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10 Commits

Author SHA1 Message Date
e3dac7edcc c64 colors 2025-09-29 00:08:50 -07:00
e33fb44c16 wow, tetris 2025-09-29 00:07:31 -07:00
bba8e32fb7 more tetris 2025-09-28 23:42:13 -07:00
3f6bacfcd3 tetris! 2025-09-28 22:57:05 -07:00
ef3909ef3d fix rng 2025-09-28 22:56:59 -07:00
a8610f7e27 oh yes 2025-09-28 22:14:44 -07:00
010730127b more random funcs 2025-09-28 22:14:24 -07:00
0fe73b6f3e more input info 2025-09-28 22:14:15 -07:00
2c200d6d11 maybe 2025-09-28 19:50:08 -07:00
e4464f5e46 slower retry 2025-09-28 19:21:49 -07:00
8 changed files with 461 additions and 28 deletions

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@ -96,23 +96,23 @@ export function update(_delta: number, input: InputState) {
if (ball.y > ROWS * CELL + 100) dead = true
}
export function draw(ctx: GameContext) {
ctx.clear("#6C6FF6")
export function draw(game: GameContext) {
game.clear("#6C6FF6")
const boardW = COLS * CELL
const boardH = ROWS * CELL + 100
const offsetX = (ctx.width - boardW) / 2
const offsetY = (ctx.height - boardH) / 2
const offsetX = (game.width - boardW) / 2
const offsetY = (game.height - boardH) / 2
const c = ctx.ctx
const c = game.ctx
c.save()
c.translate(offsetX, offsetY)
// background
ctx.rectfill(0, 0, boardW, boardH, "black")
game.rectfill(0, 0, boardW, boardH, "black")
// paddle
ctx.rectfill(
game.rectfill(
paddleX,
ROWS * CELL + 60,
paddleX + PADDLE_W * CELL,
@ -121,23 +121,23 @@ export function draw(ctx: GameContext) {
)
// ball
ctx.circfill(ball.x, ball.y, 6, "red")
game.circfill(ball.x, ball.y, 6, "red")
// bricks
for (const b of bricks) {
if (b.alive) {
const color = pickColor(b.x, b.y)
ctx.rectfill(b.x, b.y, (b.x + (CELL * 2)) - .5, (b.y + CELL) - .5, color)
game.rectfill(b.x, b.y, (b.x + (CELL * 2)) - .5, (b.y + CELL) - .5, color)
}
}
// score!
ctx.text(`Score: ${score}`, 5, boardH - 18, "cyan", 12)
game.text(`Score: ${score}`, 5, boardH - 18, "cyan", 12)
c.restore()
// ya dead
if (dead) {
ctx.centerTextX("GAME OVER", boardH + 30, "red", 24)
game.centerTextX("GAME OVER", boardH + 30, "red", 24)
}
}

View File

@ -54,29 +54,29 @@ export function update(_delta: number, input: InputState) {
}
}
export function draw(ctx: GameContext) {
ctx.clear()
ctx.rectfill(0, 0, ctx.width, ctx.height, "black")
export function draw(game: GameContext) {
game.clear()
game.rectfill(0, 0, game.width, game.height, "black")
const boardW = WIDTH * CELL
const boardH = HEIGHT * CELL
// move board center → canvas center
const offsetX = (ctx.width - boardW) / 2
const offsetY = (ctx.height - boardH) / 2
const offsetX = (game.width - boardW) / 2
const offsetY = (game.height - boardH) / 2
console.log("X", offsetX)
console.log("Y", offsetY)
const c = ctx.ctx
const c = game.ctx
c.save()
c.translate(offsetX, offsetY)
// board background (now local 0,0 is board top-left)
ctx.rectfill(0, 0, boardW, boardH, "green")
game.rectfill(0, 0, boardW, boardH, "green")
// food
ctx.rectfill(
game.rectfill(
food.x * CELL, food.y * CELL,
(food.x + 1) * CELL, (food.y + 1) * CELL,
"lime"
@ -84,7 +84,7 @@ export function draw(ctx: GameContext) {
// snake
for (const s of snake) {
ctx.rectfill(
game.rectfill(
s.x * CELL, s.y * CELL,
((s.x + 1) * CELL) + .5, ((s.y + 1) * CELL) + .5,
"magenta"
@ -92,11 +92,11 @@ export function draw(ctx: GameContext) {
}
// score!
ctx.text(`Score: ${snake.length - 1}`, 5, boardH - 18, "cyan", 12)
game.text(`Score: ${snake.length - 1}`, 5, boardH - 18, "cyan", 12)
c.restore()
if (dead) {
ctx.centerText("GAME OVER", "red", 50)
game.centerText("GAME OVER", "red", 50)
}
}

