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Webtris/js/webtris.js
2019-11-01 02:39:44 +01:00

776 lines
23 KiB
JavaScript

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.pick = function() {
return this.splice(Math.floor(Math.random()*this.length), 1)[0]
}
const NEXT_PIECES = 6
const HOLD_ROWS = 6
const HOLD_COLUMNS = 6
const MATRIX_ROWS = 24
const MATRIX_INVISIBLE_ROWS = 4
const MATRIX_COLUMNS = 10
const NEXT_ROWS = 24
const NEXT_COLUMNS = 6
const LOCKED_PIECE_CLASS = "locked-piece"
const INVISIBLE_ROW_CLASS = "invisible-row"
const VISIBLE_ROW_CLASS = "visible-row"
const CLEARED_LINE_CLASS = "cleared-line"
const TRAIL_CLASS = "trail"
const GHOST_CLASS = "ghost"
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 = 200
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, // ClockWise
CCW: -1 // CounterClockWise
}
const T_SPIN = {
NONE: "",
MINI: "MINI\nT-SPIN",
T_SPIN: "T-SPIN"
}
const T_SLOT = {
A: 0,
B: 1,
C: 3,
D: 2
}
const T_SLOT_POS = [[-1, -1], [1, -1], [1, 1], [-1, 1]]
const SCORES = [
{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 STATE = {
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
var actions = {}
class Scheduler {
constructor() {
this.intervalTasks = new Map()
this.timeoutTasks = new Map()
}
setInterval(func, delay, ...args) {
this.intervalTasks.set(func, window.setInterval(func, delay, ...args))
}
setTimeout(func, delay, ...args) {
this.timeoutTasks.set(func, window.setTimeout(func, delay, ...args))
}
clearInterval(func) {
if (this.intervalTasks.has(func)) {
window.clearInterval(this.intervalTasks.get(func))
this.intervalTasks.delete(func)
}
}
clearTimeout(func) {
if (this.timeoutTasks.has(func)) {
window.clearTimeout(this.timeoutTasks.get(func))
this.timeoutTasks.delete(func)
}
}
}
randomBag = []
class Tetromino {
constructor(position=null, shape=null) {
this.pos = position
this.orientation = 0
this.rotatedLast = false
this.rotationPoint5Used = false
this.holdEnabled = true
this.locked = false
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]],
[[0, 0], [ 1, 0], [ 1, -1], [0, 2], [ 1, 2]],
[[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 (!randomBag.length)
randomBag = ['tetromino-I', 'tetromino-J', 'tetromino-L', 'tetromino-O', 'tetromino-S', 'tetromino-T', 'tetromino-Z']
this.shape = randomBag.pick()
}
switch(this.shape) {
case 'tetromino-I':
this.minoesPos = [[-1, 0], [0, 0], [1, 0], [2, 0]]
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]],
]
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 'tetromino-J':
this.minoesPos = [[-1, -1], [-1, 0], [0, 0], [1, 0]]
break
case 'tetromino-L':
this.minoesPos = [[-1, 0], [0, 0], [1, 0], [1, -1]]
break
case 'tetromino-O':
this.minoesPos = [[0, 0], [1, 0], [0, -1], [1, -1]]
this.srs[SPIN.CW] = [[]]
this.srs[SPIN.CCW] = [[]]
break
case 'tetromino-S':
this.minoesPos = [[-1, 0], [0, 0], [0, -1], [1, -1]]
break
case 'tetromino-T':
this.minoesPos = [[-1, 0], [0, 0], [1, 0], [0, -1]]
break
case 'tetromino-Z':
this.minoesPos = [[-1, -1], [0, -1], [0, 0], [1, 0]]
break
}
}
get minoesAbsPos() {
return this.minoesPos.translate(this.pos)
}
get ghost() {
var ghost = new Tetromino(Array.from(this.pos), this.shape)
ghost.minoesPos = Array.from(this.minoesPos)
ghost.shape = GHOST_CLASS
return ghost
}
}
class MinoesTable {
constructor(id, rows, columns) {
this.rows = rows
this.columns = columns
this.piece = null
this.table = document.getElementById(id)
}
drawMino(x, y, className) {
this.table.rows[y].cells[x].className = className
}
drawPiece(piece) {
var className = piece.locked ? LOCKED_PIECE_CLASS : piece.shape
