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script.js
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// window dimensions
const WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
// grid dimensions and values
var gridCellSize = 60;
var gridRows;
var gridColumns;
var gridWidth;
var gridHeight;
var grid;
// game pieces
var pieces = [
[
[0, 1, 0],
[1, 2, 1]
],
[
[1, 2, 1, 1]
],
[
[2, 1],
[1, 1]
],
[
[1, 0, 0],
[1, 2, 1]
],
[
[1, 1, 0],
[0, 2, 1]
]
];
// game variables
var currentPiece;
var piecePosition;
var nextPiece;
// update stuff
var frameNumber = 0;
var framesUntilUpdate = 60;
var controlTimer = 0;
var controlIntervalLength = framesUntilUpdate / 10;
// keyboard controls
var up = 38,
down = 40,
right = 39,
left = 37,
z = 90,
x = 88;
space = 32;
var key = new Array();
document.addEventListener("keydown", function(e) {key[e.keyCode] = true;});
document.addEventListener("keyup", function(e) {key[e.keyCode] = false;});
// point data type
var Vector2 = function(x, y) {
this.x = x;
this.y = y;
}
window.onload = function(e) {
// canvas setup
var canvas = document.getElementById("canvas");
var c = canvas.getContext("2d");
canvas.width = WIDTH;
canvas.height = HEIGHT;
// initial setup
init(c);
// main logic loop
var loop = function() {
update();
render(c);
window.requestAnimationFrame(loop, canvas);
}
window.requestAnimationFrame(loop, canvas);
}
function init(c) {
// initialize grid
gridWidth = 800;
gridHeight = HEIGHT;
gridRows = Math.floor(gridHeight / gridCellSize);
gridColumns = Math.floor(gridWidth / gridCellSize);
grid = new Array(gridRows);
for (var i = 0; i < grid.length; i++) {
grid[i] = new Array(gridColumns);
}
// initialize game variables
piecePosition = new Vector2(0, 0);
nextPiece = generateNextPiece();
}
function update() {
frameNumber++;
if (controlTimer > 0) {
controlTimer--;
}
// set next piece if required
if (nextPiece == null) {
nextPiece = generateNextPiece();
}
// set current piece if required
if (currentPiece == null) {
currentPiece = nextPiece;
nextPiece = null;
piecePosition = new Vector2(Math.round(gridColumns / 2), 0);
// check if game over
if (isOverlapping(currentPiece, new Vector2(0, 0))) {
alert("Game Over");
location.reload();
}
}
// updates that only occur every 60 fromes
if (frameNumber >= framesUntilUpdate) {
// reset frame number
frameNumber = 0;
// move delta
var delta = new Vector2(0, 1);
// place piece on grid if required
if (isOverlapping(currentPiece, delta)) {
for (var i = 0; i < currentPiece.length; i++) {
for (var j = 0; j < currentPiece[i].length; j++) {
if (currentPiece[i][j] >= 1) {
grid[piecePosition.y + i][piecePosition.x + j] = 1;
}
}
}
currentPiece = null;
collapse();
} else {
piecePosition.x += delta.x;
piecePosition.y += delta.y;
}
}
// input processing
if (key[up] || key[down] || key[left] || key[right] || key[z] || key[x] || key[space]) {
if (controlTimer <= 0) {
// reset frame number
controlTimer = controlIntervalLength;
// check if piece currently in play
if (piecePosition != null && currentPiece != null) {
// change in position
var delta = new Vector2(0, 0);
// updates that only occur every 60 fromes
if (key[right]) delta.x++;
if (key[left]) delta.x--;
if (key[down]) delta.y++;
if (key[up]) {}
if (currentPiece != null) {
if (key[z]) currentPiece = rotate(currentPiece, -1);
if (key[x]) currentPiece = rotate(currentPiece, 1);
}
if (!isOverlapping(currentPiece, delta)) {
piecePosition.x += delta.x;
piecePosition.y += delta.y;
}
}
}
}
}
// function for checking collisions
function isOverlapping(piece, delta) {
// check bounds of grid
if (
piecePosition.x + delta.x < 0
|| piecePosition.x + piece[0].length + delta.x > grid[0].length
|| piecePosition.y + piece.length + delta.y > grid.length
) {
return true;
}
// check surrounding blocks
for (var i = 0; i < piece.length; i++) {
for (var j = 0; j < piece[i].length; j++) {
if (piece[i][j] >= 1) {
if (grid[piecePosition.y + i + delta.y][piecePosition.x + j + delta.x] == 1) {
