Fix performance issues and add pause state
This commit is contained in:
parent
200b3d8765
commit
1c96690f20
2 changed files with 86 additions and 50 deletions
10
README.md
10
README.md
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@ -1,9 +1,15 @@
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# TODO
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# TODO
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* Check performance! 100% CPU usage for a simple tetris game is not acceptable :D
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* Add "score" display
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* Add mainmenu
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* Add mainmenu
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* Add highscore
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* Add highscore
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* Pimp up the index.html
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* Pimp up the index.html
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* Add "score" display
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* Game over screen
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* Game over screen
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* Make archive, check size, submit :P
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* Make archive, check size, submit :P
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# Bugs
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* Something is wrong with the stone decoration ... it changes 0_o
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# Optional stuff
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122
fuTris.js
122
fuTris.js
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@ -6,6 +6,7 @@ canvas.height = 16*20*2;
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var field = [];
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var field = [];
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var background = [];
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var background = [];
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var game_running = true;
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var speed = 100;
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var speed = 100;
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var points = 0;
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var points = 0;
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var pos = {left: 4, top: 0};
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var pos = {left: 4, top: 0};
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@ -43,19 +44,25 @@ var shapes = [
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// ----
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// ----
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[[[7,7,7,7]], [[7], [7], [7], [7]]]
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[[[7,7,7,7]], [[7], [7], [7], [7]]]
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];
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];
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var colors = ['c1e184', '4f6c19', '699021', '8fc32e', '1a2308'];
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var current_shape_type = 0;
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var current_shape_type = 0;
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var next_shape_type = Math.ceil(Math.random()*shapes.length-1);
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var next_shape_type = Math.ceil(Math.random()*shapes.length-1);
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var current_shape = shapes[current_shape_type];
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var current_shape = shapes[current_shape_type];
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function shape(type, angle) {
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function shape(type, angle) {
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var shape = shapes[type];
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var s = shapes[type];
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switch (shape.length) {
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switch (s.length) {
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case 1: return shape[0];
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case 1: return s[0];
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case 2: return shape[angle%2];
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case 2: return s[angle%2];
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case 4: return shape[angle];
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case 4: return s[angle];
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}
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}
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}
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}
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function rect(x, y, w, h, scale, color) {
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context.fillStyle = '#'+color;
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context.fillRect(x*scale, y*scale, w*scale, h*scale);
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}
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function draw_shape(x, y, scale, type, angle) {
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function draw_shape(x, y, scale, type, angle) {
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for (var xi=0; xi<shape(type, angle)[0].length; xi++)
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for (var xi=0; xi<shape(type, angle)[0].length; xi++)
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for (var yi=0; yi<shape(type, angle).length; yi++)
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for (var yi=0; yi<shape(type, angle).length; yi++)
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@ -63,7 +70,6 @@ function draw_shape(x, y, scale, type, angle) {
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draw_brick(x+xi, y+yi, scale, type+1);
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draw_brick(x+xi, y+yi, scale, type+1);
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}
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}
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colors = ['c1e184', '4f6c19', '699021', '8fc32e', '1a2308'];
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function draw_brick(x, y, scale, number) {
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function draw_brick(x, y, scale, number) {
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var i = number-1;
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var i = number-1;
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var color_offset = i > 1 ? 2 : 0;
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var color_offset = i > 1 ? 2 : 0;
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@ -98,10 +104,24 @@ function draw_brick(x, y, scale, number) {
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}
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}
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}
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}
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function rect(x, y, w, h, scale, color) {
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function draw() {
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context.fillStyle = '#'+color;
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// game background
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context.fillRect(x*scale, y*scale, w*scale, h*scale);
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rect(0, 0, canvas.width, canvas.height, 1, '000');
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// game field background
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for (var x=0; x<10; x++)
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for (var y=0; y<16; y++) {
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rect(x*20, y*20, 20, 20, 2, background[x][y]);
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if (field[x][y] !== 0) draw_brick(x, y, 2, field[x][y]);
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}
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// Current shape
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draw_shape(pos.left, pos.top, 2, current_shape_type, angle);
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// Next shape
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draw_shape(21, 1, 1, next_shape_type, 0);
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}
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}
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function noice(offset, level) {
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function noice(offset, level) {
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return offset+~~(Math.random()*level);
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return offset+~~(Math.random()*level);
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}
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}
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@ -146,28 +166,53 @@ function will_collide(_angle, _pos) {
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}
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}
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addEventListener('keydown', function(event) {
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addEventListener('keydown', function(event) {
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if (event.keyCode == 37 &&
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if (game_running) {
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pos.left > 0 &&
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// Move left
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!will_collide(angle, {left: pos.left-1, top: pos.top}))
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if (event.keyCode == 37 &&
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pos.left--;
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pos.left > 0 &&
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if (event.keyCode == 39 &&
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!will_collide(angle, {left: pos.left-1, top: pos.top})) {
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pos.left < 10-shape(current_shape_type, angle)[0].length &&
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pos.left--;
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!will_collide(angle, {left: pos.left+1, top: pos.top}))
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draw();
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pos.left++;
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}
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if (event.keyCode == 38) {
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var new_angle = angle === 0 ? 3 : angle-1;
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// Move right
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if (pos.left+shape(current_shape_type, new_angle)[0].length <= 10 &&
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if (event.keyCode == 39 &&
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!will_collide(new_angle, pos))
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pos.left < 10-shape(current_shape_type, angle)[0].length &&
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angle = new_angle;
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!will_collide(angle, {left: pos.left+1, top: pos.top})) {
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pos.left++;
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draw();
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}
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// Rotate
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if (event.keyCode == 38) {
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var new_angle = angle === 0 ? 3 : angle-1;
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if (pos.left+shape(current_shape_type, new_angle)[0].length <= 10 &&
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!will_collide(new_angle, pos))
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angle = new_angle;
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draw();
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}
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// Drop
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if (event.keyCode == 40) {
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while(!will_collide(angle, {left: pos.left, top: pos.top+1}))
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pos.top++;
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pos.top++;
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freeze();
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clear_full_lines();
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next_shape();
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draw();
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}
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}
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}
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if (event.keyCode == 40) {
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while(!will_collide(angle, {left: pos.left, top: pos.top+1}))
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// Pause the game
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pos.top++;
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if (event.keyCode == 13 || event.keyCode == 80) {
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pos.top++;
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game_running = !game_running;
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freeze();
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if (game_running) loop();
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clear_full_lines();
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next_shape();
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}
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}
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// TODO: Back to the main menu
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if (event.keyCode == 27 || event.keyCode == 121)
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console.log('Implement me.');
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});
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});
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function init() {
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function init() {
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@ -208,25 +253,10 @@ function loop() {
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return true;
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return true;
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}
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}
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}() || (pos.top++ && moved_steps++);
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}() || (pos.top++ && moved_steps++);
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draw();
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}
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}
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// game background
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if (game_running) setTimeout(loop, 5);
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rect(0, 0, canvas.width, canvas.height, 1, '000');
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// game field background
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for (var x=0; x<10; x++)
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for (var y=0; y<16; y++) {
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rect(x*20, y*20, 20, 20, 2, background[x][y]);
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if (field[x][y] !== 0) draw_brick(x, y, 2, field[x][y]);
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}
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// Current shape
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draw_shape(pos.left, pos.top, 2, current_shape_type, angle);
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// Next shape
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draw_shape(21, 1, 1, next_shape_type, 0);
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setTimeout(loop, 5);
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}
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}
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init();
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init();
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