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piece.js
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piece.js
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function Piece() {
this.x;
this.y;
this.pos = 0;
this.tetro;
this.index;
this.gravity = gravityUnit;
this.softDrop = gravityUnit;
this.lockDelay = 0;
this.lockDelayLimit = 30;
this.lockType = 0; // 1: harddroped, 2: distant harddrop
this.are = 0;
this.areLimit = 0;
this.irsDir = 0;
this.ihs = false;
this.shiftDelay = 0;
this.shiftDir = 0;
this.shiftReleased = false;
this.arrDelay = 0;
this.held = false;
this.finesse = 0;
this.dirty = false;
this.dead = true;
}
/**
* Removes last active piece, and gets the next active piece from the grab bag.
*/
Piece.prototype.new = function(index) {
// TODO if no arguments, get next grabbag piece
//console.log("new irs"+this.irsDir+", ihs"+this.ihs);
var initinfo = RotSys[settings.RotSys].initinfo[index];
this.pos = initinfo[2];
this.x = ~~((stack.width - 4) / 2) + initinfo[0];
this.y = stack.hiddenHeight - 2 + initinfo[1];
this.index = index;
this.tetro = [];
this.held = false;
this.lockType = 0;
this.ihs = false;
this.finesse = 0;
this.softDrop = gravityArr[settings.SoftDrop];
this.dirty = true;
this.dead = false;
// TODO Do this better. Make clone object func maybe.
//for property in pieces, this.prop = piece.prop
if (this.irsDir !== 0) {
var curPos = this.pos;
var newPos = (this.pos+this.irsDir).mod(4);
var offset = RotSys[settings.RotSys].offset[this.index];
var offsetX = offset[newPos][0] - offset[curPos][0];
var offsetY = offset[newPos][1] - offset[curPos][1];
this.tetro = pieces[index].tetro[newPos];
if (!this.moveValid(offsetX, offsetY, this.tetro)) {
this.tetro = pieces[index].tetro[curPos];
} else {
this.x += offsetX;
this.y += offsetY;
this.pos = newPos;
}
this.irsDir = 0;
} else {
this.tetro = pieces[index].tetro[this.pos];
}
this.lockDelayLimit = setting.LockDelay[settings.LockDelay];
if (gametype === 6) { //Death
this.gravity = Infinity;
if (level < 20) {
this.lockDelayLimit = [
30, 25, 22, 20, 20, 18, 17, 17, 15, 15,
13, 13, 13, 13, 13, 12, 12, 12, 11, 11
][level];
} else {
this.lockDelayLimit = 11;
}
} else if (gametype === 1) { //Marathon
if (gameparams.marathonType === 1) {
this.gravity = (level * 2 + 10) / 60;
this.lockDelayLimit = 8;
} else {
if (level < 20) {
this.gravity = [
1/60, 1/30, 1/25, 1/20, 1/15, 1/12, 1/10, 1/8, 1/6, 1/6,
1/4, 1/4, 1/3, 1/3, 1/3, 1/2, 1, 1, 2, 3
]
[level];
} else {
this.gravity = Infinity;
this.lockDelayLimit = ~~(30 * Math.pow(0.93, (Math.pow(level-20, 0.8)))); // magic!
}
}
} else if (settings.Gravity !== 0) {
this.gravity = gravityArr[settings.Gravity - 1];
} else {
this.gravity = gravityUnit;
}
if (gametype === 0){
if(this.lockDelayLimit < 8) {
this.lockDelayLimit = 8;
}
}
// Check for blockout.
if (!this.moveValid(0, 0, this.tetro)) {
//this.dead = true; //show it?
gameState = 9;
$setText(msg,'BLOCK OUT!');
menu(3);
sound.playse("gameover");
return;
}
//real 20G
this.checkInfGravity();
landed = !this.moveValid(0, 1, this.tetro);
// die-in-one-frame!
if(landed && (this.lockDelay >= this.lockDelayLimit)) {
this.checkLock();
}
}
Piece.prototype.tryKickList = function(kickList, rotated, newPos, offsetX, offsetY) {
for (var k = 0; k < kickList.length; k++) {
if (this.moveValid(
offsetX + kickList[k][0],
offsetY + kickList[k][1],
rotated
)) {
this.x += offsetX + kickList[k][0];
this.y += offsetY + kickList[k][1];
this.tetro = rotated;
this.pos = newPos;
this.finesse++;
sound.playse("rotate");
break;
}
}
}
Piece.prototype.rotate = function(direction) {
// Goes thorugh kick data until it finds a valid move.
var curPos = this.pos.mod(4);
var newPos = (this.pos + direction).mod(4);
// Rotates tetromino.
