lots of change again

This commit is contained in:
Adrien MALINGREY 2019-10-27 02:28:31 +02:00
parent 9d7fa05272
commit 2012c628ea
2 changed files with 306 additions and 165 deletions

View File

@ -53,7 +53,7 @@ canvas {
.stats-values {
text-align: right;
min-width: 80px;
min-width: 100px;
}
.matrix {

View File

@ -1,13 +1,20 @@
Array.prototype.add = function(other) {
return this.map((x, i) => x + other[i])
}
Array.prototype.mul = function(k) {
return this.map(x => k * x)
}
Array.prototype.translate = function(vector) {
return this.map(pos => pos.add(vector))
}
Array.prototype.rotate = function(spin) {
return [-spin*this[1], spin*this[0]]
}
Array.prototype.sample = function() {
Array.prototype.pick = function() {
return this.splice(Math.floor(Math.random()*this.length), 1)[0]
}
@ -25,7 +32,7 @@ const FALLING_PIECE_POSITION = [4, 0]
const NEXT_PIECES_POSITIONS = Array.from({length: NEXT_PIECES}, (v, k) => [2, k*4+2])
const LOCK_DELAY = 500
const FALL_DELAY = 1000
const AUTOREPEAT_DELAY = 300
const AUTOREPEAT_DELAY = 250
const AUTOREPEAT_PERIOD = 10
const MOVEMENT = {
LEFT: [-1, 0],
@ -37,7 +44,7 @@ const SPIN = {
CCW: -1
}
const T_SPIN = {
NULL: "",
NONE: "",
MINI: "MINI\nT-SPIN",
T_SPIN: "T-SPIN"
}
@ -48,13 +55,19 @@ const T_SLOT = {
D: 2
}
const SCORES = [
{LINES_CLEAR_NAME: "", NO_T_SPIN: 0, MINI_T_SPIN: 1, T_SPIN: 4},
{LINES_CLEAR_NAME: "SINGLE", NO_T_SPIN: 1, MINI_T_SPIN: 2, T_SPIN: 8},
{LINES_CLEAR_NAME: "DOUBLE", NO_T_SPIN: 3, T_SPIN: 12},
{LINES_CLEAR_NAME: "TRIPLE", NO_T_SPIN: 5, T_SPIN: 16},
{LINES_CLEAR_NAME: "TETRIS", NO_T_SPIN: 8},
{linesClearedName: "", "": 0, "MINI\nT-SPIN": 1, "T-SPIN": 4},
{linesClearedName: "SINGLE", "": 1, "MINI\nT-SPIN": 2, "T-SPIN": 8},
{linesClearedName: "DOUBLE", "": 3, "T-SPIN": 12},
{linesClearedName: "TRIPLE", "": 5, "T-SPIN": 16},
{linesClearedName: "TETRIS", "": 8},
]
const REPEATABLE_ACTIONS = [moveLeft, moveRight, softDrop]
const T_SLOT_POS = [[-1, -1], [1, -1], [1, 1], [-1, 1]]
const STATE = {
PLAYING: "",
PAUSE: "PAUSE",
GAME_OVER: "GAME\nOVER"
}
class Scheduler {
@ -63,12 +76,12 @@ class Scheduler {
this.timeoutTasks = new Map()
}
setInterval(func, delay) {
this.intervalTasks.set(func, window.setInterval(func, delay))
setInterval(func, delay, ...args) {
this.intervalTasks.set(func, window.setInterval(func, delay, ...args))
}
setTimeout(func, delay) {
this.timeoutTasks.set(func, window.setTimeout(func, delay))
setTimeout(func, delay, ...args) {
this.timeoutTasks.set(func, window.setTimeout(func, delay, ...args))
}
clearInterval(func) {
@ -95,109 +108,126 @@ class Tetromino {
this.rotatedLast = false
this.rotationPoint5Used = false
this.holdEnabled = true
this.srs = {
CW: [
this.locked = false
this.srs = {}
this.srs[SPIN.CW] = [
[[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],
[[0, 0], [ 1, 0], [ 1, 1], [0, -2], [ 1, -2]],
[[0, 0], [ 1, 0], [ 1, -1], [0, 2], [ 1, 2]],
[[0, 0], [-1, 0], [-1, 1], [0, 2], [-1, -2]],
],
CCW: [
[[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]],
]
this.srs[SPIN.CCW] = [
[[0, 0], [ 1, 0], [ 1, -1], [0, 2], [ 1, 2]],
[[0, 0], [ 1, 0], [ 1, 1], [0, -2], [ 1, -2]],
[[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],
[[0, 0], [-1, 0], [-1, 1], [0, 2], [-1, -2]],
],
}
]
if (shape)
this.shape = shape
else {
if (!shapes.length)
shapes = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']