piece.minoesAbsPos.forEach(pos => this.drawMino(...pos, className))
}
clearTable() {
for(var y = 0; y < this.rows; y++) {
for (var x = 0; x < this.columns; x++) {
this.drawMino(x, y, INVISIBLE_ROW_CLASS)
}
}
}
}
class HoldQueue extends MinoesTable {
constructor() {
super("hold", HOLD_ROWS, HOLD_COLUMNS)
}
draw() {
this.clearTable()
if (this.piece && state != STATE.PAUSED)
this.drawPiece(this.piece)
}
}
class Matrix extends MinoesTable {
constructor() {
super("matrix", MATRIX_ROWS, MATRIX_COLUMNS)
this.lockedMinoes = Array.from(Array(MATRIX_ROWS+3), row => Array(MATRIX_COLUMNS))
this.piece = null
this.clearedLines = []
this.trail = {
minoesPos: [],
height: 0
}
}
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() {
// grid
if (state == STATE.PAUSED) {
for (var y = 0; y < this.rows; y++) {
for (var x = 0; x < this.columns; x++) {
if (this.clearedLines.includes(y)) var className = CLEARED_LINE_CLASS
else {
if (y < MATRIX_INVISIBLE_ROWS) var className = INVISIBLE_ROW_CLASS
else var className = VISIBLE_ROW_CLASS
}
this.drawMino(x, y, className)
}
}
} else {
for (var y = 0; y < this.rows; y++) {
for (var x = 0; x < this.columns; x++) {
var className = this.lockedMinoes[y][x]
if (!className) {
if (this.clearedLines.includes(y)) className = CLEARED_LINE_CLASS
else {
if (y < MATRIX_INVISIBLE_ROWS) className = INVISIBLE_ROW_CLASS
else className = VISIBLE_ROW_CLASS
}
}
this.drawMino(x, y, className)
}
}
// trail
if (this.trail.height) {
this.trail.minoesPos.forEach(pos => {
for (var dy = 0; dy < this.trail.height; dy++) this.drawMino(pos[0], pos[1]+dy, TRAIL_CLASS)
})
}
//ghost
if (!this.piece.locked && state != STATE.GAME_OVER) {
for (var ghost = this.piece.ghost; this.spaceToMove(ghost.minoesAbsPos); ghost.pos[1]++) {}
ghost.pos[1]--
this.drawPiece(ghost)
}
this.drawPiece(this.piece)
}
}
}
class NextQueue extends MinoesTable {
constructor() {
super("next", NEXT_ROWS, NEXT_COLUMNS)
this.pieces = Array.from({length: NEXT_PIECES}, (v, k) => new Tetromino(NEXT_PIECES_POSITIONS[k]))
}
draw() {
this.clearTable()
if (state != STATE.PAUSED) {
this.pieces.forEach(piece => this.drawPiece(piece))
}
}
}
timeFormat = new Intl.DateTimeFormat("fr-FR", {
minute: "2-digit", second: "2-digit", hourCycle: "h24", timeZone: "UTC"
}).format
class Stats {
constructor () {
this.scoreCell = document.getElementById("score")
this.highScoreCell = document.getElementById("highScore")
this.timeCell = document.getElementById("time")
this.levelCell = document.getElementById("level")
this.goalCell = document.getElementById("goal")
this.clearedLinesCell = document.getElementById("clearedLines")
this._score = 0
this.highScore = localStorage.getItem('highScore') || 0
this.goal = 0
this.clearedLines = 0
this.startTime = Date.now()
this.pauseTime = 0
this.combo = -1
this.lockDelay = LOCK_DELAY
this.fallPeriod = FALL_PERIOD
}
get score() {
return this._score
}
set score(score) {
this._score = score
this.scoreCell.innerHTML = this._score
if (score > this.highScore)
this.highScore = score
this.highScoreCell.innerHTML = this.highScore
}
newLevel(level=null) {
if (level)
this.level = level
else
this.level++
this.levelCell.innerHTML = this.level
printTempTexts(`LEVEL<br/>${this.level}`)
this.goal += 5 * this.level
this.goalCell.innerHTML = this.goal
if (this.level <= 20)
this.fallPeriod = 1000 * Math.pow(0.8 - ((this.level - 1) * 0.007), this.level - 1)
if (this.level > 15)
this.lockDelay = 500 * Math.pow(0.9, this.level - 15)
}
lockDown(tSpin, clearedLines) {
var patternName = []
var patternScore = 0
var combo_score = 0
