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tetris.html
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tetris.html
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Tetris test for swears</title>
</head>
<body>
<script type="text/javascript" charset="utf-8">
// TODO: encapsulate this in a thingie
SWEARS = {
setIntervalId: 0,
target: false,
width: false,
height: false,
composite: false,
layer_count: 0,
layer_buffer: {},
layers: [],
layer: function() {
this.x = 0;
this.y = 0;
this.width = 1;
this.height = 1;
this.data = Array(Array(false));
this.key = SWEARS.layers.length;
},
add_layer: function() {
var new_layer = new SWEARS.layer();
SWEARS.layers.push(new_layer);
SWEARS.layer_buffer[SWEARS.layer_count] = SWEARS.layers.length - 1;
SWEARS.layer_count++;
return new_layer;
},
layer_set_data: function(layer, data) {
if(typeof data == 'string') {
data = SWEARS.convert_string_to_matrix(data);
}
layer.data = data;
var width = 1;
for(var i = layer.data.length - 1; i >= 0; i--) {
width = layer.data[i].length > width ? layer.data[i].length : width;
}
layer.width = width;
layer.height = layer.data.length;
},
convert_string_to_matrix: function(string, alpha) {
var rows = string.split(/\n/);
var matrix = [];
for(var y=0; y < rows.length; y++) {
matrix[y] = []
for(var x=0; x < rows[y].length; x++) {
matrix[y][x] = rows[y][x] == alpha ? false : rows[y][x];
}
}
return matrix;
},
layer_move_up: function(layer) {
var index = SWEARS.layer_buffer[layer.key];
if(index == SWEARS.layers.length - 1) {return false;}
var next = SWEARS.layers[index + 1];
SWEARS.layers[index] = next;
SWEARS.layers[index + 1] = layer;
SWEARS.layer_buffer[layer.key]++;
SWEARS.layer_buffer[next.key]--;
},
layer_move_down: function(layer) {
var index = SWEARS.layer_buffer[layer.key];
if(index == 0) {return false;}
var prev = SWEARS.layers[index - 1];
SWEARS.layers[index] = prev;
SWEARS.layers[index - 1] = layer;
SWEARS.layer_buffer[layer.key]--;
SWEARS.layer_buffer[prev.key]++;
},
layer_destroy: function(layer) {
var index = SWEARS.layer_buffer[layer.key];
SWEARS.layers.splice(index, 1);
delete(SWEARS.layer_buffer[layer.key]);
delete(layer);
},
layer_destroy_all: function(layer) {
SWEARS.layer_buffer = {};
SWEARS.layers = [];
SWEARS.layer_count = 0;
},
// use a renderer to display stuff
// TODO: allow renderer choice
render: function() {
SWEARS.renderers.pre();
},
// start the sequence
play: function(framerate, target, width, height, callback) {
SWEARS.target = target;
SWEARS.width = width;
SWEARS.height = height;
if(!parseInt(framerate)) {return false;}
var micros = parseInt(1000 / parseInt(framerate));
micros = micros < 10 ? 10 : micros;
SWEARS.setIntervalId = setInterval(function() {
callback();
SWEARS.render();
}, micros);
},
// freeze time
pause: function() {
clearInterval(SWEARS.setIntervalId);
delete(SWEARS.setIntervalId);
},
// TODO: move these outside and make it extensible
renderers: {
pre: function() {
// pre-initialize composite array
var composite = [];
for(var y = 0; y < SWEARS.height; y++) {
composite[y] = [];
for(var x = 0; x < SWEARS.width; x++) {
composite[y][x] = false;
}
}
// composite layers
for(var i = 0; i < SWEARS.layers.length; i++) {
// TODO: add z-indexing
for(var y = SWEARS.layers[i].data.length - 1; y >= 0; y--) {
for(var x = SWEARS.layers[i].data[y].length - 1; x >= 0; x--) {
if(SWEARS.layers[i].data[y][x] !== false) {
var true_y = y + SWEARS.layers[i].y;
var true_x = x + SWEARS.layers[i].x;
if(true_x < 0 || true_x >= SWEARS.width || true_y < 0 || true_y >= SWEARS.height) {continue;}
composite[true_y][true_x] = SWEARS.layers[i].data[y][x];
}
}
}
}
// composite -> string
var string = '';
for(var y = 0; y < SWEARS.height; y++) {
for(var x = 0; x < SWEARS.width; x++) {
string += composite[y][x] !== false ? composite[y][x] : ' ';
}
string += "\n";
}
// render in target
SWEARS.target.innerHTML = string;
}
}
};
// game specific stuff
// callback thing
call_me = function() {
if(!current) {
current = {vector: [1,0], data: shapes['box'], x: Math.floor(Math.random() * 4), y: 0};
current.layer = SWEARS.add_layer();
SWEARS.layer_set_data(current.layer, shapes[shape_ref[Math.floor(Math.random() * 5)]]);
// twiddle counter
if((2 * counter) >= SWEARS.height) {
SWEARS.pause();
return false;
}
counter++;
}
// TODO: store layer width and height
// check the current shape position
if(current.y >= SWEARS.height - 3 - (2 * counter)) {
current = false;
return false;
}
if(current.x <= 0) {current.vector[1] = Math.abs(current.vector[1]);}
if(current.x >= SWEARS.width - 4) {current.vector[1] = -1 * Math.abs(current.vector[1]);}
// change current position
current.y += current.vector[0];
current.x += current.vector[1];
// twiddle layer data
current.layer.y = parseInt(current.y);
current.layer.x = parseInt(current.x);
// zero horizontal vector
current.vector[1] = 0;
}
// hook for anchor
do_stuff = function() {
// do setup
counter = 0;
if(typeof(shapes) == 'undefined') {
shapes = {
tshape: SWEARS.convert_string_to_matrix("TTT\n-T-", '-'), //[["T", "T", "T"], [false, "T", false]],
box: "BB\nBB",
line: "SSSS",
rightl: [["R", "R", "R"], [false, false, "R"]],
leftl: [["L", "L", "L"], ["L", false, false]]
}
shape_ref = ['tshape', 'box', 'line', 'rightl', 'leftl'];
current = false;
}
SWEARS.play(100, document.getElementById('target'), 12, 40, call_me);
}
// keyboard attachments
document.onkeypress = function(e) {
e = e || window.event;
var charCode = (typeof e.which == "number") ? e.which : e.keyCode;
if (charCode == 97) { // a
// rotate ccw
}
if (charCode == 100) { // d
// rotate cw
}
if (charCode == 115) { // s
// drop
}
};
</script>
<a href="" onclick="do_stuff(); return false;">Play</a>
<a href="" onclick="SWEARS.pause(); return false;">Pause</a>
<div><pre id="target"></pre></div>
</body>
</html>