this.shape = shapes.sample()
this.shape = shapes.pick()
}
switch(this.shape) {
case 'I':
this.color = "rgb(132, 225, 225)"
this.ghostColor = "rgba(40, 164, 164, 0.5)"
this.color = "cyan"
this.lightColor = "rgb(234, 250, 250)"
this.ghostColor = "rgba(234, 250, 250, 0.5)"
this.minoesPos = [[-1, 0], [0, 0], [1, 0], [2, 0]]
this.srs = {
CW: [
this.srs[SPIN.CW] = [
[[ 1, 0], [-1, 0], [ 2, 0], [-1, 1], [ 2, -2]],
[[ 0, 1], [-1, 1], [ 2, 1], [-1, -1], [ 2, 2]],
[[-1, 0], [ 1, 0], [-2, 0], [ 1, -1], [-2, 2]],
[[ 0, 1], [ 1, -1], [-2, -1], [ 1, 1], [-2, -2]],
],
CCW: [
]
this.srs[SPIN.CCW] = [
[[ 0, 1], [-1, 1], [ 2, 1], [-1, -1], [ 2, 2]],
[[-1, 0], [ 1, 0], [-2, 0], [ 1, -1], [-2, 2]],
[[ 0, -1], [ 1, -1], [-2, -1], [ 1, 1], [-2, -2]],
[[ 1, 0], [-1, 0], [ 2, 0], [-1, 1], [ 2, -2]],
],
}
]
break
case 'J':
this.color = "rgb(102, 163, 255)"
this.ghostColor = "rgba(0, 82, 204, 0.5)"
this.color = "blue"
this.lightColor = "rgb(230, 240, 255)"
this.ghostColor = "rgba(230, 240, 255, 0.5)"
this.minoesPos = [[-1, -1], [-1, 0], [0, 0], [1, 0]]
break
case 'L':
this.color = "rgb(255, 148, 77)"
this.ghostColor = "rgba(204, 82, 0, 0.5)"
this.color = "orange"
this.lightColor = "rgb(255, 224, 204)"
this.ghostColor = "rgba(255, 224, 204, 0.5)"
this.minoesPos = [[-1, 0], [0, 0], [1, 0], [1, -1]]
break
case 'O':
this.color = "rgb(255, 255, 102)"
this.ghostColor = "rgba(204, 204, 0, 0.5)"
this.color = "yellow"
this.lightColor = "rgb(255, 255, 230)"
this.ghostColor = "rgba(255, 255, 230, 0.5)"
this.minoesPos = [[0, 0], [1, 0], [0, -1], [1, -1]]
this.srs = {
CW: [[]],
CCW: [[]]
}
this.srs[SPIN.CW] = [[]]
this.srs[SPIN.CCW] = [[]]
break
case 'S':
this.color = "rgb(159, 255, 128)"
this.ghostColor = "rgb(38, 153, 0, 0.5)"
this.minoesPos = [[-1, -1], [0, -1], [0, 0], [1, 0]]
this.color = "green"
this.lightColor = "rgb(236, 255, 230)"
this.ghostColor = "rgba(236, 255, 230, 0.5)"
this.minoesPos = [[-1, 0], [0, 0], [0, -1], [1, -1]]
break
case 'T':
this.color = "rgb(179, 102, 255)"
this.ghostColor = "rgba(102, 0, 204, 0.5)"
this.color = "magenta"
this.lightColor= "rgb(242, 230, 255)"
this.ghostColor = "rgba(242, 230, 255, 0.5)"
this.minoesPos = [[-1, 0], [0, 0], [1, 0], [0, -1]]
break
case 'Z':
this.color = "rgb(255, 51, 51)"
this.ghostColor = "rgba(204, 0, 0, 0.5)"
this.color = "red"
this.lightColor = "rgb(255, 230, 230)"
this.ghostColor = "rgba(255, 230, 230, 0.5)"
this.minoesPos = [[-1, -1], [0, -1], [0, 0], [1, 0]]
break
}
}
get absMinoesPos() {
get minoesAbsPos() {
return this.minoesPos.translate(this.pos)
}
draw(context, ghostYOffset=0) {
if (ghostYOffset) {
draw(context, ghost_pos=[0, 0]) {
const color = this.locked ? this.lightColor : this.color
if (ghost_pos[1]) {
context.save()
context.shadowColor = this.ghostColor
context.shadowOffsetX = 0
context.shadowOffsetY = ghostYOffset * MINO_SIZE
context.shadowOffsetY = (ghost_pos[1]-this.pos[1]) * MINO_SIZE
context.shadowBlur = 3
}
this.absMinoesPos.map(pos => draw_mino(context, ...pos, this.color))
if (ghostYOffset)
this.minoesAbsPos.forEach(pos => drawMino(context, pos, color))
context.restore()
}
this.minoesAbsPos.forEach(pos => drawMino(context, pos, this.lightColor, color, ghost_pos))
}
}
function draw_mino(context, x, y, color, ghostYOffset) {
context.fillStyle = color
context.fillRect(x*MINO_SIZE, y*MINO_SIZE, MINO_SIZE, MINO_SIZE)
