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Tetris
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<canvas id="tetrisCanvas" width="200" height="400"></canvas> | |
<button onclick="moveShape(-1)">Left</button> | |
<button onclick="rotateShape()">Rotate</button> | |
<button onclick="moveShape(1)">Right</button> | |
<button onclick="dropShape()">Drop</button> | |
<script> | |
// remove complete row, const, fix bug | |
var canvas = document.getElementById('tetrisCanvas'); | |
var ctx = canvas.getContext('2d'); | |
var shapes = [ | |
[[1, 1, 0, 0], // 'O' | |
[1, 1, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0]], | |
[[0, 0, 1, 0], // 'I' | |
[0, 0, 1, 0], | |
[0, 0, 1, 0], | |
[0, 0, 1, 0]], | |
[[1, 1, 1, 0], // 'T' | |
[0, 1, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0]], | |
[[0, 1, 1, 0], // 'S' | |
[1, 1, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0]], | |
[[1, 1, 0, 0], // 'Z' | |
[0, 1, 1, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0]], | |
[[0, 1, 0, 0], // 'J' | |
[0, 1, 0, 0], | |
[1, 1, 0, 0], | |
[0, 0, 0, 0]], | |
[[1, 0, 0, 0], // 'L' | |
[1, 0, 0, 0], | |
[1, 1, 0, 0], | |
[0, 0, 0, 0]] | |
]; | |
var ROW_CNT = 20; | |
var COL_CNT = 10; | |
var shapeSize = [2,4,3,3,3,3,3]; | |
function getNextShape() { | |
curShapeType = Math.floor((Math.random() * 7)); | |
curShapeSize = shapeSize[curShapeType]; | |
return shapes[curShapeType] | |
} | |
var curShapeType = 0, curShapeSize=0, curShape = getNextShape(); | |
var sPos = {x: (COL_CNT-4) / 2, y:0}; | |
var gamePanel = []; | |
for (var y = 0; y < ROW_CNT; y++) { | |
gamePanel[y] = []; | |
for (var x = 0; x < COL_CNT; x++) { | |
gamePanel[y][x] = 0; | |
} | |
} | |
var intervalHandler = setInterval(playingTetris, 400); | |
function playingTetris() { | |
if ( intersects(sPos.y + 1, sPos.x)) { | |
for (var i = 0; i < curShapeSize; i++) | |
for (var j = 0; j < curShapeSize; j++) | |
if (curShape[i][j]) { | |
gamePanel[sPos.y+i][sPos.x+j] = 1; | |
} | |
curShape = getNextShape(); | |
sPos = {x: (COL_CNT-4) / 2, y:0}; | |
if ( intersects(sPos.y, sPos.x)) { | |
clearInterval(intervalHandler); | |
alert("Game Over"); | |
} | |
gamePanel = removeRow(); | |
} else { | |
sPos.y++; | |
} | |
draw(); | |
} | |
function intersects(y, x) { | |
for (var i = 0; i < curShapeSize; i++) | |
for (var j = 0; j < curShapeSize; j++) | |
if (curShape[i][j]) | |
if (y+i >= ROW_CNT || x+j < 0 || x+j >= COL_CNT || gamePanel[y+i][x+j]) | |
return true; | |
return false; | |
} | |
function draw() { | |
ctx.fillStyle = 'white'; | |
ctx.fillRect(0, 0, 200, 400); | |
ctx.rect(0, 0, 200, 400); | |
ctx.strokeStyle="blue"; | |
ctx.stroke(); | |
ctx.fillStyle = 'black'; | |
for (var y = 0; y < gamePanel.length; y++) { | |
for (var x = 0; x < gamePanel[y].length; x++) { | |
if (gamePanel[y][x]) { | |
ctx.fillRect(x * 20, y * 20, 19, 19); | |
} | |
} | |
} | |
for (var y = 0; y < curShapeSize; y++) { | |
for (var x = 0; x < curShapeSize; x++) { | |
if (curShape[y][x]) { | |
ctx.fillRect((sPos.x+x) * 20, (sPos.y+y) * 20, 19, 19); | |
} | |
} | |
} | |
} | |
function moveShape(value) { | |
if ( !intersects(sPos.y, sPos.x+value)) { | |
sPos.x += value; | |
draw(curShape); | |
} | |
} | |
function dropShape() { | |
for (var y=sPos.y; y<ROW_CNT; y++) { | |
if ( !intersects(sPos.y+1, sPos.x)) { | |
sPos.y++; | |
draw(curShape); | |
} else { | |
break; | |
} | |
} | |
} | |
function rotateShape() { | |
var ret = []; | |
for (var y = 0; y < 4; y++) { | |
ret[y] = curShape[y].slice(); | |
} | |
var size = shapeSize[curShapeType]; | |
for (var y = 0; y < size; y++) { | |
for (var x = 0; x < size; x++) { | |
ret[y][x] = curShape[(size-1) - x][y]; | |
} | |
} | |
curShape = ret; | |
draw(); | |
} | |
function removeRow() { | |
var newRows = []; | |
var k = ROW_CNT; | |
for (var y = ROW_CNT-1; y>=0; y--) { | |
for (var x = 0; x < COL_CNT; x++) { | |
if (!gamePanel[y][x]) { | |
newRows[--k] = gamePanel[y].slice(); | |
break; | |
} | |
} | |
} | |
for (var y = 0; y < k; y++) { | |
newRows[y] = []; | |
for (var x = 0; x < COL_CNT; x++) | |
newRows[y][x] = 0; | |
} | |
return newRows; | |
} | |
</script> |
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