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Tetris with Emojis, works in browser or from NodeJS
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// <!DOCTYPE html><html><head><meta charset="utf-8"></head><body></body><script> | |
class Piece { | |
constructor([startRow, startCol], shape) { | |
const colors = {I: "🎽", O: "🌕", T: "⚛️ ", S: "❇️ ", Z: "🅰️ ", J: "🛂", L: "✴️ "}; | |
const shapes = { | |
I: [[1,1,1,1]], | |
O: [[1,1], [1,1]], | |
T: [[0,1,0], [1,1,1]], | |
S: [[0,1,1], [1,1,0]], | |
Z: [[1,1,0], [0,1,1]], | |
J: [[1,0,0], [1,1,1]], | |
L: [[0,0,1], [1,1,1]], | |
}; | |
this.position = [startRow, startCol]; | |
this.shape = shape || Object.keys(colors)[Math.floor(Math.random()*Object.keys(colors).length)]; | |
this.color = colors[this.shape]; | |
this.orientation = this._padToSquare(shapes[this.shape]); | |
} | |
getTiles () { // [[row, col]] | |
const results = []; | |
const [currentRow, currentCol] = this.position; | |
this.orientation.forEach((tiles, row) => tiles.forEach((tile, col) => { | |
tile === 1 && results.push([row+currentRow, col+currentCol]); | |
})); | |
return results; | |
} | |
moveLeft () { | |
this.position = [this.position[0], this.position[1] - 1]; | |
} | |
moveRight () { | |
this.position = [this.position[0], this.position[1] + 1]; | |
} | |
moveDown () { | |
this.position = [this.position[0] + 1, this.position[1]]; | |
} | |
moveUp () { | |
this.position = [this.position[0] - 1, this.position[1]]; | |
} | |
rotateCCW () { | |
const squareMatrix = this.orientation; | |
let start = 0; | |
let end = squareMatrix.length - 1; // last index | |
while (start < end) { | |
let offset = 0; | |
while (offset < end) { | |
[ | |
squareMatrix[start][start+offset], // top left rightward | |
squareMatrix[start+offset][end], // right top downward | |
squareMatrix[end][end-offset], // bottom right leftward | |
squareMatrix[end-offset][start], // left bottom upward | |
] = [ | |
squareMatrix[end-offset][start], // left bottom upward | |
squareMatrix[start][start+offset], // top left rightward | |
squareMatrix[start+offset][end], // right top downward | |
squareMatrix[end][end-offset], // bottom right leftward | |
]; | |
offset++; | |
} | |
start++; | |
end--; | |
} | |
return squareMatrix; // it's in place but still nice to return | |
} | |
rotateCW () { | |
this.rotateCCW(); | |
this.rotateCCW(); | |
this.rotateCCW(); | |
} | |
_padToSquare (rows) { // square matrix | |
const maxSideLength = Math.max(rows.length, rows[0].length); | |
const minSideLength = Math.min(rows.length, rows[0].length); | |
const lengthDiff = maxSideLength - minSideLength; | |
if (lengthDiff === 0) return rows.map(row => row.slice(0)); // no change | |
if (rows.length === maxSideLength) return rows.map(row => [...row, Array(lengthDiff).fill(0)]); | |
else return [...rows.map(row => row.slice(0)), ...Array(lengthDiff).fill().map(x => Array(maxSideLength).fill(0))]; | |
} | |
} | |
class Game { | |
constructor ({height, width, tickMs, quitter, printer}) { | |
this.board = Array(height).fill().map(() => Array(width).fill(0)); | |
this.height = height; | |
this.width = width; | |
this.tickMs = tickMs; | |
this.score = 0; | |
this.interval = null; | |
this.activePiece = null; | |
this.quitter = quitter; | |
this.printer = printer; | |
this.addPiece(); // create random active piece | |
this.printer("", [ | |
"KEY BINDINGS:", | |
"up arrow: rotate", | |
"down arrow: move down", | |
"left arrow: move left", | |
"right arrow: move right", | |
"space: pause/unpause", | |
"escape or q: quit", | |
"PRESS SPACE TO START.", | |
].join("\n")); | |
} | |
isUnpaused () { // Boolean | |
return Boolean(this.interval); | |
} | |
togglePause () { | |
if (this.interval) { | |
clearInterval(this.interval); | |
this.interval = null; | |
this.print("PAUSED. PRESS SPACE TO UNPAUSE."); | |
} else this.interval = setInterval(() => this._tick(), this.tickMs); | |
} | |
end () { | |
clearInterval(this.interval); | |
this.interval = null; | |
this.print("GAME OVER."); | |
this.quitter(); | |
} | |
print (message="") { | |
const tiles = this.activePiece ? this.activePiece.getTiles() : []; | |
