Tetris/JavaScript

From Rosetta Code
Revision as of 16:52, 28 September 2017 by rosettacode>Fwend (added javascript)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Tetris/JavaScript is part of Tetris. You may find other members of Tetris at Category:Tetris.

Code

Translation of: Java

<lang javascript><!DOCTYPE html> <html lang='en'> <head>

   <meta charset='UTF-8'>
   <style>
       canvas {
           position: absolute;
           top: 45%;
           left: 50%;
           width: 640px;
           height: 640px;
           margin: -320px 0 0 -320px;
       }
   </style>

</head> <body>

   <canvas></canvas>
   <script>
       'use strict';
       var canvas = document.querySelector('canvas');
       canvas.width = 640;
       canvas.height = 640;
       var g = canvas.getContext('2d');
       var right = { x: 1, y: 0 };
       var down = { x: 0, y: 1 };
       var left = { x: -1, y: 0 };
       var EMPTY = -1;
       var BORDER = -2;
       var fallingShape;
       var nextShape;
       var dim = 640;
       var nRows = 18;
       var nCols = 12;
       var blockSize = 30;
       var topMargin = 50;
       var leftMargin = 20;
       var scoreX = 400;
       var scoreY = 330;
       var titleX = 130;
       var titleY = 160;
       var clickX = 120;
       var clickY = 400;
       var previewCenterX = 467;
       var previewCenterY = 97;
       var mainFont = 'bold 48px monospace';
       var smallFont = 'bold 18px monospace';
       var colors = ['green', 'red', 'blue', 'purple', 'orange', 'blueviolet', 'magenta'];
       var gridRect = { x: 46, y: 47, w: 308, h: 517 };
       var previewRect = { x: 387, y: 47, w: 200, h: 200 };
       var titleRect = { x: 100, y: 95, w: 252, h: 100 };
       var clickRect = { x: 50, y: 375, w: 252, h: 40 };
       var outerRect = { x: 5, y: 5, w: 630, h: 630 };
       var squareBorder = 'white';
       var titlebgColor = 'white';
       var textColor = 'black';
       var bgColor = '#DDEEFF';
       var gridColor = '#BECFEA';
       var gridBorderColor = '#7788AA';
       var largeStroke = 5;
       var smallStroke = 2;
       // position of falling shape
       var fallingShapeRow;
       var fallingShapeCol;
       var keyDown = false;
       var fastDown = false;
       var lastFrameTime = -1;
       var grid = [];
       var scoreboard = new Scoreboard();
       addEventListener('keydown', function (event) {
           if (!keyDown) {
               keyDown = true;
               if (scoreboard.isGameOver())
                   return;
               switch (event.key) {
                   case 'w':
                   case 'ArrowUp':
                       if (canRotate(fallingShape))
                           rotate(fallingShape);
                       break;
                   case 'a':
                   case 'ArrowLeft':
                       if (canMove(fallingShape, left))
                           move(fallingShape, left);
                       break;
                   case 'd':
                   case 'ArrowRight':
                       if (canMove(fallingShape, right))
                           move(fallingShape, right);
                       break;
                   case 's':
                   case 'ArrowDown':
                       if (!fastDown) {
                           fastDown = true;
                           while (canMove(fallingShape, down)) {
                               move(fallingShape, down);
                               draw();
                           }
                           shapeHasLanded();
                       }
               }
               draw();
           }
       });
       addEventListener('click', function () {
           startNewGame();
       });
       addEventListener('keyup', function () {
           keyDown = false;
           fastDown = false;
       });
       function canRotate(s) {
           if (s == Shapes.Square)
               return false;
           var pos = new Array(4);
           for (var i = 0; i < pos.length; i++) {
               pos[i] = s.pos[i].slice();
           }
           pos.forEach(function (row) {
               var tmp = row[0];
               row[0] = row[1];
               row[1] = -tmp;
           });
           return pos.every(function (p) {
               var newCol = fallingShapeCol + p[0];
               var newRow = fallingShapeRow + p[1];
               return grid[newRow][newCol] == EMPTY;
           });
       }
       function rotate(s) {
           if (s == Shapes.Square)
               return;
           s.pos.forEach(function (row) {
               var tmp = row[0];
               row[0] = row[1];
               row[1] = -tmp;
           });
       }
       function move(s, dir) {
           fallingShapeRow += dir.y;
           fallingShapeCol += dir.x;
       }
       function canMove(s, dir) {
           return s.pos.every(function (p) {
