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Commit 7bc27321 authored by 임영수's avatar 임영수
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first commit for tetris!

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Copyright (c) 2011, 2012, 2013, 2014, 2015, 2016 Jake Gordon and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Javascript Tetris
=================
An HTML5 Tetris Game
* [play the game](http://codeincomplete.com/projects/tetris/)
* read a [blog article](http://codeincomplete.com/posts/2011/10/10/javascript_tetris/)
* view the [source](https://github.com/jakesgordon/javascript-tetris)
>> _*SUPPORTED BROWSERS*: Chrome, Firefox, Safari, Opera and IE9+_
FUTURE
======
* menu
* animation and fx
* levels
* high scores
* touch support
* music and sound fx
License
=======
[MIT](http://en.wikipedia.org/wiki/MIT_License) license.
<!DOCTYPE html>
<html>
<head>
<title>Javascript Tetris</title>
<style>
body { font-family: Helvetica, sans-serif; }
#tetris { margin: 1em auto; padding: 1em; border: 4px solid black; border-radius: 10px; background-color: #F8F8F8; }
#stats { display: inline-block; vertical-align: top; }
#canvas { display: inline-block; vertical-align: top; background: url(texture.jpg); box-shadow: 10px 10px 10px #999; border: 2px solid #333; }
#menu { display: inline-block; vertical-align: top; position: relative; }
#menu p { margin: 0.5em 0; text-align: center; }
#menu p a { text-decoration: none; color: black; }
#upcoming { display: block; margin: 0 auto; background-color: #E0E0E0; }
#score { color: red; font-weight: bold; vertical-align: middle; }
#rows { color: blue; font-weight: bold; vertical-align: middle; }
#stats { position: absolute; bottom: 0em; right: 1em; }
@media screen and (min-width: 0px) and (min-height: 0px) { #tetris { font-size: 0.75em; width: 250px; } #menu { width: 100px; height: 200px; } #upcoming { width: 50px; height: 50px; } #canvas { width: 100px; height: 200px; } } /* 10px chunks */
@media screen and (min-width: 400px) and (min-height: 400px) { #tetris { font-size: 1.00em; width: 350px; } #menu { width: 150px; height: 300px; } #upcoming { width: 75px; height: 75px; } #canvas { width: 150px; height: 300px; } } /* 15px chunks */
@media screen and (min-width: 500px) and (min-height: 500px) { #tetris { font-size: 1.25em; width: 450px; } #menu { width: 200px; height: 400px; } #upcoming { width: 100px; height: 100px; } #canvas { width: 200px; height: 400px; } } /* 20px chunks */
@media screen and (min-width: 600px) and (min-height: 600px) { #tetris { font-size: 1.50em; width: 550px; } #menu { width: 250px; height: 500px; } #upcoming { width: 125px; height: 125px; } #canvas { width: 250px; height: 500px; } } /* 25px chunks */
@media screen and (min-width: 700px) and (min-height: 700px) { #tetris { font-size: 1.75em; width: 650px; } #menu { width: 300px; height: 600px; } #upcoming { width: 150px; height: 150px; } #canvas { width: 300px; height: 600px; } } /* 30px chunks */
@media screen and (min-width: 800px) and (min-height: 800px) { #tetris { font-size: 2.00em; width: 750px; } #menu { width: 350px; height: 700px; } #upcoming { width: 175px; height: 175px; } #canvas { width: 350px; height: 700px; } } /* 35px chunks */
@media screen and (min-width: 900px) and (min-height: 900px) { #tetris { font-size: 2.25em; width: 850px; } #menu { width: 400px; height: 800px; } #upcoming { width: 200px; height: 200px; } #canvas { width: 400px; height: 800px; } } /* 40px chunks */
</style>
</head>
<body>
<div id="tetris">
<div id="menu">
<p id="start"><a href="javascript:play();">Press Space to Play.</a></p>
<p><canvas id="upcoming"></canvas></p>
<p>score <span id="score">00000</span></p>
<p>rows <span id="rows">0</span></p>
</div>
<canvas id="canvas">
