November 05, 2010 14:56 / 1 comments / canvas javascript tetris

Tetris in JavaScript using the Canvas element, 'nuff said!

Score: Lines: Level:

The Code

The bulk of the code is involved with checking the bounds of various pieces and making sure that the proper thing happens in the event of a collision. About 300 lines total.

function Tetris(canvas_id, block_size, score_callback) {
    var width = 14,
        height = 20,
        canvas_id = canvas_id,
        block_size = block_size ? block_size : 20,
        calculated_width = width * block_size,
        calculated_height = height * block_size,
        board,
        pending_shape,
        active_shape,
        context,
        level,
        score,
        lines;

    var BLOCK_EMPTY = 0,
        BLOCK_FULL = 1,
        BLOCK_ACTIVE = 2;

    // keys
    var UP = 38, DOWN = 40, LEFT = 37, RIGHT = 39;

    function Shape() {
      var self = this;

      var shapes = [
        [[0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0]],
        [[0, 0, 0, 0], [0, 1, 1, 0], [0, 1, 1, 0], [0, 0, 0, 0]],
        [[0, 0, 0, 0], [0, 1, 0, 0], [1, 1, 1, 0], [0, 0, 0, 0]],
        [[0, 0, 0, 0], [0, 0, 1, 0], [0, 0, 1, 0], [0, 1, 1, 0]],
        [[0, 0, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 1, 0]],
        [[0, 0, 0, 0], [0, 0, 1, 0], [0, 1, 1, 0], [0, 1, 0, 0]],
        [[0, 0, 0, 0], [0, 1, 0, 0], [0, 1, 1, 0], [0, 0, 1, 0]]
      ];

      this.rotate = function() {
        var new_shape = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]];

        for (var j = 0; j < 4; j++)
          for (var i = 0; i < 4; i++) {
            new_shape[i][j] = self.shape[4 - j - 1][i];
          }

        self.shape = new_shape;
      }

      this.left_edge = function() {
        for (var x = 0; x < 4; x++)
          for (var y = 0; y < 4; y++)
            if (self.shape[y][x] == BLOCK_FULL)
              return x;
      }

      this.right_edge = function() {
        for (var x = 3; x >= 0; x--)
          for (var y = 0; y < 4; y++)
            if (self.shape[y][x] == BLOCK_FULL)
              return x;
      }

      this.bottom_edge = function() {
        for (var y = 3; y >= 0; y--)
          for (var x = 0; x < 4; x++)
            if (self.shape[y][x] == BLOCK_FULL)
              return y;
      }

      this.initialize = function() {
        var rotations = parseInt(Math.random() * 4),
            shape_idx = parseInt(Math.random() * shapes.length);

        // grab a random shape
        self.shape = shapes[shape_idx];

        // rotate it a couple times
        for (var i = 0; i < rotations; i++)
          self.rotate();
      }

      this.clone = function() {
        s = new Shape();
        s.x = self.x;
        s.y = self.y;
        s.shape = self.shape;
        return s;
      }
    }

    function reset() {
      board = [];
      for (var y = 0; y < height; y++) {
        var row = [];
        for (var x = 0; x < width; x++)
          row.push(0);
        board.push(row);
      }

      score = 0;
      lines = 0;
      level = 1;
      if (score_callback)
        score_callback(score, lines, level);

      pending_shape = new Shape();
      pending_shape.initialize();

      add_shape();
    }

    function add_shape() {
      active_shape = pending_shape;
      active_shape.x = width / 2 - 2;
      active_shape.y = -1;

      pending_shape = new Shape();
      pending_shape.initialize();

      if (is_collision(active_shape))
        reset();
    }

    function rotate_shape() {
      rotated_shape = active_shape.clone();
      rotated_shape.rotate();

      if (rotated_shape.left_edge() + rotated_shape.x < 0)
        rotated_shape.x = -rotated_shape.left_edge();
      else if (rotated_shape.right_edge() + rotated_shape.x >= width)
        rotated_shape.x = width - rotated_shape.right_edge() - 1;

      if (rotated_shape.bottom_edge() + rotated_shape.y > height)
        return false;

      if (!is_collision(rotated_shape))
        active_shape = rotated_shape;
    }

    function move_left() {
      active_shape.x--;
      if (out_of_bounds() || is_collision(active_shape)) {
        active_shape.x++;
        return false;
      }
      return true;
    }

