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HTML

              
                <canvas></canvas>
              
            
!

CSS

              
                body{
  background: #141414;
  overflow:hidden;
}
canvas{
	position:absolute;
	top:0;
	left:0;
}
              
            
!

JS

              
                'use strict';

var tetrominos = [{
    // box
    colors : ['rgb(59,84,165)', 'rgb(118,137,196)', 'rgb(79,111,182)'],
    data : [[0, 0, 0, 0],
         [0, 1, 1, 0],
         [0, 1, 1, 0],
         [0, 0, 0, 0]]
    },
    {
    // stick
    colors : ['rgb(214,30,60)', 'rgb(241,108,107)', 'rgb(236,42,75)'],
    data : [[0, 0, 0, 0],
         [0, 0, 0, 0],
         [1, 1, 1, 1],
         [0, 0, 0, 0]]
    },
    {
    // z
    colors : ['rgb(88,178,71)', 'rgb(150,204,110)', 'rgb(115,191,68)'],
    data : [[0, 0, 0, 0],
         [0, 1, 1, 0],
         [0, 0, 1, 1],
         [0, 0, 0, 0]]
    },
    {
    // T
    colors : ['rgb(62,170,212)', 'rgb(120,205,244)', 'rgb(54,192,240)'],
    data : [[0, 0, 0, 0],
         [0, 1, 1, 1],
         [0, 0, 1, 0],
         [0, 0, 0, 0]]
    },
    {
    // s
    colors : ['rgb(236,94,36)', 'rgb(234,154,84)', 'rgb(228,126,37)'],
    data : [[0, 0, 0, 0],
         [0, 1, 1, 0],
         [1, 1, 0, 0],
         [0, 0, 0, 0]]
    },
    {
    // backwards L
    colors : ['rgb(220,159,39)', 'rgb(246,197,100)', 'rgb(242,181,42)'],
    data : [[0, 0, 1, 0],
          [0, 0, 1, 0],
          [0, 1, 1, 0],
          [0, 0, 0, 0]]
    },
    {
    // L
    colors : ['rgb(158,35,126)', 'rgb(193,111,173)', 'rgb(179,63,151)'],
    data : [[0, 1, 0, 0],
         [0, 1, 0, 0],
         [0, 1, 1, 0],
         [0, 0, 0, 0]]
    }];

var Tetris = function(x,y,width,height){
    this.posX = x || 0;
    this.posY = y || 0;

    this.width  = width || window.innerWidth;
    this.height = height || window.innerHeight;

    this.bgCanvas = document.createElement('canvas');
    this.fgCanvas = document.createElement('canvas');

    this.bgCanvas.width = this.fgCanvas.width = this.width;
    this.bgCanvas.height = this.fgCanvas.height = this.height;

    this.bgCtx = this.bgCanvas.getContext('2d');
    this.fgCtx = this.fgCanvas.getContext('2d');

    this.bgCanvas.style.left = this.posX + 'px';
    this.bgCanvas.style.top = this.posY + 'px';

    this.fgCanvas.style.left = this.posX + 'px';
    this.fgCanvas.style.top = this.posY + 'px';

    document.body.appendChild(this.bgCanvas);
    document.body.appendChild(this.fgCanvas);
    this.init();
};

Tetris.prototype.init = function(){
    this.curPiece = {
        data : null,
        colors : [0,0,0],
        x : 0,
        y : 0,
    };

    this.lastMove = Date.now();
    this.curSpeed = 50+Math.random()*50;
    this.unitSize = 20;
    this.linesCleared = 0;
    this.level = 0;
    this.loseBlock = 0;

    // init the board
    this.board = [];
    this.boardWidth =  Math.floor(this.width / this.unitSize);
    this.boardHeight = Math.floor(this.height / this.unitSize);

    var board       = this.board,
        boardWidth  = this.boardWidth,
        boardHeight = this.boardHeight,
        halfHeight  = boardHeight/2,
        curPiece    = this.curPiece,
        x = 0, y = 0;

     // init board
    for (x = 0; x <= boardWidth; x++) {
        board[x] = [];
        for (y = 0; y <= boardHeight; y++) {

             board[x][y] = {
                data: 0,
                colors: ['rgb(0,0,0)', 'rgb(0,0,0)', 'rgb(0,0,0)']
            };

            if(Math.random() > 0.15 && y > halfHeight){
                board[x][y] = {
                    data: 1,
                    colors: tetrominos[Math.floor(Math.random() * tetrominos.length)].colors
                };
            }
        }
    }

