css animation

This commit is contained in:
Adrien MALINGREY 2020-11-18 02:58:29 +01:00
parent 958ba01f6b
commit c3a3e45c18
7 changed files with 448 additions and 495 deletions

680
app.js
View File

@ -1,47 +1,25 @@
// Customize Array to be use as coordinates
Object.defineProperty(Array.prototype, "x", {
get: function () { return this[0] },
set: function (x) { this[0] = x}
})
Object.defineProperty(Array.prototype, "y", {
get: function () { return this[1] },
set: function (y) { this[1] = y}
})
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.y, spin*this.x] }
Array.prototype.pick = function() { return this.splice(Math.floor(Math.random()*this.length), 1)[0] }
// Constants
const NEXT_PIECES = 6
const HOLD = {
PIECE_POSITION: [2, 3]
}
const MATRIX = {
INVISIBLE_ROWS: 4,
PIECE_POSITION: [4, 3]
}
const NEXT= {
PIECE_POSITION: Array.from({length: NEXT_PIECES}, (v, k) => [2, k*4+3])
}
const THEME = {
PIECE_POSITION: [1, 1]
const MATRIX_INVISIBLE_ROWS = 4
const START_POSITION = {
HOLD: [2, 3],
MATRIX: [4, 3],
NEXT: Array.from({length: NEXT_PIECES}, (v, k) => [2, k*4+3])
}
const CLASSNAME = {
EMPTY_CELL: "",
MINO: "mino",
LOCKED: "locked",
TRAIL: "mino trail",
GHOST: "ghost",
CLEARED_LINE: "cleared-line"
CLEARED_LINE: "cleared-line",
MESSAGE_SPAN_FADE_OUT: "messageSpan-fade-out"
}
const DELAY = {
LOCK: 500,
FALL: 1000,
AUTOREPEAT: 300,
AUTOREPEAT_PERIOD: 10,
ANIMATION: 100,
ANIMATION: 200,
MESSAGE: 700
}
const MOVEMENT = {
@ -51,7 +29,7 @@ const MOVEMENT = {
}
const SPIN = {
CW: 1, // ClockWise
CCW: -1 // CounterClockWise
CCW: -1 // Counterstats.ClockWise
}
const T_SPIN = {
NONE: "",
@ -77,27 +55,30 @@ const SCORES = [
{linesClearedName: "TRIPLE", "": 500, "T-SPIN": 1600},
{linesClearedName: "TETRIS", "": 800},
]
const REPEATABLE_ACTIONS = [moveLeft, moveRight, softDrop]
const STATE = {
WAITING: "WAITING",
PLAYING: "PLAYING",
PAUSED: "PAUSE",
GAME_OVER: "GAME OVER",
}
const actionsDefaultKeys = {
moveLeft: "ArrowLeft",
moveRight: "ArrowRight",
softDrop: "ArrowDown",
hardDrop: " ",
rotateCW: "ArrowUp",
rotateCCW: "z",
hold: "c",
pause: "Escape",
}
const RETRIES = 3
const DEFAULT_THEME = "default"
var theme = null
// Customize Array to be use as coordinates
Object.defineProperty(Array.prototype, "x", {
get: function () { return this[0] },
set: function (x) { this[0] = x}
})
Object.defineProperty(Array.prototype, "y", {
get: function () { return this[1] },
set: function (y) { this[1] = y}
})
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.y, spin*this.x] }
Array.prototype.pick = function() { return this.splice(Math.floor(Math.random()*this.length), 1)[0] }
// Classes
@ -278,16 +259,7 @@ class Matrix extends MinoesTable {
}
draw() {
// grid
for (var y = 0; y < this.rows; y++) {
for (var x = 0; x < this.columns; x++) {
if (this.clearedLines.includes(y))
var className = CLASSNAME.CLEARED_LINE
else
var className = this.lockedMinoes[y][x] || CLASSNAME.EMPTY_CELL
this.drawMino(x, y, className)
}
}
this.clearTable()
// ghost
if (showGhostCheckbox.value && !this.piece.locked && state != STATE.GAME_OVER) {
@ -299,12 +271,22 @@ class Matrix extends MinoesTable {
// trail
if (this.trail.height) {
this.trail.minoesPos.forEach(pos => {
for (var y = pos.y; y < pos.y + this.trail.height - 1; y++)
for (var y = pos.y; y < pos.y + this.trail.height; y++)
this.drawMino(pos.x, y, CLASSNAME.TRAIL)
})
}
this.drawPiece(this.piece)
// locked minoes
for (var y = 0; y < this.rows; y++) {
for (var x = 0; x < this.columns; x++) {
if (this.clearedLines.includes(y))
this.drawMino(x, y, CLASSNAME.CLEARED_LINE)
else if (this.lockedMinoes[y][x])
this.drawMino(x, y, this.lockedMinoes[y][x])
}
}
}
}
@ -315,7 +297,7 @@ class NextQueue extends MinoesTable {
}
newGame() {
this.pieces = Array.from({length: NEXT_PIECES}, (v, k) => new Tetromino(NEXT.PIECE_POSITION[k]))
this.pieces = Array.from({length: NEXT_PIECES}, (v, k) => new Tetromino(START_POSITION.NEXT[k]))
}
draw() {
@ -326,7 +308,7 @@ class NextQueue extends MinoesTable {
class Stats {
constructor () {
constructor() {
this.scoreCell = document.getElementById("score")
this.highScoreCell = document.getElementById("highScore")
this.timeCell = document.getElementById("time")
@ -335,6 +317,11 @@ class Stats {
