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index.htm
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<!DOCTYPE html>
<html>
<head>
<title>Tetris</title>
<link rel="icon" type="image/x-png" href="data:image/x-png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAAXNSR0IArs4c6QAAAmZJREFUOE+lU01IVFEYPd97b97MODU2jvlkRptpXFgZjWG0MLBUiCDoByFoYyIFgQtpbFsStClobwtDWrWqTat+LCiFQnJM6YdyRpvsjck4+cfMe/PuvfEmy6Rw44F7ufe73z3c757zETYJ2uR9UKTl5tkCM8FkQGYAYzLkIisDA4pre0irMXtTsHOLMRUUPNDNKlZm4BEceUcBri0WOAO4R4ZDFsgYEhacEqwlgTwvhyvHoBkKloWBXKkPtKOhi/cYSTrmdGBMm8beplm8n1RBezyI7ma4/aEE43UlyKc5htMdODXkR9sow53CI0xobkGBg5f5vuxH6va68DgwhdhxHdfva0grblw8msWViTKUnjRhfCe8Ni7h0EtCbKQMvfm7mNW2C6puvMpr03HqEvN45rdwviKJvnQIK9tUnKlPIzatwaxagFVgyHi6EXi1hM6EhBlawMMqJijSdINr+ltqMecw7PWivTwBt2ViXPVBDRDuzflgeUyYGRXLOxtR905FJJXClCOHVCgkqO7EwJiVXwRxgNs/LpObLc5HeEaXeVFkexKQfAGmlPoTECJXzJU4ZNdWQbvan/h/e8ElyYyoEDWmPz1getIHWrWJEFAqwz8codrTgBLPc1v0X/jHSPs7B6PW18Sg0FNla8cCVFmdlYM1LfGB5vjf5vsPwYsom5kcFPqXNQIhQMFQloLh1rH+w6MbEtRfGKrHt9RTpifXEciBUFapDreO9DVuTNBwbqgGZN1CLucVJESxTkFELvcSV3jPm/7mzxu+AOiVwh1HVMvnXFeekjXE1MBzE7hmi/UHm+7Gn6d7+nhCje6AAAAAAElFTkSuQmCC">
</head>
<body style="background-color: #111; color: #eee;">
<center><div id="menu">
<button onclick="play()"><h1>Play!</h1></button><table><tbody><tr><td style="text-align: left;">
<p id="high"></p>
<h4 style="margin-bottom: 0.15em;">Controls (click to change):</h4>
<table><tbody>
<tr onclick="setCtrls(0)"><td>Move left:</td><td><button id="c0">ArrowLeft</button></td></tr>
<tr onclick="setCtrls(1)"><td>Move right:</td><td><button id="c1">ArrowRight</button></td></tr>
<tr onclick="setCtrls(2)"><td>Rotate left:</td><td><button id="c2">KeyZ</button></td></tr>
<tr onclick="setCtrls(3)"><td>Rotate right:</td><td><button id="c3">ArrowUp</button></td></tr>
<tr onclick="setCtrls(4)"><td>Soft drop:</td><td><button id="c4">ArrowDown</button></td></tr>
<tr onclick="setCtrls(5)"><td>Hard drop:</td><td><button id="c5">Space</button></td></tr>
<tr onclick="setCtrls(6)"><td>Hold:</td><td><button id="c6">KeyC</button></td></tr>
<tr onclick="setCtrls(7)"><td>Pause:</td><td><button id="c7">Escape</button></td></tr>
</tbody></table>
</td></tr></tbody></table></div></center>
<center id="field" style="visibility: hidden;"></center>
<script>
{
if (typeof localStorage.getItem("hi") != "string") {localStorage.setItem("hi", "0")}
let h = localStorage.getItem("hi")
document.getElementById("high").innerHTML = `<b>High Score:</b> ${h}`
}
var keysDown = {}
var lastKey
document.body.addEventListener("keydown", function(e){
keysDown[e.code] = true
lastKey = e.code
})
document.body.addEventListener("keyup", function(e){
keysDown[e.code] = undefined
})
var controls = ["ArrowLeft", "ArrowRight", "KeyZ", "ArrowUp", "ArrowDown", "Space", "KeyC", "Escape"]
for (let i = 0; i < 8; i++) {
let h = localStorage.getItem("c" + i)
if (h != null) {
controls[i] = h
document.getElementById("c" + i).innerHTML = h
} else {
localStorage.setItem("c" + i, controls[i])
}
}
function vecRot (r) {
let x = [...arguments]
x.shift()
if (((4+(r)%4))%2 != 0) {for (let i = 0; i < x.length; i++) {x[i] = [ x[i][1], -x[i][0]]}}
if (((4+(r)%4))%4 >= 2) {for (let i = 0; i < x.length; i++) {x[i] = [-x[i][0], -x[i][1]]}}
return x
