quatuor/app.js
2023-04-21 22:13:23 +02:00

777 lines
22 KiB
JavaScript

/* 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",
"<h4>QUATRIS</h4>",
]
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<this.rows; y++) {
for (let x=0; x<this.columns; x++) {
this.drawMino([x, y], "")
}
}
}
}
MinoesTable.prototype.init_center = [2, 2]
class NextQueue extends MinoesTable {
constructor(id) {
super(id)
this.pieces = this.init_centers.map(center => {
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<this.rows; y++) {
for (let x=0; x<this.columns; x++) {
if (this.table.rows[y].cells[x].classList != "hard-drop-animation")
this.drawMino([x, y], this.lockedMinoes[y][x] || "")
}
}
}
}
PlayfieldMatrix.prototype.init_center = [5, 4]
class Tetromino {
static randomBag = []
static get pick() {
if (!this.randomBag.length) this.randomBag = [I, J, L, O, S, T, Z]
return this.randomBag.pick()
}
constructor(center, orientation=0, className=this.constructor.name + " mino") {
this.center = center
this.className = className
this.orientation = orientation
this.lastRotation = false
this.rotationPoint4Used = false
this.holdEnabled = true
this.locked = false
}
canMove(translation, rotation=ROTATION.NONE) {
let testCenter = this.center.add(translation)
let testOrientation = rotation? (this.orientation + rotation + 4) % 4: this.orientation
let testMinoesCoord = this.minoesCoord[testOrientation]
if (testMinoesCoord
.translate(testCenter)
.every(minoCoord => 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
this.b2b = -1
this.time = 0
}
set score(score) {
this._score = score
scoreCell.innerText = score.toLocaleString()
if (score > this.highScore) {
this.highScore = score
}
}
get score() {
return this._score
}
set highScore(highScore) {
this._highScore = highScore
highScoreCell.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
levelCell.innerText = level
levelSpan.innerHTML = `<h1>LEVEL<br/>${this.level}</h1>`
levelSpan.classList.add("show-level-animation")
}
get level() {
return this._level
}
set goal(goal) {
this._goal = goal
goalCell.innerText = goal
}
get goal() {
return this._goal
}
set time(time) {
this._time = time
timeCell.innerText = this.timeFormat.format(1000 * time)
}
get time() {
return this._time
}
lockDown(nbClearedLines, tSpin) {
// Cleared lines & T-Spin
let patternScore = SCORES[tSpin][nbClearedLines] * this.level
if (tSpin) {
let div = document.createElement("div")
div.className = "rotate-in-animation"
div.innerHTML = tSpin
scoreSpan.appendChild(div)
}
if (nbClearedLines) {
let div = document.createElement("div")
div.className = "zoom-in-animation"
div.innerHTML = CLEARED_LINES_NAMES[nbClearedLines]
scoreSpan.appendChild(div)
}
if (patternScore) {
let div = document.createElement("div")
div.className = "zoom-in-animation"
div.style = "animation-delay: .2s; animation-duration: .8s"
div.innerHTML = patternScore
scoreSpan.appendChild(div)
this.score += patternScore
}
// Combo
if (nbClearedLines) {
this.combo++
if (this.combo >= 1) {
let comboScore = (nbClearedLines == 1 ? 20 : 50) * this.combo * this.level
let div = document.createElement("div")
div.className = "zoom-in-animation"
div.style = "animation-delay: .4s; animation-duration: .6s"
div.innerHTML = `COMBO x${this.combo}<br/>${comboScore}`
scoreSpan.appendChild(div)
this.score += comboScore
}
} else {
this.combo = -1
}
// Back to back sequence
if ((nbClearedLines == 4) || (tSpin && nbClearedLines)) {
this.b2b++
if (this.b2b >= 1) {
let b2bScore = patternScore / 2
let div = document.createElement("div")
div.className = "zoom-in-animation"
div.style = "animation-delay: .4s; animation-duration: .6s"
div.innerHTML = `BACK TO BACK x${this.b2b}<br/>${b2bScore}`
scoreSpan.appendChild(div)
this.score += b2bScore
}
} else if ((0 < nbClearedLines) && (nbClearedLines < 4) && !tSpin) {
this.b2b = -1
}
this.goal -= nbClearedLines
if (this.goal <= 0) this.level++
}
}
Stats.prototype.timeFormat = new Intl.DateTimeFormat("fr-FR", {
minute: "2-digit",
second: "2-digit",
timeZone: "UTC"
})
/* Game */
onanimationend = function (event) {
event.target.classList.remove(event.animationName)
}
scoreSpan.onanimationend = function(event) {
event.target.remove()
}
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)
scheduler.clearInterval(clock)
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
scheduler.setInterval(clock, 1000)
if (stats.fallPeriod) scheduler.setInterval(fall, stats.fallPeriod)
}
function clock() {
stats.time++
}
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.some(minoCoord => minoCoord.y >= 4)) {
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)
.sort()
for (y of clearedLines) {
matrix.lockedMinoes.splice(y, 1)
matrix.lockedMinoes.unshift(Array(matrix.columns))
matrix.table.rows[y].classList.add("cleared-line-animation")
}
matrix.redraw()
stats.lockDown(clearedLines.length, tSpin)
generate()
} else {
gameOver()
}
}
function gameOver() {
matrix.piece.locked = false
matrix.drawPiece()
document.onkeydown = null
document.onkeyup = null
scheduler.clearInterval(clock)
localStorage["highScore"] = stats.highScore
levelSpan.innerHTML = "<h1>GAME<br/>OVER</h1>"
levelSpan.classList.add("show-level-animation")
}
if ('serviceWorker' in navigator) {
navigator.serviceWorker.register('service-worker.js');
}