this.clearedLinesCell = document.getElementById("clearedLines")
this.highScore = Number(localStorage.getItem('highScore'))
this.highScoreCell.innerText = this.highScore.toLocaleString()
this.timeFormat = new Intl.DateTimeFormat("fr-FR", {
minute: "2-digit",
second: "2-digit",
timeZone: "UTC"
})
}
newGame() {
@ -344,7 +331,7 @@ class Stats {
this.clearedLines = 0
this.clearedLinesCell.innerText = this.clearedLines
this.time = 0
this.timeCell.innerText = timeFormat(0)
this.timeCell.innerText = this.timeFormat.format(0)
this.combo = -1
this.lockDelay = DELAY.LOCK
this.fallPeriod = DELAY.FALL
@ -362,11 +349,12 @@ class Stats {
this.highScore = score
this.highScoreCell.innerText = this.highScore.toLocaleString()
}
document.title = `Webtris - Score : ${score}`
}
newLevel(level=null) {
this.level = level || this.level + 1
location.hash = "#level" + this.level
location.hash = this.level
this.levelCell.innerText = this.level
printTempTexts(`NIVEAU<br/>${this.level}`)
this.goal += 5 * this.level
@ -427,17 +415,99 @@ class Stats {
}
class Settings {
constructor() {
this.keyBind = {}
for (let button of settingsSection.getElementsByTagName("button")) {
let keyName = localStorage.getItem(button.id)
if (keyName) {
button.innerHTML = keyName
this.keyBind[keyName == "Space"? " ": keyName] = playerAction[button.id]
}
}
let autorepeatDelay = localStorage.getItem("autorepeatDelay")
if (autorepeatDelay) {
autorepeatDelayRange.value = autorepeatDelay
autorepeatDelayRange.oninput()
}
let autorepeatPeriod = localStorage.getItem("autorepeatPeriod")
if (autorepeatPeriod) {
autorepeatPeriodRange.value = autorepeatPeriod
autorepeatPeriodRange.oninput()
}
let themeName = localStorage.getItem("themeName")
if (themeName) themeSelect.value = themeName
let showGhost = localStorage.getItem("showGhost")
if (showGhost) showGhostCheckbox.checked = showGhost == "true"
let startLevel = localStorage.getItem("startLevel")
if (startLevel) startLevelInput.value = startLevel
}
applyTheme = () => new Promise((resolve, reject) => {
var link = document.createElement('link')
link.id = 'theme'
link.rel = 'stylesheet'
link.type = 'text/css'
link.href = `themes/${themeSelect.value}/style.css`
link.media = 'all'
link.onload = resolve
document.head.appendChild(link)
})
save() {
for (let button of settingsSection.getElementsByTagName("button")) {
localStorage.setItem(button.id, button.innerHTML)
}
localStorage.setItem("autorepeatDelay", autorepeatDelayRange.value)
localStorage.setItem("autorepeatPeriod", autorepeatPeriodRange.value)
localStorage.setItem("themeName", themeSelect.value)
localStorage.setItem("showGhost", showGhostCheckbox.checked)
localStorage.setItem("startLevel", startLevelInput.value)
}
waitKey(button) {
document.onkeydown = null
document.onkeyup = null
button.previousKey = button.innerHTML
button.innerHTML = "Touche ?"
button.onkeyup = function(event) {
event.preventDefault()
button.innerHTML = (event.key == " ") ? "Space" : event.key
settings.keyBind[event.key] = playerAction[button.id]
button.onkeyup = null
button.onblur = null
document.onkeydown = onkeydown
document.onkeyup = onkeyup
}
button.onblur = function(event) {
button.innerHTML = button.previousKey
button.onkeyup = null
button.onblur = null
document.onkeydown = onkeydown
document.onkeyup = onkeyup
}
}
}
// Functions
// Game logic
state = STATE.WAITING
function newGame(startLevel) {
startButton.blur()
settings.save()
holdQueue.newGame()
matrix.newGame()
nextQueue.newGame()
stats.newGame()
localStorage.setItem("startLevel", startLevel)
startSection.style.display = "none"
gameSection.style.display = "block"
settingsSection.style.display = "none"
@ -446,9 +516,9 @@ function newGame(startLevel) {
state = STATE.PLAYING
pressedKeys = new Set()
actionsToRepeat = []
addEventListener("keydown", keyDownHandler, false)
addEventListener("keyup", keyUpHandler, false)
scheduler.setInterval(clock, 1000)
scheduler.setInterval(stats.clock, 1000)
document.onkeydown = onkeydown
document.onkeyup = onkeyup
newLevel(startLevel)
}
@ -461,10 +531,10 @@ 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.PIECE_POSITION[i])
nextQueue.pieces.forEach((piece, i) => piece.pos = START_POSITION.NEXT[i])
}
nextQueue.draw()
matrix.piece.pos = MATRIX.PIECE_POSITION