    function move_right() {
      active_shape.x++;
      if (out_of_bounds() || is_collision(active_shape)) {
        active_shape.x--;
        return false;
      }
      return true;
    }

    function move_down() {
      active_shape.y++;
      if (check_bottom() || is_collision(active_shape)) {
        active_shape.y--;
        shape_to_board();
        add_shape();
        return false;
      }
      return true;
    }

    function out_of_bounds() {
      if (active_shape.x + active_shape.left_edge() < 0)
        return true;
      else if (active_shape.x + active_shape.right_edge() >= width)
        return true;
      return false;
    }

    function check_bottom() {
      return (active_shape.y + active_shape.bottom_edge() >= height);
    }

    function is_collision(shape) {
      for (var y = 0; y < 4; y++)
        for (var x = 0; x < 4; x++) {
          if (y + shape.y < 0)
            continue;
          if (shape.shape[y][x] && board[y + shape.y][x + shape.x])
            return true;
        }
      return false;
    }

    function test_for_line() {
      for (var y = height - 1; y >= 0; y--) {
        var counter = 0;
        for (var x = 0; x < width; x++)
          if (board[y][x] == BLOCK_FULL)
            counter++;
        if (counter == width) {
          process_line(y);
          return true;
        }
      }
      return false;
    }

    function process_line(y_to_remove) {
      lines++;
      score += level;
      if (lines % 10 == 0)
        level++;

      for (var y = y_to_remove - 1; y >= 0; y--)
        for (var x = 0; x < width; x++)
          board[y + 1][x] = board[y][x];

      if (score_callback)
        score_callback(score, lines, level);
    }

    function shape_to_board() {
      // transpose onto board
      for (var y = 0; y < 4; y++)
        for (var x = 0; x < 4; x++) {
          var dx = x + active_shape.x,
              dy = y + active_shape.y;
          if (dx < 0 || dx >= width || dy < 0 || dy >=height)
            continue;
          if (active_shape.shape[y][x] == BLOCK_FULL)
            board[dy][dx] = BLOCK_FULL;
        }

      var lines_found = 0;
      while (test_for_line())
        lines_found++;

      return lines_found;
    }

    function move_piece(motion) {
      if (motion == LEFT)
        move_left();
      else if (motion == RIGHT)
        move_right();
      else if (motion == UP)
        rotate_shape();
      else if (motion == DOWN)
        move_down();
    }

    function draw_game_board() {
      context.fillStyle = "#000";
      context.fillRect(0, 0, calculated_width, calculated_height);

      context.fillStyle = "#ccc";

      for (var y = 0; y < height; y++)
        for (var x = 0; x < width; x++)
          if (board[y][x] == BLOCK_FULL || board[y][x] == BLOCK_ACTIVE)
            draw_block(x, y);

      context.fillStyle = "#fff";

      for (var y = 0; y < 4; y++)
        for (var x = 0; x < 4; x++) {
          var dx = x + active_shape.x,
              dy = y + active_shape.y;
          if (active_shape.shape[y][x] == BLOCK_FULL)
            draw_block(dx, dy);
        }

      t = setTimeout(function() { draw_game_board(); }, 30);
    }

    function draw_block(x, y) {
      context.fillRect(x * block_size, y * block_size, block_size, block_size);
    }

    function handleKeys(e) {
      var k;
      var evt = (e) ? e : window.event;

      k = (evt.charCode) ?
        evt.charCode : evt.keyCode;
      if (k > 36 && k < 41) {
        move_piece(k);
        return false;
      };
      return true;
    }

    function update_board() {
      move_down();
      t = setTimeout(function() { update_board(); }, 800 - (50 * level));
    }

    function initialize() {
      var canvas = document.getElementById(canvas_id);
      context = canvas.getContext('2d');

      // create handlers
      document.onkeypress = function(e) { return handleKeys(e) };

      reset();
      draw_game_board();
      update_board();
    }

    initialize();
}

More like this

Comments (1)

Eric Martin | nov 29 2010, at 11:30pm

Seeing var self = this; made me chuckle a little bit. Impressive game, but some colors would be nice.


Commenting has been closed, but please feel free to contact me