diff --git a/app.js b/app.js
index 117cf3b..ed79caf 100644
--- a/app.js
+++ b/app.js
@@ -23,32 +23,22 @@ let game = {
playing: false,
start: function() {
- gui.startButton.hide()
stats.init()
- gui.stats.show()
+
+ gui.startButton.hide()
gui.settings.close()
+ gui.stats.show()
Mino.mesh.clear()
-
- holdQueue.remove(holdQueue.piece)
+
+ nextQueue.init()
holdQueue.piece = undefined
- if (nextQueue.pieces) nextQueue.pieces.forEach(piece => nextQueue.remove(piece))
+ holdQueue.clear()
playfield.init()
-
- scene.remove(playfield.piece)
- if (playfield.piece) playfield.remove(playfield.piece)
- playfield.piece = null
- scene.music.currentTime = 0
- playfield.visible = true
this.playing = true
stats.clock.start()
- renderer.domElement.tabIndex = 1
- gui.domElement.tabIndex = 1
-
- nextQueue.init()
-
stats.level = settings.startLevel
this.resume()
},
@@ -57,7 +47,7 @@ let game = {
document.onkeydown = onkeydown
document.onkeyup = onkeyup
window.onblur = game.pause
- if (!gui.debug) gui.domElement.onfocus = game.pause
+ gui.settings.domElement.onclick = game.pause
document.body.classList.remove("pause")
gui.resumeButton.hide()
@@ -65,10 +55,14 @@ let game = {
stats.clock.start()
stats.clock.elapsedTime = stats.elapsedTime
+
if (settings.musicVolume) scene.music.play()
- if (playfield.piece) scheduler.setInterval(game.fall, stats.fallPeriod)
- else this.generate()
+ if (playfield.piece) {
+ scheduler.setInterval(game.fall, stats.fallPeriod)
+ } else {
+ this.generate()
+ }
},
generate: function(nextPiece=nextQueue.shift()) {
@@ -94,13 +88,12 @@ let game = {
if (playfield.lock(playfield.piece)) {
let tSpin = playfield.piece.tSpin
let nbClearedLines = playfield.clearLines()
- playfield.remove(playfield.piece)
if (settings.sfxVolume) {
if (nbClearedLines == 4 || (tSpin && nbClearedLines)) {
- scene.tetrisSound.currentTime = 0
+ scene.tetrisSound.stop()
scene.tetrisSound.play()
} else if (nbClearedLines || tSpin) {
- scene.lineClearSound.currentTime = 0
+ scene.lineClearSound.stop()
scene.lineClearSound.play()
}
}
@@ -113,6 +106,8 @@ let game = {
},
pause: function() {
+ gui.settings.domElement.onclick = null
+
stats.elapsedTime = stats.clock.elapsedTime
stats.clock.stop()
@@ -137,9 +132,9 @@ let game = {
document.onkeydown = null
window.onblur = null
renderer.domElement.onfocus = null
- gui.domElement.onfocus = null
+ gui.settings.domElement.onfocus = null
game.playing = false
- scene.music.pause()
+ scene.music.stop()
stats.clock.stop()
messagesSpan.addNewChild("div", { className: "show-level-animation", innerHTML: `
GAME
OVER
` })
@@ -167,9 +162,8 @@ let playerActions = {
hardDrop: function () {
scheduler.clearTimeout(game.lockDown)
- scene.hardDropSound.play()
if (settings.sfxVolume) {
- scene.hardDropSound.currentTime = 0
+ scene.hardDropSound.stop()
scene.hardDropSound.play()
}
while (playfield.piece.move(TRANSLATION.DOWN)) stats.score += 2
@@ -263,6 +257,7 @@ renderer.setSize(window.innerWidth, window.innerHeight)
renderer.setClearColor(0x000000, 10)
renderer.toneMapping = THREE.ACESFilmicToneMapping
document.body.appendChild(renderer.domElement)
+renderer.domElement.tabIndex = 1
const stats = new Stats()
