use table instead of canvas

This commit is contained in:
Adrien MALINGREY 2019-10-30 00:51:09 +01:00
parent 826e71d0a0
commit ecbb8552cd
4 changed files with 273 additions and 254 deletions

View File

@ -17,7 +17,7 @@
* {
color: white;
font-family: 'Share Tech';
font-size: 1.05em;
font-size: 1em;
}
body {
@ -28,7 +28,7 @@ body {
h1 {
font-size: 50px;
margin: 40px;
margin: 20px;
text-shadow: 3px 2px rgb(153, 145, 175);
text-align: center;
}
@ -42,10 +42,11 @@ a {
text-decoration: none;
font-size: 1em;
border-style: outset;
border-width: 5px;
border-width: 2px;
border-radius: 5px;
color: black;
background-color: white;
padding: 5px;
}
a:active {
@ -69,38 +70,56 @@ a:active {
#grid {
display: grid;
grid-template-columns: 2fr 3fr 10fr 6fr;
grid-template-columns: 6fr 10fr 6fr;
grid-gap: 20px;
margin: auto;
width: 550px;
}
#hold {
grid-column: 1 / 3;
grid-row: 1;
table {
table-layout: fixed;
border-spacing: 0;
}
#stats-names {
td {
border: 1px solid transparent;
}
#hold {
grid-column: 1;
grid-row: 1;
width: 120px;
height: 120px;
}
#matrix {
grid-column: 2;
grid-row: 1 / 3;
width: 200px;
height: 480px;
}
#next {
grid-column: 3;
grid-row: 1 / 3;
width: 120px;
height: 480px;
}
#stats {
grid-column: 1;
grid-row: 2;
width: 0;
height: 0;
table-layout: auto;
}
.stat-label {
font-family: 'Share Tech';
text-align: left;
}
#stats-values {
grid-column: 2;
grid-row: 2;
.stat-value {
font-family: 'Share Tech Mono';
text-align: right;
}
#matrix {
grid-column: 3;
grid-row: 1 / 3;
border: 0.5px solid grey;
}
#next {
grid-column: 4;
grid-row: 1 / 3;
}

View File

@ -20,30 +20,37 @@ Array.prototype.pick = function() {
const MINO_SIZE = 20
const NEXT_PIECES = 5
const NEXT_PIECES = 6
const HOLD_ROWS = 6
const HOLD_COLUMNS = 6
const MATRIX_ROWS = 20
const MATRIX_ROWS = 24
const MATRIX_COLUMNS = 10
const NEXT_ROWS = 20
const NEXT_ROWS = 24
const NEXT_COLUMNS = 6
const HELD_PIECE_POSITION = [2, 2]
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 = 250
const AUTOREPEAT_PERIOD = 10
const ANIMATION_DELAY = 100
const TEMP_TEXTS_DELAY = 700
const HOLD_BG_COLOR = ""
const HOLD_BORDER_COLOR = ""
const MATRIX_BG_COLOR = ""
const MATRIX_BORDER_COLOR = "#333"
const NEXT_BG_COLOR = ""
const NEXT_BORDER_COLOR = ""
const MINO_BORDER_COLOR = "white"
const HELD_PIECE_POSITION = [2, 3]
const FALLING_PIECE_POSITION = [4, 3]
const NEXT_PIECES_POSITIONS = Array.from({length: NEXT_PIECES}, (v, k) => [2, k*4+3])
const LOCK_DELAY = 500
const FALL_PERIOD = 1000
const AUTOREPEAT_DELAY = 300
const AUTOREPEAT_PERIOD = 10
const ANIMATION_DELAY = 100
const TEMP_TEXTS_DELAY = 700
const MOVEMENT = {
LEFT: [-1, 0],
RIGHT: [ 1, 0],
DOWN: [ 0, 1]
}
const SPIN = {
CW: 1,
CCW: -1
CW: 1, // ClockWise
CCW: -1 // CounterClockWise
}
const T_SPIN = {
NONE: "",
@ -113,7 +120,7 @@ class Scheduler {
}
shapes = []
randomBag = []
class Tetromino {
constructor(position=null, shape=null) {
this.pos = position
@ -122,7 +129,7 @@ class Tetromino {
this.rotationPoint5Used = false
this.holdEnabled = true
this.locked = false
this.srs = {}
this.srs = {} // Super Rotation System
this.srs[SPIN.CW] = [
[[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]],
[[0, 0], [ 1, 0], [ 1, 1], [0, -2], [ 1, -2]],
@ -138,15 +145,15 @@ class Tetromino {
if (shape)
this.shape = shape
else {
if (!shapes.length)
shapes = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']
this.shape = shapes.pick()
if (!randomBag.length)
