((function ( $ ) {
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"use strict";
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$.widget('aerolab.blockrain', {
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options: {
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autoplay: false, // Let a bot play the game
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autoplayRestart: true, // Restart the game automatically once a bot loses
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showFieldOnStart: true, // Show a bunch of random blocks on the start screen (it looks nice)
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theme: null, // The theme name or a theme object
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blockWidth: 10, // How many blocks wide the field is (The standard is 10 blocks)
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autoBlockWidth: false, // The blockWidth is dinamically calculated based on the autoBlockSize. Disabled blockWidth. Useful for responsive backgrounds
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autoBlockSize: 24, // The max size of a block for autowidth mode
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difficulty: 'normal', // Difficulty (normal|nice|evil).
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speed: 20, // The speed of the game. The higher, the faster the pieces go.
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asdwKeys: true, // Enable ASDW keys
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//Highest score
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highestScore: 0,
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// Copy
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playButtonText: 'Play',
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gameOverText: 'Game Over',
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restartButtonText: 'Play Again',
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scoreText: 'Score',
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highscoreText: 'High Score', // High score text
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// Basic Callbacks
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onStart: function(){},
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onRestart: function(){},
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onGameOver: function(score){},
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// When a block is placed
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onPlaced: function(){},
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// When a line is made. Returns the number of lines, score assigned and total score
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onLine: function(lines, scoreIncrement, score){}
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},
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/**
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* Start/Restart Game
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*/
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start: function() {
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this._doStart();
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this.options.onStart.call(this.element);
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},
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restart: function() {
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this.options.onRestart.call(this.element);
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this._doStart();
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},
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gameover: function() {
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this.showGameOverMessage();
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this._board.gameover = true;
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this.options.onGameOver.call(this.element, this._filled.score);
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},
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_doStart: function() {
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this._filled.clearAll();
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this._filled._resetScore();
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this._filled._showHighScore(); // shows high score at the beginning of game. Initial high score is 0
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this._board.cur = this._board.nextShape();
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this._board.started = true;
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this._board.gameover = false;
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this._board.dropDelay = 5;
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this._board.render(true);
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this._board.animate();
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this._$start.fadeOut(150);
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this._$gameover.fadeOut(150);
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this._$score.fadeIn(150);
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this._$highscore.fadeIn(150);
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},
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pause: function() {
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this._board.paused = true;
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},
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resume: function() {
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this._board.paused = false;
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},
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autoplay: function(enable) {
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if( typeof enable !== 'boolean' ){ enable = true; }
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// On autoplay, start the game right away
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this.options.autoplay = enable;
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if( enable && ! this._board.started ) {
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this._doStart();
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}
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this._setupControls( ! enable );
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this._setupTouchControls( ! enable );
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},
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controls: function(enable) {
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if( typeof enable !== 'boolean' ){ enable = true; }
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this._setupControls(enable);
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},
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touchControls: function(enable) {
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if( typeof enable !== 'boolean' ){ enable = true; }
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this._setupTouchControls(enable);
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},
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score: function(newScore) {
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if( typeof newScore !== 'undefined' && parseInt(newScore) >= 0 ) {
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this._filled.score = parseInt(newScore);
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this._$scoreText.text(this._filled_score);
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}
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return this._filled.score;
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},
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highscore: function() {
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this._filled.highscore = parseInt(game.options.highestScore);
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this._$highscoreText.text(this._filled_highscore);
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return this._filled.highscore;
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},
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freesquares: function() {
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return this._filled.getFreeSpaces();
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},
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showStartMessage: function() {
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this._$start.show();
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},
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showGameOverMessage: function() {
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this._$gameover.show();
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},
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/**
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* Update the sizes of the renderer (this makes the game responsive)
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*/
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updateSizes: function() {
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this._PIXEL_WIDTH = this.element.innerWidth();
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this._PIXEL_HEIGHT = this.element.innerHeight();
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this._BLOCK_WIDTH = this.options.blockWidth;
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this._BLOCK_HEIGHT = Math.floor(this.element.innerHeight() / this.element.innerWidth() * this._BLOCK_WIDTH);
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this._block_size = Math.floor(this._PIXEL_WIDTH / this._BLOCK_WIDTH);
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this._border_width = 2;
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// Recalculate the pixel width and height so the canvas always has the best possible size
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this._PIXEL_WIDTH = this._block_size * this._BLOCK_WIDTH;
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this._PIXEL_HEIGHT = this._block_size * this._BLOCK_HEIGHT;
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this._$canvas .attr('width', this._PIXEL_WIDTH)
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.attr('height', this._PIXEL_HEIGHT);
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},
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theme: function(newTheme){