Sorry, this example cannot be run because your browser does not support the &lt;canvas&gt; element
</canvas>
</div>
<script src="stats.js"></script>
<script>
//-------------------------------------------------------------------------
// base helper methods
//-------------------------------------------------------------------------
function get(id) { return document.getElementById(id); }
function hide(id) { get(id).style.visibility = 'hidden'; }
function show(id) { get(id).style.visibility = null; }
function html(id, html) { get(id).innerHTML = html; }
function timestamp() { return new Date().getTime(); }
function random(min, max) { return (min + (Math.random() * (max - min))); }
function randomChoice(choices) { return choices[Math.round(random(0, choices.length-1))]; }
if (!window.requestAnimationFrame) { // http://paulirish.com/2011/requestanimationframe-for-smart-animating/
window.requestAnimationFrame = window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback, element) {
window.setTimeout(callback, 1000 / 60);
}
}
//-------------------------------------------------------------------------
// game constants
//-------------------------------------------------------------------------
var KEY = { ESC: 27, SPACE: 32, LEFT: 37, UP: 38, RIGHT: 39, DOWN: 40 },
DIR = { UP: 0, RIGHT: 1, DOWN: 2, LEFT: 3, MIN: 0, MAX: 3 },
stats = new Stats(),
canvas = get('canvas'),
ctx = canvas.getContext('2d'),
ucanvas = get('upcoming'),
uctx = ucanvas.getContext('2d'),
speed = { start: 0.6, decrement: 0.005, min: 0.1 }, // how long before piece drops by 1 row (seconds)
nx = 10, // width of tetris court (in blocks)
ny = 20, // height of tetris court (in blocks)
nu = 5; // width/height of upcoming preview (in blocks)
//-------------------------------------------------------------------------
// game variables (initialized during reset)
//-------------------------------------------------------------------------
var dx, dy, // pixel size of a single tetris block
blocks, // 2 dimensional array (nx*ny) representing tetris court - either empty block or occupied by a 'piece'
actions, // queue of user actions (inputs)
playing, // true|false - game is in progress
dt, // time since starting this game
current, // the current piece
next, // the next piece
score, // the current score
vscore, // the currently displayed score (it catches up to score in small chunks - like a spinning slot machine)
rows, // number of completed rows in the current game
step; // how long before current piece drops by 1 row
//-------------------------------------------------------------------------
// tetris pieces
//
// blocks: each element represents a rotation of the piece (0, 90, 180, 270)
// each element is a 16 bit integer where the 16 bits represent
// a 4x4 set of blocks, e.g. j.blocks[0] = 0x44C0
//
// 0100 = 0x4 << 3 = 0x4000
// 0100 = 0x4 << 2 = 0x0400
// 1100 = 0xC << 1 = 0x00C0
// 0000 = 0x0 << 0 = 0x0000
// ------
// 0x44C0
//
//-------------------------------------------------------------------------
var i = { size: 4, blocks: [0x0F00, 0x2222, 0x00F0, 0x4444], color: 'cyan' };
var j = { size: 3, blocks: [0x44C0, 0x8E00, 0x6440, 0x0E20], color: 'blue' };
var l = { size: 3, blocks: [0x4460, 0x0E80, 0xC440, 0x2E00], color: 'orange' };
var o = { size: 2, blocks: [0xCC00, 0xCC00, 0xCC00, 0xCC00], color: 'yellow' };
var s = { size: 3, blocks: [0x06C0, 0x8C40, 0x6C00, 0x4620], color: 'green' };
var t = { size: 3, blocks: [0x0E40, 0x4C40, 0x4E00, 0x4640], color: 'purple' };
var z = { size: 3, blocks: [0x0C60, 0x4C80, 0xC600, 0x2640], color: 'red' };
//------------------------------------------------
// do the bit manipulation and iterate through each
// occupied block (x,y) for a given piece
//------------------------------------------------
