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=<html>
<head>
<title>Basic Tetris HTML Game</title>
<meta charset="UTF-8">
</head>
<body>
<canvas width="320" height="640" id="game"></canvas>
<startbutton onclick="startGame()">
Start</startbutton>
<pausebutton onclick="pauseGame()">Pause</pausebutton>
<score> score: <points id="userpoints">0</points> </score>
</body>
</html>
html, body {
height: 100%;
margin: 0;
}
body {
background: grey;
display: flex;
align-items: center;
justify-content: center;
}
canvas {
border:1px solid white;
}
startbutton{
border: 1px solid white;
background: green;
cursor:pointer;
padding: 4px;
}
pausebutton{
border: 5px solid gray;
color: white;
cursor:pointer;
}
score{
color: white;
padding: 4px;
}
points{
color: #f7f7f7;
}
// https://tetris.fandom.com/wiki/Tetris_Guideline
// get a random integer between the range of [min,max]
// @see https://stackoverflow.com/a/1527820/2124254
var paused=false;
var colors2 = ["red", "gray","green", "black"];
var colornumber = 0;
document.body.style.backgroundColor = colors2[colornumber];
function pauseGame() {
if (paused==false){
paused=true
showPaused()
}else {
paused=false
}
}
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}
// generate a new tetromino sequence
// @see https://tetris.fandom.com/wiki/Random_Generator
function generateSequence() {
const sequence = ['I', 'J', 'L', 'O', 'S', 'T', 'Z','A','/','0', '.'];
while (sequence.length) {
const rand = getRandomInt(0, sequence.length - 1);
const name = sequence.splice(rand, 1)[0];
tetrominoSequence.push(name);
}
}
function startGame(){
alert('You clicked the start button');
rAF = requestAnimationFrame(loop);
}
// get the next tetromino in the sequence
function getNextTetromino() {
if (tetrominoSequence.length === 0) {
generateSequence();
}
const name = tetrominoSequence.pop();
const matrix = tetrominos[name];
// I and O start centered, all others start in left-middle
const col = playfield[0].length / 2 - Math.ceil(matrix[0].length / 2);
// I starts on row 21 (-1), all others start on row 22 (-2)
const row = name === 'I' ? -1 : -2;
return {
name: name, // name of the piece (L, O, etc.)
matrix: matrix, // the current rotation matrix
row: row, // current row (starts offscreen)
col: col // current col
};
}
// rotate an NxN matrix 90deg
// @see https://codereview.stackexchange.com/a/186834
function rotate(matrix) {
const N = matrix.length - 1;
const result = matrix.map((row, i) =>
row.map((val, j) => matrix[N - j][i])
);
return result;
}
// check to see if the new matrix/row/col is valid
function isValidMove(matrix, cellRow, cellCol) {
for (let row = 0; row < matrix.length; row++) {
for (let col = 0; col < matrix[row].length; col++) {
if (matrix[row][col] && (
// outside the game bounds
cellCol + col < 0 ||
cellCol + col >= playfield[0].length ||
cellRow + row >= playfield.length ||
// collides with another piece
playfield[cellRow + row][cellCol + col])
) {
return false;
}
}
}
return true;
}
// place the tetromino on the playfield
function placeTetromino() {
points = points + 10;
updateScore(points);
for (let row = 0; row < tetromino.matrix.length; row++) {
for (let col = 0; col < tetromino.matrix[row].length; col++) {
if (tetromino.matrix[row][col]) {
// game over if piece has any part offscreen
if (tetromino.row + row < 0) {
return showGameOver();
}
playfield[tetromino.row + row][tetromino.col + col] = tetromino.name;
}
}
}
// check for line clears starting from the bottom and working our way up
for (let row = playfield.length - 1; row >= 0; ) {
if (playfield[row].every(cell => !!cell)) {
points = points + 1000;
updateScore (points);
// drop every row above this one
for (let r = row; r >= 0; r--) {
for (let c = 0; c < playfield[r].length; c++) {
playfield[r][c] = playfield[r-1][c];
}
}
}
else {
row--;
}
}
tetromino = getNextTetromino();
}
function updateScore (points){
colornumber=Math.floor(points/100)
document.body.style.backgroundColor = colors2[colornumber];
//alert ("points: " + points);
