///
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
let player: { x: number, y: number, shape: string, rotation: number }
let grid: string[][] = []
let dead = false
let downTick = 0
let moveTick = 0
const COLORS: Record = {
I: "cyan",
O: "yellow",
T: "purple",
S: "green",
Z: "red",
J: "blue",
L: "orange",
}
// I, O, T, L, J, S, Z
const SHAPES: Record = {
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
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
}
// save to grid
const shape = SHAPES[player.shape]![player.rotation]!
if (shape) {
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
}
}
}
if (hit) {
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()
}
}
if (++moveTick % MOVE_TICK === 0) {
if (keys.has("ArrowLeft") || keys.has("a")) player.x = Math.max(0, player.x - 1)
if (keys.has("ArrowRight") || keys.has("d")) player.x = Math.min(COLS, player.x + 1)
if (keys.has("ArrowDown") || keys.has("s")) { player.y += 1 }
}
if (++downTick % DOWN_TICK === 0) {
player.y += 1
}
}
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++) {
drawBlock(game, col, row, grid[row]?.[col] || "gray")
}
}
// 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() {
const shape = randomElement(Object.keys(SHAPES))!
const newShape = { x: 3, y: 0, shape, rotation: randomIndex(SHAPES[shape]!)! }
// const shape = SHAPES["O"]
// const newShape = { x: 3, y: 0, shape, rotation: randomIndex(SHAPES[shape]!)! }
console.log("new shape", newShape)
return newShape
}
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
)
}