value").value = inputs.settingsMap.get(setting);
document.getElementById("setting_value").value =
inputs.settingsMap.get(inputs.settingsList[document.getElementById("settings").selectedIndex-1]);
},
addOpener: function() {
var newOpener = document.createElement('li');
//<li style="font-size:12px;padding-left:1em";><a href="#" id="setMrTSpinsSTDreversedVar">Mr. T-Spin's STD (reversed) </a></li>
//newOpener.text = "New Sequence";
//newOpener.id = this.currentMinoInx;
newOpener.style="color:powderblue;text-decoration:underline;font-size:12px;padding-left:1em";
newOpener.appendChild(document.createTextNode("New Sequence: " + this.currentMinoInx));
document.getElementById("Openers").appendChild(newOpener);
openers.addSequence(this.shapeQueue);
//this.setFreePlay();
this.gameState = consts.GAMESTATES[1];
this.currentMinoInx = 0;
//this.setCurrentOpener(99999);//this.currentMinoInx);
clearMatrix(this.matrix);
this.currentOpener = 9999;
this.shapeQueue = [];
this.hintQueue = [];
this._recurseGameState();
},
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
//if(this.currentMinoInx == undefined || this.currentMinoInx < 1000) // todo: refactor -- seppuku worthy
this.currentMinoInx = 0;
this.shapeQueue = [];
this.hintQueue = [];
this.holdStack = [];
this.shape = shapes.getShape(0);
// 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.gameState == consts.GAMESTATES[0] && 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.gameState == consts.GAMESTATES[3]) {
while(this.holdStack.length < 7)
this.holdStack.unshift(utils.deepClone(shapes.getShape(this.currentMinoInx++%7)));
this.shape = this.holdStack.pop();
this._draw();
return;
}
// 1 shape hold queue
if(this.holdStack.length > 0) {
this.canPopFromHoldStack = false;
this.shapeQueue.unshift(utils.deepClone(this.shape));
this.shape = utils.deepClone(this.holdStack.pop());
this.shape.resetOrigin();
this._draw();
}else 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();
}
/* 4 shape hold queue
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.gameState == consts.GAMESTATES[3]) {
if(this.holdStack.length < 7)
while(this.holdStack.length < 7)
this.holdStack.unshift(utils.deepClone(shapes.getShape(this.currentMinoInx++%7)));
// piece needs to be able to be placed
if(this.shape.canDown(this.matrix)) return;
this.shape.copyTo(this.matrix);
this.shapeQueue.unshift(utils.deepClone(this.shape));
this.shape = utils.deepClone(this.holdStack.pop());
this._check();
this._draw();
return;
}
// todo: disable if 1 shape hold queue
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();
this._recurseGameState();
},
// Bind game events
_initEvents: function() {
setInterval(() => {this._processTick();}, 1);
setInterval(() => {this.lockDownTimer++;}, 100 );
views.btnRestart.addEventListener('click', utils.proxy(this._restartHandler, this), false);
},
// Process freeplay queue
_processFreeplayQueue: function() {
while(this.shapeQueue.length <= 4)
{
this.preparedShape = shapes.randomShape();
this.shapeQueue.push(this.preparedShape);
}
this.shape = this.shapeQueue.shift();// || shapes.randomShape();
this.currentMinoInx++;
},
// Process opener trainer queue
_processOpenerTrainerQueue: function() {
while(this.shapeQueue.length <= 4)
{
this.preparedShape = utils.deepClone(openers.getNextMino(this.currentOpener));
this.shapeQueue.push(this.preparedShape);
}
while(this.hintQueue.length <= 4)
{
this.preparedShape = utils.deepClone(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()) {
//new Audio("./dist/sound/Affirm2.ogg").play();
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.hintQueue = [];
this.shapeQueue = [];
this.isSequenceCompleted = true;
// Recursion warning
if(this.currentOpener < 1000) // getting real hacky
this._restartHandler();
else clearMatrix(this.matrix);
// this.reset();
// this.start();
return;
}
},
// Process sequence editor
_processSequenceEditor: function () {
return;
},
// Fill next queue and set next shape
_fireShape: function() {
//todo:should be in shapes.js
this.landed = false;
this.manipulationCounter = 0;
this._draw();
},
_recurseGameState: function (){
switch(this.gameState) {
case consts.GAMESTATES[0]:
this._processFreeplayQueue();
this._fireShape();
break;
case consts.GAMESTATES[1]:
this._processOpenerTrainerQueue();
this._fireShape();
break;
case consts.GAMESTATES[2]:
this._processOpenerTrainerQueue();
this._fireShape();
case consts.GAMESTATES[3]:
this._processSequenceEditor();
break;
default:
break;
}
},
// 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.gameState != consts.GAMESTATES[2])
