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tetris.js
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// +-+-+-+-+-+-+-+-+-+ //
// //
// T E T R I S //
// //
// +-+-+-+-+-+-+-+-+-+ //
// Ario Jatmiko <rarioj@yahoo.co.id>
// Tetris - 1.0.0 (2014-03-08)
// License: https://tldrlegal.com/license/mit-license The MIT License
// What is Tetris? http://en.wikipedia.org/wiki/Tetris
var TETRIS = {
// ========== //
// Config //
// ========== //
// All these parameters are configurable.
config: {
BlockSize: 25, // Width/height of a single block (in pixel)
ControlKey: {
Left: '37', // Move piece left
Right: '39', // Move piece right
Down: '40', // Move piece down
RotateLeft: '65', // Rotate piece counter-clockwise
RotateRight: '83' // Rotate piece clockwise
},
FieldHeight: 22, // Number of rows available in the field (in block)
FieldWidth: 10, // Number of columns available in the field (in block)
LevelUpRow: 10, // Number of row(s) must be cleared to get to the next level
LevelUpSpeed: 50, // Speed increase every level up (in microsecond)
PieceColor: { // Color of the pieces (in HTML color)
I: 'red',
J: 'orange',
L: 'magenta',
O: 'blue',
S: 'lime',
T: 'olive',
Z: 'cyan'
},
ScoreMultiplier: 10, // Score multiplier
StartingSpeed: 1000, // Starting interval speed (in microsecond)
VoidColor: '#fafafa' // Color of a blank/void block (in HTML color)
},
// ========= //
// State //
// ========= //
// Currently running game states.
state: {
shape: {},
form: [],
color: 'black',
drop: false,
rotate: 0,
rows: 0,
score: 0,
level: 1,
next: '',
over: false,
board: null,
speed: 0,
interval: null
},
// ========= //
// Piece //
// ========= //
// The most difficult and fun bit to develop.
piece: {
available: [ 'I', 'J', 'L', 'O', 'S', 'T', 'Z' ],
type: {
I: {
start: [ 3, 0 ],
shape: [
[ [ 0, 0 ], [ 1, 0 ], [ 2, 0 ], [ 3, 0 ] ],
[ [ 0, 0 ], [ 0, 1 ], [ 0, 2 ], [ 0, 3 ] ]
]
},
J: {
start: [ 4, 0 ],
shape: [
[ [ 0, 0 ], [ 0, 1 ], [ 1, 1 ], [ 2, 1 ] ],
[ [ 2, 0 ], [ 1, 0 ], [ 1, 1 ], [ 1, 2 ] ],
[ [ 2, 2 ], [ 2, 1 ], [ 1, 1 ], [ 0, 1 ] ],
[ [ 0, 2 ], [ 1, 2 ], [ 1, 1 ], [ 1, 0 ] ]
]
},
L: {
start: [ 4, 0 ],
shape: [
[ [ 2, 0 ], [ 2, 1 ], [ 1, 1 ], [ 0, 1 ] ],
[ [ 2, 2 ], [ 1, 2 ], [ 1, 1 ], [ 1, 0 ] ],
[ [ 0, 2 ], [ 0, 1 ], [ 1, 1 ], [ 2, 1 ] ],
[ [ 0, 0 ], [ 1, 0 ], [ 1, 1 ], [ 1, 2 ] ]
]
},
O: {
start: [ 4, 0 ],
shape: [
[ [ 0, 0 ], [ 1, 0 ], [ 0, 1 ], [ 1, 1 ] ]
]
},
S: {
start: [ 4, 0 ],
shape: [
[ [ 2, 0 ], [ 1, 0 ], [ 1, 1 ], [ 0, 1 ] ],
[ [ 0, 0 ], [ 0, 1 ], [ 1, 1 ], [ 1, 2 ] ]
]
},
T: {
start: [ 4, 0 ],
shape: [
[ [ 1, 0 ], [ 0, 1 ], [ 1, 1 ], [ 2, 1 ] ],
[ [ 2, 1 ], [ 1, 0 ], [ 1, 1 ], [ 1, 2 ] ],
[ [ 1, 2 ], [ 2, 1 ], [ 1, 1 ], [ 0, 1 ] ],
[ [ 0, 1 ], [ 1, 2 ], [ 1, 1 ], [ 1, 0 ] ]
]
},
Z: {
start: [ 4, 0 ],
shape: [
[ [ 0, 0 ], [ 1, 0 ], [ 1, 1 ], [ 2, 1 ] ],
[ [ 2, 0 ], [ 2, 1 ], [ 1, 1 ], [ 1, 2 ] ]
]
}
}
},
// ======== //
// Play //
// ======== //
// Play the game!
play: function(name, config) {
config = config || {};
for(var property in $T.config) {
if(config.hasOwnProperty(property)){
$T.config[property] = config[property];
}
}
$T.state.color = $T.config.VoidColor;
$T.state.speed = $T.config.StartingSpeed;
document.onkeydown = function(e) {
e = e || window.event;
$T.fn.keyboardAction(e.keyCode, 'event');
}
$T.fn.renderField(name);
$T.fn.renderNextPiece();
$T.state.interval = setInterval($T.fn.stepInterval, $T.state.speed);
},
// ============= //
// Functions //
// ============= //
// Helper, renderer, and control functions.
