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index.js
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index.js
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const tetris = require('./lib/tetris.js')
// Constants
const maxWidth = 12
const maxHeight = 20
const ctx = initCanvas('tetris-canvas')
const pointsElem = document.getElementById('points')
const levelElem = document.getElementById('level')
const nextPieceMaxWidth = 3
const nextPieceMaxHeight = 4
const nextPieceCtx = initCanvas('tetris-nextPiece-canvas')
// Init
let state
init()
function init (restart = false) {
drawButton(restart)
bindStartGame()
function drawButton (restart) {
ctx.fillStyle = 'green'
ctx.fillRect(1, 7, 10, 4)
ctx.fillStyle = 'black'
ctx.font = '3px times'
if (restart) {
ctx.fillText('Restart', 2, 10)
} else {
ctx.fillText('Start', 3, 10)
}
}
}
function bindStartGame () {
ctx.canvas.addEventListener('click', startGame)
}
function unbindStartGame () {
ctx.canvas.removeEventListener('click', startGame)
}
function initCanvas (canvasId) {
const ctx = document.getElementById(canvasId).getContext('2d')
ctx.scale(20, 20)
ctx.font = '1px times'
return ctx
}
// User Interaction
function doUserEventAndRedraw (event) {
state = tetris.userEvent(state, event.code)
redraw(ctx, state)
}
function bindUserEvents () {
document.addEventListener('keydown', doUserEventAndRedraw)
}
function unbindUserEvents () {
document.removeEventListener('keydown', doUserEventAndRedraw)
}
// Game loop
function startGame () {
const randomSeed = +new Date()
state = tetris.initalState(maxWidth, maxHeight, randomSeed, { nextPieceMaxWidth, nextPieceMaxHeight })
unbindStartGame()
bindUserEvents()
loop()
}
function loop (time = 0) {
state = tetris.tick(state, time)
redraw(ctx, state)
if (state.continue) {
window.requestAnimationFrame(loop)
} else {
unbindUserEvents()
init(true, state)
}
}
function redraw (ctx, state) {
ctx.clearRect(0, 0, maxWidth, maxHeight)
draw(ctx, state.player.matrix)
drawPoints(state.player.points)
drawLevel(state.player.level)
nextPieceCtx.clearRect(0, 0, nextPieceMaxWidth, nextPieceMaxHeight)
draw(nextPieceCtx, state.player.nextPiece.matrix)
function draw (ctx, matrix) {
matrix.forEach((row, y) =>
row.forEach((value, x) => {
if (value) {
ctx.fillStyle = colors()[value]
ctx.fillRect(x, y, 1, 1)
}
})
)
}
function drawPoints (playerPoints) {
pointsElem.innerText = 'Points: ' + playerPoints
}
function drawLevel (playerLevel) {
levelElem.innerText = 'Level: ' + playerLevel
}
}
// Aux
function colors () {
return [
'',
'cyan', // I
'blue', // J
'orange', // L
'yellow', // O
'lime', // S
'purple', // T
'red' // Z
]
}