forked from cgolden15/tetris
-
Notifications
You must be signed in to change notification settings - Fork 3
/
Game_Logic.js
209 lines (178 loc) · 4.74 KB
/
Game_Logic.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
/**
* @returns {[Number]} the line numbers of all the completed rows
*/
Game.prototype.getRows = function () {
var i,
rows = [],
res = [],
curRow;
// initialize the rows to 0
for (i = 0; i < 20; i += 1) {
rows[i] = 0;
}
// for each block
for (i = 0; i < this.blocks.length; i += 1) {
// increment the appropriate row
curRow = this.blocks[i].getY();
rows[curRow] += 1;
// if the row is full
if (rows[curRow] === 10) {
res.push(curRow);
}
}
return res;
};
/**
* Removes the rows from the field
*/
Game.prototype.removeRows = function (rows) {
var dropDist = {},
i, j,
remove = {},
curBlock,
curY;
// initialize drops to 0
for (i = -4; i < 20; i += 1) {
dropDist[i] = 0;
}
// for each removed row
for (i = 0; i < rows.length; i += 1) {
remove[rows[i]] = true;
// every row above this should be dropped another spot
for (j = -4; j < rows[i]; j += 1) {
dropDist[j] += 1;
}
}
// for each block
for (i = 0; i < this.blocks.length; i += 1) {
curBlock = this.blocks[i];
curY = curBlock.getY();
// if it is being removed
if (remove[curY]) {
// remove the block
this.removeBlock(i);
i -= 1;
} else {
// it is being dropped
curBlock.setPosition(curBlock.getX(), curBlock.getY() + dropDist[curY]);
}
}
};
Game.prototype.removeBlock = function(index) {
this.blocks[index].kill();
return this.blocks.splice(index, 1);
};
Game.prototype.applyGravity = function (dTime) {
this.timeToNextDrop -= dTime;
// drop until there is a positive time until the next drop time is positive, or the control group s bottomed out
while (this.timeToNextDrop < 0 && (!this.controlGroup.isBottomed())) {
this.dropBlock(true);
this.timeToNextDrop += this.dropPeriod;
}
// if it exited through bottoming, reset the drop period
if (this.controlGroup.isBottomed()) {
this.timeToNextDrop = this.dropPeriod;
}
};
/**
* Changes the shapes of the preview along the side
* @param {[Char]} queue - the queue of pieces
*/
Game.prototype.updatePreviews = function(queue) {
var i;
for (i = 0; i < queue.length; i += 1) {
this.previewGroups[i].setShape(queue[i]);
}
};
/**
* called when the user attempts to swap a block
*/
Game.prototype.swap = function() {
var i, j,
newShape,
oldShape = this.controlGroup.getShape(),
oldBlocks = this.controlGroup.getBlocks(),
newBlocks = [],
thisObject = this;
// can only be called once per drop
if (!this.swapAllowed) {
return;
}
this.swapAllowed = false;
// Reset the locking
this.resetLockCounter(false);
// remove the blocks
// for each block on the field
for (i = 0; i < this.blocks.length; i += 1) {
// if the block is part of the control group, remove it
for (j = 0; j < 4; j += 1) {
if (oldBlocks[j] === this.blocks[i]) {
this.removeBlock(i);
i -= 1;
}
}
}
// if there is a block waiting
if (this.swapGroup) {
newShape = this.swapGroup.getShape();
for (i = 0; i < 4; i += 1) {
newBlocks.push(new Block({blockX:-10, blockY:-10, shape: newShape, occupiedPositions: this.occupiedPositions}));
this.blocks.push(newBlocks[i]);
}
this.controlGroup = new ControlGroup(newBlocks, newShape, function(x, y){
return thisObject.isLegalPosition(x, y);
});
this.swapGroup.setShape(oldShape);
return;
}
// if there is no block waiting
this.swapGroup = new PreviewGroup(-100, 60);
this.swapGroup.setShape(oldShape);
this.newBlock(true);
};
/**
* locks the currnt piece in, registers lines and makes a new block
*/
Game.prototype.lockBlocks = function() {
// figure out if it a t-spin/t-spin mini
var tSpinType = this.controlGroup.getTSpin(),
scoreObject = {},
rows;
if (tSpinType === 'mini') {
scoreObject.miniT = true;
} else if (tSpinType === 'normal') {
scoreObject.normalT = true;
}
// look for rows
rows = this.getRows();
scoreObject.lines = rows.length;
if (rows.length > 0) {
this.removeRows(rows);
}
// apply the score
this.scoreTracker.updateScore(scoreObject);
this.newBlock();
this.resetLockCounter(false);
};
/**
* Resets the lock counter, and the slide counter if not soft
* @param {Boolean} soft = true if a soft reset, and the slide counter should not be reset
*/
Game.prototype.resetLockCounter = function (soft) {
if (soft) {
this.slideCount += 1;
} else {
this.slideCount = 0;
}
this.bottomTimer = this.bottomLockTime;
};
/**
* Determines if the game is over and returns a score object
* if it is. Otherwise, returns null
*/
Game.prototype.getResults = function() {
if (this.gameLost || this.scoreTracker.gameWon()) {
return this.scoreTracker.getResults();
}
return null;
};