}
function vecAdd (a, b) {
if (a.length != b.length) {return}
return [...(Array(a.length).keys())].map(x => a[x] + b[x])
}
function vecSub (a, b) {
if (a.length != b.length) {return}
return [...(Array(a.length).keys())].map(x => a[x] - b[x])
}
function vecComp (a, b) {
if (a.length != b.length) {return false}
for (let i = 0; i < a.length; i++) {if (a[i] != b[i]) {return false}}
return true
}
function genBag (len) {
let r, i
let a = [...(Array(7*Math.trunc(len / 7)).keys())].map(x => x % 7)
for (i = [0, 1, 2, 3, 4, 5, 6]; i.length > 7 - (len % 7); i.splice(r, 1)) {
r = Math.trunc((i.length)*Math.random())
a.push(i[r])
}
let b = []
for (i = [...(Array(len).keys())]; i.length > 0; i.splice(r, 1)) {
r = Math.trunc(Math.random()*(i.length))
b.push(a[i[r]])
}
return b
}
var setting = false
function setCtrls (id) {if (!setting) {
setting = true
lastKey = null
let p = document.getElementById("c" + id)
p.innerHTML = "Press any key..."
p.blur()
let a = setInterval(function(){
if (lastKey != null) {
controls[id] = lastKey
localStorage.setItem("c" + id, controls[id])
p.innerHTML = controls[id]
clearInterval(a)
setting = false
}
}, 10)
}}
function play () { if (!setting) {
let gO = null
document.getElementById("menu").innerHTML = ""
document.getElementById("field").innerHTML = '<div><p id="score"></p></div><table style="border: 8px solid transparent;"><tbody><tr style="text-align: center;"><td>Held</td><td></td><td>Next</td></tr><tr><td><canvas id="held" width="86" height="300"></canvas></td><td><canvas id="canvas" width="156" height="300"></canvas></td><td><canvas id="next" width="86" height="300"></canvas></td></tr></tbody></table><p id="gameover"></p>'
document.getElementById("field").style = ""
let ctx = document.getElementById("canvas").getContext("2d")
function _r (s/*, [x, y, w, h]..*/) {
ctx.fillStyle = s
for (let i = 1; i < arguments.length; i++) {
ctx.fillRect(...arguments[i])
}
}
let high = localStorage.getItem("hi")
let lines = 0n
let score = 0n
let scTbl = [0, 100, 300, 500, 800, 100, 200, 400, 800, 1200, 1600]
let level = 1n
let kcTbl = [ // type, rotation, iteration
[[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[1,0],[1,-1],[0,2],[1,2]],[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[-1,0],[-1,-1],[0,2],[-1,2]]],
[[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[1,0],[1,-1],[0,2],[1,2]],[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[-1,0],[-1,-1],[0,2],[-1,2]]],
[[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[1,0],[1,-1],[0,2],[1,2]],[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[-1,0],[-1,-1],[0,2],[-1,2]]],
[[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[1,0],[1,-1],[0,2],[1,2]],[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[-1,0],[-1,-1],[0,2],[-1,2]]],
[[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[1,0],[1,-1],[0,2],[1,2]],[[0,0],[0,0],[0,0],[0,0],[0,0]],[[0,0],[-1,0],[-1,-1],[0,2],[-1,2]]],
[[[0,0],[-1,0],[2,0],[-1,0],[2,0]],[[-1,0],[0,0],[0,0],[0,1],[0,-2]],[[-1,1],[1,1],[-2,1],[1,0],[-2,0]],[[0,1],[0,1],[0,1],[0,-1],[0,2]]],
[[[0,0]],[[0,-1]],[[-1,-1]],[[-1,0]]]
]
let next = []
next.push(...genBag(7))
let block = [4, 20, next.shift(), 0]
let ghost = [...block]
let minos = [
[[0,0], [ 1, 0], [ 0, 1], [-1, 0]],