randomBag = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']
this.shape = randomBag.pick()
}
switch(this.shape) {
case 'I':
this.color = "rgb(153, 179, 255)"
this.lightColor = "rgb(234, 250, 250)"
this.ghostColor = "rgba(234, 250, 250, 0.5)"
this.transparentColor = "rgba(234, 250, 250, 0.5)"
this.minoesPos = [[-1, 0], [0, 0], [1, 0], [2, 0]]
this.srs[SPIN.CW] = [
[[ 1, 0], [-1, 0], [ 2, 0], [-1, 1], [ 2, -2]],
@ -164,19 +171,19 @@ class Tetromino {
case 'J':
this.color = "rgb(153, 255, 255)"
this.lightColor = "rgb(230, 240, 255)"
this.ghostColor = "rgba(230, 240, 255, 0.5)"
this.transparentColor = "rgba(230, 240, 255, 0.5)"
this.minoesPos = [[-1, -1], [-1, 0], [0, 0], [1, 0]]
break
case 'L':
this.color = "rgb(255, 204, 153)"
this.lightColor = "rgb(255, 224, 204)"
this.ghostColor = "rgba(255, 224, 204, 0.5)"
this.transparentColor = "rgba(255, 224, 204, 0.5)"
this.minoesPos = [[-1, 0], [0, 0], [1, 0], [1, -1]]
break
case 'O':
this.color = " rgb(255, 255, 153)"
this.lightColor = "rgb(255, 255, 230)"
this.ghostColor = "rgba(255, 255, 230, 0.5)"
this.transparentColor = "rgba(255, 255, 230, 0.5)"
this.minoesPos = [[0, 0], [1, 0], [0, -1], [1, -1]]
this.srs[SPIN.CW] = [[]]
this.srs[SPIN.CCW] = [[]]
@ -184,19 +191,19 @@ class Tetromino {
case 'S':
this.color = "rgb(153, 255, 153)"
this.lightColor = "rgb(236, 255, 230)"
this.ghostColor = "rgba(236, 255, 230, 0.5)"
this.transparentColor = "rgba(236, 255, 230, 0.5)"
this.minoesPos = [[-1, 0], [0, 0], [0, -1], [1, -1]]
break
case 'T':
this.color = "rgb(204, 153, 255)"
this.lightColor= "rgb(242, 230, 255)"
this.ghostColor = "rgba(242, 230, 255, 0.5)"
this.transparentColor = "rgba(242, 230, 255, 0.5)"
this.minoesPos = [[-1, 0], [0, 0], [1, 0], [0, -1]]
break
case 'Z':
this.color = "rgb(255, 153, 153)"
this.lightColor = "rgb(255, 230, 230)"
this.ghostColor = "rgba(255, 230, 230, 0.5)"
this.transparentColor = "rgba(255, 230, 230, 0.5)"
this.minoesPos = [[-1, -1], [0, -1], [0, 0], [1, 0]]
break
}
@ -206,44 +213,164 @@ class Tetromino {
return this.minoesPos.translate(this.pos)
}
draw(context, ghostYOffset=0) {
const color = this.locked ? this.lightColor : this.color
if (ghostYOffset) {
context.save()
context.shadowColor = this.ghostColor
context.shadowOffsetX = 0
context.shadowOffsetY = ghostYOffset * MINO_SIZE
context.shadowBlur = 4
this.minoesAbsPos.forEach(pos => drawMino(context, pos, color))
context.restore()
}
this.minoesAbsPos.forEach(pos => drawMino(context, pos, color))
drawIn(table) {
var bgColor = this.locked ? this.lightColor : this.color
this.minoesAbsPos.forEach( pos => {
drawMino(table.rows[pos[1]].cells[pos[0]], bgColor, MINO_BORDER_COLOR)})
}
}
function drawMino(context, pos, color) {
var topLeft = pos.mul(MINO_SIZE)
context.fillStyle = color
context.fillRect(...topLeft, MINO_SIZE, MINO_SIZE)
context.lineWidth = 0.5
context.strokeStyle = "white"
context.strokeRect(...topLeft, MINO_SIZE, MINO_SIZE)
function drawMino(cell, backgroundColor, borderColor) {
cell.style.backgroundColor = backgroundColor
cell.style.borderColor = borderColor
}
class HoldQueue {
constructor() {
this.context = document.getElementById("hold").getContext("2d")
class MinoesTable {
constructor(id, rows, columns, defaultBgColor, defaultBorderColor) {
this.table = document.getElementById(id)
this.rows = rows
this.columns = columns
this.defaultBgColor = defaultBgColor
this.defaultBorderColor = defaultBorderColor
this.width = columns * MINO_SIZE
