Initial version of the tetris game.

This commit is contained in:
Aaron Mueller 2014-08-19 17:19:15 +02:00
parent 4444e69ca7
commit 822ade75d6
2 changed files with 231 additions and 0 deletions

218
fuTris.js Normal file
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var canvas = document.getElementById('fuTris');
var context = canvas.getContext('2d');
canvas.width = 200;
canvas.height = 320;
var field = [];
var background = [];
var speed = 100;
var pos = {left: 4, top: 0};
var angle = 0;
var shapes = [
// J
[[[0,1], [0,1], [1,1]],
[[1,0,0], [1,1,1]],
[[1,1], [1,0], [1,0]],
[[1,1,1], [0,0,1]]],
// []
[[[2,2], [2,2]]],
// T
[[[3,3,3], [0,3,0]],
[[0,3], [3,3], [0,3]],
[[0,3,0], [3,3,3]],
[[3,0], [3,3], [3,0]]],
// L
[[[4,4], [0,4], [0,4]],
[[0,0,4], [4,4,4]],
[[4,0], [4,0], [4,4]],
[[4,4,4], [4,0,0]]],
// 5
[[[0,5,5], [5,5,0]],
[[5,0], [5,5], [0,5]]],
// Z
[[[6,6,0], [0,6,6]],
[[0,6], [6,6], [6,0]]],
// ----
[[[7,7,7,7]], [[7], [7], [7], [7]]]
];
var current_shape_type = 0;
var current_shape = shapes[current_shape_type];
function shape(_angle) {
switch (current_shape.length) {
case 1: return current_shape[0];
case 2: return current_shape[_angle%2];
case 4: return current_shape[_angle];
}
}
colors = ['f5b905', 'a67d00', 'bf4904', '803a10', '000'];
function draw_brick(x, y, number) {
var i = number-1;
var color_offset = i > 1 ? 2 : 0;
rect(x*20+1, y*20+1, 18, 18, colors[color_offset+1]);
rect(x*20+2, y*20+2, 16, 16, colors[color_offset]);
// J, L, Z
if ([0, 3, 5].indexOf(i) != -1) {
rect(x*20+5, y*20+5, 10, 10, colors[{0: 2, 3: 0, 5: 4}[i]]);
rect(x*20+8, y*20+8, 4, 4, colors[{0: 0, 3: 2, 5: 0}[i]]);
}
// []
if (i == 1) rect(x*20+5, y*20+5, 10, 10, colors[4]);
// 5
if (i ==4) rect(x*20+8, y*20+8, 4, 4, colors[4]);
// T
if (i == 2) {
rect(x*20+5, y*20+5, 8, 8, colors[0]);
rect(x*20+7, y*20+7, 8, 8, colors[4]);
rect(x*20+7, y*20+7, 6, 6, colors[2]);
}
// ----
if (i == 6) {
rect(x*20+5, y*20+6, 3, 3, colors[0]);
rect(x*20+5, y*20+12, 3, 3, colors[0]);
rect(x*20+11, y*20+4, 3, 3, colors[0]);
rect(x*20+13, y*20+12, 3, 3, colors[0]);
}
}
function rect(x, y, w, h, color) {
context.fillStyle = '#'+color;
context.fillRect(x, y, w, h);
}
function noice(offset, level) {
return offset+~~(Math.random()*level);
}
function freeze() {
for (var x=0; x<shape(angle)[0].length; x++)
for (var y=0; y<shape(angle).length; y++)
if (shape(angle)[y][x] !== 0)
field[pos.left+x][pos.top+y] = shape(angle)[y][x];
}
function clear_full_lines() {
for (var y=1; y<16; y++) {
var clear_line = true;
for (x=0; x<10; x++)
if (field[x][y] === 0) clear_line = false;
if (clear_line) {
for (var yy=y; yy>0; yy--)
for (var xx=0; xx<10; xx++)
field[xx][yy] = field[xx][yy-1];
for (var xx=0; xx<10; xx++)
field[xx][0] = 0;
}
}
}
function next_shape() {
pos.left = 4;
pos.top = 0;
current_shape_type = Math.ceil(Math.random()*shapes.length-1);
current_shape = shapes[current_shape_type];
}
function will_collide(_angle, _pos) {
for (var x=0; x<shape(_angle)[0].length; x++)
for (var y=0; y<shape(_angle).length; y++)
if (pos.top+shape(_angle).length >= 16 ||
shape(_angle)[y][x] !== 0 &&
field[_pos.left+x][_pos.top+y+1] !== 0)
return true;
}
addEventListener('keydown', function(event) {
if (event.keyCode == 37 &&
pos.left > 0 &&
!will_collide(angle, {left: pos.left-1, top: pos.top}))
pos.left--;
if (event.keyCode == 39 &&
pos.left < 10-shape(angle)[0].length &&
!will_collide(angle, {left: pos.left+1, top: pos.top}))
pos.left++;
if (event.keyCode == 38) {
var new_angle = angle === 0 ? 3 : angle-1;
if (pos.left+shape(new_angle)[0].length <= 10 &&
!will_collide(new_angle, pos))
angle = new_angle;
}
if (event.keyCode == 40) {
while(!will_collide(angle, {left: pos.left, top: pos.top+1}))
pos.top++;
pos.top++;
freeze();
clear_full_lines();
next_shape();
}
});
function init() {
speed = 100;
for (var x=0; x<10; x++) {
field[x] = [];
background[x] = [];
for (var y=0; y<16; y++) {
var mod = noice(10, 10);
background[x][y] = '' + mod + mod + mod;
field[x][y] = 0;
}
}
next_shape();
}
var subframe = 0;
var moved_steps = 0;
function loop() {
// Move the next step
subframe++;
if (subframe-speed > 0.0) {
subframe = 0;
if (speed > 20.0) speed -= 0.5;
// Check if we get blocked by the already dropped shapes
+function() {
if (will_collide(angle, pos)) {
freeze();
clear_full_lines();
next_shape();
// Restart the game?
if (moved_steps === 0 || will_collide(0, {left: 4, top: 0}))
init();
moved_steps = 0;
return true;
}
}() || (pos.top++ && moved_steps++);
}
// background
for (var x=0; x<10; x++)
for (var y=0; y<16; y++) {
rect(x*20, y*20, 20, 20, background[x][y]);
if (field[x][y] !== 0) draw_brick(x, y, field[x][y]);
}
// shape
for (var x=0; x<shape(angle)[0].length; x++)
for (var y=0; y<shape(angle).length; y++)
if (shape(angle)[y][x] !== 0)
draw_brick(x+pos.left, y+pos.top, current_shape_type+1);
setTimeout(loop, 5);
}
init();
loop();

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index.html Normal file
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<!doctype html>
<html lang="">
<head>
<meta charset="utf-8">
<title>fuTris -- a js13kGames entry</title>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="main.css">
</head>
<body>
<canvas id="fuTris"></canvas>
<script src="fuTris.js"></script>
</body>
</html>