[[0,0], [ 1, 1], [ 0, 1], [-1, 0]],
[[0,0], [ 1, 0], [ 0, 1], [-1, 1]],
[[0,0], [ 1, 0], [-1, 1], [-1, 0]],
[[0,0], [ 1, 0], [ 1, 1], [-1, 0]],
[[0,0], [ 1, 0], [ 2, 0], [-1, 0]],
[[0,0], [ 1, 0], [ 0, 1], [ 1, 1]]
]
let playfield = []; for (let i = 0; i < 40; i++) {playfield.push([0, 0, 0, 0, 0, 0, 0, 0, 0, 0])}
let colours = ["#b0b", "#0e0", "#e00", "#00e", "#e70", "#0ee", "#ee0", "#999"]
let gravity = 1
let softdrop = 1
let harddrop = 0
let das = 10
let lockreset = 15
let lockdelay = 30
let lowest = 20
let rotate = true
function getSRS (angle, step) {
let r = (4+((block[3]-angle)%4))%4
let rprime = (4+((block[3])%4))%4
return vecSub(kcTbl[block[2]][r][step], kcTbl[block[2]][rprime][step])
}
let lockdown = false
let held = null
let canHold = true
let spun = 0
let backtoback = false
let paused = false
let gameover = ""
var gmLp = setInterval(function(){
if (next.length <= 4) {next.push(...genBag(7))}
_r("#111", [0, 0, 156, 300])
if (!paused) {
// input handling
if (rotate && ((keysDown[controls[2]] || keysDown[controls[3]]) && !(keysDown[controls[2]] && keysDown[controls[3]]))) {
rotate = false
let collide = true
if (keysDown[controls[3]]) { // clockwise
block[3]++; if (spun != 2) {spun = 1}
for (let i = 0; i < 5 && collide; i++) {
block = vecAdd(block, [...getSRS(1, i), 0, 0])
collide = false
for (let j = 0; j < 4; j++) {
let m = vecAdd(vecRot((4+((block[3])%4))%4, minos[block[2]][j])[0], [block[0], block[1]])
if (m[1] < 0 || playfield[m[1]][m[0]] != 0) {
collide = true
block = vecSub(block, [...getSRS(1, i), 0, 0])
break
}
}
if ((i == 4) && !collide) {spun = 2}
}
if (collide) {
block[3]--; if (spun != 2) {spun = 0}
}
}
if (keysDown[controls[2]]) { // anticlockwise
block[3]--; if (spun != 2) {spun = 1}
for (let i = 0; i < 5 && collide; i++) {
block = vecAdd(block, [...getSRS(-1, i), 0, 0])
collide = false
for (let j = 0; j < 4; j++) {
let m = vecAdd(vecRot((4+((block[3])%4))%4, minos[block[2]][j])[0], [block[0], block[1]])
if (m[1] < 0 || playfield[m[1]][m[0]] != 0) {
collide = true
block = vecSub(block, [...getSRS(-1, i), 0, 0])
break
}
}
}
if (collide) {
block[3]++; if (spun != 2) {spun = 0}
}
}
if (!collide && lockreset-- > 0) {lockdelay = Math.min(3*(29-Number(level)), 30)}
} else if (!((keysDown[controls[2]] || keysDown[controls[3]]) && !(keysDown[controls[2]] && keysDown[controls[3]]))) {
rotate = true
}
if (keysDown[controls[5]]) {harddrop++} else {harddrop = 0}
if (keysDown[controls[4]]) {softdrop = 20} else {softdrop = 1}
if ((keysDown[controls[0]] || keysDown[controls[1]]) && !(keysDown[controls[0]] && keysDown[controls[1]])) {
das = Math.max(--das, 0);
if (keysDown[controls[1]]) {
switch (das) {
case 0:
das = 2
case 9:
let c = true
block[0]++
for (let i = 0; i < 4; i++) {
let p = vecAdd([block[0], block[1]], vecRot(block[3], minos[block[2]][i])[0])
if (p[0] > 9 || playfield[p[1]][p[0]] != 0) {
block[0]--; c = false; break
}
}
if (c && lockreset-- > 0) {lockdelay = Math.min(3*(29-Number(level)), 30)}
}
}
if (keysDown[controls[0]]) {
switch (das) {
case 0:
das = 2
case 9:
let c = true
block[0]--
for (let i = 0; i < 4; i++) {
let p = vecAdd([block[0], block[1]], vecRot(block[3], minos[block[2]][i])[0])
if (p[0] < 0 || playfield[p[1]][p[0]] != 0) {
block[0]++; c = false; break
