BangleApps/apps/tetris/tetris.app.js

396 lines
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JavaScript
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const block = Graphics.createImage(`
########
# # # ##
## # ###
# # ####
## #####
# ######
########
########
`);
const tcols = [ {r:0, g:0, b:1}, {r:0, g:1, b:0}, {r:0, g:1, b:1}, {r:1, g:0, b:0}, {r:1, g:0, b:1}, {r:1, g:1, b:0}, {r:1, g:0.5, b:0.5} ];
const tiles = [
[[0, 0, 0, 0],
[0, 0, 0, 0],
[1, 1, 1, 1],
[0, 0, 0, 0]],
[[0, 0, 0],
[0, 1, 0],
[1, 1, 1]],
[[0, 0, 0],
[1, 0, 0],
[1, 1, 1]],
[[0, 0, 0],
[0, 0, 1],
[1, 1, 1]],
[[0, 0, 0],
[1, 1, 0],
[0, 1, 1]],
[[0, 0, 0],
[0, 1, 1],
[1, 1, 0]],
[[1, 1],
[1, 1]]
];
const ox = 176/2 - 5*8;
const oy = 8;
/* 0 .. simulated arrows
1 .. drag piece
2 .. accelerometer. 12 lines record.
3 .. altimeter
*/
var control = 0, level = 0, lines = 0, score = 0;
var alt_start = -9999; /* For altimeter control */
/* 0 .. menu
1 .. game
2 .. game over */
var state = 0;
var pf;
function initGame() {
pf = Array(23).fill().map(()=>Array(12).fill(0)); // field is really 10x20, but adding a border for collision checks
pf[20].fill(1);
pf[21].fill(1);
pf[22].fill(1);
pf.forEach((x,i) => { pf[i][0] = 1; pf[i][11] = 1; });
}
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function rotateTile(t, r) {
var nt = JSON.parse(JSON.stringify(t));
if (t.length==2) return nt;
var s = t.length;
for (m=0; m<r; ++m) {
tl = JSON.parse(JSON.stringify(nt));
for (i=0; i<s; ++i)
for (j=0; j<s; ++j)
nt[i][j] = tl[s-1-j][i];
}
return nt;
}
function drawBoundingBox() {
g.setBgColor(0, 0, 0).clear().setColor(1, 1, 1);
g.theme.bg = 0;
for (i=0; i<4; ++i) g.drawRect(ox-i-1, oy-i-1, ox+10*8+i, oy+20*8+i);
}
function drawTile(tile, n, x, y, qClear) {
if (state != 1) // stops tile from being drawn on the game over screen
return;
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if (qClear) g.setColor(0);
else g.setColor(tcols[n].r, tcols[n].g, tcols[n].b);
for (i=0; i<tile.length; ++i)
for (j=0; j<tile.length; ++j)
if (tile[j][i]>0)
if (qClear) g.fillRect(x+8*i, y+8*j, x+8*(i+1)-1, y+8*(j+1)-1);
else g.drawImage(block, x+8*i, y+8*j);
}
function showNext(n, r) {
var nt = rotateTile(tiles[n], r);
g.setColor(0).fillRect(176-33, 40, 176-33+33, 82);
drawTile(nt, ntn, 176-33, 40);
}
var time = Date.now();
var px=4, py=0;
var ctn = Math.floor(Math.random()*7); // current tile number
var ntn = Math.floor(Math.random()*7); // next tile number
var ntr = Math.floor(Math.random()*4); // next tile rotation
var ct = rotateTile(tiles[ctn], Math.floor(Math.random()*4)); // current tile (rotated)
var dropInterval;
function calculateSpeed() {
let step = 500;
if (level <= 6) // 200-500ms
step = step - 50*level;
else if (level <= 13) { // 25-175ms
step = 200;
step = step - 25*(level - 6);
}
else {
step = 20; // usually limited by the hardware
// levels 15+ are programmed to go faster by skipping lines
}
print(`level ${level}: drop interval ${step}ms`);
if (control == 3)
step = step*2;
dropInterval = step;
}
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function redrawPF(ly) {
for (y=0; y<=ly; ++y)
for (x=1; x<11; ++x) {
c = pf[y][x];
if (c>0) g.setColor(tcols[c-1].r, tcols[c-1].g, tcols[c-1].b).drawImage(block, ox+(x-1)*8, oy+y*8);
else g.setColor(0, 0, 0).fillRect(ox+(x-1)*8, oy+y*8, ox+x*8-1, oy+(y+1)*8-1);
}
}
function gameOver() {
state = 0;
g.setColor(1, 1, 1).setFontAlign(0, 1, 0).setFont("Vector",22)
.drawString("Game Over", 176/2, 76);
E.showAlert("Game Over").then(selectGame, print);
lines = 0;
score = 0;
}
function redrawStats(onlyScore) {
g.setColor(0).fillRect(5, 30, 41, 60)
.setColor(1, 1, 1).drawString(score.toString(), 22, 50);
if (!onlyScore) {
g.setColor(0).fillRect(5, 80, 41, 110)
.setColor(1, 1, 1).drawString(level.toString(), 22, 100)
.setColor(0).fillRect(5, 130, 41, 160)
.setColor(1, 1, 1).drawString(lines.toString(), 22, 150);
}
}
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function insertAndCheck() {
for (y=0; y<ct.length; ++y)
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for (x=0; x<ct[y].length; ++x)
if (ct[y][x]>0) pf[py+y][px+x+1] = ctn+1;
// check for full lines
let clearCount = 0;
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for (y=19; y>0; y--) {
var qFull = true;
for (x=1; x<11; ++x) qFull &= pf[y][x]>0;
if (qFull) {
clearCount++;
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for (ny=y; ny>0; ny--) pf[ny] = JSON.parse(JSON.stringify(pf[ny-1]));
redrawPF(y);
}
}
if (clearCount) {
lines += clearCount;
let effectiveLevel = Math.max(level, 1);
if (clearCount == 1) { // single
score += 100 * effectiveLevel;