function drawMino(context, pos, color1, color2=null, spotlight=[0, 0]) {
if (color2) {
var center = pos.add([0.5, 0.5])
spotlight = spotlight.add([0.5, 0.5])
var glint = spotlight.mul(0.1).add(center.mul(0.9)).mul(MINO_SIZE)
const gradient = context.createRadialGradient(
...glint, 2, ...glint.add([6, 4]), 2*MINO_SIZE
)
gradient.addColorStop(0, color1)
gradient.addColorStop(1, color2)
context.fillStyle = gradient
}
else
context.fillStyle = color1
var topLeft = pos.mul(MINO_SIZE)
context.fillRect(...topLeft, MINO_SIZE, MINO_SIZE)
context.lineWidth = 0.5
context.strokeStyle = "white"
context.strokeRect(x*MINO_SIZE, y*MINO_SIZE, MINO_SIZE, MINO_SIZE)
context.strokeRect(...topLeft, MINO_SIZE, MINO_SIZE)
}
@ -216,16 +246,17 @@ class HoldQueue {
}
}
timeFormat = new Intl.DateTimeFormat("en-US", {
hour: "numeric", minute: "2-digit", second: "2-digit", hourCycle: "h24", timeZone: "UTC"
}).format
class Stats {
constructor (div, start_level=1) {
constructor (div) {
this.div = div
this._score = 0
this.highScore = 0
this.level = start_level - 1
this.goal = 0
this.linesCleared = 0
this.startTime = Date.now()
@ -244,7 +275,10 @@ class Stats {
this.highScore = score
}
new_level() {
newLevel(level=null) {
if (level)
this.level = level
else
this.level++
this.goal += 5 * this.level
if (this.level <= 20)
@ -253,13 +287,41 @@ class Stats {
this.lockDelay = 500 * Math.pow(0.9, this.level - 15)
}
locksDown(tSpin, linesCleared) {
var pattern_name = []
var pattern_score = 0
var combo_score = 0
if (tSpin)
pattern_name.push(tSpin)
if (linesCleared) {
pattern_name.push(SCORES[linesCleared].linesClearedName)
this.combo++
}
else
this.combo = -1
if (linesCleared || tSpin) {
pattern_score = SCORES[linesCleared][tSpin]
this.goal -= pattern_score
pattern_score *= 100 * this.level
pattern_name = pattern_name.join("\n")
}
if (this.combo >= 1)
combo_score = (linesCleared == 1 ? 20 : 50) * this.combo * this.level
this.score += pattern_score + combo_score
//console.log(pattern_name, pattern_score, this.combo, combo_score)
}
print() {
this.div.innerHTML = this.score
this.div.innerHTML += "<br/>" + this.highScore
this.div.innerHTML += "<br/>" + this.level
this.div.innerHTML += "<br/>" + this.goal
this.div.innerHTML += "<br/>" + this.linesCleared
this.div.innerHTML += "<br/>" + timeFormat(Date.now() - this.startTime)
this.div.innerHTML = this.score + "<br/>"
+ this.highScore + "<br/>"
+ this.level + "<br/>"
+ this.goal + "<br/>"
+ this.linesCleared + "<br/>"
+ timeFormat(Date.now() - this.startTime)
}
}
@ -267,26 +329,23 @@ class Stats {
class Matrix {
constructor(context) {
this.context = context
this.cells = Array.from(Array(MATRIX_COLUMNS), x => Array(MATRIX_ROWS))
this.cells = Array.from(Array(MATRIX_ROWS+3), row => Array(MATRIX_COLUMNS))
this.width = MATRIX_COLUMNS*MINO_SIZE
this.height = MATRIX_ROWS*MINO_SIZE
this.piece = null
}
cellIsOccupied(x, y) {
return 0 <= x && x < MATRIX_COLUMNS && y < MATRIX_ROWS ? this.cells[x][y] : true
return 0 <= x && x < MATRIX_COLUMNS && y < MATRIX_ROWS ? this.cells[y+3][x] : true
}
spaceToMove(absMinoesPos) {
for (const pos of absMinoesPos) {
if (this.cellIsOccupied(...pos))
return false
}
return true
spaceToMove(minoesAbsPos) {
return !minoesAbsPos.some(pos => this.cellIsOccupied(...pos))
}
draw() {
this.context.clearRect(0, 0, this.width, this.height)
// grid
this.context.strokeStyle = "rgba(128, 128, 128, 128)"
