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index.js
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const cvs = document.getElementById("tetris");
const ctx = cvs.getContext("2d");
const scoreElement = document.getElementById("score");
const ROW = 20;
const COL = COLUMN = 10;
const SQ = squareSize = 20;
const VACANT = "WHITE"; // color of an empty square
// draw a square
function drawSquare(x,y,color){
ctx.fillStyle = color;
ctx.fillRect(x*SQ,y*SQ,SQ,SQ);
ctx.strokeStyle = "BLACK";
ctx.strokeRect(x*SQ,y*SQ,SQ,SQ);
}
// create the board
let board = [];
for( r = 0; r <ROW; r++){
board[r] = [];
for(c = 0; c < COL; c++){
board[r][c] = VACANT;
}
}
// draw the board
function drawBoard(){
for( r = 0; r <ROW; r++){
for(c = 0; c < COL; c++){
drawSquare(c,r,board[r][c]);
}
}
}
drawBoard();
const PIECES = [
[Z,"red"],
[S,"springgreen"],
[T,"yellow"],
[O,"cyan"],
[L,"deeppink"],
[I,"blue"],
[J,"brown"]
];
// generate random pieces
function randomPiece(){
let r = randomN = Math.floor(Math.random() * PIECES.length) // 0 -> 6
return new Piece( PIECES[r][0],PIECES[r][1]);
}
let p = randomPiece();
// The Object Piece
function Piece(tetromino,color){
this.tetromino = tetromino;
this.color = color;
this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];
// we need to control the pieces
this.x = 3;
this.y = -2;
}
// fill function
Piece.prototype.fill = function(color){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
}
}
}
}
//draw a piece to the board
Piece.prototype.draw = function(){
this.fill(this.color);
}
// undraw a piece
Piece.prototype.unDraw = function(){
this.fill(VACANT);
}
// move Down the piece
Piece.prototype.moveDown = function(){
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
}
}
// move Right the piece
Piece.prototype.moveRight = function(){
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
}
}
// move Left the piece
Piece.prototype.moveLeft = function(){
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
}
}
// rotate the piece
Piece.prototype.rotate = function(){
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;
if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
}
}
if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}
let score = 0;
Piece.prototype.lock = function(){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
}
// pieces to lock on top = game over
if(this.y + r < 0){
sweetAlert( "Game Over!!");
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( y = r; y > 1; y--){
for( c = 0; c < COL; c++){
board[y][c] = board[y-1][c];
}
}
// the top row board[0][..] has no row above it
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
}
// update the board
drawBoard();
// update the score
scoreElement.innerHTML = score;
}
// collision fucntion
Piece.prototype.collision = function(x,y,piece){
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;
// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
}
}
}
return false;
}
// CONTROL the piece
document.addEventListener("keydown",CONTROL);
function CONTROL(event){
if(event.keyCode == 37){
p.moveLeft();
dropStart = Date.now();
}else if(event.keyCode == 38){
p.rotate();
dropStart = Date.now();
}else if(event.keyCode == 39){
p.moveRight();
dropStart = Date.now();
}else if(event.keyCode == 40){
p.moveDown();
}
}
// drop the piece every 1sec
let dropStart = Date.now();
let gameOver = false;
function drop(){
let now = Date.now();
let delta = now - dropStart;
if(delta > 1000){
p.moveDown();
dropStart = Date.now();
}
if( !gameOver){
requestAnimationFrame(drop);
}
}
drop();