matrix.piece.pos = START_POSITION.MATRIX
if (matrix.spaceToMove(matrix.piece.minoesPos.translate(matrix.piece.pos))){
scheduler.clearInterval(lockPhase)
scheduler.setInterval(lockPhase, stats.fallPeriod)
@ -473,62 +543,19 @@ function generationPhase(held_piece=null) {
gameOver()
}
function lockPhase() {
move(MOVEMENT.DOWN)
}
function fallingPhase() {
scheduler.clearTimeout(lockDown)
matrix.piece.locked = false
matrix.draw()
}
function lockPhase() {
move(MOVEMENT.DOWN)
}
function move(movement, testMinoesPos=matrix.piece.minoesPos, hardDrop=false) {
const testPos = matrix.piece.pos.add(movement)
if (matrix.spaceToMove(testMinoesPos.translate(testPos))) {
matrix.piece.pos = testPos
matrix.piece.minoesPos = testMinoesPos
matrix.piece.rotatedLast = false
if (matrix.spaceToMove(matrix.piece.minoesPos.translate(matrix.piece.pos.add(MOVEMENT.DOWN))))
fallingPhase()
else if (!hardDrop) {
matrix.piece.locked = true
scheduler.clearTimeout(lockDown)
scheduler.setTimeout(lockDown, stats.lockDelay)
}
if (!hardDrop)
matrix.draw()
return true
} else {
if (movement == MOVEMENT.DOWN) {
matrix.piece.locked = true
if (!scheduler.timeoutTasks.has(lockDown))
scheduler.setTimeout(lockDown, stats.lockDelay)
matrix.draw()
}
return false
}
}
function rotate(spin) {
const test_minoes_pos = matrix.piece.minoesPos.map(pos => pos.rotate(spin))
rotationPoint = 1
for (const movement of matrix.piece.srs[spin][matrix.piece.orientation]) {
if (move(movement, test_minoes_pos)) {
matrix.piece.orientation = (matrix.piece.orientation + spin + 4) % 4
matrix.piece.rotatedLast = true
if (rotationPoint == 5)
matrix.piece.rotationPoint5Used = true
return true
}
rotationPoint++
}
return false
}
function lockDown(){
scheduler.clearInterval(lockPhase)
if (matrix.piece.minoesAbsPos.every(pos => pos.y < MATRIX.INVISIBLE_ROWS)) {
if (matrix.piece.minoesAbsPos.every(pos => pos.y < MATRIX_INVISIBLE_ROWS)) {
matrix.piece.locked = false
matrix.draw()
gameOver()
@ -577,12 +604,12 @@ function clearLinesCleared() {
function gameOver() {
state = STATE.GAME_OVER
document.onkeydown = null
document.onkeyup = null
messageSpan.innerHTML = "GAME<br/>OVER"
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
scheduler.clearInterval(clock)
removeEventListener("keydown", keyDownHandler, false)
removeEventListener("keyup", keyUpHandler, false)
scheduler.clearInterval(stats.clock)
var info = `GAME OVER\nScore : ${stats.score.toLocaleString()}`
if (stats.score == stats.highScore) {
@ -627,20 +654,154 @@ function gameOver() {
request.open('POST', 'inleaderboard.php')
request.send(fd)
location.hash = "#game-over"
location.hash = "game-over"
startSection.style.display = "block"
gameSection.style.display = "block"
settingsSection.style.display = "none"
footer.style.display = "block"
}
function move(movement, testMinoesPos=matrix.piece.minoesPos, hardDrop=false) {
const testPos = matrix.piece.pos.add(movement)
if (matrix.spaceToMove(testMinoesPos.translate(testPos))) {
matrix.piece.pos = testPos
matrix.piece.minoesPos = testMinoesPos
matrix.piece.rotatedLast = false
if (matrix.spaceToMove(matrix.piece.minoesPos.translate(matrix.piece.pos.add(MOVEMENT.DOWN))))
fallingPhase()
else if (!hardDrop) {
matrix.piece.locked = true
scheduler.clearTimeout(lockDown)
scheduler.setTimeout(lockDown, stats.lockDelay)
}
if (!hardDrop)
matrix.draw()
return true
} else {
if (movement == MOVEMENT.DOWN) {
matrix.piece.locked = true
if (!scheduler.timeoutTasks.has(lockDown))
scheduler.setTimeout(lockDown, stats.lockDelay)
matrix.draw()
}
return false
}
}
function rotate(spin) {
const test_minoes_pos = matrix.piece.minoesPos.map(pos => pos.rotate(spin))
let rotationPoint = 1
for (const movement of matrix.piece.srs[spin][matrix.piece.orientation]) {
if (move(movement, test_minoes_pos)) {
matrix.piece.orientation = (matrix.piece.orientation + spin + 4) % 4
matrix.piece.rotatedLast = true
if (rotationPoint == 5)
matrix.piece.rotationPoint5Used = true
return true
}
rotationPoint++
}
return false
}
function pause() {
state = STATE.PAUSED
location.hash = "pause"
stats.startTime = performance.now() - stats.startTime
actionsToRepeat = []
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
scheduler.clearTimeout(autorepeat)
scheduler.clearInterval(stats.clock)
