/* Contants */ const TRANSLATION = { NONE: [ 0, 0], LEFT: [-1, 0], RIGHT: [ 1, 0], DOWN: [ 0, 1], } const ROTATION = { CW: 1, // ClockWise CCW: -1, // CounterClockWise } const T_SPIN = { NONE: "", MINI: "MINI T-SPIN", T_SPIN: "T-SPIN" } // score = SCORES[tSpin][nbClearedLines] const SCORES = { [T_SPIN.NONE]: [0, 100, 300, 500, 800], [T_SPIN.MINI]: [100, 200], [T_SPIN.T_SPIN]: [400, 800, 1200, 1600] } const CLEARED_LINES_NAMES = [ "", "SINGLE", "DOUBLE", "TRIPLE", "

QUATRIS

", ] const DELAY = { LOCK: 500, FALL: 1000, } const ORIENTATION = { NORTH: 0, EAST: 1, SOUTH: 2, WEST: 3, } const KEY_NAMES = { ["ArrowLeft"]: "←", ["ArrowRight"]: "→", ["ArrowUp"]: "↑", ["ArrowDown"]: "↓", [" "]: "Space", ["←"]: "ArrowLeft", ["→"]: "ArrowRight", ["↑"]: "ArrowUp", ["↓"]: "ArrowDown", ["Space"]: " ", } /* Customize Array to be use as coord */ Object.defineProperties(Array.prototype, { "x": { get: function() { return this[0] }, set: function(x) { this[0] = x } }, "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(rotation) { return [-rotation*this.y, rotation*this.x] } Array.prototype.pick = function() { return this.splice(Math.floor(Math.random()*this.length), 1)[0] } /* Classes */ 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) } } class MinoesTable { constructor(id) { this.table = document.getElementById(id) this.rows = this.table.rows.length this.columns = this.table.rows[0].childElementCount this._piece = null } get piece() { return this._piece } set piece(piece) { this._piece = piece this._piece.center = Array.from(this.init_center) this.redraw() this.drawPiece() } drawMino(coord, className) { this.table.rows[coord.y].cells[coord.x].className = className } drawPiece(piece=this.piece, className=piece.className + (piece.locked? " locked" : "")) { piece.minoesCoord[piece.orientation] .translate(piece.center) .forEach(minoCoord => { this.drawMino(minoCoord, className) }) } redraw() { for (let y=0; y { let piece = new Tetromino.pick() piece.center = Array.from(center) return piece }) } shift() { let fistPiece = this.pieces.shift() this.pieces.push(new Tetromino.pick()) this.pieces.forEach((piece, i) => { piece.center = Array.from(this.init_centers[i]) }) this.redraw() return fistPiece } redraw() { super.redraw() this.pieces.forEach((piece) => { this.drawPiece(piece) }) } } NextQueue.prototype.init_centers = [[2, 2], [2, 5], [2, 8], [2, 11], [2, 14]] class PlayfieldMatrix extends MinoesTable { constructor(id, piece_init_position) { super(id, piece_init_position) this.lockedMinoes = Array(this.rows).fill().map(() => Array(this.columns)) } cellIsEmpty(coord) { return 0 <= coord.x && coord.x < this.columns && 0 <= coord.y && coord.y < this.rows && !this.lockedMinoes[coord.y][coord.x] } get piece() { return this._piece } set piece(piece) { this._piece = piece this._piece.center = Array.from(this.init_center) this.ghost = piece.ghost this.redraw() this.drawPiece() } drawPiece(piece=this.piece, className=piece.className + (piece.locked? " locked" : "")) { super.drawPiece(this.ghost, "") this.ghost = piece.ghost while (this.ghost.canMove(TRANSLATION.DOWN)) this.ghost.center.y++ super.drawPiece(this.ghost) super.drawPiece(piece, className) } redraw() { for (let y=0; y matrix.cellIsEmpty(minoCoord))) return {center: testCenter, orientation: testOrientation} else return false } move(translation, rotation=ROTATION.NONE, clearClassName="") { let success = this.canMove(translation, rotation) if (success) { scheduler.clearTimeout(lockDown) matrix.drawPiece(this, clearClassName) this.center = success.center if (rotation) this.orientation = success.orientation this.lastRotation = rotation if (this.canMove(TRANSLATION.DOWN)) { this.locked = false } else { this.locked = true