function eachblock(type, x, y, dir, fn) {
var bit, result, row = 0, col = 0, blocks = type.blocks[dir];
for(bit = 0x8000 ; bit > 0 ; bit = bit >> 1) {
if (blocks & bit) {
fn(x + col, y + row);
}
if (++col === 4) {
col = 0;
++row;
}
}
}
//-----------------------------------------------------
// check if a piece can fit into a position in the grid
//-----------------------------------------------------
function occupied(type, x, y, dir) {
var result = false
eachblock(type, x, y, dir, function(x, y) {
if ((x < 0) || (x >= nx) || (y < 0) || (y >= ny) || getBlock(x,y))
result = true;
});
return result;
}
function unoccupied(type, x, y, dir) {
return !occupied(type, x, y, dir);
}
//-----------------------------------------
// start with 4 instances of each piece and
// pick randomly until the 'bag is empty'
//-----------------------------------------
var pieces = [];
function randomPiece() {
if (pieces.length == 0)
pieces = [i,i,i,i,j,j,j,j,l,l,l,l,o,o,o,o,s,s,s,s,t,t,t,t,z,z,z,z];
var type = pieces.splice(random(0, pieces.length-1), 1)[0];
return { type: type, dir: DIR.UP, x: Math.round(random(0, nx - type.size)), y: 0 };
}
//-------------------------------------------------------------------------
// GAME LOOP
//-------------------------------------------------------------------------
function run() {
showStats(); // initialize FPS counter
addEvents(); // attach keydown and resize events
var last = now = timestamp();
function frame() {
now = timestamp();
update(Math.min(1, (now - last) / 1000.0)); // using requestAnimationFrame have to be able to handle large delta's caused when it 'hibernates' in a background or non-visible tab
draw();
stats.update();
last = now;
requestAnimationFrame(frame, canvas);
}
resize(); // setup all our sizing information
reset(); // reset the per-game variables
frame(); // start the first frame
}
function showStats() {
stats.domElement.id = 'stats';
get('menu').appendChild(stats.domElement);
}
function addEvents() {
document.addEventListener('keydown', keydown, false);
window.addEventListener('resize', resize, false);
}
function resize(event) {
canvas.width = canvas.clientWidth; // set canvas logical size equal to its physical size
canvas.height = canvas.clientHeight; // (ditto)
ucanvas.width = ucanvas.clientWidth;
ucanvas.height = ucanvas.clientHeight;
dx = canvas.width / nx; // pixel size of a single tetris block
dy = canvas.height / ny; // (ditto)
invalidate();
invalidateNext();
}
function keydown(ev) {
var handled = false;
if (playing) {
switch(ev.keyCode) {
case KEY.LEFT: actions.push(DIR.LEFT); handled = true; break;
case KEY.RIGHT: actions.push(DIR.RIGHT); handled = true; break;
case KEY.UP: actions.push(DIR.UP); handled = true; break;
case KEY.DOWN: actions.push(DIR.DOWN); handled = true; break;
case KEY.ESC: lose(); handled = true; break;
}
}
else if (ev.keyCode == KEY.SPACE) {
play();
handled = true;
}
if (handled)
ev.preventDefault(); // prevent arrow keys from scrolling the page (supported in IE9+ and all other browsers)
}
//-------------------------------------------------------------------------
// GAME LOGIC
//-------------------------------------------------------------------------
function play() { hide('start'); reset(); playing = true; }
function lose() { show('start'); setVisualScore(); playing = false; }
function setVisualScore(n) { vscore = n || score; invalidateScore(); }
function setScore(n) { score = n; setVisualScore(n); }
function addScore(n) { score = score + n; }
function clearScore() { setScore(0); }
function clearRows() { setRows(0); }
function setRows(n) { rows = n; step = Math.max(speed.min, speed.start - (speed.decrement*rows)); invalidateRows(); }
function addRows(n) { setRows(rows + n); }
function getBlock(x,y) { return (blocks && blocks[x] ? blocks[x][y] : null); }