var rotated = pieces[this.index].tetro[newPos];
var offset = RotSys[settings.RotSys].offset[this.index];
var offsetX = offset[newPos][0] - offset[curPos][0];
var offsetY = offset[newPos][1] - offset[curPos][1];
if (settings.RotSys === 2 || settings.RotSys === 14) { //ARS, Plus
var kickList = [];
if (this.index === PieceI.index) {
if(curPos === 1 || curPos === 3)
kickList = [[ 0, 0],[+1, 0],[-1, 0],[+2, 0]];
else
kickList = [[ 0, 0],[ 0,-1],[ 0,-2]];
} else {
if (newPos === 0 ||
((this.index === PieceS.index || this.index === PieceZ.index) && newPos === 2)
)
kickList = [[ 0, 0],[+1, 0],[-1, 0],[ 0,-1]];
else
kickList = [[ 0, 0],[+1, 0],[-1, 0]];
}
this.tryKickList(kickList, rotated, newPos, offsetX, offsetY);
} else {
var kickIndex = [ 1, -1 ,2].indexOf(direction); // kickDataDirectionIndex
var kickList;
if(settings.RotSys === 0 || settings.RotSys === 12)
kickList = WKTableSRS[this.index][kickIndex][curPos];
else if (settings.RotSys === 1)
kickList = WKTableCultris;
else if (settings.RotSys === 15)
kickList = WKTableDX[kickIndex][curPos]
else if (settings.RotSys === 28) // BPS2 for true man
kickList = [[0, 0]];
else
kickList = WKTableDTET[kickIndex];
this.tryKickList(kickList, rotated, newPos, offsetX, offsetY);
}
}
Piece.prototype.checkShift = function() {
// Shift key pressed event.
if (keysPushing & flags.moveLeft) {
this.shiftDelay = 0;
this.arrDelay = 0;
this.shiftReleased = true;
this.shiftDir = -1;
this.finesse++;
} else if (keysPushing & flags.moveRight) {
this.shiftDelay = 0;
this.arrDelay = 0;
this.shiftReleased = true;
this.shiftDir = 1;
this.finesse++;
}
// Shift key released event.
if (this.shiftDir === 1 && keysPopping & flags.moveRight && keysDown & flags.moveLeft) {
this.shiftDelay = 0;
this.arrDelay = 0;
this.shiftReleased = true;
this.shiftDir = -1;
} else if (this.shiftDir === -1 && keysPopping & flags.moveLeft && keysDown & flags.moveRight) {
this.shiftDelay = 0;
this.arrDelay = 0;
this.shiftReleased = true;
this.shiftDir = 1;
} else if (keysPopping & flags.moveRight && keysDown & flags.moveLeft) {
this.shiftDir = -1;
} else if (keysPopping & flags.moveLeft && keysDown & flags.moveRight) {
this.shiftDir = 1;
} else if ((keysPopping & flags.moveLeft) || (keysPopping & flags.moveRight)) {
this.shiftDelay = 0;
this.arrDelay = 0;
this.shiftReleased = true;
this.shiftDir = 0;
}
// Handle events
/* farter */
// here problem causes it taking 2 frames to move 1 grid even ARR=1
var dascut = [false,true][(settings.DASCut || 0)]
//if (dascut) {
// this.ShiftDir = 0;
// console.log("interrupt")
//}
if (this.shiftDir) {
// 1. When key pressed instantly move over once.
if (this.shiftReleased && settings.DAS !== 0) {
this.shift(this.shiftDir);
this.shiftDelay++;
this.shiftReleased = false;
// 2. Apply DAS delay
} else if (this.shiftDelay < settings.DAS) {
this.shiftDelay++;
// 3. Once the delay is complete, move over once.
// Increment delay so this doesn't run again.
// if arr=0, repeat here, not entering 4
// but if dascut, let shiftdelay == das + 1 and arrdelay = 0 which is not < arr
} else if (this.shiftDelay === settings.DAS) {
this.shift(this.shiftDir);
if (settings.ARR !== 0 || dascut) this.shiftDelay++;
// 4. Apply ARR delay
} else if (this.arrDelay < settings.ARR) {
this.arrDelay++;
// 5. If ARR Delay is full, move piece, and reset delay and repeat.
