479 lines
9.0 KiB
TypeScript
479 lines
9.0 KiB
TypeScript
/// <reference lib="dom" />
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export const game = true
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import type { GameContext, InputState } from "@/shared/game"
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import { randomElement, randomIndex } from "@/shared/utils.ts"
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const COLS = 10
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const ROWS = 20
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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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let player: Shape
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let nextShape: Shape
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let grid: string[][] = []
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let dead = false
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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 BORDER_COLOR = "#b388ff"
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const BG_COLOR = "#222"
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const LINE_COLOR = "black"
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const UI_BG_COLOR = "#4c3a87"
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const COLORS: Record<string, string> = {
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I: "cyan",
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O: "yellow",
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T: "magenta",
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S: "lime",
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Z: "red",
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J: "blue",
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L: "orange",
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}
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// I, O, T, L, J, S, Z
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const SHAPES: Record<string, number[][][]> = {
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I: [
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[[1, 1, 1, 1]],
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[[1], [1], [1], [1]]
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],
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O: [[
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[1, 1],
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[1, 1]
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]],
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T: [
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[
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[1, 0],
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[1, 1],
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[1, 0]
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],
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[
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[1, 1, 1],
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[0, 1, 0],
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],
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[
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[0, 1],
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[1, 1],
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[0, 1]
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],
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[
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[0, 1, 0],
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[1, 1, 1],
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]
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],
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L: [
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[
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[1, 0],
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[1, 0],
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[1, 1]
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],
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[
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[1, 1, 1],
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[1, 0, 0]
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],
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[
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[1, 1],
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[0, 1],
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[0, 1]
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],
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[
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[0, 0, 1],
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[1, 1, 1]
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]
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],
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J: [
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[
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[0, 1],
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[0, 1],
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[1, 1]
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],
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[
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[1, 0, 0],
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[1, 1, 1]
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],
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[
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[1, 1],
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[1, 0],
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[1, 0]
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],
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[
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[1, 1, 1],
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[0, 0, 1]
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]
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],
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S: [
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[
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[1, 0],
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[1, 1],
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[0, 1]
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],
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[
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[0, 1, 1],
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[1, 1, 0],
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],
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[
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[1, 0],
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[1, 1],
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[0, 1]
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],
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[
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[0, 1, 1],
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[1, 1, 0]
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]
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],
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Z: [
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[
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[0, 1],
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[1, 1],
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[1, 0]
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],
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[
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[1, 1, 0],
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[0, 1, 1]
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],
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[
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[0, 1],
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[1, 1],
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[1, 0]
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],
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[
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[1, 1, 0],
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[0, 1, 1]
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]
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],
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}
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export function init() {
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dead = false
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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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player = newShape()
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nextShape = newShape()
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}
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export function update(_delta: number, input: InputState) {
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const keys = input.pressed
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if (input.justPressed.has(" ")) {
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rotateShape()
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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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removeTetrisRows()
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tetrisRows = []
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}
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} else if (anyFullRows()) {
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tetrisRows = findFullRows()
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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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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 (
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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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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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export function draw(game: GameContext) {
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// game.clear("#654321") // brown
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game.clear(UI_BG_COLOR)
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const boardW = COLS * CELL
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const boardH = ROWS * CELL
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const offsetX = (game.width - boardW) / 2
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const offsetY = (game.height - boardH) / 2
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const c = game.ctx
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c.save()
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c.translate(offsetX, offsetY)
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// lines (shows through cracks between blocks)
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game.rectfill(0, 0, boardW, boardH, LINE_COLOR)
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// draw border
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for (let col = -1; col <= COLS; col++) {
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drawBlock(game, col, -1, BORDER_COLOR)
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drawBlock(game, col, ROWS, BORDER_COLOR)
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}
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for (let row = 0; row < ROWS; row++) {
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drawBlock(game, -1, row, BORDER_COLOR)
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drawBlock(game, COLS, row, BORDER_COLOR)
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}
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// draw board
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for (let row = 0; row < ROWS; row++) {
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for (let col = 0; col < COLS; col++) {
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let color = grid[row]?.[col] || BG_COLOR
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if (tetrisRows.includes(row)) color = "white"
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drawBlock(game, col, row, color)
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}
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}
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// player shape
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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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drawBlock(game, x, y, COLORS[player.shape]!)