function setBlock(x,y,type) { blocks[x] = blocks[x] || []; blocks[x][y] = type; invalidate(); }
function clearBlocks() { blocks = []; invalidate(); }
function clearActions() { actions = []; }
function setCurrentPiece(piece) { current = piece || randomPiece(); invalidate(); }
function setNextPiece(piece) { next = piece || randomPiece(); invalidateNext(); }
function reset() {
dt = 0;
clearActions();
clearBlocks();
clearRows();
clearScore();
setCurrentPiece(next);
setNextPiece();
}
function update(idt) {
if (playing) {
if (vscore < score)
setVisualScore(vscore + 1);
handle(actions.shift());
dt = dt + idt;
if (dt > step) {
dt = dt - step;
drop();
}
}
}
function handle(action) {
switch(action) {
case DIR.LEFT: move(DIR.LEFT); break;
case DIR.RIGHT: move(DIR.RIGHT); break;
case DIR.UP: rotate(); break;
case DIR.DOWN: drop(); break;
}
}
function move(dir) {
var x = current.x, y = current.y;
switch(dir) {
case DIR.RIGHT: x = x + 1; break;
case DIR.LEFT: x = x - 1; break;
case DIR.DOWN: y = y + 1; break;
}
if (unoccupied(current.type, x, y, current.dir)) {
current.x = x;
current.y = y;
invalidate();
return true;
}
else {
return false;
}
}
function rotate() {
var newdir = (current.dir == DIR.MAX ? DIR.MIN : current.dir + 1);
if (unoccupied(current.type, current.x, current.y, newdir)) {
current.dir = newdir;
invalidate();
}
}
function drop() {
if (!move(DIR.DOWN)) {
addScore(10);
dropPiece();
removeLines();
setCurrentPiece(next);
setNextPiece(randomPiece());
clearActions();
if (occupied(current.type, current.x, current.y, current.dir)) {
lose();
}
}
}
function dropPiece() {
eachblock(current.type, current.x, current.y, current.dir, function(x, y) {
setBlock(x, y, current.type);
});
}
function removeLines() {
var x, y, complete, n = 0;
for(y = ny ; y > 0 ; --y) {
complete = true;
for(x = 0 ; x < nx ; ++x) {
if (!getBlock(x, y))
complete = false;
}
if (complete) {
removeLine(y);
y = y + 1; // recheck same line
n++;
}
}
if (n > 0) {
addRows(n);
addScore(100*Math.pow(2,n-1)); // 1: 100, 2: 200, 3: 400, 4: 800
}
}
function removeLine(n) {
var x, y;
for(y = n ; y >= 0 ; --y) {
for(x = 0 ; x < nx ; ++x)
setBlock(x, y, (y == 0) ? null : getBlock(x, y-1));
}
}
//-------------------------------------------------------------------------
// RENDERING
//-------------------------------------------------------------------------
var invalid = {};
function invalidate() { invalid.court = true; }
function invalidateNext() { invalid.next = true; }
function invalidateScore() { invalid.score = true; }
function invalidateRows() { invalid.rows = true; }
function draw() {
ctx.save();
ctx.lineWidth = 1;
ctx.translate(0.5, 0.5); // for crisp 1px black lines
drawCourt();
drawNext();
drawScore();
drawRows();
ctx.restore();
}
function drawCourt() {
if (invalid.court) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (playing)
drawPiece(ctx, current.type, current.x, current.y, current.dir);
var x, y, block;
for(y = 0 ; y < ny ; y++) {
for (x = 0 ; x < nx ; x++) {
if (block = getBlock(x,y))
drawBlock(ctx, x, y, block.color);
}
}
ctx.strokeRect(0, 0, nx*dx - 1, ny*dy - 1); // court boundary
invalid.court = false;
}
}
function drawNext() {
if (invalid.next) {
var padding = (nu - next.type.size) / 2; // half-arsed attempt at centering next piece display
uctx.save();
uctx.translate(0.5, 0.5);
uctx.clearRect(0, 0, nu*dx, nu*dy);
drawPiece(uctx, next.type, padding, padding, next.dir);
uctx.strokeStyle = 'black';
uctx.strokeRect(0, 0, nu*dx - 1, nu*dy - 1);
uctx.restore();
invalid.next = false;
}
}
function drawScore() {
if (invalid.score) {
html('score', ("00000" + Math.floor(vscore)).slice(-5));
invalid.score = false;
}
}
function drawRows() {
if (invalid.rows) {
html('rows', rows);
invalid.rows = false;
}
}