scheduler.clearInterval(delTempTexts)
holdQueue.draw()
matrix.draw()
nextQueue.draw()
header.style.display = "block"
gameSection.style.display = "none"
settingsSection.style.display = "block"
}
function resume() {
settings.save()
settingsSection.style.display = "none"
gameSection.style.display = "block"
location.hash = stats.level
state = STATE.PLAYING
stats.startTime = performance.now() - stats.startTime
messageSpan.innerHTML = ""
scheduler.setInterval(lockPhase, stats.fallPeriod)
if (matrix.piece.locked)
scheduler.setTimeout(lockDown, stats.lockDelay)
scheduler.setInterval(stats.clock, 1000)
holdQueue.draw()
matrix.draw()
nextQueue.draw()
if (tempTexts.length)
scheduler.setInterval(delTempTexts, DELAY.MESSAGE)
}
playerAction = {
moveLeft: function () {
move(MOVEMENT.LEFT)
},
moveRight: function () {
move(MOVEMENT.RIGHT)
},
softDrop: function () {
if (move(MOVEMENT.DOWN))
stats.score++
},
hardDrop: function () {
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
matrix.trail.minoesPos = Array.from(matrix.piece.minoesAbsPos)
for (matrix.trail.height = 0; move(MOVEMENT.DOWN, matrix.piece.minoesPos, true); matrix.trail.height++) {}
stats.score += 2 * matrix.trail.height
matrix.draw()
lockDown()
scheduler.setTimeout(() => {matrix.trail.height = 0; matrix.draw()}, DELAY.ANIMATION)
},
rotateCW: function () {
rotate(SPIN.CW)
},
rotateCCW: function () {
rotate(SPIN.CCW)
},
hold: function () {
if (matrix.piece.holdEnabled) {
scheduler.clearInterval(move)
scheduler.clearInterval(lockDown)
var shape = matrix.piece.shape
matrix.piece = holdQueue.piece
holdQueue.piece = new Tetromino(START_POSITION.HOLD, shape)
holdQueue.piece.holdEnabled = false
holdQueue.draw()
generationPhase(matrix.piece)
matrix.piece.holdEnabled = false
}
},
pauseResume: function() {
if (state == STATE.PLAYING) {
pause()
} else {
resume()
}
}
}
function autorepeat() {
if (actionsToRepeat.length) {
actionsToRepeat[0]()
if (scheduler.timeoutTasks.has(autorepeat)) {
scheduler.clearTimeout(autorepeat)
scheduler.setInterval(autorepeat, autorepeatPeriod)
scheduler.setInterval(autorepeat, autorepeatPeriodRange.value)
}
} else {
scheduler.clearTimeout(autorepeat)
@ -648,31 +809,36 @@ function autorepeat() {
}
}
function keyDownHandler(e) {
if (e.key in actions[state])
e.preventDefault()
if (!pressedKeys.has(e.key)) {
pressedKeys.add(e.key)
if (e.key in actions[state]) {
action = actions[state][e.key]
// Handle player inputs
const REPEATABLE_ACTION = [playerAction.moveLeft, playerAction.moveRight, playerAction.softDrop]
pressedKeys = new Set()
actionsToRepeat = []
function onkeydown(event) {
if (event.key in settings.keyBind)
event.preventDefault()
if (!pressedKeys.has(event.key)) {
pressedKeys.add(event.key)
if (event.key in settings.keyBind) {
action = settings.keyBind[event.key]
action()
if (REPEATABLE_ACTIONS.includes(action)) {
if (REPEATABLE_ACTION.includes(action)) {
actionsToRepeat.unshift(action)
scheduler.clearTimeout(autorepeat)
scheduler.clearInterval(autorepeat)
if (action == softDrop)
scheduler.setInterval(autorepeat, stats.fallPeriod / 20)
else
scheduler.setTimeout(autorepeat, autorepeatDelay)
scheduler.setTimeout(autorepeat, autorepeatDelayRange.value)
}
}
}
}
function keyUpHandler(e) {
pressedKeys.delete(e.key)
if (e.key in actions[state]) {
action = actions[state][e.key]
function onkeyup(event) {
pressedKeys.delete(event.key)
if (event.key in settings.keyBind) {
action = settings.keyBind[event.key]
if (actionsToRepeat.includes(action)) {
actionsToRepeat.splice(actionsToRepeat.indexOf(action), 1)
if (!actionsToRepeat.length) {
@ -683,102 +849,18 @@ function keyUpHandler(e) {
}
}
// actions
function moveLeft() {
move(MOVEMENT.LEFT);
}
function moveRight() {
move(MOVEMENT.RIGHT)
}
function softDrop() {
if (move(MOVEMENT.DOWN))
stats.score++
}
function hardDrop() {
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
matrix.trail.minoesPos = Array.from(matrix.piece.minoesAbsPos)
for (matrix.trail.height = 0; move(MOVEMENT.DOWN, matrix.piece.minoesPos, true); matrix.trail.height++) {}
stats.score += 2 * matrix.trail.height
matrix.draw()
lockDown()
scheduler.setTimeout(clearTrail, DELAY.ANIMATION)
}
function clearTrail() {
matrix.trail.height = 0
matrix.draw()