return true;
}
}
}
}
// no collisions
return false;
}
// function to rotate current piece
function rotate(piece, direction) {
var pivot;
var rotatedPiece;
if (piece == null) return null;
// find pivot origin
for (var i = 0; i < piece.length; i++) {
var pivotIndex = piece[i].indexOf(2);
if (pivotIndex != -1) {
pivot = new Vector2(pivotIndex, i);
break;
}
}
// leave if no pivot is found
if (pivot == null) {
return;
}
// determine new 2D array dimensions
rotatedPiece = new Array(piece[0].length);
for (var i = 0; i < rotatedPiece.length; i++) {
rotatedPiece[i] = new Array(piece.length);
}
// populated new 2D array
for (var i = 0; i < piece.length; i++) {
for(var j = piece[i].length - 1; j >= 0; j--) {
rotatedPiece[j][i] = piece[i][piece[i].length - 1 - j];
}
}
// mirror to rotate in other direction
if (direction > 0) {
rotatedPiece = mirror(rotatedPiece, new Vector2(1, 1));
}
if (isOverlapping(rotatedPiece, new Vector2(0, 0))) {
return piece;
}
return rotatedPiece;
}
// function to mirror a piece
function mirror(piece, direction) {
if (piece == null) return null;
// reverse along y axis
if (direction.y != 0) {
piece.reverse();
}
// reverse along x axis
if (direction.x != 0) {
for (var i = 0; i < piece.length; i++) {
piece[i].reverse();
}
}
return piece;
}
// function to collapse complete rows
function collapse() {
// iterate over rows and determine rows to remove
var rowsToRemove = new Array();
for (var i = 0; i < grid.length; i++) {
// check if row is filled
var filled = true;
for (var j = 0; j < grid[i].length; j++) {
if (grid[i][j] != 1) {
filled = false;
break;
}
}
if (filled) {
rowsToRemove.push(i);
}
}
// remove determined rows and add rows new to top
for (var i = 0; i < rowsToRemove.length; i++) {
grid[rowsToRemove[i]] = null;
}
for (var i = 0; i < grid.length; i++) {
if (grid[i] == null) {
grid.splice(i, 1);
grid.unshift(new Array(gridColumns));
}
}
}
// generates a new piece
function generateNextPiece() {
// randomly select an available piece
var nextPiece = pieces[Math.round(Math.random() * (pieces.length - 1))];
// randomly rotate and mirror several times
for (var i = 0; i < 3; i++) {
if (Math.random() >= 0.5) nextPiece = rotate(nextPiece, Math.round(Math.random() * 2 - 1));
if (Math.random() >= 0.5) nextPiece = mirror(nextPiece, new Vector2(Math.round(Math.random()), Math.round(Math.random())));
}
return nextPiece;
}
function render(c) {
// screen fade effect
c.fillStyle = "black";
c.globalAlpha = 0.3;
c.fillRect(0, 0, WIDTH, HEIGHT);
c.globalAlpha = 1;
// draw placed pieces
for (var i = 0; i < grid.length; i++) {
for (var j = 0; j < grid[i].length; j++) {
drawBlock(c, j, i, grid[i][j] >= 1 ? "grey" : "transparent");
}
}
// draw current piece
if (currentPiece != null) {
for (var i = 0; i < currentPiece.length; i++) {
for (var j = 0; j < currentPiece[i].length; j++) {
if (currentPiece[i][j] >= 1) {
drawBlock(c, piecePosition.x + j, piecePosition.y + i, rgb(200, 200, 200));
}
}
}
}
// draw grid
c.strokeStyle = rgb(16, 16, 16);
for (var i = 0; i <= grid.length; i++) {
drawLine(c, 0, i * gridCellSize, grid[0].length * gridCellSize, i * gridCellSize, 1);
}
for (var i = 0; i <= grid[0].length; i++) {
drawLine(c, i * gridCellSize, 0, i * gridCellSize, grid.length * gridCellSize, 1);
}
// draw next piece
if (nextPiece != null) {
for (var i = 0; i < nextPiece.length; i++) {
for (var j = 0; j < nextPiece[i].length; j++) {
if (nextPiece[i][j] >= 1) {
drawBlock(c, gridColumns + 1 + j, 1 + i, rgb(200, 200, 200));
}
}
}
}
}
// helper for drawing lines
function drawLine(c, x1, y1, x2, y2, width) {
c.lineWidth = width;
c.beginPath();
c.moveTo(x1, y1);
c.lineTo(x2, y2);
c.stroke();
c.closePath();
}
function drawBlock(c, x, y, color) {
var previousColor = c.fillStyle;
c.fillStyle = color;
c.fillRect(x * gridCellSize, y * gridCellSize, gridCellSize, gridCellSize);
c.fillStyle = previousColor;
}
// function for generating rgba() string
function rgb(r, g, b) {
return "rgba(" + [r, g, b].join(",") + ",1)";
}