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() {
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()) {
inputs.updateGamepad();
inputs.processGamepadDPad();
inputs.processGamepadInput();
while((inputs.gamepadQueue != undefined && inputs.gamepadQueue.length >= 1)){
var curkey = inputs.gamepadQueue.shift();
if(inputs.settingsMap.get("Gamepad Left").includes(curkey)) {
this.shape.goLeft(this.matrix);
this.resetLockdown();
this._draw();
}
else if(inputs.settingsMap.get("Gamepad Right").includes(curkey)) {
this.shape.goRight(this.matrix);
this.resetLockdown();
this._draw();
}
else if(inputs.settingsMap.get("Gamepad Rotateccw").includes(curkey)) {
this.shape.rotate(this.matrix);
this.resetLockdown();
this._draw();
}
else if(inputs.settingsMap.get("Gamepad Rotate").includes(curkey)) {
this.shape.rotateClockwise(this.matrix);
this.resetLockdown();
this._draw();
}
else if(inputs.settingsMap.get("Gamepad Down").includes(curkey)) {
this.shape.goDown(this.matrix);
this._draw();
}
else if(inputs.settingsMap.get("Gamepad Harddrop").includes(curkey)) {
// if editor
if(this.gameState == consts.GAMESTATES[3]) {
this.popHoldStack();
this._draw();
}else {
this.shape.goBottom(this.matrix);
this.lockDownTimer = 5000;
this._update();
}
}
else if(inputs.settingsMap.get("Gamepad Hold").includes(curkey)) {
this.pushHoldStack();
this._draw();
}
else if(inputs.settingsMap.get("Gamepad Pophold").includes(curkey)) {
this.popHoldStack();
this._draw();
}
else if(inputs.settingsMap.get("Gamepad Reset").includes(curkey)) {
this._restartHandler();
return;
}
}
inputs.saveButtons();
inputs.gamepadClear();
}
// Do keyboard
inputs.processKeys();
inputs.processKeyShift();
// Keyboard inputs
while((inputs.inputQueue != undefined && inputs.inputQueue.length >= 1)){
var curkey = inputs.inputQueue.shift();
if(inputs.settingsMap.get("Keyboard Left").includes(curkey)) {
this.shape.goLeft(this.matrix);
this.resetLockdown();
this._draw();
}
else if(inputs.settingsMap.get("Keyboard Right").includes(curkey)) {
this.shape.goRight(this.matrix);
this.resetLockdown();
this._draw();
}
else if(inputs.settingsMap.get("Keyboard Down").includes(curkey)) {
this.shape.goDown(this.matrix);
this._draw();
}
else if(this.gameState == consts.GAMESTATES[3] && inputs.settingsMap.get("Keyboard Up").includes(curkey)) {
this.shape.goUp(this.matrix);
this._draw();
}
else if(inputs.settingsMap.get("Keyboard Rotateccw").includes(curkey)) {
this.shape.rotate(this.matrix);
this.resetLockdown();
this._draw();
}
else if(inputs.settingsMap.get("Keyboard Rotate").includes(curkey)) {
this.shape.rotateClockwise(this.matrix);
this.resetLockdown();
this._draw();
}
else if(inputs.settingsMap.get("Keyboard Harddrop").includes(curkey)) {
// if editor
if(this.gameState == consts.GAMESTATES[3]) {
this.popHoldStack();
this._draw();
}else {
this.shape.goBottom(this.matrix);
this.lockDownTimer = 5000;
this._update();
}
}
else if(inputs.settingsMap.get("Keyboard Hold").includes(curkey)) {
this.pushHoldStack();
this._draw();
}
else if(inputs.settingsMap.get("Keyboard Pophold").includes(curkey)) {
this.popHoldStack();
this._draw();
}
else if(inputs.settingsMap.get("Keyboard Hold").includes(curkey)) {
if(document.getElementById("divbg").style.display == "none")
document.getElementById("divbg").style.display = "initial";
else
document.getElementById("divbg").style.display="none";
}
if(inputs.settingsMap.get("Keyboard Reset").includes(curkey)) {
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.gameState == consts.GAMESTATES[0])
return;
if(!this.shape.isSameSRS(this.hintMino))
{
//new Audio('./dist/Failed.ogg').play();
this._restartHandler();
// Restart
return 1;
}
},
// Update game data
_update: function() {
switch(this.gameState) {
case consts.GAMESTATES[0]:
case consts.GAMESTATES[1]:
case consts.GAMESTATES[2]:
if(this.shape == undefined) break;
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();
this._recurseGameState();
new Audio('./dist/sound/Blop2.ogg').play();
}
this._draw();
this.isGameOver = checkGameOver(this.matrix);
// if game over and gamestate is free play
views.setGameOver(this.gameState == consts.GAMESTATES[0] && this.isGameOver);
if (this.isGameOver)
views.setFinalScore(this.score);
break;
case consts.GAMESTATES[3]:
break;
default:
break;
}
},
// 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[side4Y] != undefined && matrix[side3Y] != undefined) {
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][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");