}
function rotateCW() {
rotate(SPIN.CW)
}
function rotateCCW() {
rotate(SPIN.CCW)
}
function hold() {
if (matrix.piece.holdEnabled) {
scheduler.clearInterval(move)
scheduler.clearInterval(lockDown)
var shape = matrix.piece.shape
matrix.piece = holdQueue.piece
holdQueue.piece = new Tetromino(HOLD.PIECE_POSITION, shape)
holdQueue.piece.holdEnabled = false
holdQueue.draw()
generationPhase(matrix.piece)
matrix.piece.holdEnabled = false
}
}
function pause() {
state = STATE.PAUSED
location.hash = "#pause"
stats.startTime = performance.now() - stats.startTime
actionsToRepeat = []
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
scheduler.clearTimeout(autorepeat)
scheduler.clearInterval(clock)
scheduler.clearInterval(delTempTexts)
holdQueue.draw()
matrix.draw()
nextQueue.draw()
gameSection.style.display = "none"
settingsSection.style.display = "block"
}
function resume() {
applySettings()
settingsSection.style.display = "none"
gameSection.style.display = "block"
location.hash = "#level" + stats.level
state = STATE.PLAYING
stats.startTime = performance.now() - stats.startTime
messageSpan.innerHTML = ""
scheduler.setInterval(lockPhase, stats.fallPeriod)
if (matrix.piece.locked)
scheduler.setTimeout(lockDown, stats.lockDelay)
scheduler.setInterval(clock, 1000)
holdQueue.draw()
matrix.draw()
nextQueue.draw()
if (tempTexts.length)
scheduler.setInterval(delTempTexts, DELAY.MESSAGE)
}
// Text display
tempTexts = []
function printTempTexts(text) {
tempTexts.push(text)
messageSpan.innerHTML = tempTexts[0]
if (!scheduler.intervalTasks.has(delTempTexts))
scheduler.setInterval(delTempTexts, DELAY.MESSAGE)
messageSpan.classList.add(CLASSNAME.MESSAGE_SPAN_FADE_OUT)
}
function delTempTexts(self) {
messageSpan.classList.remove(CLASSNAME.MESSAGE_SPAN_FADE_OUT)
if (tempTexts.length)
tempTexts.shift()
if (tempTexts.length)
@ -789,144 +871,28 @@ function delTempTexts(self) {
}
}
function clock(timestamp) {
stats.timeCell.innerText = timeFormat(1000 * ++stats.time)
function clock() {
timeCell.innerText = stats.timeFormat.format(1000 * ++stats.time)
}
function getKeyName(action) {
return localStorage.getItem(action) || actionsDefaultKeys[action]
}
// Settings functions
function applySettings() {
actions[STATE.PLAYING] = {}
actions[STATE.PLAYING][getKeyName("moveLeft")] = moveLeft
actions[STATE.PLAYING][getKeyName("moveRight")] = moveRight
actions[STATE.PLAYING][getKeyName("softDrop")] = softDrop
actions[STATE.PLAYING][getKeyName("hardDrop")] = hardDrop
actions[STATE.PLAYING][getKeyName("rotateCW")] = rotateCW
actions[STATE.PLAYING][getKeyName("rotateCCW")] = rotateCCW
actions[STATE.PLAYING][getKeyName("hold")] = hold
actions[STATE.PLAYING][getKeyName("pause")] = pause
actions[STATE.PAUSED] = {}
actions[STATE.PAUSED][getKeyName("pause")] = resume
actions[STATE.GAME_OVER] = {}
autorepeatDelay = localStorage.getItem("autorepeatDelay") || DELAY.AUTOREPEAT
autorepeatPeriod = localStorage.getItem("autorepeatPeriod") || DELAY.AUTOREPEAT_PERIOD
themeName = localStorage.getItem("themeName") || DEFAULT_THEME
loadTheme()
showGhost = localStorage.getItem("showGhost")
if (showGhost)
showGhost = (showGhost == "true")
else
showGhost = true
}
function replaceSpace(key) {
return (key == " ") ? "Space" : key
}
function loadSettings() {
if (state == STATE.PLAYING)
pause()
moveLeftSetKeyButton.innerHTML = replaceSpace(getKeyName("moveLeft"))
moveRightSetKeyButton.innerHTML = replaceSpace(getKeyName("moveRight"))
softDropSetKeyButton.innerHTML = replaceSpace(getKeyName("softDrop"))
hardDropSetKeyButton.innerHTML = replaceSpace(getKeyName("hardDrop"))
rotateCWSetKeyButton.innerHTML = replaceSpace(getKeyName("rotateCW"))
rotateCCWSetKeyButton.innerHTML = replaceSpace(getKeyName("rotateCCW"))
holdSetKeyButton.innerHTML = replaceSpace(getKeyName("hold"))
pauseSetKeyButton.innerHTML = replaceSpace(getKeyName("pause"))
autorepeatDelayRange.value = autorepeatDelay
autorepeatDelayRangeLabel.innerText = `Délai initial : ${autorepeatDelay}ms`
autorepeatPeriodRange.value = autorepeatPeriod
autorepeatPeriodRangeLabel.innerText = `Période : ${autorepeatPeriod}ms`
themeSelect.value=themeName;
showGhostCheckbox.checked = showGhost
}
function waitKey(button, action) {
button.innerHTML = "Touche ?"
