wow, tetris
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@ -10,6 +10,7 @@ const CELL = 25
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const DOWN_TICK = 10
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const MOVE_TICK = 3
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const TETRIS_FRAMES = 5
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const LOCK_DELAY = 5
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type Shape = { x: number, y: number, shape: string, rotation: number }
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@ -20,6 +21,7 @@ let downTick = 0
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let moveTick = 0
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let tetrisRows: number[] = []
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let tetrisTimer = 0
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let lockTimer = 0
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const COLORS: Record<string, string> = {
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I: "cyan",
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@ -154,22 +156,10 @@ export function init() {
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downTick = 0
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moveTick = 0
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tetrisTimer = TETRIS_FRAMES
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lockTimer = 0
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tetrisRows.length = 0
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grid.length = 0
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grid[ROWS - 1] = [
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"magenta",
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"magenta",
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"magenta",
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"magenta",
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"",
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"magenta",
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"magenta",
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"magenta",
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"magenta",
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"magenta",
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]
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player = newShape()
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}
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@ -182,27 +172,7 @@ export function update(_delta: number, input: InputState) {
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player.rotation = 0
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}
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// save to grid
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const shape = SHAPES[player.shape]![player.rotation]!
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if (shape) {
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let hit = false
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outer: for (const row in shape) {
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for (const col in shape[row]!) {
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const filled = shape[row][col]
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if (!filled) continue
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const x = player.x + Number(col)
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const y = player.y + Number(row)
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grid[y + 1] ??= []
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if ((y + 1) >= ROWS || grid[y + 1]![x]) {
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hit = true
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break outer
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}
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}
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}
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// tetris animation
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if (tetrisRows.length > 0) {
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tetrisTimer--
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if (tetrisTimer <= 0) {
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@ -214,33 +184,41 @@ export function update(_delta: number, input: InputState) {
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tetrisTimer = TETRIS_FRAMES
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}
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const hit = blocked()
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if (!hit) lockTimer = LOCK_DELAY
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if (hit) {
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const shape = SHAPES[player.shape]![player.rotation]!
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for (const row in shape) {
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for (const col in shape[row]!) {
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const filled = shape[row][col]
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if (!filled) continue
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const x = player.x + Number(col)
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const y = player.y + Number(row)
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grid[y] ??= []
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grid[y][x] = COLORS[player.shape]!
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}
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}
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player = newShape()
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if (lockTimer > 0) {
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lockTimer--
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} else {
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lockShape()
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return
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}
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}
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if (++moveTick % MOVE_TICK === 0) {
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if (keys.has("ArrowLeft") || keys.has("a")) player.x = Math.max(0, player.x - 1)
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if (keys.has("ArrowRight") || keys.has("d")) player.x = Math.min(COLS, player.x + 1)
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if (keys.has("ArrowDown") || keys.has("s")) { player.y += 1 }
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if (
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(keys.has("ArrowLeft") || keys.has("a")) &&
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!collision(player.x - 1, player.y, player.rotation)
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)
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player.x = Math.max(0, player.x - 1)
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if (
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(keys.has("ArrowRight") || keys.has("d")) &&
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!collision(player.x + 1, player.y, player.rotation)
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)
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player.x = Math.min(COLS, player.x + 1)
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if (
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(keys.has("ArrowDown") || keys.has("s")) &&
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!collision(player.x, player.y + 1, player.rotation)
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)
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player.y += 1
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}
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if (++downTick % DOWN_TICK === 0) {
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player.y += 1
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if (++downTick % DOWN_TICK === 0)
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if (!collision(player.x, player.y + 1, player.rotation)) {
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player.y++
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}
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}
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@ -315,7 +293,6 @@ function findFullRows(): number[] {
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return rows
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}
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function removeTetrisRows() {
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const newGrid: string[][] = []
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@ -331,6 +308,66 @@ function removeTetrisRows() {
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tetrisRows = []
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}
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function collision(x: number, y: number, rotation: number): boolean {
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const shape = SHAPES[player.shape]![rotation]!
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for (let row = 0; row < shape.length; row++) {
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for (let col = 0; col < shape[row]!.length; col++) {
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if (!shape[row]![col]) continue
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const nx = x + col
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const ny = y + row
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if (nx < 0 || nx >= COLS) return true
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if (ny >= ROWS) return true
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if (grid[ny]?.[nx]) return true
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}
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}
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return false
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}
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function lockShape() {
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const shape = SHAPES[player.shape]![player.rotation]!
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for (const row in shape) {
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for (const col in shape[row]!) {
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const filled = shape[row][col]
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if (!filled) continue
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const x = player.x + Number(col)
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const y = player.y + Number(row)
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grid[y] ??= []
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grid[y][x] = COLORS[player.shape]!
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}
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}
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player = newShape()
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}
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function blocked(): boolean {
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const shape = SHAPES[player.shape]![player.rotation]!
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let hit = false
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outer: for (const row in shape) {
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for (const col in shape[row]!) {
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const filled = shape[row][col]
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if (!filled) continue
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const x = player.x + Number(col)
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const y = player.y + Number(row)
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grid[y + 1] ??= []
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if ((y + 1) >= ROWS || grid[y + 1]![x]) {
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hit = true
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break outer
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}
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}
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}
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return hit
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}
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function drawBlock(game: GameContext, x: number, y: number, color: string) {
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game.rectfill(
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