380
app/nose/bin/tetris.ts Normal file
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@ -0,0 +1,380 @@
/// <reference lib="dom" />
export const game = true
import type { GameContext, InputState } from "@/shared/game"
import { randomElement, randomIndex } from "@/shared/utils.ts"
const COLS = 10
const ROWS = 20
const CELL = 25
const DOWN_TICK = 10
const MOVE_TICK = 3
const TETRIS_FRAMES = 5
const LOCK_DELAY = 5
type Shape = { x: number, y: number, shape: string, rotation: number }
let player: Shape
let grid: string[][] = []
let dead = false
let downTick = 0
let moveTick = 0
let tetrisRows: number[] = []
let tetrisTimer = 0
let lockTimer = 0
const COLORS: Record<string, string> = {
I: "#6fc6ff", // light blue (C64 cyan)
O: "#fce94f", // yellow
T: "#d87bfb", // light purple
S: "#8ae234", // light green
Z: "#f35f5f", // red
J: "#3465a4", // blue
L: "#e9b96e", // orange
}
// I, O, T, L, J, S, Z
const SHAPES: Record<string, number[][][]> = {
I: [
[[1, 1, 1, 1]],
[[1], [1], [1], [1]]
],
O: [[
[1, 1],
[1, 1]
]],
T: [
[
[0, 1, 0],
[1, 1, 1],
],
[
[1, 0],
[1, 1],
[1, 0]
],
[
[1, 1, 1],
[0, 1, 0],
],
[
[0, 1],
[1, 1],
[0, 1]
]
],
L: [
[
[1, 0],
[1, 0],
[1, 1]
],
[
[1, 1, 1],
[1, 0, 0]
],
[
[1, 1],
[0, 1],
[0, 1]
],
[
[0, 0, 1],
[1, 1, 1]
]
],
J: [
[
[0, 1],
[0, 1],
[1, 1]
],
[
[1, 0, 0],
[1, 1, 1]
],
[
[1, 1],
[1, 0],
[1, 0]
],
[
[1, 1, 1],
[0, 0, 1]
]
],
S: [
[
[0, 1, 1],
[1, 1, 0]
],
[
[1, 0],
[1, 1],
[0, 1]
],
[
[0, 1, 1],
[1, 1, 0],
],
[
[1, 0],
[1, 1],
[0, 1]
]
],
Z: [
[
[1, 1, 0],
[0, 1, 1]
],
[
[0, 1],
[1, 1],
[1, 0]
],
[
[1, 1, 0],
[0, 1, 1]
],
[
[0, 1],
[1, 1],
[1, 0]
]
],
}
export function init() {
dead = false
downTick = 0
moveTick = 0
tetrisTimer = TETRIS_FRAMES
lockTimer = 0
tetrisRows.length = 0
grid.length = 0
player = newShape()
}
export function update(_delta: number, input: InputState) {
const keys = input.pressed
if (input.justPressed.has(" ")) {
player.rotation += 1
if (player.rotation === SHAPES[player.shape]!.length)
player.rotation = 0
}
// tetris animation
if (tetrisRows.length > 0) {
tetrisTimer--
if (tetrisTimer <= 0) {
removeTetrisRows()
tetrisRows = []
}
} else if (anyFullRows()) {
tetrisRows = findFullRows()
tetrisTimer = TETRIS_FRAMES
}
const hit = blocked()
if (!hit) lockTimer = LOCK_DELAY
if (hit) {
if (lockTimer > 0) {
lockTimer--
} else {
lockShape()
return
}
}
if (++moveTick % MOVE_TICK === 0) {
if (
(keys.has("ArrowLeft") || keys.has("a")) &&
!collision(player.x - 1, player.y, player.rotation)
)
player.x = Math.max(0, player.x - 1)
if (
(keys.has("ArrowRight") || keys.has("d")) &&
!collision(player.x + 1, player.y, player.rotation)
)
player.x = Math.min(COLS, player.x + 1)
if (
(keys.has("ArrowDown") || keys.has("s")) &&
!collision(player.x, player.y + 1, player.rotation)
)
player.y += 1
}
if (++downTick % DOWN_TICK === 0)
if (!collision(player.x, player.y + 1, player.rotation)) {
player.y++
}
}
export function draw(game: GameContext) {