selectedButton = button
selectedAction = action
button.blur()
addEventListener("keyup", changeKey, false)
}
function changeKey(e) {
if (selectedButton) {
localStorage.setItem(selectedAction, e.key)
selectedButton.innerHTML = (e.key == " ") ? "Space" : e.key
selectedButton = null
}
removeEventListener("keyup", changeKey, false)
}
function autorepeatDelayChanged() {
localStorage.setItem("autorepeatDelay", autorepeatDelayRange.value)
document.getElementById("autorepeatDelayRangeLabel").innerText = `Délai initial : ${autorepeatDelayRange.value}ms`
}
function autorepeatPeriodChanged() {
localStorage.setItem("autorepeatPeriod", autorepeatPeriodRange.value)
document.getElementById("autorepeatPeriodRangeLabel").innerText = `Période : ${autorepeatPeriodRange.value}ms`
}
function themeChanged() {
themeName = document.getElementById("themeSelect").value
localStorage.setItem("themeName", themeName)
loadTheme()
}
function loadTheme() {
var link = document.createElement('link')
link.id = "theme";
link.rel = 'stylesheet'
link.type = 'text/css'
link.href = 'themes/' + themeName+ '/style.css'
link.media = 'all'
if (theme) document.head.removeChild(theme)
document.head.appendChild(link);
}
function showGhostChanged() {
showGhost = (showGhostCheckbox.checked == true)
localStorage.setItem("showGhost", showGhost)
}
// global variables
timeFormat = new Intl.DateTimeFormat("fr-FR", {
minute: "2-digit",
second: "2-digit",
timeZone: "UTC"
}).format
state = STATE.WAITING
tempTexts = []
actions = {}
selectedButton = null
selectedAction = ""
window.onload = function() {
location.hash = ""
startLevelInput.value = localStorage.getItem("startLevel") || 1
// Initialization
window.onload = async function() {
scheduler = new Scheduler()
holdQueue = new HoldQueue()
stats = new Stats()
matrix = new Matrix()
stats = new Stats()
matrix = new Matrix()
nextQueue = new NextQueue()
applySettings()
loadSettings()
startButton.disabled = false
startButton.focus()
settings = new Settings()
await settings.applyTheme()
let startLevel = parseInt(location.hash.slice(1))
body.style.display = "block"
if (1 <= startLevel && startLevel <= 15) {
newGame(startLevel)
} else {
location.hash = ""
startButton.focus()
}
}
window.onblur = pause

129
index.php
View File

@ -1,13 +1,13 @@
<?php
$actions = [
"moveLeft" => ["label"=>"Gauche", "defaultKey"=>"ArrowLeft"],
"moveRight" => ["label"=>"Droite", "defaultKey"=>"ArrowRight"],
"softDrop" => ["label"=>"Chute lente", "defaultKey"=>"ArrowDown"],
"hardDrop" => ["label"=>"Chute rapide", "defaultKey"=>"Space"],
"rotateCW" => ["label"=>"Rotation horaire", "defaultKey"=>"ArrowUp"],
"rotateCCW" => ["label"=>"Rotation anti-horaire", "defaultKey"=>"z"],
"hold" => ["label"=>"Garde", "defaultKey"=>"c"],
"pause" => ["label"=>"Pause/Reprise", "defaultKey"=>"Escape"]
"moveLeft" => ["label"=>"Gauche", "defaultKey"=>"ArrowLeft"],
"moveRight" => ["label"=>"Droite", "defaultKey"=>"ArrowRight"],
"softDrop" => ["label"=>"Chute lente", "defaultKey"=>"ArrowDown"],
"hardDrop" => ["label"=>"Chute rapide", "defaultKey"=>"Space"],
"rotateCW" => ["label"=>"Rotation horaire", "defaultKey"=>"ArrowUp"],
"rotateCCW" => ["label"=>"Rotation anti-horaire", "defaultKey"=>"z"],
"hold" => ["label"=>"Garde", "defaultKey"=>"c"],
"pauseResume" => ["label"=>"Pause/Reprise", "defaultKey"=>"Escape"]
];
function echoTable($id, $invisibleRows, $visibleRows, $columns) {
@ -38,17 +38,19 @@
<script type="text/javascript" src="app.js"></script>
<link rel="manifest" href="manifest.json">
</head>
<body>
<section id="settingsSection">
<body id="body" style="display:none">
<header id="header">
<h1>WEBTRIS</h1>
</header>
<section id="settingsSection">
<fieldset>
<legend>Clavier</legend>
<div>
<?php
foreach($actions as $action=>$parameters) {
?>
<label for='<?=$action?>SetKeyButton'><?=$parameters["label"]?></label>
<button id='<?=$action?>SetKeyButton' type='button' onclick="waitKey(this, '<?=$action?>')"><?=$parameters["defaultKey"]?></button>
<label for='<?=$action?>'><?=$parameters["label"]?></label>
<button id='<?=$action?>' type='button' onclick="settings.waitKey(this)"><?=$parameters["defaultKey"]?></button>
<?php
}
?>
@ -58,16 +60,16 @@
<legend>Répétition automatique</legend>
<div>
<label id="autorepeatDelayRangeLabel" for="autorepeatDelayRange">Délai initial : 300ms</label>