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if( typeof newTheme === 'undefined' ) {
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return this.options.theme || this._theme;
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}
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// Setup the theme properly
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if( typeof newTheme === 'string' ) {
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this.options.theme = newTheme;
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this._theme = $.extend(true, {}, BlockrainThemes[newTheme]);
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}
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else {
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this.options.theme = null;
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this._theme = newTheme;
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}
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if( typeof this._theme === 'undefined' || this._theme === null ) {
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this._theme = $.extend(true, {}, BlockrainThemes['retro']);
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this.options.theme = 'retro';
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}
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if( isNaN(parseInt(this._theme.strokeWidth)) || typeof parseInt(this._theme.strokeWidth) !== 'number' ) {
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this._theme.strokeWidth = 2;
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}
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// Load the image assets
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this._preloadThemeAssets();
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if( this._board !== null ) {
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if( typeof this._theme.background === 'string' ) {
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this._$canvas.css('background-color', this._theme.background);
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}
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this._board.render();
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}
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},
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// Theme
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_theme: {
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},
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// UI Elements
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_$game: null,
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_$canvas: null,
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_$gameholder: null,
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_$start: null,
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_$gameover: null,
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_$score: null,
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_$scoreText: null,
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_$highscore: null,
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_$highscoreText: null,
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// Canvas
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_canvas: null,
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_ctx: null,
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// Initialization
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_create: function() {
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var game = this;
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this.theme(this.options.theme);
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this._createHolder();
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this._createUI();
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this._refreshBlockSizes();
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this.updateSizes();
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$(window).resize(function(){
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//game.updateSizes();
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});
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this._SetupShapeFactory();
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this._SetupFilled();
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this._SetupInfo();
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this._SetupBoard();
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this._info.init();
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this._board.init();
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var renderLoop = function(){
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requestAnimationFrame(renderLoop);
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game._board.render();
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};
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renderLoop();
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if( this.options.autoplay ) {
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this.autoplay(true);
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this._setupTouchControls(false);
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} else {
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this._setupControls(true);
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this._setupTouchControls(false);
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}
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},
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_checkCollisions: function(x, y, blocks, checkDownOnly) {
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// x & y should be aspirational values
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var i = 0, len = blocks.length, a, b;
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for (; i<len; i += 2) {
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a = x + blocks[i];
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b = y + blocks[i+1];
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if (b >= this._BLOCK_HEIGHT || this._filled.check(a, b)) {
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return true;
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} else if (!checkDownOnly && a < 0 || a >= this._BLOCK_WIDTH) {
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return true;
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}
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}
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return false;
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},
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_board: null,
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_info: null,
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_filled: null,
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/**
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* Draws the background
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*/
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_drawBackground: function() {
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if( typeof this._theme.background !== 'string' ) {
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return;
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}
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if( this._theme.backgroundGrid instanceof Image ) {
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// Not loaded
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if( this._theme.backgroundGrid.width === 0 || this._theme.backgroundGrid.height === 0 ){ return; }
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this._ctx.globalAlpha = 1.0;
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for( var x=0; x<this._BLOCK_WIDTH; x++ ) {
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for( var y=0; y<this._BLOCK_HEIGHT; y++ ) {
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var cx = x * this._block_size;
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var cy = y * this._block_size;
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this._ctx.drawImage( this._theme.backgroundGrid,
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0, 0, this._theme.backgroundGrid.width, this._theme.backgroundGrid.height,
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cx, cy, this._block_size, this._block_size);
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}
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}
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}
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else if( typeof this._theme.backgroundGrid === 'string' ) {
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var borderWidth = this._theme.strokeWidth;
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var borderDistance = Math.round(this._block_size*0.23);
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var squareDistance = Math.round(this._block_size*0.30);
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this._ctx.globalAlpha = 1.0;
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this._ctx.fillStyle = this._theme.backgroundGrid;
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for( var x=0; x<this._BLOCK_WIDTH; x++ ) {
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for( var y=0; y<this._BLOCK_HEIGHT; y++ ) {
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var cx = x * this._block_size;
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var cy = y * this._block_size;
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this._ctx.fillRect(cx+borderWidth, cy+borderWidth, this._block_size-borderWidth*2, this._block_size-borderWidth*2);
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}
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}
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}
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this._ctx.globalAlpha = 1.0;
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},
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/**
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* Shapes
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*/
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_shapeFactory: null,
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_shapes: {
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/**
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* The shapes have a reference point (the dot) and always rotate left.