scheduler.setTimeout(lockDown, stats.lockDelay) } matrix.drawPiece() return true } else if (translation == TRANSLATION.DOWN) { this.locked = true if (!scheduler.timeoutTasks.has(lockDown)) scheduler.setTimeout(lockDown, stats.lockDelay) matrix.drawPiece() } } rotate(rotation) { return this.srs[this.orientation][rotation].some((translation, rotationPoint) => { if (this.move(translation, rotation)) { if (rotationPoint == 4) this.rotationPoint4Used = true return true } }) } get ghost() { return new this.constructor(Array.from(this.center), this.orientation, "ghost " + this.className) } } // Super Rotation System // freedom of movement = srs[piece.orientation][rotation] Tetromino.prototype.srs = [ { [ROTATION.CW]: [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]], [ROTATION.CCW]: [[0, 0], [ 1, 0], [ 1, -1], [0, 2], [ 1, 2]] }, { [ROTATION.CW]: [[0, 0], [ 1, 0], [ 1, 1], [0, -2], [ 1, -2]], [ROTATION.CCW]: [[0, 0], [ 1, 0], [ 1, 1], [0, -2], [ 1, -2]] }, { [ROTATION.CW]: [[0, 0], [ 1, 0], [ 1, -1], [0, 2], [ 1, 2]], [ROTATION.CCW]: [[0, 0], [-1, 0], [-1, -1], [0, 2], [-1, 2]] }, { [ROTATION.CW]: [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]], [ROTATION.CCW]: [[0, 0], [-1, 0], [-1, 1], [0, -2], [-1, -2]] }, ] class I extends Tetromino {} I.prototype.minoesCoord = [ [[-1, 0], [0, 0], [1, 0], [2, 0]], [[1, -1], [1, 0], [1, 1], [1, 2]], [[-1, 1], [0, 1], [1, 1], [2, 1]], [[0, -1], [0, 0], [0, 1], [0, 2]], ] I.prototype.srs = [ { [ROTATION.CW]: [[0, 0], [-2, 0], [ 1, 0], [-2, 1], [ 1, -2]], [ROTATION.CCW]: [[0, 0], [-1, 0], [ 2, 0], [-1, -2], [ 2, 1]] }, { [ROTATION.CW]: [[0, 0], [-1, 0], [ 2, 0], [-1, -2], [ 2, 1]], [ROTATION.CCW]: [[0, 0], [ 2, 0], [-1, 0], [ 2, -1], [-1, 2]] }, { [ROTATION.CW]: [[0, 0], [ 2, 0], [-1, 0], [ 2, -1], [-1, 2]], [ROTATION.CCW]: [[0, 0], [ 1, 0], [-2, 0], [ 1, 2], [-2, -1]] }, { [ROTATION.CW]: [[0, 0], [ 1, 0], [-2, 0], [ 1, 2], [-2, -1]], [ROTATION.CCW]: [[0, 0], [-2, 0], [ 1, 0], [-2, 1], [ 1, -2]] }, ] class J extends Tetromino {} J.prototype.minoesCoord = [ [[-1, -1], [-1, 0], [0, 0], [1, 0]], [[ 0, -1], [1, -1], [0, 0], [0, 1]], [[ 1, 1], [-1, 0], [0, 0], [1, 0]], [[ 0, -1], [-1, 1], [0, 0], [0, 1]], ] class L extends Tetromino {} L.prototype.minoesCoord = [ [[-1, 0], [0, 0], [1, 0], [ 1, -1]], [[0, -1], [0, 0], [0, 1], [ 1, 1]], [[-1, 0], [0, 0], [1, 0], [-1, 1]], [[0, -1], [0, 0], [0, 1], [-1, -1]], ] class O extends Tetromino {} O.prototype.minoesCoord = [ [[0, 0], [1, 0], [0, -1], [1, -1]] ] O.prototype.srs = [ {[ROTATION.CW]: [], [ROTATION.CCW]: []} ] class S extends Tetromino {} S.prototype.minoesCoord = [ [[-1, 0], [0, 0], [0, -1], [1, -1]], [[ 0, -1], [0, 0], [1, 0], [1, 1]], [[-1, 1], [0, 0], [1, 0], [0, 1]], [[-1, -1], [0, 0], [-1, 0], [0, 1]], ] class T extends Tetromino {} T.prototype.minoesCoord = [ [[-1, 0], [0, 0], [1, 0], [0, -1]], [[0, -1], [0, 0], [1, 0], [0, 1]], [[-1, 0], [0, 0], [1, 0], [0, 1]], [[0, -1], [0, 0], [0, 1], [-1, 0]], ] T.prototype.tSlots = [ [[-1, -1], [ 1, -1], [ 1, 1], [-1, 1]], [[ 1, -1], [ 1, 1], [-1, 1], [-1, -1]], [[ 1, 1], [-1, 1], [-1, -1], [ 1, -1]], [[-1, 1], [-1, -1], [ 1, -1], [ 1, 1]], ] class Z extends Tetromino {} Z.prototype.minoesCoord = [ [[-1, -1], [0, -1], [0, 0], [ 1, 0]], [[ 1, -1], [1, 0], [0, 0], [ 0, 1]], [[-1, 0], [0, 0], [0, 1], [ 1, 1]], [[ 0, -1], [-1, 0], [0, 0], [-1, 1]] ] class Settings { constructor() { for (let input of settingsForm.getElementsByTagName("input")) { if (localStorage[input.name]) input.value = localStorage[input.name] } arrOutput.value = arrInput.value + " ms" dasOutput.value = dasInput.value + " ms" settingsForm.onsubmit = newGame this.modal = new bootstrap.Modal('#settingsModal') document.getElementById('settingsModal').addEventListener('shown.bs.modal', () => { resumeButton.focus() }) } load() { for (let input of keyBindFielset.getElementsByTagName("input")) { this[input.name] = KEY_NAMES[input.value] || input.value localStorage[input.name] = input.value } for (let input of autorepearFieldset.getElementsByTagName("input")) { this[input.name] = input.valueAsNumber localStorage[input.name] = input.value } this.keyBind = {} for (let actionName in playerActions) { this.keyBind[settings[actionName]] = playerActions[actionName] } } } function changeKey(input) { prevValue = input.value input.value = "Touche ?" input.onkeydown = function (event) { event.preventDefault() input.value = KEY_NAMES[event.key] || event.key } input.onblur = function (event) { if (input.value == "Touche ?") input.value = prevValue input.onkeydown = null input.onblur = null } } class Stats { constructor() { this.highScore = Number(localStorage["highScore"]) || 0 this.combo = -1 } set score(score) { this._score = score scoreTd.innerText = score.toLocaleString() if (score > this.highScore) { this.highScore = score } } get score() { return this._score } set highScore(highScore) { this._highScore = highScore highScoreTd.innerText = highScore.toLocaleString() } get highScore() { return this._highScore } set level(level) { this._level = level this.goal += level * 5 if (level <= 20){ this.fallPeriod = 1000 * Math.pow(0.8 - ((level - 1) * 0.007), level - 1) } if (level > 15) this.lockDelay = 500 * Math.pow(0.9, level - 15) levelInput.value = level levelTd.innerText = level levelSpan.innerHTML = `

LEVEL
${this.level}

` levelSpan.classList.add("show-level-animation") } get level() { return this._level } set goal(goal) { this._goal = goal goalTd.innerText = goal } get goal() { return this._goal } lockDown(nbClearedLines, tSpin) { messagesSpan.innerHTML = "" // Cleared lines & T-Spin if (nbClearedLines || tSpin ) { this.goal -= nbClearedLines let patternScore = SCORES[tSpin][nbClearedLines] * this.level this.score += patternScore if (tSpin) messagesSpan.innerHTML += `
${tSpin}
\n` if (nbClearedLines) messagesSpan.innerHTML += `
${CLEARED_LINES_NAMES[nbClearedLines]}
\n` messagesSpan.innerHTML += `
${patternScore}
\n` } // Combo if (nbClearedLines) { this.combo++ if (this.combo >= 1) { let comboScore = (nbClearedLines == 1 ? 20 : 50) * this.combo * this.level this.score += comboScore messagesSpan.innerHTML += `
COMBO x${this.combo}
\n` messagesSpan.innerHTML += `
${comboScore}
\n` } } else { this.combo = -1 } if (this.goal <= 0) this.level++ } } /* Game */ onanimationend = function (event) { event.target.classList.remove(event.animationName) } let scheduler = new Scheduler() let settings = new Settings() let stats = new Stats() let holdQueue = new MinoesTable("holdTable") let matrix = new PlayfieldMatrix("matrixTable") let nextQueue = new NextQueue("nextTable") function pause() { document.onkeydown = null document.onkeyup = null scheduler.clearInterval(fall) scheduler.clearTimeout(lockDown) scheduler.clearTimeout(repeat) scheduler.clearInterval(autorepeat) resumeButton.disabled = false settings.modal.show() } //window.onblur = pause() pause() function newGame(event) { stats.lockDelay = DELAY.LOCK resume(event) levelInput.name = "level" levelInput.disabled = true resumeButton.innerHTML = "Reprendre" event.target.onsubmit = resume settingsModal["data-bs-backdrop"] = "" stats.score = 0 stats.goal = 0 stats.level = levelInput.valueAsNumber localStorage["startLevel"] = levelInput.value generate() } function resume(event) { event.preventDefault() settings.load() document.onkeydown = onkeydown document.onkeyup = onkeyup if (stats.fallPeriod) scheduler.setInterval(fall, stats.fallPeriod) } function generate(piece=nextQueue.shift()) { matrix.piece = piece if (matrix.piece.canMove(TRANSLATION.NONE)) { scheduler.setInterval(fall, stats.fallPeriod) } else { gameOver() } } let playerActions = { moveLeft: () => matrix.piece.move(TRANSLATION.LEFT), moveRight: () => matrix.piece.move(TRANSLATION.RIGHT), rotateClockwise: () => matrix.piece.rotate(ROTATION.CW), rotateCounterclockwise: () => matrix.piece.rotate(ROTATION.CCW), softDrop: function() { if (matrix.piece.move(TRANSLATION.DOWN)) stats.score++ }, hardDrop: function() { scheduler.clearTimeout(lockDown) //matrix.table.classList.add("hard-dropped-table-animation") while (matrix.piece.move(TRANSLATION.DOWN, ROTATION.NONE, "hard-drop-animation")) stats.score +=2 lockDown() }, hold: function() { if (matrix.piece.holdEnabled) { scheduler.clearInterval(fall) scheduler.clearTimeout(lockDown) matrix.piece.holdEnabled = false matrix.piece.locked = false matrix.piece.orientation = ORIENTATION.NORTH if (holdQueue.piece) { let piece = holdQueue.piece holdQueue.piece = matrix.piece generate(piece) } else { holdQueue.piece = matrix.piece generate() } } }, pause: pause, } // Handle player inputs const REPEATABLE_ACTIONS = [ playerActions.moveLeft, playerActions.moveRight, playerActions.softDrop ] pressedKeys = new Set() actionsQueue = [] function onkeydown(event) { if (event.key in settings.keyBind) { event.preventDefault() if (!pressedKeys.has(event.key)) { pressedKeys.add(event.key) action = settings.keyBind[event.key] action() if (REPEATABLE_ACTIONS.includes(action)) { actionsQueue.unshift(action) scheduler.clearTimeout(repeat) scheduler.clearInterval(autorepeat) scheduler.setTimeout(repeat, settings.das) } } } } function repeat() { if (actionsQueue.length) { actionsQueue[0]() scheduler.setInterval(autorepeat, settings.arr) } } function autorepeat() { if (actionsQueue.length) { actionsQueue[0]() } else { scheduler.clearInterval(autorepeat) } } function onkeyup(event) { if (event.key in settings.keyBind) { event.preventDefault() pressedKeys.delete(event.key) action = settings.keyBind[event.key] if (actionsQueue.includes(action)) { actionsQueue.splice(actionsQueue.indexOf(action), 1) if (!actionsQueue.length) { scheduler.clearTimeout(repeat) scheduler.clearInterval(autorepeat) } } } } function fall() { matrix.piece.move(TRANSLATION.DOWN) } function lockDown() { scheduler.clearTimeout(lockDown) scheduler.clearInterval(fall) lockedMinoesCoord = matrix.piece.minoesCoord[matrix.piece.orientation] .translate(matrix.piece.center) if (lockedMinoesCoord.every(minoCoord => minoCoord.y < 4)) { gameOver() } else { lockedMinoesCoord.forEach(minoCoord => { matrix.lockedMinoes[minoCoord.y][minoCoord.x] = matrix.piece.className matrix.drawMino(minoCoord, matrix.piece.className) }) // T-spin let tSpin = T_SPIN.NONE if (matrix.piece.lastRotation && matrix.piece.constructor == T) { let [a, b, c, d] = matrix.piece.tSlots[matrix.piece.orientation] .translate(matrix.piece.center) .map(minoCoord => !matrix.cellIsEmpty(minoCoord)) 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 } // Cleared lines let clearedLines = Array.from(new Set(lockedMinoesCoord.map(minoCoord => minoCoord.y))) .filter(y => matrix.lockedMinoes[y].filter(lockedMino => lockedMino).length == matrix.columns) for (y of clearedLines) { matrix.lockedMinoes.splice(y, 1) matrix.lockedMinoes.unshift(Array(matrix.columns)) matrix.table.rows[y].classList.add("line-cleared-animation") } matrix.redraw() stats.lockDown(clearedLines.length, tSpin) generate() } } function gameOver() { console.log("GAME OVER") matrix.piece.locked = false matrix.drawPiece() document.onkeydown = null document.onkeyup = null localStorage["highScore"] = stats.highScore levelSpan.innerHTML = "

GAME
OVER

" levelSpan.classList.add("show-level-animation") } if ('serviceWorker' in navigator) { navigator.serviceWorker.register('service-worker.js'); }