<input id="autorepeatDelayRange" type="range" oninput="autorepeatDelayChanged()" min="100" max="500" step="10" />
<input id="autorepeatDelayRange" type="range" oninput="this.previousElementSibling.innerText = `Délai initial : ${this.value}ms`" value="300" min="100" max="500" step="10"/>
<label id="autorepeatPeriodRangeLabel" for="autorepeatPeriodRange">Période : 10ms</label>
<input id="autorepeatPeriodRange" type="range" id="autorepeatPeriodRange" oninput="autorepeatPeriodChanged()" min="2" max="50" step="2" />
<input id="autorepeatPeriodRange" type="range" id="autorepeatPeriodRange" oninput="this.previousElementSibling.innerText = `Période : ${autorepeatPeriodRange.value}ms`" value="10" min="2" max="50" step="2"/>
</div>
</fieldset>
<fieldset>
<legend>Thème</legend>
<legend>Style</legend>
<div>
<div></div>
<select id="themeSelect" onchange="themeChanged()">
<label for="themeSelect">Thème</label>
<select id="themeSelect" oninput="settings.applyTheme()" value="default">
<?php
foreach(array_slice(scandir("themes"), 2) as $theme) {
if (is_dir(pathinfo($theme)['dirname']))
@ -75,52 +77,52 @@
}
?>
</select>
<table id="themePreviewTable" class=minoes-table>
<tr>
<th class="mino I"></th>
<th></th>
<th class="mino J"></th>
<th class="mino J"></th>
<th class="mino J"></th>
<th></th>
<th class="mino S"></th>
<th></th>
</tr>
<tr>
<th class="mino I"></th>
<th class="mino O"></th>
<th class="mino O"></th>
<th></th>
<th class="mino J"></th>
<th class="mino Z"></th>
<th class="mino S"></th>
<th class="mino S"></th>
</tr>
<tr>
<th class="mino I"></th>
<th class="mino O"></th>
<th class="mino O"></th>
<th class="mino L"></th>
<th class="mino Z"></th>
<th class="mino Z"></th>
<th class="mino T"></th>
<th class="mino S"></th>
</tr>
<tr>
<th class="mino I"></th>
<th class="mino L"></th>
<th class="mino L"></th>
<th class="mino L"></th>
<th class="mino Z"></th>
<th class="mino T"></th>
<th class="mino T"></th>
<th class="mino T"></th>
</tr>
<label for="showGhostCheckbox">Afficher le fantôme</label>
<input id="showGhostCheckbox" type="checkbox" checked/>
<table id="themePreviewTable" class="minoes-table">
<tbody>
<tr>
<th class="mino I"></th>
<th></th>
<th class="mino J"></th>
<th class="mino J"></th>
<th class="mino J"></th>
<th></th>
<th class="mino S"></th>
<th></th>
</tr>
<tr>
<th class="mino I"></th>
<th class="mino O"></th>
<th class="mino O"></th>
<th></th>
<th class="mino J"></th>
<th class="mino Z"></th>
<th class="mino S"></th>
<th class="mino S"></th>
</tr>
<tr>
<th class="mino I"></th>
<th class="mino O"></th>
<th class="mino O"></th>
<th class="mino L"></th>
<th class="mino Z"></th>
<th class="mino Z"></th>
<th class="mino T"></th>
<th class="mino S"></th>
</tr>
<tr>
<th class="mino I"></th>
<th class="mino L"></th>
<th class="mino L"></th>
<th class="mino L"></th>
<th class="mino Z"></th>
<th class="mino T"></th>
<th class="mino T"></th>
<th class="mino T"></th>
</tr>
</tbody>
</table>
<div id="showGhostDiv">
<input id="showGhostCheckbox" type="checkbox" checked onchange="showGhostChanged()"/>
<label for="showGhostCheckbox">Afficher le fantôme</label>
</div>
</div>
</fieldset>
</section>
@ -153,7 +155,7 @@
<label for="startLevel">Niveau</label>
<input type="number" id="startLevelInput" min="1" max="15" step="1" value="1">
<div></div>
<button id="startButton" type="button" onclick="newGame(Number(startLevelInput.value))" disabled>JOUER</button>
<button id="startButton" type="button" onclick="newGame(Number(startLevelInput.value))">JOUER</button>
</div>
</fieldset>
</section>
@ -164,7 +166,6 @@
<div id="credits">
Sources d'inspiration des thèmes :
<a href="https://github.com/kubowania/Tetris">Ania Kubow</a>
<a href="https://manjaro.org/">Manjaro</a>
<a href="https://www.tetriseffect.game/">Tetris Effect</a>
</div>
</footer>

View File

@ -1,11 +1,11 @@
const DEFAULT_THEME = "default"
function loadTheme() {
function applyTheme() {
var link = document.createElement('link')
link.id = "theme";
link.rel = 'stylesheet'
link.type = 'text/css'
link.href = 'themes/' + themeName + '/style.css'
link.href = `themes/'${themeName}/style.css`
link.media = 'all'
document.head.appendChild(link);
}

View File

@ -57,7 +57,7 @@ legend, label {
fieldset > div {
display: grid;
grid-template-columns: 3fr 2fr 3fr 2fr;