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* Keep in mind that the blocks should keep in the same relative position when rotating,
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* to allow for custom per-block themes.
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*/
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/*
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* X
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* O XOXX
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* X
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* X
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* . .
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*/
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line: [
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[ 0, -1, 0, -2, 0, -3, 0, -4],
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[ 2, -2, 1, -2, 0, -2, -1, -2],
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[ 0, -4, 0, -3, 0, -2, 0, -1],
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[-1, -2, 0, -2, 1, -2, 2, -2]
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],
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/*
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* XX
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* XX
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*/
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square: [
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[0, 0, 1, 0, 0, -1, 1, -1],
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[1, 0, 1, -1, 0, 0, 0, -1],
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[1, -1, 0, -1, 1, 0, 0, 0],
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[0, -1, 0, 0, 1, -1, 1, 0]
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],
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/*
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* X X X
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* XOX XO XOX OX
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* . .X .X .X
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*/
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arrow: [
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[0, -1, 1, -1, 2, -1, 1, -2],
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[1, 0, 1, -1, 1, -2, 0, -1],
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[2, -1, 1, -1, 0, -1, 1, 0],
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[1, -2, 1, -1, 1, 0, 2, -1]
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],
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/*
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* X X XX
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* O XOX O XOX
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* .XX . .X X
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*/
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rightHook: [
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[2, 0, 1, 0, 1, -1, 1, -2],
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[2, -2, 2, -1, 1, -1, 0, -1],
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[0, -2, 1, -2, 1, -1, 1, 0],
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[0, 0, 0, -1, 1, -1, 2, -1]
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],
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/*
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* X XX X
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* O XOX O XOX
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* XX . X .X .
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*/
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leftHook: [
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[0, 0, 1, 0, 1, -1, 1, -2],
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[2, 0, 2, -1, 1, -1, 0, -1],
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[2, -2, 1, -2, 1, -1, 1, 0],
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[0, -2, 0, -1, 1, -1, 2, -1]
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],
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/*
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* X XX
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* XO OX
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* X .
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*/
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leftZag: [
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[0, 0, 0, -1, 1, -1, 1, -2],
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[2, -1, 1, -1, 1, -2, 0, -2],
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[1, -2, 1, -1, 0, -1, 0, 0],
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[0, -2, 1, -2, 1, -1, 2, -1]
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],
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/*
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* X
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* XO OX
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* .X XX
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*/
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rightZag: [
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[1, 0, 1, -1, 0, -1, 0, -2],
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[2, -1, 1, -1, 1, 0, 0, 0],
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[0, -2, 0, -1, 1, -1, 1, 0],
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[0, 0, 1, 0, 1, -1, 2, -1]
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]
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},
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_SetupShapeFactory: function(){
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var game = this;
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if( this._shapeFactory !== null ){ return; }
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function Shape(game, orientations, symmetrical, blockType) {
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$.extend(this, {
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x: 0,
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y: 0,
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symmetrical: symmetrical,
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init: function() {
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$.extend(this, {
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orientation: 0,
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x: Math.floor(game._BLOCK_WIDTH / 2) - 1,
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y: -1
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});
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return this;
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},
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blockType: blockType,
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blockVariation: null,
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blocksLen: orientations[0].length,
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orientations: orientations,
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orientation: 0, // 4 possible
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rotate: function(direction) {
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var orientation = (this.orientation + (direction === 'left' ? 1 : -1) + 4) % 4;
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//TODO - when past limit - auto shift and remember that too!