fn: {
// Function: mod
// Allows negative value modulus.
mod: function(a, b) {
return (a % b + b) % b;
},
// Function: renderField
// Renders the playing field.
renderField: function(name) {
var field = document.getElementById(name);
var i, j, k;
field.style.width = ($T.config.BlockSize * $T.config.FieldWidth) + 'px';
field.style.height = ($T.config.BlockSize * $T.config.FieldHeight) + 'px';
field.style.border = '1px solid black';
for (i = 0; i < $T.config.FieldHeight; i++) {
var row = document.createElement('div');
row.setAttribute('id', 'row-' + i);
row.setAttribute('class', 'field-row');
for (j = 0; j < $T.config.FieldWidth; j++) {
var col = document.createElement('div');
col.setAttribute('id', 'row-' + i + '-col-' + j);
col.setAttribute('class', 'field-column');
col.setAttribute('taken', '0');
col.setAttribute('control', '0');
col.style.width = ($T.config.BlockSize) + 'px';
col.style.height = ($T.config.BlockSize) + 'px';
col.style.cssFloat = 'left';
col.style.backgroundColor = $T.config.VoidColor;
row.appendChild(col);
}
field.appendChild(row);
}
$T.state.board = document.createElement('div');
$T.state.board.style.fontFamily = 'monospace';
$T.state.board.style.fontSize = 'smaller';
$T.state.board.style.textAlign = 'center';
$T.fn.renderBoard();
field.appendChild($T.state.board);
},
// Function: renderBlock
// Renders a block.
renderBlock: function(color, taken, control, x, y, index) {
var block = document.getElementById('row-' + y + '-col-' + x);
block.style.backgroundColor = color;
if (taken) {
block.setAttribute('taken', '1');
} else {
block.setAttribute('taken', '0');
}
if (control) {
block.setAttribute('control', '1');
} else {
block.setAttribute('control', '0');
}
},
// Function: renderPiece
// Renders a single piece.
renderPiece: function(type, rotate, x, y) {
var shape = $T.piece.type[type].shape;
var form = shape[$T.fn.mod(rotate, shape.length)];
var color = $T.config.PieceColor[type];
var blank = $T.config.VoidColor;
$T.state.shape = shape;
$T.state.color = $T.config.PieceColor[type];
for (var i = 0; i < 4; i++) {
if (!$T.fn.isBlockAvailable(x + form[i][0], y + form[i][1])) {
return false;
}
}
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(color, true, true, x + form[i][0], y + form[i][1], i);
$T.state.form[i] = [ x + form[i][0], y + form[i][1] ];
}
return true;
},
// Function: renderNextPiece
// Gets the next random piece.
renderNextPiece: function() {
var rand = Math.floor(Math.random() * $T.piece.available.length);
var type = $T.piece.available[rand];
if ($T.state.next != '') {
var tmp = $T.state.next;
$T.state.next = type;
type = tmp;
} else {
$T.state.next = type;
}
var next = $T.piece.type[type];
var test = $T.fn.renderPiece(type, 0, next.start[0], next.start[1]);
if (!test) {
$T.state.over = true;
clearInterval($T.state.interval);
}
$T.fn.renderBoard();
},
// Function: renderBoard
// Renders the score and level board.
renderBoard: function() {
var board = '';
board += '[ROW: <strong>' + $T.state.rows + '</strong>] • ';
board += '[LVL: <strong>' + $T.state.level + '</strong>]<br />';
board += '[PTS: <strong>' + $T.state.score + '</strong>] • ';
board += '[NXT: <strong>' + $T.state.next + '</strong>]<br />';
if ($T.state.over) {
board += '<br />• <strong>Game Over!</strong> •';
}
$T.state.board.innerHTML = board;
},
// Function: isBlockAvailable
// Checks whether or not a block is taken or in control.
isBlockAvailable: function(x, y) {
if (block = document.getElementById('row-' + y + '-col-' + x)) {
var taken = block.getAttribute('taken');
var control = block.getAttribute('control');
if (taken == '1') {
if (control == '1') {
return true;
} else {
return false;
}
} else {
return true;
}
}
return false;
},
// Function: stepInterval
// Performs a single step interval.