if (tSpin)
patternName.push(tSpin)
if (clearedLines) {
patternName.push(SCORES[clearedLines].linesClearedName)
this.combo++
} else
this.combo = -1
if (clearedLines || tSpin) {
this.clearedLines += clearedLines
this.clearedLinesCell.innerHTML = clearedLines
patternScore = SCORES[clearedLines][tSpin]
this.goal -= patternScore
this.goalCell.innerHTML = this.goal
patternScore *= 100 * this.level
patternName = patternName.join("\n")
}
if (this.combo >= 1)
combo_score = (clearedLines == 1 ? 20 : 50) * this.combo * this.level
this.score += patternScore + combo_score
if (patternScore) {
var messages = [patternName, patternScore]
if (combo_score)
messages.push(`COMBO x${this.combo}`, combo_score)
printTempTexts(messages.join("<br/>"))
}
}
printTime() {
this.timeCell.innerHTML = timeFormat(Date.now() - this.startTime)
}
}
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])
}
nextQueue.draw()
matrix.piece.pos = FALLING_PIECE_POSITION
if (matrix.spaceToMove(matrix.piece.minoesPos.translate(matrix.piece.pos))){
scheduler.clearInterval(lockPhase)
scheduler.setInterval(lockPhase, stats.fallPeriod)
fallingPhase()
} else
gameOver()
}
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
if (movement != MOVEMENT.DOWN)
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[1] < MATRIX_INVISIBLE_ROWS)) {
matrix.piece.locked = false
matrix.draw()
gameOver()
} else {
matrix.piece.minoesAbsPos.forEach(pos => matrix.lockedMinoes[pos[1]][pos[0]] = matrix.piece.shape)
// T-Spin detection
var tSpin = T_SPIN.NONE
if (matrix.piece.rotatedLast && matrix.piece.shape == "tetromino-T") {
const tSlots = T_SLOT_POS.translate(matrix.piece.pos).map(pos => matrix.cellIsOccupied(...pos)),
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
}
// Complete lines
matrix.clearedLines = []
matrix.lockedMinoes.forEach((row, y) => {
if (row.filter(lockedMino => lockedMino.length).length == MATRIX_COLUMNS) {
matrix.lockedMinoes.splice(y, 1)
matrix.lockedMinoes.unshift(Array(MATRIX_COLUMNS))
matrix.clearedLines.push(y)
}
})
stats.lockDown(tSpin, matrix.clearedLines.length)
matrix.draw()
scheduler.setTimeout(clearLinesCleared, ANIMATION_DELAY)
if (stats.goal <= 0)
newLevel()
else
generationPhase()
}
}
function clearLinesCleared() {
matrix.clearedLines = []
matrix.draw()
}
function gameOver() {
state = STATE.GAME_OVER
messageDiv.innerHTML = "GAME<br/>OVER"
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
scheduler.clearInterval(clock)
var info = `GAME OVER\nScore : ${stats.score}`
if (stats.score == stats.highScore) {
localStorage.setItem('highScore', stats.highScore)
info += "\nBravo ! Vous avez battu votre précédent record."
} else
var info = `GAME OVER\nScore : ${stats.score}`
var XHR = new XMLHttpRequest()
var FD = new FormData()
FD.append("score", stats.score)
XHR.addEventListener('load', function(event) {
if (event.target.responseText == "true") {
var player = prompt(info + "\nBravo ! Vous êtes dans le Top 10.\nEntrez votre nom pour publier votre score :" , localStorage.getItem("name") || "")
if (player.length) {
localStorage.setItem("player", player)
postScore(player, stats.score)
}
} else {
alert(info)
}
})
XHR.addEventListener('error', function(event) {
alert(info)
})
XHR.open('POST', 'intop10.php')
XHR.send(FD)
}
function postScore(player, score) {
var XHR = new XMLHttpRequest()
var FD = new FormData()
FD.append("player", player)
FD.append("score", stats.score)
XHR.addEventListener('load', function(event) {
open("leaderboard.php")
})
XHR.addEventListener('error', function(event) {
if (confirm('Erreur de connexion.\nRéessayer ?'))