// game.clear("#6C6FF6")
game.clear("#654321")
const boardW = COLS * CELL
const boardH = ROWS * CELL
const offsetX = (game.width - boardW) / 2
const offsetY = (game.height - boardH) / 2
const c = game.ctx
c.save()
c.translate(offsetX, offsetY)
// background
game.rectfill(0, 0, boardW, boardH, "black")
// draw board
for (let row = 0; row < ROWS; row++) {
for (let col = 0; col < COLS; col++) {
let color = grid[row]?.[col] || "gray"
if (tetrisRows.includes(row)) color = "white"
drawBlock(game, col, row, color)
}
}
// player shape
const shape = SHAPES[player.shape]![player.rotation]!
for (const row in shape) {
for (const col in shape[row]!) {
const filled = shape[row][col]
if (!filled) continue
const x = player.x + Number(col)
const y = player.y + Number(row)
drawBlock(game, x, y, COLORS[player.shape]!)
}
}
c.restore()
// ya dead
if (dead) {
game.centerText("GAME OVER", "red", 24)
}
}
function newShape(): Shape {
const shape = randomElement(Object.keys(SHAPES))!
return { x: 3, y: 0, shape, rotation: randomIndex(SHAPES[shape]!)! }
}
function anyFullRows(): boolean {
return findFullRows().length > 0
}
function findFullRows(): number[] {
const rows: number[] = []
for (let y = 0; y < ROWS; y++) {
let full = true
for (let x = 0; x < COLS; x++) {
if (!grid[y]?.[x]) {
full = false
break
}
}
if (full) rows.push(y)
}
return rows
}
function removeTetrisRows() {
const newGrid: string[][] = []
for (let y = 0; y < ROWS; y++)
if (!tetrisRows.includes(y))
newGrid.push(grid[y] ?? [])
// add empty rows on top to restore height
while (newGrid.length < ROWS)
newGrid.unshift([])
grid = newGrid
tetrisRows = []
}
function collision(x: number, y: number, rotation: number): boolean {
const shape = SHAPES[player.shape]![rotation]!
for (let row = 0; row < shape.length; row++) {
for (let col = 0; col < shape[row]!.length; col++) {
if (!shape[row]![col]) continue
const nx = x + col
const ny = y + row
if (nx < 0 || nx >= COLS) return true
if (ny >= ROWS) return true
if (grid[ny]?.[nx]) return true
}
}
return false
}
function lockShape() {
const shape = SHAPES[player.shape]![player.rotation]!
for (const row in shape) {
for (const col in shape[row]!) {
const filled = shape[row][col]
if (!filled) continue
const x = player.x + Number(col)
const y = player.y + Number(row)
grid[y] ??= []
grid[y][x] = COLORS[player.shape]!
}
}
player = newShape()
}
function blocked(): boolean {
const shape = SHAPES[player.shape]![player.rotation]!
let hit = false
outer: for (const row in shape) {
for (const col in shape[row]!) {
const filled = shape[row][col]
if (!filled) continue
const x = player.x + Number(col)
const y = player.y + Number(row)
grid[y + 1] ??= []
if ((y + 1) >= ROWS || grid[y + 1]![x]) {
hit = true
break outer
}
}
}
return hit
}
function drawBlock(game: GameContext, x: number, y: number, color: string) {
game.rectfill(
x * CELL,
y * CELL,
((x + 1) * CELL) - .5,
((y + 1) * CELL) - .5,
color
)
}