stepInterval: function() {
if ($T.state.drop) {
var shape = $T.state.shape;
var form = $T.state.form;
var color = $T.state.color;
var blank = $T.config.VoidColor;
// drop the piece
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(color, true, false, form[i][0], form[i][1], i);
}
// clear row(s), update score and level
var block, taken, color;
var score = 0, count = 0;
for (var i = $T.config.FieldHeight - 1; i > 0; i--) {
count = 0;
for (var j = 0; j < $T.config.FieldWidth; j++) {
block = document.getElementById('row-' + i + '-col-' + j);
taken = block.getAttribute('taken');
if (taken == '1') {
count++;
}
}
// there's something to clear
if (count == $T.config.FieldWidth) {
score++;
for (var k = i - 1; k > 0; k--) {
for (var l = 0; l < $T.config.FieldWidth; l++) {
block = document.getElementById('row-' + k + '-col-' + l);
taken = block.getAttribute('taken');
color = block.style.backgroundColor;
$T.fn.renderBlock(color, (taken == '1'), false, l, k + 1, 0);
}
}
i = i + 1;
}
}
// update score and level
if (score) {
$T.state.rows += score;
$T.state.score += (Math.pow(score, 2) * $T.config.ScoreMultiplier);
var level = Math.floor(($T.state.rows / $T.config.LevelUpRow) + 1);
if (level > $T.state.level) {
$T.state.level++;
clearInterval($T.state.interval);
$T.state.speed = $T.state.speed - $T.config.LevelUpSpeed;
$T.state.interval = setInterval($T.fn.stepInterval, $T.state.speed);
}
}
// reset current piece for the next piece
$T.state.shape = {};
$T.state.form = [];
$T.state.color = $T.config.VoidColor;
$T.state.drop = false;
$T.state.rotate = 0;
$T.fn.renderNextPiece();
return;
}
// trigger key down event
$T.fn.keyboardAction($T.config.ControlKey.Down, 'interval');
},
// Function: keyboardAction
// Triggers keyboard key event.
keyboardAction: function(key, from) {
var shape = $T.state.shape;
var form = $T.state.form;
var color = $T.state.color;
var blank = $T.config.VoidColor;
// ######### //
// MOVE LEFT //
// ######### //
if (key == $T.config.ControlKey.Left) {
for (var i = 0; i < 4; i++) {
if (!$T.fn.isBlockAvailable(form[i][0] - 1, form[i][1])) {
return;
}
}
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(blank, false, false, form[i][0], form[i][1], i);
}
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(color, true, true, form[i][0] - 1, form[i][1], i);
$T.state.form[i] = [ form[i][0] - 1, form[i][1] ];
}
} else
// ########## //
// MOVE RIGHT //
// ########## //
if (key == $T.config.ControlKey.Right) {
for (var i = 0; i < 4; i++) {
if (!$T.fn.isBlockAvailable(form[i][0] + 1, form[i][1])) {
return;
}
}
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(blank, false, false, form[i][0], form[i][1], i);
}
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(color, true, true, form[i][0] + 1, form[i][1], i);
$T.state.form[i] = [ form[i][0] + 1, form[i][1] ];
}
} else
// ########### //
// ROTATE LEFT //
// ########### //
if (key == $T.config.ControlKey.RotateLeft) {
var s1 = shape[$T.fn.mod($T.state.rotate, shape.length)];
var s2 = shape[$T.fn.mod($T.state.rotate - 1, shape.length)];
var x, y;
for (var i = 0; i < 4; i++) {
x = form[i][0] - s1[i][0] + s2[i][0];
y = form[i][1] - s1[i][1] + s2[i][1];
if (!$T.fn.isBlockAvailable(x, y)) {
return;
}
}
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(blank, false, false, form[i][0], form[i][1], i);
}
for (var i = 0; i < 4; i++) {
x = form[i][0] - s1[i][0] + s2[i][0];
y = form[i][1] - s1[i][1] + s2[i][1];
$T.fn.renderBlock(color, true, true, x, y, i);
$T.state.form[i] = [ x, y ];
}
$T.state.rotate--;
} else
// ############ //
// ROTATE RIGHT //
// ############ //
if (key == $T.config.ControlKey.RotateRight) {
var s1 = shape[$T.fn.mod($T.state.rotate, shape.length)];
var s2 = shape[$T.fn.mod($T.state.rotate + 1, shape.length)];
var x, y;
for (var i = 0; i < 4; i++) {
x = form[i][0] - s1[i][0] + s2[i][0];
y = form[i][1] - s1[i][1] + s2[i][1];
if (!$T.fn.isBlockAvailable(x, y)) {
return;
}
}
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(blank, false, false, form[i][0], form[i][1], i);
}
for (var i = 0; i < 4; i++) {
x = form[i][0] - s1[i][0] + s2[i][0];
y = form[i][1] - s1[i][1] + s2[i][1];
$T.fn.renderBlock(color, true, true, x, y, i);
$T.state.form[i] = [ x, y ];
}
$T.state.rotate++;
} else
// ######### //
// MOVE DOWN //
// ######### //
if (key == $T.config.ControlKey.Down) {
for (var i = 0; i < 4; i++) {
if (!$T.fn.isBlockAvailable(form[i][0], form[i][1] + 1)) {
if (from == 'interval') {
$T.state.drop = true;
}
return;
}
}
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(blank, false, false, form[i][0], form[i][1], i);
}
for (var i = 0; i < 4; i++) {
$T.fn.renderBlock(color, true, true, form[i][0], form[i][1] + 1, i);
$T.state.form[i] = [ form[i][0], form[i][1] + 1 ];
}
}
}
}
};
// Shortcut
var $T = TETRIS;