this.height = rows * MINO_SIZE
this.piece = null
this.width = HOLD_COLUMNS*MINO_SIZE
this.height = HOLD_ROWS*MINO_SIZE
for (var y=0; y < rows; y++) {
var row = this.table.insertRow()
for (var x=0; x < columns; x++) {
row.insertCell()
}
}
}
clearTable() {
for(var y=0; y < this.rows; y++) {
for (var x=0; x < this.columns; x++) {
var cell = this.table.rows[y].cells[x]
drawMino(cell, this.defaultBgColor, this.defaultBorderColor)
}
}
}
}
class HoldQueue extends MinoesTable {
constructor() {
super("hold", HOLD_ROWS, HOLD_COLUMNS, HOLD_BG_COLOR, HOLD_BORDER_COLOR)
}
draw() {
this.context.clearRect(0, 0, this.width, this.height)
this.clearTable()
if (this.piece && state != STATE.PAUSED)
this.piece.drawIn(this.table)
}
}
class Matrix extends MinoesTable {
constructor() {
super("matrix", MATRIX_ROWS, MATRIX_COLUMNS, MATRIX_BG_COLOR, MATRIX_BORDER_COLOR)
this.lockedMinoes = Array.from(Array(MATRIX_ROWS+3), row => Array(MATRIX_COLUMNS))
this.piece = null
/*this.context.textAlign = "center"
this.context.textBaseline = "center"
this.context.font = "27px 'Share Tech', sans-serif"
this.centerX = this.width / 2
this.centerY = this.height / 2
this.linesCleared = []
this.trail = {
minoesPos: [],
height: 0,
gradient: null
}*/
}
cellIsOccupied(x, y) {
return 0 <= x && x < MATRIX_COLUMNS && y < MATRIX_ROWS ? this.lockedMinoes[y][x] : true
}
spaceToMove(minoesAbsPos) {
return !minoesAbsPos.some(pos => this.cellIsOccupied(...pos))
}
draw() {
if (state == STATE.PAUSED) {
this.clearTable()
} else {
// locked minoes
for(var y=0; y < this.rows; y++) {
for (var x=0; x < this.columns; x++) {
var cell = this.table.rows[y].cells[x]
var bgColor = this.lockedMinoes[y][x]
if (bgColor) drawMino(cell, bgColor, MINO_BORDER_COLOR)
else {
if (y < 4) drawMino(cell, this.defaultBgColor, "transparent")
else drawMino(cell, this.defaultBgColor, MATRIX_BORDER_COLOR)
}
}
}
// trail
/*if (this.trail.height) {
this.context.fillStyle = this.trail.gradient
this.trail.minoesPos.forEach(topLeft => {
this.context.fillRect(...topLeft, MINO_SIZE, this.trail.height)
})
}*/
// falling piece
/*for (var ghostYOffset = 1; this.spaceToMove(this.piece.minoesAbsPos.translate([0, ghostYOffset])); ghostYOffset++) {}
ghostYOffset--*/
this.piece.drawIn(this.table)
// Lines cleared
/*this.context.fillStyle = "rgba(255, 255, 255, 0.5)"
this.linesCleared.forEach(y => this.context.fillRect(0, y, this.width, MINO_SIZE))*/
}
// text
/*var texts = []
switch(state) {
case STATE.PLAYING:
if (tempTexts.length)
texts = tempTexts[0]
break
case STATE.PAUSED:
texts = ["PAUSED"]
break
case STATE.GAME_OVER:
texts = ["GAME", "OVER"]
}
if (texts.length) {
this.context.save()
this.context.shadowColor = "black"
this.context.shadowOffsetX = 1
this.context.shadowOffsetY = 1
this.context.shadowBlur = 2
this.context.fillStyle = "white"
if (texts.length == 1)
this.context.fillText(texts[0], this.centerX, this.centerY)
else {
this.context.fillText(texts[0], this.centerX, this.centerY - 20)
this.context.fillText(texts[1], this.centerX, this.centerY + 20)
}
this.context.restore()
}*/
}
}
class NextQueue extends MinoesTable {
constructor() {
super("next", NEXT_ROWS, NEXT_COLUMNS, NEXT_BG_COLOR, NEXT_BORDER_COLOR)
this.pieces = Array.from({length: NEXT_PIECES}, (v, k) => new Tetromino(NEXT_PIECES_POSITIONS[k]))
}
draw() {
this.clearTable()
if (state != STATE.PAUSED) {
if (this.piece)
this.piece.draw(this.context)