grid-template-columns: repeat(4, 1fr);
grid-column-gap: 2em;
grid-row-gap: 1em;
justify-items: right;
@ -73,18 +73,9 @@ label {
}
#themePreviewTable {
grid-column: 3 / 5;
grid-column: 1 / 5;
width: auto;
}
fieldset input[type="checkbox"] {
width: auto;
}
#showGhostDiv {
grid-row: 2;
grid-column: 1/5;
width: 100%;
margin: auto;
}
#gameSection div {
@ -125,7 +116,7 @@ fieldset input[type="checkbox"] {
.minoes-table {
table-layout: fixed;
border-spacing: 0;
margin: auto;
margin: -6vmin 0 auto 0;
}
th, td {
@ -189,12 +180,9 @@ td {
border: 0;
}
footer {
position: absolute;
left: 50%;
bottom: 1em;
transform: translateX(-50%);
display: none;
footer > * {
margin: 1em auto;
width: 100%;
}
a {
@ -208,6 +196,7 @@ a:hover {
}
#credits {
width: 100%;
font-size: 0.8em;
gap: 0.8em;
}
@ -220,25 +209,23 @@ a:hover {
text-align: center;
border-top: 1px solid white;
caption-side: top;
border-spacing: 1em 0.2em;
}
#leaderboard caption {
color: white;
}
#leaderboard tr,
#leaderboard td {
font-family: 'Share Tech';
text-align: center;
font-size: 2.5vmin;
color: white;
border: 0;
border: 0 !important;
margin: auto 10em;
}
#leaderboard td:first-child{
#leaderboard td:first-child {
text-align: left;
}
#leaderboard td:last-child {
text-align: right;
}

View File

@ -64,7 +64,7 @@ legend, #leaderboard caption {
fieldset > div {
display: grid;
grid-template-columns: 3fr 2fr 3fr 2fr;
grid-template-columns: repeat(4, 1fr);
grid-column-gap: 1em;
grid-row-gap: 1em;
justify-items: right;
@ -143,20 +143,10 @@ select:hover {
}
#themePreviewTable {
grid-column: 3 / 5;
grid-column: 1 / 5;
width: auto;
}
fieldset input[type="checkbox"] {
width: auto;
}
#showGhostDiv {
grid-row: 2;
grid-column: 1/5;
width: 100%;
}
#gameSection div {
display: grid;
grid-gap: 3vmin;
@ -289,6 +279,8 @@ a {
gap: 0.8em;
}
#leaderboard {
margin: auto;
}

View File

@ -1,16 +1,17 @@
body {
margin: 0;
margin: auto;
font-family: sans-serif;
color: white;
background: #222;
width: max-content;
}
h1 {
text-align: center;
text-align: center;
}
section {
margin: 1em;
margin: 1em auto;
}
div {
@ -19,12 +20,9 @@ div {
align-items: center;
}
#settingsSection {
width: auto;
}
fieldset {
border: 1px solid #444;
margin: 0.5em;
}
legend {
@ -34,7 +32,7 @@ legend {
fieldset > div {
display: grid;
grid-template-columns: 3fr 2fr 3fr 2fr;
grid-template-columns: repeat(4, 1fr);
grid-column-gap: 2em;
grid-row-gap: 1em;
justify-items: right;
@ -50,18 +48,9 @@ label {
}
#themePreviewTable {
grid-column: 3 / 5;
grid-column: 1 / 5;
width: auto;
}
fieldset input[type="checkbox"] {
width: auto;
}
#showGhostDiv {
grid-row: 2;
grid-column: 1/5;
width: 100%;
margin: auto;
}
#gameSection div {
@ -92,6 +81,13 @@ fieldset input[type="checkbox"] {
text-align: center;
font-weight: bold;
}
@keyframes message-fade-out {
from {opacity: 1;}
to {opacity: 0;}
}
.messageSpan-fade-out {
animation: message-fade-out 500ms 500ms;
}
#nextTable {
grid-column: 3;
@ -102,7 +98,7 @@ fieldset input[type="checkbox"] {
.minoes-table {
table-layout: fixed;
border-spacing: 0;
margin: auto;
margin: -6vmin 0 auto 0;
}
th, td {
@ -160,16 +156,27 @@ td {
border-color: #ffdada;
}
.locked-mino, .cleared-line {
.locked-mino {
background: #AAA;
border: 1px solid #CCC;
border-radius: 1px;
}
@keyframes mino-fade-out {
from {
background: rgba(170, 170, 170, 1);
border: 1px solid #CCC;
}
to {
background: rgba(170, 170, 170, 0);
border: 1px solid #444;
}
}
.cleared-line,
.trail {
background: #333;
animation: mino-fade-out 200ms;
background: transparent;
border: 1px solid #444;
border-radius: 1px;
}
.ghost {
@ -193,39 +200,41 @@ td {
border: 0;
}
footer {
position: absolute;
left: 50%;
bottom: 1em;
transform: translateX(-50%);
display: none;
}
a {
text-decoration: none;
color: lightblue;
}
footer > * {
margin: 1em auto;
width: 100%;
}
#credits {
width: max-content;
width: 100%;
font-size: 0.8em;
gap: 0.8em;
}
#leaderboard {
min-width: 25%;
margin: auto;
text-align: center;
border-top: 1px solid white;
caption-side: top;
border-spacing: 1em 0.2em;
}
#leaderboard caption {
color: white;
}
#leaderboard tr,
#leaderboard td {
border: 0 !important;
margin: auto 10em;
}
#leaderboard td:first-child {
@ -235,5 +244,3 @@ a {
#leaderboard td:last-child {
text-align: right;
}

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