function drawPiece(ctx, type, x, y, dir) {
eachblock(type, x, y, dir, function(x, y) {
drawBlock(ctx, x, y, type.color);
});
}
function drawBlock(ctx, x, y, color) {
ctx.fillStyle = color;
ctx.fillRect(x*dx, y*dy, dx, dy);
ctx.strokeRect(x*dx, y*dy, dx, dy)
}
//-------------------------------------------------------------------------
// FINALLY, lets run the game
//-------------------------------------------------------------------------
run();
</script>
</body>
</html>
// stats.js r6 - http://github.com/mrdoob/stats.js
var Stats=function(){function s(a,g,d){var f,c,e;for(c=0;c<30;c++)for(f=0;f<73;f++)e=(f+c*74)*4,a[e]=a[e+4],a[e+1]=a[e+5],a[e+2]=a[e+6];for(c=0;c<30;c++)e=(73+c*74)*4,c<g?(a[e]=b[d].bg.r,a[e+1]=b[d].bg.g,a[e+2]=b[d].bg.b):(a[e]=b[d].fg.r,a[e+1]=b[d].fg.g,a[e+2]=b[d].fg.b)}var r=0,t=2,g,u=0,j=(new Date).getTime(),F=j,v=j,l=0,w=1E3,x=0,k,d,a,m,y,n=0,z=1E3,A=0,f,c,o,B,p=0,C=1E3,D=0,h,i,q,E,b={fps:{bg:{r:16,g:16,b:48},fg:{r:0,g:255,b:255}},ms:{bg:{r:16,g:48,b:16},fg:{r:0,g:255,b:0}},mb:{bg:{r:48,g:16,
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2)+","+Math.floor(b.fps.bg.b/2)+")";k.style.padding="2px 0px 3px 0px";g.appendChild(k);d=document.createElement("div");d.style.fontFamily="Helvetica, Arial, sans-serif";d.style.textAlign="left";d.style.fontSize="9px";d.style.color="rgb("+b.fps.fg.r+","+b.fps.fg.g+","+b.fps.fg.b+")";d.style.margin="0px 0px 1px 3px";d.innerHTML='<span style="font-weight:bold">FPS</span>';k.appendChild(d);a=document.createElement("canvas");a.width=74;a.height=30;a.style.display="block";a.style.marginLeft="3px";k.appendChild(a);
m=a.getContext("2d");m.fillStyle="rgb("+b.fps.bg.r+","+b.fps.bg.g+","+b.fps.bg.b+")";m.fillRect(0,0,a.width,a.height);y=m.getImageData(0,0,a.width,a.height);f=document.createElement("div");f.style.backgroundColor="rgb("+Math.floor(b.ms.bg.r/2)+","+Math.floor(b.ms.bg.g/2)+","+Math.floor(b.ms.bg.b/2)+")";f.style.padding="2px 0px 3px 0px";f.style.display="none";g.appendChild(f);c=document.createElement("div");c.style.fontFamily="Helvetica, Arial, sans-serif";c.style.textAlign="left";c.style.fontSize=
"9px";c.style.color="rgb("+b.ms.fg.r+","+b.ms.fg.g+","+b.ms.fg.b+")";c.style.margin="0px 0px 1px 3px";c.innerHTML='<span style="font-weight:bold">MS</span>';f.appendChild(c);a=document.createElement("canvas");a.width=74;a.height=30;a.style.display="block";a.style.marginLeft="3px";f.appendChild(a);o=a.getContext("2d");o.fillStyle="rgb("+b.ms.bg.r+","+b.ms.bg.g+","+b.ms.bg.b+")";o.fillRect(0,0,a.width,a.height);B=o.getImageData(0,0,a.width,a.height);try{performance&&performance.memory&&performance.memory.totalJSHeapSize&&
(t=3)}catch(G){}h=document.createElement("div");h.style.backgroundColor="rgb("+Math.floor(b.mb.bg.r/2)+","+Math.floor(b.mb.bg.g/2)+","+Math.floor(b.mb.bg.b/2)+")";h.style.padding="2px 0px 3px 0px";h.style.display="none";g.appendChild(h);i=document.createElement("div");i.style.fontFamily="Helvetica, Arial, sans-serif";i.style.textAlign="left";i.style.fontSize="9px";i.style.color="rgb("+b.mb.fg.r+","+b.mb.fg.g+","+b.mb.fg.b+")";i.style.margin="0px 0px 1px 3px";i.innerHTML='<span style="font-weight:bold">MB</span>';
h.appendChild(i);a=document.createElement("canvas");a.width=74;a.height=30;a.style.display="block";a.style.marginLeft="3px";h.appendChild(a);q=a.getContext("2d");q.fillStyle="#301010";q.fillRect(0,0,a.width,a.height);E=q.getImageData(0,0,a.width,a.height);return{domElement:g,update:function(){u++;j=(new Date).getTime();n=j-F;z=Math.min(z,n);A=Math.max(A,n);s(B.data,Math.min(30,30-n/200*30),"ms");c.innerHTML='<span style="font-weight:bold">'+n+" MS</span> ("+z+"-"+A+")";o.putImageData(B,0,0);F=j;if(j>
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team/tetris/texture.jpg

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