this.pieces.forEach(piece => piece.drawIn(this.table))
}
}
}
@ -265,7 +392,7 @@ class Stats {
this.pauseTime = 0
this.combo = -1
this.lockDelay = LOCK_DELAY
this.fallDelay = FALL_DELAY
this.fallPeriod = FALL_PERIOD
}
get score() {
@ -286,12 +413,12 @@ class Stats {
printTempTexts(["LEVEL", this.level])
this.goal += 5 * this.level
if (this.level <= 20)
this.fallDelay = 1000 * Math.pow(0.8 - ((this.level - 1) * 0.007), this.level - 1)
this.fallPeriod = 1000 * Math.pow(0.8 - ((this.level - 1) * 0.007), this.level - 1)
if (this.level > 15)
this.lockDelay = 500 * Math.pow(0.9, this.level - 15)
}
locksDown(tSpin, linesCleared) {
lockDown(tSpin, linesCleared) {
var patternName = []
var patternScore = 0
var combo_score = 0
@ -334,125 +461,6 @@ class Stats {
}
class Matrix {
constructor() {
this.context = document.getElementById("matrix").getContext("2d")
this.context.textAlign = "center"
this.context.textBaseline = "center"
this.context.font = "27px 'Share Tech', sans-serif"
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.centerX = this.width / 2
this.centerY = this.height / 2
this.piece = null
this.trail = {
minoesPos: [],
height: 0,
gradient: null
}
this.linesCleared = []
}
cellIsOccupied(x, y) {
return 0 <= x && x < MATRIX_COLUMNS && y < MATRIX_ROWS ? this.cells[y+3][x] : 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
this.context.beginPath()
for (var x = 0; x <= this.width; x += MINO_SIZE) {
this.context.moveTo(x, 0);
this.context.lineTo(x, this.height);
}
for (var y = 0; y <= this.height; y += MINO_SIZE) {
this.context.moveTo(0, y);
this.context.lineTo(this.width, y);
}
this.context.stroke()
if (state != STATE.PAUSED) {
// locked minoes
this.cells.slice(3).forEach((row, y) => row.forEach((color, x) => {
if (color) drawMino(this.context, [x, y], color)
}))
// trail
if (this.trail.height) {
this.context.fillStyle = this.trail.gradient
this.trail.minoesPos.forEach(topLeft => {
this.context.fillRect(...topLeft, MINO_SIZE, this.trail.height)
})
}
// falling piece
for (var ghostYOffset = 1; this.spaceToMove(this.piece.minoesAbsPos.translate([0, ghostYOffset])); ghostYOffset++) {}
ghostYOffset--
if (this.piece)
this.piece.draw(this.context, ghostYOffset)
// Lines cleared
this.context.fillStyle = "rgba(255, 255, 255, 0.5)"
this.linesCleared.forEach(y => this.context.fillRect(0, y, this.width, MINO_SIZE))
}
// text
var texts = []
switch(state) {
case STATE.PLAYING:
if (tempTexts.length)
texts = tempTexts[0]
break
case STATE.PAUSED:
texts = ["PAUSED"]
break
case STATE.GAME_OVER:
texts = ["GAME", "OVER"]
}
if (texts.length) {
this.context.save()
this.context.shadowColor = "black"
this.context.shadowOffsetX = 1
this.context.shadowOffsetY = 1
this.context.shadowBlur = 2
this.context.fillStyle = "white"
if (texts.length == 1)
this.context.fillText(texts[0], this.centerX, this.centerY)
else {
this.context.fillText(texts[0], this.centerX, this.centerY - 20)
this.context.fillText(texts[1], this.centerX, this.centerY + 20)
}
this.context.restore()
}
}
}
class NextQueue {
constructor() {
this.context = document.getElementById("next").getContext("2d")
this.pieces = Array.from({length: NEXT_PIECES}, (v, k) => new Tetromino(NEXT_PIECES_POSITIONS[k]))
this.width = NEXT_COLUMNS*MINO_SIZE
this.height = NEXT_ROWS*MINO_SIZE
}
draw() {
this.context.clearRect(0, 0, this.width, this.height)
if (state != STATE.PAUSED) {
this.pieces.forEach(piece => piece.draw(this.context))
}
}