const board = [ | |
"↘️ "+Array(this.board[0].length).fill("⬇️ ").join("")+"↙️ ", | |
...this.board.map((cols, row) => ("➡️ "+cols.map((tile, col) => { | |
if (tiles.filter(([trow, tcol]) => row === trow && col === tcol).length) { | |
return this.activePiece.color; | |
} else if (tile !== 0) return tile; | |
else return "🌫 "; | |
}).join("")+"⬅️ ")), | |
"↗️ "+Array(this.board[0].length).fill("⬆️ ").join("")+"↖️ ", | |
].join("\n"); | |
this.printer(board, "SCORE: "+this.score, message); | |
} | |
addPiece (shape) { // omitting shape gives a random piece | |
this.activePiece = new Piece([0, Math.floor(this.board[0].length / 2) - 1], shape); | |
} | |
left () { | |
this.activePiece.moveLeft(); | |
if (!this.activePiece.getTiles().every(tile => this._isNotCollision(tile))) { | |
this.activePiece.moveRight(); // if there's a collision then reverse move | |
} | |
this.print(); | |
} | |
right () { | |
this.activePiece.moveRight(); | |
if (!this.activePiece.getTiles().every(tile => this._isNotCollision(tile))) { | |
this.activePiece.moveLeft(); // if there's a collision then reverse move | |
} | |
this.print(); | |
} | |
down () { | |
this.activePiece.moveDown(); | |
if (!this.activePiece.getTiles().every(tile => this._isNotCollision(tile))) { | |
this.activePiece.moveUp(); // if there's a collision then reset up | |
} | |
this.print(); | |
} | |
rotate () { | |
this.activePiece.rotateCCW(); | |
if (!this.activePiece.getTiles().every(tile => this._isNotCollision(tile))) { | |
this.activePiece.rotateCW(); // if there's a collision then reset/rotate back | |
} | |
this.print(); | |
} | |
_tick () { | |
this.activePiece.moveDown(); | |
if (!this.activePiece.getTiles().every(tile => this._isNotCollision(tile))) { | |
this.activePiece.moveUp(); // once there's a collision then back up one | |
// engrave piece into game board | |
this.activePiece.getTiles().forEach(([row, col]) => this.board[row][col] = this.activePiece.color); | |
// clear full lines and increase score | |
while (this.board.filter(row => row.every(tile => tile !== 0)).length > 0) { | |
this.board = this.board.filter(row => !row.every(tile => tile !== 0)); | |
this.score += this.height - this.board.length; | |
this.board = [...Array(this.height - this.board.length).fill().map(() => Array(this.width).fill(0)), ...this.board]; | |
} | |
this.addPiece(); // new active piece of random type | |
} | |
this.print(); | |
if (!this.activePiece.getTiles().every(tile => this._isNotCollision(tile))) this.end(); | |
} | |
_isNotCollision ([row, col]) { // Boolean | |
const inBounds = row >= 0 && row < this.board.length && col >= 0 && col < this.board[0].length; | |
return inBounds && this.board[row][col] === 0; | |
} | |
} | |
function readUserInput (key, isCtrl) { | |
if (isCtrl && key === 'c') return game.end(); | |
else if (game.isUnpaused() || ["space", "q", "escape"].includes(key)) { | |
;(({ | |
left: game.left, | |
right: game.right, | |
down: game.down, | |
up: game.rotate, | |
space: game.togglePause, | |
escape: game.end, | |
q: game.end, | |
})[key] || (()=>{})).apply(game); | |
} | |
}; | |
if (typeof window === "undefined") { // Node | |
var quitter = process.exit; | |
var printer = (...args) => console.log('\033[2J' + args.join("\n")); // console clear | |
// the following hooks up node's STDIN to register key presses | |
const readline = require('readline'); | |
readline.emitKeypressEvents(process.stdin); | |
process.stdin.setRawMode(true); | |
process.stdin.on('keypress', (_, {ctrl, name}) => readUserInput(name, ctrl)); | |
} else { // Browser | |
var quitter = () => alert("Reload page to restart game."); | |
var printer = (board, score, message) => document.body.innerText = [ | |
board.replace(/ /g, ""), score, message | |
].join("\n"); | |
document.body.addEventListener("keydown", ({ctrlKey, code}) => | |
readUserInput(code.toLowerCase().replace(/(arrow|key)/, ""), ctrlKey) | |
); | |
}; | |
const game = new Game({height: 20, width: 10, tickMs: 250, quitter, printer}); | |
// </script></html> |
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