               var newCol = fallingShapeCol + dir.x + p[0];
               var newRow = fallingShapeRow + dir.y + p[1];
               return grid[newRow][newCol] == EMPTY;
           });
       }
       function shapeHasLanded() {
           addShape(fallingShape);
           if (fallingShapeRow < 2) {
               scoreboard.setGameOver();
               scoreboard.setTopscore();
           } else {
               scoreboard.addLines(removeLines());
           }
           selectShape();
       }
       function removeLines() {
           var count = 0;
           for (var r = 0; r < nRows - 1; r++) {
               for (var c = 1; c < nCols - 1; c++) {
                   if (grid[r][c] == EMPTY)
                       break;
                   if (c == nCols - 2) {
                       count++;
                       removeLine(r);
                   }
               }
           }
           return count;
       }
       function removeLine(line) {
           for (var c = 0; c < nCols; c++)
               grid[line][c] = EMPTY;
           for (var c = 0; c < nCols; c++) {
               for (var r = line; r > 0; r--)
                   grid[r][c] = grid[r - 1][c];
           }
       }
       function addShape(s) {
           s.pos.forEach(function (p) {
               grid[fallingShapeRow + p[1]][fallingShapeCol + p[0]] = s.ordinal;
           });
       }
       function Shape(shape, o) {
           this.shape = shape;
           this.pos = this.reset();
           this.ordinal = o;
       }
       var Shapes = {
           ZShape: [[0, -1], [0, 0], [-1, 0], [-1, 1]],
           SShape: [[0, -1], [0, 0], [1, 0], [1, 1]],
           IShape: [[0, -1], [0, 0], [0, 1], [0, 2]],
           TShape: [[-1, 0], [0, 0], [1, 0], [0, 1]],
           Square: [[0, 0], [1, 0], [0, 1], [1, 1]],
           LShape: [[-1, -1], [0, -1], [0, 0], [0, 1]],
           JShape: [[1, -1], [0, -1], [0, 0], [0, 1]]
       };
       function getRandomShape() {
           var keys = Object.keys(Shapes);
           var ord = Math.floor(Math.random() * keys.length);
           var shape = Shapes[keys[ord]];
           return new Shape(shape, ord);
       }
       Shape.prototype.reset = function () {
           this.pos = new Array(4);
           for (var i = 0; i < this.pos.length; i++) {
               this.pos[i] = this.shape[i].slice();
           }
           return this.pos;
       }
       function selectShape() {
           fallingShapeRow = 1;
           fallingShapeCol = 5;
           fallingShape = nextShape;
           nextShape = getRandomShape();
           if (fallingShape != null) {
               fallingShape.reset();
           }
       }
       function Scoreboard() {
           this.MAXLEVEL = 9;
           var level = 0;
           var lines = 0;
           var score = 0;
           var topscore = 0;
           var gameOver = true;
           this.reset = function () {
               this.setTopscore();
               level = lines = score = 0;
               gameOver = false;
           }
           this.setGameOver = function () {
               gameOver = true;
           }
           this.isGameOver = function () {
               return gameOver;
           }
           this.setTopscore = function () {
               if (score > topscore) {
                   topscore = score;
               }
           }
           this.getTopscore = function () {
               return topscore;
           }
           this.getSpeed = function () {
               switch (level) {
                   case 0: return 700;
                   case 1: return 600;
                   case 2: return 500;
                   case 3: return 400;
                   case 4: return 350;
                   case 5: return 300;
                   case 6: return 250;
                   case 7: return 200;
                   case 8: return 150;
                   case 9: return 100;
                   default: return 100;
               }
           }
           this.addScore = function (sc) {
               score += sc;
           }
           this.addLines = function (line) {
               switch (line) {
                   case 1:
                       this.addScore(10);
                       break;
                   case 2:
                       this.addScore(20);
                       break;
                   case 3:
                       this.addScore(30);
                       break;
                   case 4:
                       this.addScore(40);
                       break;
                   default:
                       return;
               }
               lines += line;
               if (lines > 10) {
                   this.addLevel();
               }
           }
           this.addLevel = function () {
               lines %= 10;
               if (level < this.MAXLEVEL) {
                   level++;
               }