Bangle.buzz(80, 0.5);
}
else if (clearCount == 2) { // double
score += 300 * effectiveLevel;
Bangle.buzz(80);
}
else if (clearCount == 3) { // triple
score += 500 * effectiveLevel;
Bangle.buzz(150);
}
else if (clearCount >= 4) { // tetris
score += 800 * effectiveLevel;
Bangle.buzz(300);
}
if (lines != 0 && lines % 10 == 0) {
level++;
calculateSpeed();
}
redrawStats();
}
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// spawn new tile
px = 4; py = 0;
ctn = ntn;
ntn = Math.floor(Math.random()*7);
ct = rotateTile(tiles[ctn], ntr);
ntr = Math.floor(Math.random()*4);
showNext(ntn, ntr);
if (!moveOk(ct, 0, 0)) {
gameOver();
}
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}
function moveOk(t, dx, dy) {
var ok = true;
for (y=0; y<t.length; ++y)
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for (x=0; x<t[y].length; ++x)
if (t[y][x]*pf[py+dy+y][px+dx+x+1] > 0) ok = false;
return ok;
}
function pauseGame() {
print("Paused");
state = 3;
}
function resumeGame() {
print("Resumed");
state = 1;
}
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function gameStep() {
if (state != 1)
return;
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if (Date.now()-time > dropInterval) { // drop one step
time = Date.now();
if (level >= 15 && moveOk(ct, 0, 2)) {
// at level 15, pieces drop twile as quickly
drawTile(ct, ctn, ox+px*8, oy+py*8, true);
py += 2;
}
else if (moveOk(ct, 0, 1)) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
py++;
}
else { // reached the bottom
insertAndCheck(ct, ctn, px, py);
}
drawTile(ct, ctn, ox+px*8, oy+py*8, false);
}
}
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function rotate() {
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t = rotateTile(ct, 3);
if (moveOk(t, 0, 0)) {
drawTile(ct, ctn, ox+px*8, oy+py*8, true);
ct = t;
drawTile(ct, ctn, ox+px*8, oy+py*8, false);
}
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}
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function move(x, y) {
r = moveOk(ct, x, y);
if (r) {
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drawTile(ct, ctn, ox+px*8, oy+py*8, true);
px += x;
py += y;
drawTile(ct, ctn, ox+px*8, oy+py*8, false);
}
return r;
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}
function linear(x) {
//print("Linear: ", x);
let now = px / 10;
if (x < now-0.06)
move(-1, 0);
if (x > now+0.06)
move(1, 0);
}
function newGame() {
E.showMenu();
Bangle.setUI({mode : "custom", btn: () => load()});
if (control == 4) { // Swipe
Bangle.on("touch", (e) => {
t = rotateTile(ct, 3);
if (moveOk(t, 0, 0)) {
drawTile(ct, ctn, ox+px*8, oy+py*8, true);
ct = t;
drawTile(ct, ctn, ox+px*8, oy+py*8, false);
}
});
Bangle.on("swipe", (x,y) => {
if (y<0) y = 0;
if (moveOk(ct, x, y)) {
drawTile(ct, ctn, ox+px*8, oy+py*8, true);
px += x;
py += y;
drawTile(ct, ctn, ox+px*8, oy+py*8, false);
}
});
} else { // control != 4
if (control == 2) { // Tilt
Bangle.on("accel", (e) => {
if (state != 1) return;
if (control != 2) return;
print(e.x);
linear((0.2-e.x) * 2.5);
});
}
if (control == 3) { // Move
Bangle.setBarometerPower(true);
Bangle.on("pressure", (e) => {
if (state != 1) return;
if (control != 3) return;
let a = e.altitude;
if (alt_start == -9999)
alt_start = a;
a = a - alt_start;
//print(e.altitude, a);
linear(a);
});
}
Bangle.on("drag", (e) => {
let h = 176/2;
if (state == 2) {
if (e.b)
selectGame();
return;
}
if (!e.b)
return;
if (state == 0) return;
if (e.y < h) {
if (e.x < h)
rotate();
else {
while (move(0, 1)) {
score++;
g.flip();
}
redrawStats(true);
}
} else {
if (control == 1)
linear((e.x - 20) / 156);
if (control != 0)
return;
if (e.x < h)
move(-1, 0);
else
move(1, 0);
}
});
}
setWatch(() => {
if (state == 1)
pauseGame();
else if (state == 3)
resumeGame();
}, BTN1, {repeat: true});
initGame();
calculateSpeed();
state = 1;
drawGame();
var gi = setInterval(gameStep, 20);
}
function drawGame() {
drawBoundingBox();
g.setColor(1, 1, 1).setFontAlign(0, 1, 0)
.setFont("6x15", 1).drawString("Score", 22, 30)
.drawString("Level", 22, 80)
.drawString("Lines", 22, 130)
.drawString("Next", 176-22, 30);
redrawStats();
showNext(ntn, ntr);
}
function selectGame() {
state = 0;
print("Game selection menu");
var menu = {};
menu["Normal"] = () => { control = 0; newGame(); };
menu["Drag"] = () => { control = 1; newGame(); };
menu["Tilt"] = () => { control = 2; newGame(); };
menu["Pressure"] = () => { control = 3; newGame(); };
menu["Swipe"] = () => { control = 4; newGame(); };
level = 1;
menu["Level"] = {
value : 1,
min : 0,
max : 10,
wrap : true,
onchange : (l) => { level = l; }
};
E.showMenu(menu);
}
selectGame();