}
function newLevel(startLevel) {
stats.newLevel(startLevel)
generationPhase()
@ -465,24 +473,24 @@ function generationPhase(held_piece=null) {
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)))
if (matrix.spaceToMove(matrix.piece.minoesPos.translate(matrix.piece.pos))){
scheduler.clearInterval(lockPhase)
scheduler.setInterval(lockPhase, stats.fallPeriod)
fallingPhase()
else
} else
gameOver()
}
function fallingPhase() {
scheduler.clearTimeout(lockPhase)
scheduler.clearTimeout(locksDown)
scheduler.clearTimeout(lockDown)
matrix.piece.locked = false
scheduler.setTimeout(lockPhase, stats.fallDelay)
}
function lockPhase() {
if (!move(MOVEMENT.DOWN)) {
matrix.piece.locked = true
if (!scheduler.timeoutTasks.has(locksDown))
scheduler.setTimeout(locksDown, stats.lockDelay)
if (!scheduler.timeoutTasks.has(lockDown))
scheduler.setTimeout(lockDown, stats.lockDelay)
}
requestAnimationFrame(draw)
}
@ -498,8 +506,8 @@ function move(movement, testMinoesPos=matrix.piece.minoesPos) {
fallingPhase()
else {
matrix.piece.locked = true
scheduler.clearTimeout(locksDown)
scheduler.setTimeout(locksDown, stats.lockDelay)
scheduler.clearTimeout(lockDown)
scheduler.setTimeout(lockDown, stats.lockDelay)
}
return true
} else {
@ -523,12 +531,12 @@ function rotate(spin) {
return false
}
function locksDown(){
scheduler.clearInterval(move)
if (matrix.piece.minoesAbsPos.every(pos => pos.y < 0))
function lockDown(){
scheduler.clearInterval(lockPhase)
if (matrix.piece.minoesAbsPos.every(pos => pos.y < 4))
game_over()
else {
matrix.piece.minoesAbsPos.forEach(pos => matrix.cells[pos[1]+3][pos[0]] = matrix.piece.color)
matrix.piece.minoesAbsPos.forEach(pos => matrix.lockedMinoes[pos[1]][pos[0]] = matrix.piece.color)
// T-Spin detection
var tSpin = T_SPIN.NONE
@ -546,15 +554,15 @@ function locksDown(){
// Complete lines
matrix.linesCleared = []
matrix.cells.forEach((row, y) => {
matrix.lockedMinoes.forEach((row, y) => {
if (row.filter(mino => mino.length).length == MATRIX_COLUMNS) {
matrix.cells.splice(y, 1)
matrix.cells.unshift(Array(MATRIX_COLUMNS))
matrix.lockedMinoes.splice(y, 1)
matrix.lockedMinoes.unshift(Array(MATRIX_COLUMNS))
matrix.linesCleared.push((y-3) * MINO_SIZE)
}
})
stats.locksDown(tSpin, matrix.linesCleared.length)
stats.lockDown(tSpin, matrix.linesCleared.length)
requestAnimationFrame(draw)
scheduler.setTimeout(clearLinesCleared, ANIMATION_DELAY)
@ -572,8 +580,8 @@ function clearLinesCleared() {
function gameOver() {
state = STATE.GAME_OVER
scheduler.clearTimeout(lockPhase)
scheduler.clearTimeout(locksDown)
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
scheduler.clearInterval(clock)
requestAnimationFrame(draw)
@ -611,7 +619,7 @@ function keyDownHandler(e) {
scheduler.clearTimeout(autorepeat)
scheduler.clearInterval(autorepeat)
if (action == softDrop)
scheduler.setInterval(autorepeat, stats.fallDelay / 20)
scheduler.setInterval(autorepeat, stats.fallPeriod / 20)
else
scheduler.setTimeout(autorepeat, AUTOREPEAT_DELAY)
}
@ -647,17 +655,18 @@ function softDrop() {
}
function hardDrop() {
scheduler.clearTimeout(lockPhase)
scheduler.clearTimeout(locksDown)
matrix.trail.minoesPos = Array.from(matrix.piece.minoesAbsPos).map(pos => pos.mul(MINO_SIZE))
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
/*matrix.trail.minoesPos = Array.from(matrix.piece.minoesAbsPos).map(pos => pos.mul(MINO_SIZE))
for (matrix.trail.height=0; move(MOVEMENT.DOWN); matrix.trail.height += MINO_SIZE) {