           }
           this.getLevel = function () {
               return level;
           }
           this.getLines = function () {
               return lines;
           }
           this.getScore = function () {
               return score;
           }
       }
       function draw() {
           g.clearRect(0, 0, canvas.width, canvas.height);
           drawUI();
           if (scoreboard.isGameOver()) {
               drawStartScreen();
           } else {
               drawFallingShape();
           }
       }
       function drawStartScreen() {
           g.font = mainFont;
           fillRect(titleRect, titlebgColor);
           fillRect(clickRect, titlebgColor);
           g.fillStyle = textColor;
           g.fillText('Tetris', titleX, titleY);
           g.font = smallFont;
           g.fillText('click to start', clickX, clickY);
       }
       function fillRect(r, color) {
           g.fillStyle = color;
           g.fillRect(r.x, r.y, r.w, r.h);
       }
       function drawRect(r, color) {
           g.strokeStyle = color;
           g.strokeRect(r.x, r.y, r.w, r.h);
       }
       function drawSquare(colorIndex, r, c) {
           var bs = blockSize;
           g.fillStyle = colors[colorIndex];
           g.fillRect(leftMargin + c * bs, topMargin + r * bs, bs, bs);
           g.lineWidth = smallStroke;
           g.strokeStyle = squareBorder;
           g.rect(leftMargin + c * bs, topMargin + r * bs, bs, bs);
       }
       function drawUI() {
           // background
           fillRect(outerRect, bgColor);
           fillRect(gridRect, gridColor);
           // the blocks dropped in the grid
           for (var r = 0; r < nRows; r++) {
               for (var c = 0; c < nCols; c++) {
                   var idx = grid[r][c];
                   if (idx > EMPTY)
                       drawSquare(idx, r, c);
               }
           }
           // the borders of grid and preview panel
           g.lineWidth = largeStroke;
           drawRect(gridRect, gridBorderColor);
           drawRect(previewRect, gridBorderColor);
           drawRect(outerRect, gridBorderColor);
           // scoreboard
           g.fillStyle = textColor;
           g.font = smallFont;
           g.fillText('hiscore    ' + scoreboard.getTopscore(), scoreX, scoreY);
           g.fillText('level      ' + scoreboard.getLevel(), scoreX, scoreY + 30);
           g.fillText('lines      ' + scoreboard.getLines(), scoreX, scoreY + 60);
           g.fillText('score      ' + scoreboard.getScore(), scoreX, scoreY + 90);
           // preview
           var minX = 5, minY = 5, maxX = 0, maxY = 0;
           nextShape.pos.forEach(function (p) {
               minX = Math.min(minX, p[0]);
               minY = Math.min(minY, p[1]);
               maxX = Math.max(maxX, p[0]);
               maxY = Math.max(maxY, p[1]);
           });
           var cx = previewCenterX - ((minX + maxX + 1) / 2.0 * blockSize);
           var cy = previewCenterY - ((minY + maxY + 1) / 2.0 * blockSize);
           g.translate(cx, cy);
           nextShape.shape.forEach(function (p) {
               drawSquare(nextShape.ordinal, p[1], p[0]);
           });
           g.translate(-cx, -cy);
       }
       function drawFallingShape() {
           var idx = fallingShape.ordinal;
           fallingShape.pos.forEach(function (p) {
               drawSquare(idx, fallingShapeRow + p[1], fallingShapeCol + p[0]);
           });
       }
       function animate() {
           var requestId = requestAnimationFrame(animate);
           var time = new Date().getTime();
           var delay = scoreboard.getSpeed();
           if (lastFrameTime + delay < time) {
               if (!scoreboard.isGameOver()) {
                   if (canMove(fallingShape, down)) {
                       move(fallingShape, down);
                   } else {
                       shapeHasLanded();
                   }
                   draw();
                   lastFrameTime = time;
               } else {
                   cancelAnimationFrame(requestId);
               }
           }
       }
       function startNewGame() {
           initGrid();
           selectShape();
           scoreboard.reset();
           animate();
       }
       function initGrid() {
           function fill(arr, value) {
               for (var i = 0; i < arr.length; i++) {
                   arr[i] = value;
               }
           }
           for (var r = 0; r < nRows; r++) {
               grid[r] = new Array(nCols);
               fill(grid[r], EMPTY);
               for (var c = 0; c < nCols; c++) {
                   if (c == 0 || c == nCols - 1 || r == nRows - 1)
                       grid[r][c] = BORDER;
               }
           }
       }
       function init() {
           initGrid();
           selectShape();
           draw();
       }
       init();
   </script>

</body>

</html></lang>