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}
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}
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// "next shape" UI
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drawPreview(game)
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c.restore()
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// ya dead
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if (dead) {
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game.centerText("GAME OVER", "red", 24)
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}
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}
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function newShape(): Shape {
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const shape = randomElement(Object.keys(SHAPES))!
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return { x: 3, y: 0, shape, rotation: randomIndex(SHAPES[shape]!)! }
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}
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function anyFullRows(): boolean {
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return findFullRows().length > 0
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}
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function findFullRows(): number[] {
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const rows: number[] = []
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for (let y = 0; y < ROWS; y++) {
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let full = true
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for (let x = 0; x < COLS; x++) {
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if (!grid[y]?.[x]) {
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full = false
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break
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}
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}
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if (full) rows.push(y)
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}
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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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for (let y = 0; y < ROWS; y++)
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if (!tetrisRows.includes(y))
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newGrid.push(grid[y] ?? [])
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// add empty rows on top to restore height
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while (newGrid.length < ROWS)
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newGrid.unshift([])
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grid = newGrid
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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 = nextShape
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player.x = 3
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player.y = 0
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nextShape = 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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x * CELL,
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y * CELL,
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((x + 1) * CELL) - .5,
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((y + 1) * CELL) - .5,
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color
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)
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}
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// I, O, T, L, J, S, Z
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const PREVIEW_OFFSETS: Record<string, [number, number]> = {
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I: [2, 3],
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O: [3, 2],
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T: [3, 2],
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L: [3, 2],
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J: [3, 2],
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S: [3, 2],
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Z: [3, 2],
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}
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// draw next shape (top-right corner)
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function drawPreview(game: GameContext) {
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const previewX = COLS + 2
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const previewY = 0
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const cols = 7
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const rows = 7
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// lines (shows through cracks between blocks)
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game.rectfill(
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previewX * CELL,
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previewY * CELL,
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(previewX + cols) * CELL,
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(previewY + rows) * CELL,
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LINE_COLOR
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)
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// draw board
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for (let row = 0; row < rows; row++) {
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for (let col = 0; col < cols; col++) {
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let color = grid[row]?.[col] || BG_COLOR
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drawBlock(game, previewX + col, previewY + row, color)
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}
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}
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// draw border
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for (let col = -1; col < cols; col++) {
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drawBlock(game, previewX + col + 1, -1, BORDER_COLOR)
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drawBlock(game, previewX + col + 1, rows, BORDER_COLOR)
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}
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for (let row = -1; row < rows; row++) {
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drawBlock(game, previewX, row, BORDER_COLOR)
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drawBlock(game, previewX + cols, row, BORDER_COLOR)
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}
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const next = SHAPES[nextShape.shape]![0]!
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for (let row = 0; row < next.length; row++) {
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for (let col = 0; col < next[row]!.length; col++) {
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if (!next[row]![col]) continue
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const [offsetX, offsetY] = PREVIEW_OFFSETS[nextShape.shape]!
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drawBlock(game, previewX + col + offsetX, previewY + row + offsetY, COLORS[nextShape.shape]!)
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}
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}
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}
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function rotateShape() {
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const oldRot = player.rotation
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const newRot = (oldRot + 1) % SHAPES[player.shape]!.length
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if (!collision(player.x, player.y, newRot)) {
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player.rotation = newRot
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return
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}
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if (!collision(player.x + 1, player.y, newRot)) {
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player.x += 1
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player.rotation = newRot
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return
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}
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if (!collision(player.x - 1, player.y, newRot)) {
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player.x -= 1
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player.rotation = newRot
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return
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}
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}
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