/*
} else if (this.arrDelay === settings.ARR && settings.ARR !== 0) {
*/
if (this.arrDelay === settings.ARR && settings.ARR !== 0) {
this.shift(this.shiftDir);
}
}
}
if (flags.moveLeft3 & keysPushing) {
this.multiShift(-1, 3);
this.finesse++;
} else if (flags.moveRight3 & keysPushing) {
this.multiShift(1, 3);
this.finesse++;
}
}
Piece.prototype.shift = function(direction) {
this.arrDelay = 0;
var shifted = false;
if (settings.ARR === 0 && this.shiftDelay === settings.DAS) {
while (true) {
if (this.moveValid(direction, 0, this.tetro)) {
this.x += direction;
shifted = true;
this.checkInfGravity();
} else {
break;
}
}
} else if (this.moveValid(direction, 0, this.tetro)) {
this.x += direction;
shifted = true;
}
if(shifted){
sound.playse("move");
}
}
Piece.prototype.multiShift = function(direction, count) {
var shifted = false;
for (var i = 0; i < count && this.moveValid(direction, 0, this.tetro); ++i) {
this.x += direction;
shifted = true;
this.checkInfGravity();
}
if(shifted){
sound.playse("move");
}
}
Piece.prototype.shiftDown = function() {
if (this.moveValid(0, 1, this.tetro)) {
var grav = this.softDrop;
if (grav > 1)
this.y += this.getDrop(grav);
else
this.y += grav;
}
}
Piece.prototype.hardDrop = function() {
var distance = this.getDrop(Infinity);
//console.log(distance);
this.y += distance;
score = score.add(bigInt(distance + this.lockDelayLimit - this.lockDelay));
//statisticsStack();
this.lockDelay = this.lockDelayLimit;
this.lockType = distance > 0 ? 2 : 1;
}
Piece.prototype.getDrop = function(distance) {
// causes lockdelay reset
// assume the piece is at a valid position
//if (!this.moveValid(0, 0, this.tetro))
//return 0;
for (var i = 1; i <= distance; i++) {
if (!this.moveValid(0, i, this.tetro))
return i - 1;
}
return i - 1;
}
Piece.prototype.hold = function() {
if (gametype === 1 && gameparams.marathonType === 1){
return;
}
var temp = hold.piece;
if (!this.held) {
if (hold.piece !== void 0) {
hold.piece = this.index;
this.new(temp);
} else {
hold.piece = this.index;
this.new(preview.next());
}
this.held = true;
hold.draw();
sound.playse("hold");
}
}
/**
* Checks if position and orientation passed is valid.
* We call it for every action instead of only once a frame in case one
* of the actions is still valid, we don't want to block it.
*/
Piece.prototype.moveValid = function(cx, cy, tetro) {
cx = cx + this.x;
cy = Math.floor(cy + this.y);
for (var x = 0; x < tetro.length; x++) {
for (var y = 0; y < tetro[x].length; y++) {
if (tetro[x][y] && (
(cx + x < 0 || cx + x >= stack.width || cy + y >= stack.height) ||
(cy + y >=0 && stack.grid[cx + x][cy + y])
)) {
return false;
}
}
}
this.lockDelay = 0;
return true;
}
Piece.prototype.checkFall = function() {
var grav = this.gravity;
if (grav > 1)
this.y += this.getDrop(grav);
else {
this.y += grav;
}
/* farter */ // rounding problem
if (Math.abs(this.y - Math.round(this.y))<0.000001)
this.y = Math.round(this.y);
}
Piece.prototype.checkInfGravity = function() {
if(
this.gravity === Infinity ||
((flags.moveDown & keysDown) && this.softDrop === Infinity)
){
this.y += this.getDrop(Infinity);
}
}
Piece.prototype.checkLock = function() {
if (landed) {
this.y = Math.floor(this.y); //@sega
if (this.lockDelay >= this.lockDelayLimit) {
this.dead = true;
stack.addPiece(this);
if(this.lockType > 0){
sound.playse("harddrop");
}else{
sound.playse("lock");
}
this.dirty = true;
if(gameState === 9){ // lockout! don't spawn next piece
return;
}else{
this.held = false;
/* farter */
// Win?
checkWin();
if (gameState === 0 && piece.dead) { // still playing, then spawn the next piece
// determine next ARE limit
if (gametype === 6) { //Death
if (level < 20) {
this.areLimit = [
18, 18, 18, 15, 15, 12, 12, 12, 12, 12,
12, 12, 10, 10, 10, 8, 8, 8, 8, 8
][level];
} else {
this.lockDelayLimit = 11;
this.areLimit = 6;
}
} else if (gametype === 1 && gameparams.marathonType === 1) {
this.areLimit = 11;
} else {
this.areLimit = 0;
}
if (this.areLimit === 0) { // IRS IHS not possible
this.new(preview.next()); // may die-in-one-frame
} else {
gameState = 4;
this.are = 0;
}
}
}
/* farter */
}
}
}
Piece.prototype.update = function() {
if (this.moveValid(0, 1, this.tetro)) {
this.checkFall();
}
landed = !this.moveValid(0, 1, this.tetro);
if (landed) {
this.lockDelay++;
}
this.checkLock();
}
Piece.prototype.draw = function() {
clear(activeCtx);
if (!this.dead) {
this.drawGhost();
if (settings.Ghost !== 3) {
var a = void 0;
if (landed) {
a = this.lockDelay / this.lockDelayLimit;
if (this.lockDelayLimit === 0)
a = 0;
a = Math.pow(a,2)*0.5;
}
draw(
this.tetro, this.x, Math.floor(this.y) - stack.hiddenHeight,
activeCtx, RotSys[settings.RotSys].color[this.index], a
);
}
}
}
Piece.prototype.drawGhost = function() {
activeCtx.globalAlpha = 0.4;
if (!landed) {
var color = 0;
if (settings.Ghost === 0 || settings.Ghost === 1) {
if (settings.Ghost === 1) {
color = RotSys[settings.RotSys].color[this.index];
}
draw(
this.tetro, this.x, Math.floor(this.y + this.getDrop(Infinity)) - stack.hiddenHeight, activeCtx, color);
}
}
activeCtx.globalAlpha = 1;
}
var piece = new Piece();