}
}
if (c && lockreset-- > 0) {lockdelay = Math.min(3*(29-Number(level)), 30)}
}
}
} else {
das = 10
}
if (keysDown[controls[6]] && canHold) {
spun = 0
canHold = false
let temp = block[2]
block = [4, 20, held !== null ? held : next.shift(), 0]
held = temp
for (let i = 0; i < 4; i++) {
let p = vecAdd([block[0], block[1]], vecRot(block[3], minos[block[2]][i])[0])
if (playfield[p[1]][p[0]] != 0) {
clearInterval(gmLp); gameover = `Game Over — Block out<br>Press ${controls[7]} to restart`
if (score > high) {localStorage.setItem("hi", `${score}`)}
}
}
gravity = 1
lockdown = false; lockdelay = Math.min(3*(29-Number(level)), 30); lockreset = 15; lowest = 20
}
{
gravity += (softdrop/60)/((0.8-(0.007*Number(level)))**(Number(level)-1))
if (harddrop != 1) { // gravity/soft drop
while (gravity > 1) {
block[1]--
lockdown = false
for (let i = 0; i < 4; i++) {
let p = vecAdd([block[0], block[1]], vecRot(block[3], minos[block[2]][i])[0])
if (p[1] < 0 || playfield[p[1]][p[0]] != 0) {
block[1]++; lockdown = true; break
}
}
if (!lockdown && spun != 2) {spun = 0}
if (softdrop > 1 && !lockdown) {
score++
}
gravity--
}
if (lowest > block[1]) {
lockreset = 15
lowest = block[1]
}
block[1]--
lockdown = false
for (let i = 0; i < 4; i++) {
let p = vecAdd([block[0], block[1]], vecRot(block[3], minos[block[2]][i])[0])
if (p[1] < 0 || playfield[p[1]][p[0]] != 0) {
lockdown = true; break
}
}
block[1]++
if (lockdown) {lockdelay--}
} else { // hard drop
lockdown = false
while (!lockdown) {
block[1]--
for (let i = 0; i < 4; i++) {
let p = vecAdd([block[0], block[1]], vecRot(block[3], minos[block[2]][i])[0])
if (p[1] < 0 || playfield[p[1]][p[0]] != 0) {
block[1]++; lockdown = true; break
}
}
if (!lockdown) {score += 2n; if (spun != 2) {spun = 0}}
}
lockdelay = 0
}
}
if (lockdown && lockdelay <= 0) { // lockdown, line clearing, and scoring
let lockOut = true
for (let i = 0; i < 4; i++) {
let p = vecAdd([block[0], block[1]], vecRot(block[3], minos[block[2]][i])[0])
playfield[p[1]][p[0]] = block[2] + 1
if (p[1] < 20) {lockOut = false}
}
if (lockOut) {clearInterval(gmLp); gameover = `Game Over — Lock out<br>Press ${controls[7]} to restart`; if (score > high) {localStorage.setItem("hi", `${score}`)}}
let scIndex = 0
for (let i = block[1] + 2; i >= Math.max(block[1] - 2, 0); i--) {
let j = 0
for (; j < 10; j++) {
if (playfield[i][j] == 0) {break}
}
if (j == 10) {
scIndex++; lines++
playfield.splice(i, 1)
playfield.push([0, 0, 0, 0, 0, 0, 0, 0, 0, 0])
}
}
let bonus = (scIndex > 0 && backtoback) ? 1.5 : 1
if (block[2] == 0) {
if (spun == 2) {scIndex += 7} else if (spun == 1) {
let corners = 0
let topCorners = 0
let p
for (let i = 0; i < 4; i++) {
p = vecAdd([...vecRot(i + block[3], [-1, 1])[0], 0, 0], block)
if (p[1] < 0 || playfield[p[1]][p[0]] != 0) {corners++; if (i < 2) {topCorners++}}
}
if (corners > 2) {
if (topCorners > 1) {scIndex += 7} else {scIndex += 5}
}
}
}
switch (scIndex) {
case 1:
case 2:
case 3:
bonus = 1
backtoback = false
case 5:
case 7:
case 0:
break
default:
backtoback = true
}
score += BigInt(Number(level)*bonus*scTbl[scIndex])
level = (lines / 10n) + 1n
block = [4, 20, next.shift(), 0]
for (let i = 0; i < 4; i++) {
let p = vecAdd([block[0], block[1]], vecRot(block[3], minos[block[2]][i])[0])