stats.score += 2
}
locksDown()
matrix.trail.gradient = matrix.context.createLinearGradient(0, 0, 0, matrix.trail.height)
}*/
while (move(MOVEMENT.DOWN)) {}
lockDown()
/*matrix.trail.gradient = matrix.context.createLinearGradient(0, 0, 0, matrix.trail.height)
matrix.trail.gradient.addColorStop(0,"rgba(255, 255, 255, 0)")
matrix.trail.gradient.addColorStop(1, matrix.piece.ghostColor)
scheduler.setTimeout(clearTrail, ANIMATION_DELAY)
matrix.trail.gradient.addColorStop(1, matrix.piece.transparentColor)
scheduler.setTimeout(clearTrail, ANIMATION_DELAY)*/
}
function clearTrail() {
@ -676,7 +685,7 @@ function rotateCCW() {
function hold() {
if (this.matrix.piece.holdEnabled) {
scheduler.clearInterval(move)
scheduler.clearInterval(locksDown)
scheduler.clearInterval(lockDown)
var shape = this.matrix.piece.shape
this.matrix.piece = this.holdQueue.piece
this.holdQueue.piece = new Tetromino(HELD_PIECE_POSITION, shape)
@ -688,8 +697,8 @@ function hold() {
function pause() {
state = STATE.PAUSED
stats.pauseTime = Date.now() - stats.startTime
scheduler.clearTimeout(lockPhase)
scheduler.clearTimeout(locksDown)
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
scheduler.clearTimeout(autorepeat)
scheduler.clearInterval(clock)
}
@ -697,9 +706,9 @@ function pause() {
function resume() {
state = STATE.PLAYING
stats.startTime = Date.now() - stats.pauseTime
scheduler.setTimeout(lockPhase, stats.fallDelay)
scheduler.setTimeout(lockPhase, stats.fallPeriod)
if (matrix.piece.locked)
scheduler.setTimeout(locksDown, stats.lockDelay)
scheduler.setTimeout(lockDown, stats.lockDelay)
requestAnimationFrame(draw)
scheduler.setInterval(clock, 1000)
}
@ -718,14 +727,14 @@ function delTempTexts(self) {
}
function clock() {
stats.print()
//stats.print()
}
function draw() {
holdQueue.draw()
stats.print()
matrix.draw()
nextQueue.draw()
//stats.print()
}
function getKey(action) {

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<title>Webtris</title>
<link rel="icon" type="image/png" href="favicon.png">
<link rel="stylesheet" type="text/css" href="css/style.css" />
<!--[if lt IE 9]><script type="text/javascript" src="js/excanvas.js"></script><![endif]-->
<script type="text/javascript" src="js/webtris.js"></script>
</head>
<body>
<h1>WEBTRIS</h1>
<div id="grid">
<canvas id="hold" width="120" height="120"></canvas>
<div id="stats-names">
SCORE<br/>
RECORD<br/>
TEMPS<br/>
<br />
NIVEAU<br/>
OBJECTIF<br/>
LIGNES
</div>
<div id="stats-values">
0<br/>
0<br/>
00:00<br/>
<br/>
0<br/>
0<br/>
0
</div>
<canvas id="matrix" width="200" height="400">Votre navigateur ne supporte pas HTML5, veuillez le mettre à jour pour jouer.</canvas>
<canvas id="next"width="120" height="400"></canvas>
<table id="hold"><table>
<table id="matrix"><table>
<table id="next"><table>
<table id="stats">
<tbody>
<tr><td class="stat-label">SCORE</td><td class="stat-value" id="score">0</td></tr>
<tr><td class="stat-label">RECORD</td><td class="stat-value" id="highScore">0</td></tr>
<tr><td class="stat-label">TEMPS</td><td class="stat-value" id="time">00:00</td></tr>
<tr><td class="stat-label">NIVEAU</td><td class="stat-value" id="level">0</td></tr>
<tr><td class="stat-label">OBJECTIF</td><td class="stat-value" id="goal">0</td></tr>
<tr><td class="stat-label">LIGNES</td><td class="stat-value" id="clearedLines">0</td></tr>
</tbody>
</table>
</div>
<div id="play">
<a href="webtris.html">REJOUER</a>