View File

@ -1,5 +1,5 @@
import type { Message, InputState } from "../shared/types.js"
import { GameContext } from "../shared/game.js"
import type { Message } from "../shared/types.js"
import { GameContext, type InputState } from "../shared/game.js"
import { focusInput } from "./focus.js"
import { $$, scrollback } from "./dom.js"
import { randomId } from "../shared/utils.js"
@ -22,7 +22,10 @@ let pressed: InputState = {
shift: false,
ctrl: false,
meta: false,
pressed: pressedStack
pressed: pressedStack,
prevPressed: new Set(),
justPressed: new Set(),
justReleased: new Set(),
}
export async function handleGameStart(msg: Message) {
@ -90,6 +93,12 @@ function handleKeyup(e: KeyboardEvent) {
}
}
function updateInputState() {
pressed.justPressed = new Set([...pressed.pressed].filter(k => !pressed.prevPressed.has(k)))
pressed.justReleased = new Set([...pressed.prevPressed].filter(k => !pressed.pressed.has(k)))
pressed.prevPressed = new Set(pressed.pressed)
}
function resizeCanvas() {
const scale = Math.min(
window.innerWidth / 960,
@ -114,6 +123,7 @@ function gameLoop(ctx: GameContext, game: Game) {
const delta = ts - last
if (delta >= 1000 / FPS) {
updateInputState()
if (game.update) game.update(delta, pressed)
if (game.draw) game.draw(ctx)
last = ts

View File

@ -48,5 +48,5 @@ function retryConnection() {
}
retries++
addErrorMessage(`!! Connection lost. Retrying...`)
setTimeout(startConnection, 1000)
setTimeout(startConnection, 2000)
}

View File

@ -1,4 +1,13 @@
export type InputState = { key: string, shift: boolean, ctrl: boolean, meta: boolean, pressed: Set<string> }
export type InputState = {
key: string,
shift: boolean,
ctrl: boolean,
meta: boolean,
pressed: Set<string>,
prevPressed: Set<string>,
justPressed: Set<string>,
justReleased: Set<string>
}
export class GameContext {
constructor(public ctx: CanvasRenderingContext2D) { }
@ -8,7 +17,7 @@ export class GameContext {
clear(color?: string) {
if (color)
this.rectfill(0, 0, this.ctx.canvas.width, this.ctx.canvas.height, color)
this.rectfill(0, 0, this.width, this.height, color)
else
this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height)
}

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@ -11,6 +11,8 @@ export function randomId(): string {
// rng(1, 5) #=> result can be 1 2 3 4 or 5
// rng(2) #=> result can be 1 or 2
export function rng(min: number, max = 0) {
if (min === 0 && max === 0) return 0
if (max === 0) {
max = min
min = 1
@ -20,3 +22,15 @@ export function rng(min: number, max = 0) {
max = Math.floor(max)
return Math.floor(Math.random() * (max - min + 1)) + min
}
// randomElement([5, 7, 9]) #=> 7
export function randomElement<T>(list: T[]): T | undefined {
if (!list.length) return
return list[rng(0, list.length - 1)]
}
// randomIndex([5, 7, 9]) #=> 1
export function randomIndex<T>(list: T[]): number | undefined {
if (!list.length) return
return rng(0, list.length - 1)
}

20
app/test/rng.test.ts Normal file
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@ -0,0 +1,20 @@
import { test } from "bun:test"
import { equal as assertEqual, ok as assert } from "assert"
import { rng, randomIndex } from "../src/shared/utils"
test("randomIndex", () => {
let idx = randomIndex([5, 7, 9])!
assert(idx >= 0 && idx < 3)
idx = randomIndex([5])!
assertEqual(idx, 0)
})
test("rng", () => {
assertEqual(rng(0, 0), 0)
const samples = Array.from({ length: 1000 }, () => rng(0, 1))
const avg = samples.reduce((a, b) => a + b, 0) / samples.length
assert(avg > 0.45 && avg < 0.55, "Average not close to 0.5")
})