if (playfield[p[1]][p[0]] != 0) {
clearInterval(gmLp); gameover = `Game Over — Block out<br>Press ${controls[7]} to restart`
if (score > high) {localStorage.setItem("hi", `${score}`)}
}
}
gravity = 1
lockdown = false; lockdelay = Math.min(3*(29-Number(level)), 30); lockreset = 15; lowest = 20
canHold = true
}
{ // ghost
ghost = [...block]
let ghostDown = false
while (!ghostDown) {
ghost[1]--
for (let i = 0; i < 4; i++) {
let p = vecAdd([ghost[0], ghost[1]], vecRot(ghost[3], minos[ghost[2]][i])[0])
if (p[1] < 0 || playfield[p[1]][p[0]] != 0) {
ghost[1]++; ghostDown = true; break
}
}
}
}
{ // display
for (let i = 0; i < 21; i++) {
for (let j = 0; j < 10; j++) {
if (playfield[i][j] != 0) {
_r(colours[playfield[i][j] - 1], [8 + (14*j), 278 - (14*i), 14, 14])
}
}
}
{
let b = vecRot(block[3], ...minos[block[2]])
for (let i = 0; i < 4; i++) {
b[i] = [(b[i][0] + block[0]) * 14 + 8, 278 - ((b[i][1] + block[1]) * 14), 14, 14]
}
_r(colours[block[2]] + (lockdown ? (Math.ceil(lockdelay / (Math.min(3*(29-Number(level)), 30) / 15))).toString(16) : "f"), ...b)
}
if (ghost[1] != block[1]) {
let b = vecRot(ghost[3], ...minos[ghost[2]])
for (let i = 0; i < 4; i++) {
b[i] = [(b[i][0] + ghost[0]) * 14 + 8, 278 - ((b[i][1] + ghost[1]) * 14), 14, 14]
}
_r(colours[ghost[2]] + '4', ...b)
}
_r("#111", [0, 0, 8, 300], [148, 0, 8, 300], [8, 0, 148, 8], [8, 292, 148, 8])
_r("#eee", [2, 2, 4, 296], [150, 2, 4, 296], [6, 2, 144, 4], [6, 294, 144, 4])
{
heldCtx = document.getElementById("held").getContext("2d")
let hr = function (s) {
heldCtx.fillStyle = s
for (let i = 1; i < arguments.length; i++) {
heldCtx.fillRect(...arguments[i])
}
}
hr("#111", [0, 0, 86, 86])
hr("#eee", [2, 2, 4, 82], [80, 2, 4, 82], [6, 2, 74, 4], [6, 80, 74, 4])
if (held !== null) {
let b = [colours[held]]
for (let i = 0; i < 4; i++) {
b.push([29 + (14*minos[held][i][0]) + (held < 5 ? 7 : 0), 43 - ((14*minos[held][i][1]) + (held == 5 ? 7 : 0)), 14, 14])
}
hr(...b)
}
}
{
nextCtx = document.getElementById("next").getContext("2d")
let nr = function (s) {
nextCtx.fillStyle = s
for (let i = 1; i < arguments.length; i++) {
nextCtx.fillRect(...arguments[i])
}
}
nr("#111", [0, 0, 86, 196])
for (let i = 0; i < 3; i++) {
let b = [colours[next[i]]]
for (let j = 0; j < 4; j++) {
b.push([29 + (14*minos[next[i]][j][0]) + (next[i] < 5 ? 7 : 0), (43+(56*i)) - ((14*minos[next[i]][j][1]) + (next[i] == 5 ? 7 : 0)), 14, 14])
}
nr(...b)
}
nr("#eee", [2, 2, 4, 192], [80, 2, 4, 192], [6, 2, 74, 4], [6, 190, 74, 4])
}
document.getElementById("score").innerHTML = `Lines: ${lines}<br>Score: ${score}<br>High: ${high}<br>Level: ${level >= 19n ? "★" : ""}${level}${level >= 19n ? "★" : ""}`
document.getElementById("gameover").innerHTML = gameover
}
if (keysDown[controls[7]]) {paused = true; keysDown[controls[7]] = undefined}
} else {
document.getElementById("score").innerHTML = `Lines: ${lines}<br>Score: ${score}<br>High: ${high}<br>Level: ${level >= 19n ? "★" : ""}${level}${level >= 19n ? "★" : ""}<br><br>Game Paused`
if (keysDown[controls[7]]) {paused = false; keysDown[controls[7]] = undefined}
}
if (gameover != "") {gO=setInterval(function(){if(keysDown[controls[7]]){keysDown[controls[7]]=undefined;clearInterval(gO);play()}},10)}
}, 16)
}}
</script>
</body>
</html>