document.getElementById("userpoints").innerHTML = points;
}
// show the game over screen
function showGameOver() {
cancelAnimationFrame(rAF);
gameOver = true;
context.fillStyle = 'black';
context.globalAlpha = 0.75;
context.fillRect(0, canvas.height / 2 - 30, canvas.width, 60);
context.globalAlpha = 1;
context.fillStyle = 'white';
context.font = '36px monospace';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillText('GAME OVER!', canvas.width / 2, canvas.height / 2);
}
function showPaused() {
context.fillStyle = 'black';
context.globalAlpha = 0.75;
context.fillRect(0, canvas.height / 2 - 30, canvas.width, 60);
context.globalAlpha = 1;
context.fillStyle = 'white';
context.font = '36px monospace';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.fillText('Game Paused', canvas.width / 2, canvas.height / 2);
}
const canvas = document.getElementById('game');
const context = canvas.getContext('2d');
const grid = 32;
const tetrominoSequence = [];
// keep track of what is in every cell of the game using a 2d array
// tetris playfield is 10x20, with a few rows offscreen
const playfield = [];
// populate the empty state
for (let row = -2; row < 20; row++) {
playfield[row] = [];
for (let col = 0; col < 10; col++) {
playfield[row][col] = 0;
}
}
// how to draw each tetromino
// @see https://tetris.fandom.com/wiki/SRS
const tetrominos = {
'I': [
[1,0,0,0],
[1,0,0,0],
[1,0,0,0],
[1,0,0,0]
],
'J': [
[1,0,0],
[1,1,1],
[0,0,0],
],
'L': [
[0,0,1],
[1,1,1],
[0,0,0],
],
'O': [
[1,1],
[1,1],
],
'S': [
[0,1,1],
[1,1,0],
[0,0,0],
],
'Z': [
[1,1,0],
[0,1,1],
[0,0,0],
],
'T': [
[0,1,0],
[1,1,1],
[0,0,0],
],
'A': [
[0,1,0],
[1,1,1],
[1,0,1],
],
'/':[
[0,0,1],
[0,1,0],
[1,0,0],
],
'0':[
[1,1,1],
[1,0,1],
[1,1,1],
],
'.':[
[1]
],
};
// color of each tetromino
const colors = {
'I': 'cyan',
'O': 'yellow',
'T': 'purple',
'S': 'green',
'Z': 'red',
'J': 'blue',
'L': 'orange',
'A': '#00d7fc',
'/': '#00fc2a',
'0': '#32a87d',
'.': '#eb3477'
};
var points = 0;
let count = 0;
let tetromino = getNextTetromino();
let rAF = null; // keep track of the animation frame so we can cancel it
let gameOver = false;
// game loop
function loop() {
rAF = requestAnimationFrame(loop);
if (paused==true){
return;
} context.clearRect(0,0,canvas.width,canvas.height);
// draw the playfield
for (let row = 0; row < 20; row++) {
for (let col = 0; col < 10; col++) {
if (playfield[row][col]) {
const name = playfield[row][col];
context.fillStyle = colors[name];
// drawing 1 px smaller than the grid creates a grid effect
context.fillRect(col * grid, row * grid, grid-1, grid-1);
}
}
}
// draw the active tetromino
if (tetromino) {
// tetromino falls every 35 frames
if (++count > 35) {
tetromino.row++;
count = 0;
// place piece if it runs into anything
if (!isValidMove(tetromino.matrix, tetromino.row, tetromino.col)) {
tetromino.row--;
placeTetromino();
}
}
context.fillStyle = colors[tetromino.name];
for (let row = 0; row < tetromino.matrix.length; row++) {
for (let col = 0; col < tetromino.matrix[row].length; col++) {
if (tetromino.matrix[row][col]) {
// drawing 1 px smaller than the grid creates a grid effect
context.fillRect((tetromino.col + col) * grid, (tetromino.row + row) * grid, grid-1, grid-1);
}
}
}
}
}
// listen to keyboard events to move the active tetromino
document.addEventListener('keydown', function(e) {
if (gameOver) return;
// left and right arrow keys (move)
if (e.which === 37 || e.which === 39) {
const col = e.which === 37
? tetromino.col - 1
: tetromino.col + 1;
if (isValidMove(tetromino.matrix, tetromino.row, col)) {
tetromino.col = col;
}
}
// up arrow key (rotate)
if (e.which === 38) {
const matrix = rotate(tetromino.matrix);
if (isValidMove(matrix, tetromino.row, tetromino.col)) {
tetromino.matrix = matrix;
}
}
// down arrow key (drop)
if(e.which === 40) {
const row = tetromino.row + 1;
if (!isValidMove(tetromino.matrix, row, tetromino.col)) {
tetromino.row = row - 1;
placeTetromino();
return;
}
tetromino.row = row;
}
});
// start the game
Also see: Tab Triggers