this.context.lineWidth = 0.5
@ -300,10 +359,19 @@ class Matrix {
this.context.lineTo(this.width, y);
}
this.context.stroke()
// ghost position
for (var ghost_pos = Array.from(this.piece.pos); this.spaceToMove(this.piece.minoesPos.translate(ghost_pos)); ghost_pos[1]++) {}
ghost_pos[1]--
// locked minoes
this.cells.slice(3).forEach((row, y) => row.forEach((colors, x) => {
if (colors) drawMino(this.context, [x, y], ...colors, ghost_pos)
}))
// falling piece
if (this.piece)
for (var ghostYOffset = 0; this.spaceToMove(this.piece.minoesPos.translate([this.piece.pos[0], this.piece.pos[1]+ghostYOffset])); ghostYOffset++) {}
this.piece.draw(this.context, --ghostYOffset)
this.piece.draw(this.context, ghost_pos)
}
}
@ -318,15 +386,55 @@ class NextQueue {
draw() {
this.context.clearRect(0, 0, this.width, this.height)
this.pieces.map(piece => piece.draw(this.context))
this.pieces.forEach(piece => piece.draw(this.context))
}
}
function move(movement) {
const test_pos = matrix.piece.pos.add(movement)
if (matrix.spaceToMove(matrix.piece.minoesPos.translate(test_pos))) {
matrix.piece.pos = test_pos
function newLevel(startLevel) {
stats.newLevel(startLevel)
generationPhase()
}
function generationPhase(held_piece=null) {
if (!held_piece) {
matrix.piece = nextQueue.pieces.shift()
nextQueue.pieces.push(new Tetromino())
nextQueue.pieces.forEach((piece, i) => piece.pos = NEXT_PIECES_POSITIONS[i])
}
matrix.piece.pos = FALLING_PIECE_POSITION
if (matrix.spaceToMove(matrix.piece.minoesPos.translate(matrix.piece.pos)))
fallingPhase()
else
gameOver()
}
function fallingPhase() {
scheduler.clearTimeout(lockPhase)
scheduler.clearTimeout(locksDown)
matrix.piece.locked = false
scheduler.setTimeout(lockPhase, stats.fallDelay)
}
function lockPhase() {
if (!move(MOVEMENT.DOWN))
locksDown()
}
function move(movement, lock=true, testMinoesPos=matrix.piece.minoesPos) {
const testPos = matrix.piece.pos.add(movement)
if (matrix.spaceToMove(testMinoesPos.translate(testPos))) {
matrix.piece.pos = testPos
matrix.piece.minoesPos = testMinoesPos
if (movement != MOVEMENT.DOWN)
matrix.piece.rotatedLast = false
if (matrix.spaceToMove(matrix.piece.minoesPos.translate(matrix.piece.pos.add(MOVEMENT.DOWN))))
fallingPhase()
else if (lock) {
matrix.piece.locked = true
scheduler.clearTimeout(locksDown)
scheduler.setTimeout(locksDown, stats.lockDelay)
}
return true
}
else {
@ -336,77 +444,65 @@ function move(movement) {
function rotate(spin) {
const test_minoes_pos = matrix.piece.minoesPos.map(pos => pos.rotate(spin))
rotation_point = 0
for (const movement of matrix.piece.srs[spin==SPIN.CW?"CW":"CCW"][matrix.piece.orientation]) {
const test_pos = matrix.piece.pos.add(movement)
if (matrix.spaceToMove(test_minoes_pos.translate(test_pos))) {
matrix.piece.pos = test_pos
matrix.piece.minoesPos = test_minoes_pos
rotationPoint = 1
for (const movement of matrix.piece.srs[spin][matrix.piece.orientation]) {
if (move(movement, false, test_minoes_pos)) {
matrix.piece.orientation = (matrix.piece.orientation + spin + 4) % 4
break;
matrix.piece.rotatedLast = true
if (rotationPoint == 5)
matrix.piece.rotationPoint5Used = true
return true
}
rotation_point++
rotationPoint++
}
return false
}
function fall() {
move(MOVEMENT.DOWN);
function locksDown(){
scheduler.clearInterval(move)
if (matrix.piece.minoesAbsPos.every(pos => pos.y < 0))
game_over()
else {