    // collapse the board a bit
    for (x = 0; x <= boardWidth; x++) {
        for (y = boardHeight-1; y > -1; y--) {

            if(board[x][y].data === 0 && y > 0){
                for(var yy = y; yy > 0; yy--){
                    if(board[x][yy-1].data){

                        board[x][yy].data = 1;
                        board[x][yy].colors = board[x][yy-1].colors;

                        board[x][yy-1].data = 0;
                        board[x][yy-1].colors = ['rgb(0,0,0)', 'rgb(0,0,0)', 'rgb(0,0,0)'];
                    }
                } 
            }
        }
    }

    var self = this;

    window.addEventListener('keydown', function (e) {
        switch (e.keyCode) {
            case 37:
                if (self.checkMovement(curPiece, -1, 0)) {
                    curPiece.x--;
                }
                break;
            case 39:
                if (self.checkMovement(curPiece, 1, 0)) {
                    curPiece.x++;
                }
                break;
            case 40:
                if (self.checkMovement(curPiece, 0, 1)) {
                    curPiece.y++;
                }
                break;
            case 32:
            case 38:
                curPiece.data = self.rotateTetrimono(curPiece);
                break;
            }
    });

    // render the board
    this.checkLines();
    this.renderBoard();

    // assign the first tetri
    this.newTetromino();
    this.update();
};


Tetris.prototype.update = function() {
    var curPiece = this.curPiece;

   if (!this.checkMovement(curPiece, 0, 1)) {
       if (curPiece.y < -1) {
           // you lose
           this.loseScreen();
           return true;
       } else {
           this.fillBoard(curPiece);
           this.newTetromino();
       }
   } else {
       if (Date.now() > this.lastMove) {
           this.lastMove = Date.now() + this.curSpeed;
           if (this.checkMovement(curPiece, 0, 1)) {
               curPiece.y++;
           } else {
               this.fillBoard(curPiece);
               this.newTetromino();
           }
       }
   }

   this.render();

   var self = this;
   requestAnimationFrame(function(){self.update();});
};

// render only the board.
Tetris.prototype.renderBoard = function(){
    var canvas      = this.bgCanvas,
        ctx         = this.bgCtx,
        unitSize    = this.unitSize,
        board       = this.board,
        boardWidth  = this.boardWidth,
        boardHeight = this.boardHeight;

    ctx.clearRect(0, 0, canvas.width, canvas.height);
    for (var x = 0; x <= boardWidth; x++) {
        for (var y = 0; y <= boardHeight; y++) {
            if (board[x][y].data !== 0) {
                var bX = (x * unitSize),
                    bY = (y * unitSize);

                ctx.fillStyle = board[x][y].colors[0];
                ctx.fillRect(bX, bY, unitSize, unitSize);

                ctx.fillStyle = board[x][y].colors[1];
                ctx.fillRect(bX+2, bY+2, unitSize-4, unitSize-4);

                ctx.fillStyle = board[x][y].colors[2];
                ctx.fillRect(bX+4, bY+4, unitSize-8, unitSize-8);
            }
        }
   }
};

// Render the current active piece
Tetris.prototype.render = function() {
    var canvas      = this.fgCanvas,
        ctx         = this.fgCtx,
        unitSize    = this.unitSize,
        curPiece    = this.curPiece;

    ctx.clearRect(0, 0, canvas.width, canvas.height);

    for (var x = 0; x < 4; x++) {
       for (var y = 0; y < 4; y++) {
           if (curPiece.data[x][y] === 1) {
               var xPos = ((curPiece.x + x) * unitSize),
                   yPos = ((curPiece.y + y) * unitSize);

               if (yPos > - 1) {
                    ctx.fillStyle = curPiece.colors[0];
                    ctx.fillRect(xPos, yPos, unitSize, unitSize);

                    ctx.fillStyle = curPiece.colors[1];
                    ctx.fillRect(xPos+2, yPos+2, unitSize-4, unitSize-4);

                    ctx.fillStyle = curPiece.colors[2];
                    ctx.fillRect(xPos+4, yPos+4, unitSize-8, unitSize-8);
               }
           }
       }
    }
};