diff --git a/jsm/TetraGUI.js b/jsm/TetraGUI.js
index e22adb7..3841b3f 100644
--- a/jsm/TetraGUI.js
+++ b/jsm/TetraGUI.js
@@ -7,7 +7,6 @@ import { Mino, environnement } from './gamelogic.js'
export class TetraGUI extends GUI {
constructor(game, settings, stats, scene) {
super({title: "teTra"})
- this.domElement.tabIndex = 1
this.startButton = this.add(game, "start").name("Jouer").hide()
this.pauseButton = this.add(game, "pause").name("Pause").hide()
@@ -45,7 +44,7 @@ export class TetraGUI extends GUI {
})
loadingManager.onLoad = function() {
scene.vortex.darkCylinder.material.map = darkTexture
- scene.vortex.darkCylinder.material.opacity = 0.006
+ scene.vortex.darkCylinder.material.opacity = 0.03
scene.vortex.colorFullCylinder.material.map = colorfullTexture
scene.vortex.colorFullCylinder.material.opacity = 0.7
diff --git a/jsm/Vortex.js b/jsm/Vortex.js
index 30668ea..ec03eaa 100644
--- a/jsm/Vortex.js
+++ b/jsm/Vortex.js
@@ -27,7 +27,7 @@ export class Vortex extends THREE.Group {
texture.repeat.set(1, 1)
}),
blending: THREE.AdditiveBlending,
- opacity: 0.006
+ opacity: 0.03
})
)
this.add(this.darkCylinder)
diff --git a/jsm/gamelogic.js b/jsm/gamelogic.js
index ad8363c..5aa0244 100644
--- a/jsm/gamelogic.js
+++ b/jsm/gamelogic.js
@@ -141,12 +141,16 @@ class Mino extends THREE.Object3D {
this.position.addScaledVector(this.velocity, delta)
this.rotateOnWorldAxis(this.rotationAngle, delta * this.angularVelocity)
if (Math.sqrt(this.position.x * this.position.x + this.position.z * this.position.z) > 40 || this.position.y < -50) {
- this.constructor.mesh.delete(this)
+ this.dispose()
return false
} else {
return true
}
}
+
+ dispose() {
+ this.constructor.mesh.delete(this)
+ }
}
@@ -388,16 +392,18 @@ class Playfield extends THREE.Group {
this.hardDropAnimation.setDuration(0.2)
this.freedMinoes = new Set()
-
- this.init()
}
init() {
this.cells = Array(ROWS).fill().map(() => Array(COLUMNS))
+ if (this.piece) this.remove(this.piece)
+ this.piece = undefined
this.ghost = new Ghost()
this.ghost.visible = false
this.add(this.ghost)
+
+ this.visible = true
}
cellIsEmpty(p) {
@@ -421,12 +427,16 @@ class Playfield extends THREE.Group {
lock() {
this.piece.locking = false
- return Array.from(this.piece.children).every(mino => {
+ let minoes = Array.from(this.piece.children)
+ minoes.forEach(mino => {
this.add(mino)
mino.position.add(this.piece.position)
+ })
+ if (minoes.every(mino => mino.position.y >= SKYLINE)) return false
+ return minoes.every(mino => {
if (this.cellIsEmpty(mino.position)) {
this.cells[mino.position.y][mino.position.x] = mino
- return mino.position.y < SKYLINE
+ return true
} else {
return false
}
@@ -490,17 +500,14 @@ class NextQueue extends THREE.Group {
}
init() {
- this.positions.forEach((position) => {
- this.add(new Tetromino.random(position))
- })
+ this.clear()
+ this.positions.forEach(position => this.add(new Tetromino.random(position)))
}
shift() {
let fistPiece = this.children.shift()
this.add(new Tetromino.random())
- this.positions.forEach((position, i) => {
- this.children[i].position.copy(position)
- })
+ this.positions.forEach((position, i) => this.children[i].position.copy(position))
return fistPiece
}