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Tetris

This document contains code for a basic Tetris game built with HTML, CSS, and JavaScript. It includes functions for generating random tetromino sequences, getting the next tetromino piece, checking if a piece can be placed in a new position, placing pieces on the game board, and clearing full rows. Keyboard controls allow moving and rotating the current piece. The game loop continuously draws the game board and active piece and checks for user input and piece placement.
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0% found this document useful (0 votes)
105 views6 pages

Tetris

This document contains code for a basic Tetris game built with HTML, CSS, and JavaScript. It includes functions for generating random tetromino sequences, getting the next tetromino piece, checking if a piece can be placed in a new position, placing pieces on the game board, and clearing full rows. Keyboard controls allow moving and rotating the current piece. The game loop continuously draws the game board and active piece and checks for user input and piece placement.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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<!

DOCTYPE html>
<html>
<head>
<title>Basic Tetris HTML Game</title>
<meta charset="UTF-8">
<style>
html, body {
height: 100%;
margin: 0;
}

body {
background: black;
display: flex;
align-items: center;
justify-content: center;
}

canvas {
border: 1px solid white;
}
</style>
</head>
<body>
<canvas width="320" height="640" id="game"></canvas>
<script>
// https://tetris.fandom.com/wiki/Tetris_Guideline

// get a random integer between the range of [min,max]


// @see https://stackoverflow.com/a/1527820/2124254
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'];

while (sequence.length) {
const rand = getRandomInt(0, sequence.length - 1);
const name = sequence.splice(rand, 1)[0];
tetrominoSequence.push(name);
}
}

// 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() {
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)) {

// 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();
}

// 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);
}

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': [
[0,0,0,0],
[1,1,1,1],
[0,0,0,0],
[0,0,0,0]
],
'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],
]
};

// color of each tetromino


const colors = {
'I': 'cyan',
'O': 'yellow',
'T': 'purple',
'S': 'green',
'Z': 'red',
'J': 'blue',
'L': 'orange'
};

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);
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


rAF = requestAnimationFrame(loop);
</script>
</body>
</html>

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