// Make sure we can mov where we want.
Tetris.prototype.checkMovement = function(curPiece, newX, newY) {
    var piece       = curPiece.data,
        posX        = curPiece.x,
        posY        = curPiece.y,
        board       = this.board,
        boardWidth  = this.boardWidth,
        boardHeight = this.boardHeight;

   for (var x = 0; x < 4; x++) {
       for (var y = 0; y < 4; y++) {
           if (piece[x][y] === 1) {

               if (!board[posX + x + newX]) {
                   board[posX + x + newX] = [];
               }

               if (!board[posX + x + newX][y + posY + newY]) {
                   board[posX + x + newX][y + posY + newY] = {
                       data: 0
                   };
               }

               if (posX + x + newX >= boardWidth || posX + x + newX < 0 || board[posX + x + newX][y + posY + newY].data == 1) {
                   return false;
               }

               if (posY + y + newY > boardHeight) {
                   return false;
               }

           }
       }
   }
   return true;
};

// checks for completed lines and clears them
Tetris.prototype.checkLines = function() {
    var board           = this.board,
        boardWidth      = this.boardWidth,
        boardHeight     = this.boardHeight,
        linesCleared    = this.linesCleared,
        level           = this.level,
        y               = boardHeight+1;

   while (y--) {
       var x = boardWidth,
           lines = 0;

       while (x--) {
           if (board[x][y].data === 1) {
               lines++;
           }
       }

       if (lines === boardWidth) {
           linesCleared++;
           level = Math.round(linesCleared / 20) * 20;

           var lineY = y;
           while (lineY) {
               for (x = 0; x <= boardWidth; x++) {
                   if (lineY - 1 > 0) {
                       board[x][lineY].data = board[x][lineY - 1].data;
                       board[x][lineY].colors = board[x][lineY - 1].colors;
                   }
               }
               lineY--;
           }
           y++;
       }
   }
};

// Lose animation
Tetris.prototype.loseScreen = function() {
    var ctx         = this.bgCtx,
        unitSize    = this.unitSize,
        boardWidth  = this.boardWidth,
        boardHeight = this.boardHeight,
        y           = boardHeight - this.loseBlock;

    for(var x = 0; x < boardWidth; x++){
        var bX = (x * unitSize),
            bY = (y * unitSize);

        ctx.fillStyle = 'rgb(80,80,80)';
        ctx.fillRect(bX, bY, unitSize, unitSize);

        ctx.fillStyle = 'rgb(150,150,150)';
        ctx.fillRect(bX+2, bY+2, unitSize-4, unitSize-4);

        ctx.fillStyle = 'rgb(100,100,100)';
        ctx.fillRect(bX+4, bY+4, unitSize-8, unitSize-8);
    }

    if(this.loseBlock <= (boardHeight+1)){
        this.loseBlock++;

        var self = this;
        requestAnimationFrame(function(){self.loseScreen();});
    }else{
        this.init();
    }
};

// adds the piece as part of the board
Tetris.prototype.fillBoard = function(curPiece) {
    var piece = curPiece.data,
        posX  = curPiece.x,
        posY  = curPiece.y,
        board = this.board;

    for (var x = 0; x < 4; x++) {
       for (var y = 0; y < 4; y++) {
           if (piece[x][y] === 1) {
               board[x + posX][y + posY].data = 1;
               board[x + posX][y + posY].colors = curPiece.colors;
           }
       }
    }

    this.checkLines();
    this.renderBoard();
};

// rotate a piece
Tetris.prototype.rotateTetrimono = function(curPiece) {
   var rotated = [];

   for (var x = 0; x < 4; x++) {
       rotated[x] = [];
       for (var y = 0; y < 4; y++) {
           rotated[x][y] = curPiece.data[3 - y][x];
       }
   }

   if (!this.checkMovement({
       data: rotated,
       x: curPiece.x,
       y: curPiece.y
   }, 0, 0)) {
       rotated = curPiece.data;
   }

   return rotated;
};

// assign the player a new peice
Tetris.prototype.newTetromino = function() {
    var pieceNum = Math.floor(Math.random() * tetrominos.length),
        curPiece = this.curPiece;

    curPiece.data    = tetrominos[pieceNum].data;
    curPiece.colors  = tetrominos[pieceNum].colors;
    curPiece.x       = Math.floor(Math.random()*(this.boardWidth-curPiece.data.length+1));
    curPiece.y       = -4;
};

var width = window.innerWidth,
    boardDiv = 20*Math.round(window.innerWidth/20),
    boards = 8,
    bWidth = boardDiv/boards,
    tetrisInstances = [];

for(var w = 0; w < boards; w++){
  tetrisInstances.push(new Tetris(20 * Math.round((w*bWidth)/20), 0, bWidth));
}

              
            
!
999px

Console