matrix.piece.minoesAbsPos.forEach(pos => matrix.cells[pos[1]+3][pos[0]] = [matrix.piece.lightColor, matrix.piece.color])
// T-Spin detection
var tSpin = T_SPIN.NONE
const tSlots = T_SLOT_POS.translate(matrix.piece.pos).map(pos => matrix.cellIsOccupied(pos))
if (matrix.piece.rotatedLast && matrix.piece.shape == "T") {
const a = tSlots[(matrix.piece.orientation+T_SLOT.A)%4],
b = tSlots[(matrix.piece.orientation+T_SLOT.B)%4],
c = tSlots[(matrix.piece.orientation+T_SLOT.C)%4],
d = tSlots[(matrix.piece.orientation+T_SLOT.D)%4]
if (a && b && (c || d))
tSpin = T_SPIN.T_SPIN
else if (c && d && (a || b))
tSpin = matrix.piece.rotationPoint5Used ? T_SPIN.T_SPIN : T_SPIN.MINI
}
function moveLeft() {
move(MOVEMENT.LEFT);
// Complete lines
var linesCleared = 0
matrix.cells.forEach((row, y) => {
if (row.filter(mino => mino.length).length == MATRIX_COLUMNS) {
matrix.cells.splice(y, 1)
matrix.cells.unshift(Array(MATRIX_COLUMNS))
linesCleared++
}
})
function moveRight() {
move(MOVEMENT.RIGHT)
}
stats.locksDown(tSpin, linesCleared)
function softDrop() {
move(MOVEMENT.DOWN)
}
function hardDrop() {
while(move(MOVEMENT.DOWN)) {
}
}
function rotateCW() {
rotate(SPIN.CW)
}
function rotateCCW() {
rotate(SPIN.CCW)
}
function hold() {
if (this.matrix.piece.holdEnabled) {
this.matrix.piece.holdEnabled = false
clearInterval(lockPhaseIntervalID)
var shape = this.matrix.piece.shape
this.matrix.piece = this.holdQueue.piece
this.holdQueue.piece = new Tetromino(HELD_PIECE_POSITION, shape)
this.generationPhase(this.matrix.piece)
}
}
function new_level() {
stats.new_level()
fallIntervalID = setInterval(fall, stats.fallDelay)
if (stats.goal <= 0)
newLevel()
else
generationPhase()
}
function generationPhase(held_piece=null) {
if (!held_piece) {
this.matrix.piece = this.nextQueue.pieces.shift()
this.nextQueue.pieces.push(new Tetromino())
this.nextQueue.pieces.map((piece, i, pieces) => piece.pos = NEXT_PIECES_POSITIONS[i])
}
this.matrix.piece.pos = FALLING_PIECE_POSITION
/*if (this.matrix.spaceToMove(this.matrix.piece.minoesPos.translate(this.matrix.piece.pos)))
fallingPhase()
else
gameOver()*/
function gameOver() {
state = STATE.GAME_OVER
scheduler.clearTimeout(lockPhase)
scheduler.clearTimeout(locksDown)
console.log("GAME OVER")
}
function autorepeat() {
@ -456,11 +552,55 @@ function keyUpHandler(e) {
}
}
function moveLeft() {
move(MOVEMENT.LEFT);
}
function moveRight() {
move(MOVEMENT.RIGHT)
}
function softDrop() {
if (move(MOVEMENT.DOWN))
stats.score++
}
function hardDrop() {
scheduler.clearTimeout(lockPhase)
scheduler.clearTimeout(locksDown)
while(move(MOVEMENT.DOWN, false)) {
stats.score += 2
}
locksDown()
}
function rotateCW() {
rotate(SPIN.CW)
}
function rotateCCW() {
rotate(SPIN.CCW)
}
function hold() {
if (this.matrix.piece.holdEnabled) {
this.matrix.piece.holdEnabled = false
scheduler.clearInterval(move)
scheduler.clearInterval(locksDown)
var shape = this.matrix.piece.shape
this.matrix.piece = this.holdQueue.piece
this.holdQueue.piece = new Tetromino(HELD_PIECE_POSITION, shape)
this.generationPhase(this.matrix.piece)
}
}
function draw() {
holdQueue.draw()
stats.print()
matrix.draw()
nextQueue.draw()
if (state != STATE.GAME_OVER)
requestAnimationFrame(draw)
}
@ -486,5 +626,6 @@ window.onload = function() {
addEventListener("keyup", keyUpHandler, false)
requestAnimationFrame(draw)
this.new_level()
state = STATE.PLAYING
this.newLevel(1)
}