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2 Commits

Author SHA1 Message Date
ea5da16dac temp text 2019-10-27 03:35:51 +01:00
cef167a6ab text, pause 2019-10-27 02:54:13 +01:00
3 changed files with 117 additions and 28 deletions

View File

@ -1,8 +1,15 @@
@font-face {
font-family: 'Share Tech';
font-style: normal;
font-weight: 400;
src: local('Share Tech Regular'), local('ShareTech-Regular'), url(../fonts/ShareTech.woff2) format('woff2');
unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD;
}
@font-face {
font-family: 'Share Tech Mono';
font-style: normal;
font-weight: 400;
src: local('Share Tech Mono'), local('ShareTechMono-Regular'), url(../fonts/ShareTechMono.woff2) format('woff2');
src: local('Share Tech Mono Regular'), local('ShareTechMono-Regular'), url(../fonts/ShareTechMono.woff2) format('woff2');
unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD;
}
@ -47,13 +54,17 @@ canvas {
display: flex;
flex-direction: row;
margin: 10% 0;
font-family: 'Share Tech Mono';
font-size: 1.2em;
font-size: 3vw;
}
.stats-names {
font-family: 'Share Tech';
}
.stats-values {
text-align: right;
min-width: 100px;
min-width: 15vw;
font-family: 'Share Tech Mono';
}
.matrix {

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fonts/ShareTech.woff2 Normal file

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@ -34,6 +34,7 @@ const LOCK_DELAY = 500
const FALL_DELAY = 1000
const AUTOREPEAT_DELAY = 250
const AUTOREPEAT_PERIOD = 10
const TEMP_TEXTS_DELAY = 700
const MOVEMENT = {
LEFT: [-1, 0],
RIGHT: [ 1, 0],
@ -64,9 +65,9 @@ const SCORES = [
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"
PLAYING: "PLAYING",
PAUSED: "PAUSE",
GAME_OVER: "GAME OVER"
}
@ -241,8 +242,10 @@ class HoldQueue {
draw() {
this.context.clearRect(0, 0, this.width, this.height)
if (this.piece)
this.piece.draw(this.context)
if (state != STATE.PAUSED) {
if (this.piece)
this.piece.draw(this.context)
}
}
}
@ -260,6 +263,7 @@ class Stats {
this.goal = 0
this.linesCleared = 0
this.startTime = Date.now()
this.pauseTime = 0
this.combo = -1
this.lockDelay = LOCK_DELAY
this.fallDelay = FALL_DELAY
@ -280,6 +284,7 @@ class Stats {
this.level = level
else
this.level++
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)
@ -312,7 +317,10 @@ class Stats {
this.score += pattern_score + combo_score
//console.log(pattern_name, pattern_score, this.combo, combo_score)
if (pattern_score)
printTempTexts([pattern_name, pattern_score])
if (combo_score)
printTempTexts([this.combo, combo_score])
}
print() {
@ -329,9 +337,14 @@ class Stats {
class Matrix {
constructor(context) {
this.context = context
this.context.textAlign = "center"
this.context.textBaseline = "center"
this.context.font = "3vw '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
}
@ -360,18 +373,49 @@ class Matrix {
}
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]--
if (state != STATE.PAUSED) {
// 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)
this.piece.draw(this.context, ghost_pos)
// 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)
this.piece.draw(this.context, ghost_pos)
}
// 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()
}
}
}
@ -386,7 +430,9 @@ class NextQueue {
draw() {
this.context.clearRect(0, 0, this.width, this.height)
this.pieces.forEach(piece => piece.draw(this.context))
if (state != STATE.PAUSED) {
this.pieces.forEach(piece => piece.draw(this.context))
}
}
}
@ -430,10 +476,12 @@ function move(movement, lock=true, testMinoesPos=matrix.piece.minoesPos) {
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
else {
scheduler.clearTimeout(locksDown)
scheduler.setTimeout(locksDown, stats.lockDelay)
if (lock) {
matrix.piece.locked = true
scheduler.setTimeout(locksDown, stats.lockDelay)
}
}
return true
}
@ -502,7 +550,6 @@ function gameOver() {
state = STATE.GAME_OVER
scheduler.clearTimeout(lockPhase)
scheduler.clearTimeout(locksDown)
console.log("GAME OVER")
}
function autorepeat() {
@ -594,13 +641,42 @@ function hold() {
}
}
function pause() {
if (state == STATE.PLAYING) {
state = STATE.PAUSED
stats.pauseTime = Date.now() - stats.startTime
scheduler.clearTimeout(lockPhase)
scheduler.clearTimeout(locksDown)
scheduler.clearTimeout(autorepeat)
}
else if (state == STATE.PAUSED) {
state = STATE.PLAYING
stats.startTime = Date.now() - stats.pauseTime
scheduler.setTimeout(lockPhase, stats.fallDelay)
if (matrix.piece.locked)
scheduler.setTimeout(locksDown, stats.lockDelay)
requestAnimationFrame(draw)
}
}
function printTempTexts(texts) {
tempTexts.push(texts)
console.log(tempTexts)
scheduler.setTimeout(delTempTexts, TEMP_TEXTS_DELAY)
}
function delTempTexts(self) {
if (tempTexts.length)
tempTexts.shift()
}
function draw() {
holdQueue.draw()
stats.print()
matrix.draw()
nextQueue.draw()
if (state != STATE.GAME_OVER)
if (state == STATE.PLAYING)
requestAnimationFrame(draw)
}
@ -610,6 +686,7 @@ window.onload = function() {
matrix = new Matrix(document.getElementById("matrix").getContext("2d"))
nextQueue = new NextQueue(document.getElementById("next").getContext("2d"))
scheduler = new Scheduler()
tempTexts = []
actions = {
"ArrowLeft": moveLeft,
@ -618,7 +695,8 @@ window.onload = function() {
" ": hardDrop,
"ArrowUp": rotateCW,
"z": rotateCCW,
"c": hold
"c": hold,
"Escape": pause
}
pressedKeys = new Set()
actionsToRepeat = []