var utils = require("./utils.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,
customShapeQueue: [],
customHintQueue: [],
// 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;
case 9:
// Pelican
this.shapeQueue = new Array(
shapes.getShape(5),
shapes.getShape(2),
shapes.getShape(4),
shapes.getShape(0),
shapes.getShape(6),
shapes.getShape(1),
shapes.getShape(3));
break;
case 10:
// DT Cannon TSZ base
this.shapeQueue = new Array(
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(2),
shapes.getShape(6),
shapes.getShape(5),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(4),
shapes.getShape(0),
shapes.getShape(3),
shapes.getShape(3));
break;
default:
this.shapeQueue.unshift(utils.deepClone(shapes.randomShape()));
return;
}
}
this.isInit = 1;
return;
},
getNextMino(opener) {
if(this.customShapeQueue.length > 0) return this.customShapeQueue[this.idx++%this.customShapeQueue.length];
this.init(opener);
var mino = this.shapeQueue[this.idx];
this.idx++;
if(this.idx >= this.shapeQueue.length) {
this.idx = 0;
if(opener < 1000)
this.isInit = 0;
else this.isInit = 1;
}
return mino;
},
// Hint Tetrimions
initHint(opener) {
if(!this.isHintInit || this.hintQueue == undefined) {
switch(opener) {
case 0:
this.hintQueue = [];
break;
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
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;
case 9:
// Pelican
this.hintQueue = new Array(
shapes.getShape(5),
shapes.getShape(2),
shapes.getShape(4),
shapes.getShape(0),
shapes.getShape(6),
shapes.getShape(1),
shapes.getShape(3));
var hintDataList = [0,17,-1, 1,16,2, 5,18,0, 5,16,-1, 8,16,-1, 5,17,0, 3,16,2];
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 10: // O - 1, I - 6, L - 0, S - 5, J - 4, Z - 2, T - 3
// DT Cannon TSZ base
this.hintQueue = new Array(
shapes.getShape(3),
shapes.getShape(1),
shapes.getShape(2),
shapes.getShape(6),
shapes.getShape(5),
shapes.getShape(0),
shapes.getShape(4),
shapes.getShape(4),
shapes.getShape(0),
shapes.getShape(3),
shapes.getShape(3));
var hintDataList = [4,18,0, -2,18,0, 2,17,1, 8,16,-1, 6,17,-1, 7,17,-1, 3,15,2, -1,15,1, 2,13,-1, 1,16,2, 1,17,3];
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:
this.hintQueue.unshift(utils.deepClone(shapes.randomShape()));
return;
}
}
this.isHintInit = 1;
return;
},
// End initHint
getNextHint(opener) {
if(this.customHintQueue.length > 0) return this.customHintQueue[this.hintIdx++%this.customHintQueue.length];
this.initHint(opener);
var mino = this.hintQueue[this.hintIdx];
this.hintIdx++;
if(this.hintIdx >= this.hintQueue.length) {
this.hintIdx = 0;
if(opener < 1000)
this.isHintInit = 0;
else this.isHintInit = 1;
}
return mino;
},
reset() {
this.shapeQueue = [];
this.hintQueue = [];
this.idx = 0;
this.hintIdx = 0;
this.isInit = 0;
this.isHintInit = 0;
},
getLength() {
return this.customHintQueue.length || this.hintQueue.length;
},
addSequence(sequence) {
//this.reset();
//this.shapeQueue = utils.deepClone(sequence);
//this.hintQueue = utils.deepClone(sequence);
for(var i in sequence)
{
var shape;
shape = sequence[i];
shape.x = sequence[i].x;
shape.y = sequence[i].y;
shape.state = sequence[i].state;
this.customHintQueue.unshift(utils.deepClone(shape));
shape.x = shape.originX;
shape.y = shape.originY;
this.customShapeQueue.unshift(utils.deepClone(shape));
this.isInit = 1;
this.isHintInit = 1;
this.idx = 0;
this.hintIdx = 0;
}
}
};
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();
}
function addSequence(sequence) {
openerGenerator.addSequence(sequence);
}
module.exports.addSequence = addSequence;
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,"./utils.js":8}],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.originX = 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.originX = 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.originX = 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.originX = 3;
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.originX = 3;
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.originX = 3;
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.originX = 3;
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 === 'up') {
y -= 1;
return y >= 0 && 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 up
goUp: function(matrix) {
if (isShapeCanMove(this, matrix, 'up')) {
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/sound/Click.ogg').play();
this.x -= 1;
}
},
//Move the shape to the right
goRight: function(matrix) {
if (isShapeCanMove(this, matrix, 'right')) {
new Audio('./dist/sound/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]);