postScore(player, score)
})
XHR.open('POST', 'publish.php')
XHR.send(FD)
}
function autorepeat() {
if (actionsToRepeat.length) {
actionsToRepeat[0]()
if (scheduler.timeoutTasks.has(autorepeat)) {
scheduler.clearTimeout(autorepeat)
scheduler.setInterval(autorepeat, AUTOREPEAT_PERIOD)
}
} else {
scheduler.clearTimeout(autorepeat)
scheduler.clearInterval(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]
action()
if (REPEATABLE_ACTIONS.includes(action)) {
actionsToRepeat.unshift(action)
scheduler.clearTimeout(autorepeat)
scheduler.clearInterval(autorepeat)
if (action == softDrop)
scheduler.setInterval(autorepeat, stats.fallPeriod / 20)
else
scheduler.setTimeout(autorepeat, AUTOREPEAT_DELAY)
}
}
}
}
function keyUpHandler(e) {
pressedKeys.delete(e.key)
if (e.key in actions[state]) {
action = actions[state][e.key]
if (actionsToRepeat.includes(action)) {
actionsToRepeat.splice(actionsToRepeat.indexOf(action), 1)
if (!actionsToRepeat.length) {
scheduler.clearTimeout(autorepeat)
scheduler.clearInterval(autorepeat)
}
}
}
}
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.trail.height++) {
stats.score += 2
}
while (move(MOVEMENT.DOWN, matrix.piece.minoesPos, true)) {}
matrix.draw()
lockDown()
scheduler.setTimeout(clearTrail, ANIMATION_DELAY)
}
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(HELD_PIECE_POSITION, shape)
holdQueue.piece.holdEnabled = false
holdQueue.draw()
generationPhase(matrix.piece)
matrix.piece.holdEnabled = false
}
}
function pause() {
state = STATE.PAUSED
stats.pauseTime = Date.now() - stats.startTime
messageDiv.innerHTML = "PAUSED"
scheduler.clearInterval(lockPhase)
scheduler.clearTimeout(lockDown)
scheduler.clearTimeout(autorepeat)
scheduler.clearInterval(clock)
holdQueue.draw()
matrix.draw()
nextQueue.draw()
}
function resume() {
state = STATE.PLAYING
stats.startTime = Date.now() - stats.pauseTime
messageDiv.innerHTML = ""
scheduler.setTimeout(lockPhase, stats.fallPeriod)
if (matrix.piece.locked)
scheduler.setTimeout(lockDown, stats.lockDelay)
scheduler.setInterval(clock, 1000)
hold.draw()
matrix.draw()
next.draw()
}
function printTempTexts(texts) {
tempTexts.push(texts)
messageDiv.innerHTML = tempTexts[0]
if (!scheduler.intervalTasks.has(delTempTexts))
scheduler.setInterval(delTempTexts, TEMP_TEXTS_DELAY)
}
function delTempTexts(self) {
if (tempTexts.length)
tempTexts.shift()
if (tempTexts.length)
messageDiv.innerHTML = tempTexts[0]
else {
scheduler.clearInterval(delTempTexts)
messageDiv.innerHTML = ""
}
}
function getKey(action) {
return localStorage.getItem(action) || actionsDefaultKeys[action]
}
function clock() {
stats.printTime()
}
window.onload = function() {
tempTexts = []
messageDiv = document.getElementById("message")
holdQueue = new HoldQueue()
stats = new Stats()
matrix = new Matrix()
nextQueue = new NextQueue()
actions[STATE.PLAYING] = {}
actions[STATE.PLAYING][getKey("moveLeft")] = moveLeft
actions[STATE.PLAYING][getKey("moveRight")] = moveRight
actions[STATE.PLAYING][getKey("softDrop")] = softDrop
actions[STATE.PLAYING][getKey("hardDrop")] = hardDrop
actions[STATE.PLAYING][getKey("rotateCW")] = rotateCW
actions[STATE.PLAYING][getKey("rotateCCW")] = rotateCCW
actions[STATE.PLAYING][getKey("hold")] = hold
actions[STATE.PLAYING][getKey("pause")] = pause
actions[STATE.PAUSED] = {}
actions[STATE.PAUSED][getKey("pause")] = resume
actions[STATE.GAME_OVER] = {}
pressedKeys = new Set()
actionsToRepeat = []
addEventListener("keydown", keyDownHandler, false)
addEventListener("keyup", keyUpHandler, false)
state = STATE.PLAYING
scheduler = new Scheduler()
scheduler.setInterval(clock, 1000)
newLevel(1)
}