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if (!game._checkCollisions(this.x, this.y, this.getBlocks(orientation))) {
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this.orientation = orientation;
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game._board.renderChanged = true;
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}
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},
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moveRight: function() {
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if (!game._checkCollisions(this.x + 1, this.y, this.getBlocks())) {
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this.x++;
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game._board.renderChanged = true;
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}
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},
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moveLeft: function() {
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if (!game._checkCollisions(this.x - 1, this.y, this.getBlocks())) {
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this.x--;
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game._board.renderChanged = true;
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}
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},
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drop: function() {
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if (!game._checkCollisions(this.x, this.y + 1, this.getBlocks())) {
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this.y++;
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// Reset the drop count, as we dropped the block sooner
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game._board.dropCount = -1;
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game._board.animate();
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game._board.renderChanged = true;
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}
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},
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getBlocks: function(orientation) { // optional param
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return this.orientations[orientation !== undefined ? orientation : this.orientation];
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},
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draw: function(_x, _y, _orientation) {
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var blocks = this.getBlocks(_orientation),
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x = _x === undefined ? this.x : _x,
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y = _y === undefined ? this.y : _y,
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i = 0,
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index = 0;
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for (; i<this.blocksLen; i += 2) {
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game._board.drawBlock(x + blocks[i], y + blocks[i+1], this.blockType, this.blockVariation, index, this.orientation, true);
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index++;
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}
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},
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getBounds: function(_blocks) { // _blocks can be an array of blocks, an orientation index, or undefined
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var blocks = $.isArray(_blocks) ? _blocks : this.getBlocks(_blocks),
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i=0, len=blocks.length, minx=999, maxx=-999, miny=999, maxy=-999;
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for (; i<len; i+=2) {
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if (blocks[i] < minx) { minx = blocks[i]; }
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if (blocks[i] > maxx) { maxx = blocks[i]; }
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if (blocks[i+1] < miny) { miny = blocks[i+1]; }
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if (blocks[i+1] > maxy) { maxy = blocks[i+1]; }
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}
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return {
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left: minx,
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right: maxx,
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top: miny,
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bottom: maxy,
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width: maxx - minx,
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height: maxy - miny
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};
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}
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});
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return this.init();
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};
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this._shapeFactory = {
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line: function() {
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return new Shape(game, game._shapes.line, false, 'line');
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},
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square: function() {
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return new Shape(game, game._shapes.square, false, 'square');
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},
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arrow: function() {
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return new Shape(game, game._shapes.arrow, false, 'arrow');
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},
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leftHook: function() {
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return new Shape(game, game._shapes.leftHook, false, 'leftHook');
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},
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rightHook: function() {
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return new Shape(game, game._shapes.rightHook, false, 'rightHook');
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},
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leftZag: function() {
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return new Shape(game, game._shapes.leftZag, false, 'leftZag');
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},
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rightZag: function() {
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return new Shape(game, game._shapes.rightZag, false, 'rightZag');
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}
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};
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},
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_SetupFilled: function() {
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var game = this;
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if( this._filled !== null ){ return; }
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this._filled = {
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data: new Array(game._BLOCK_WIDTH * game._BLOCK_HEIGHT),
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score: 0,
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|
highscore: game.options.highestScore,
|
|
toClear: {},
|
|
check: function(x, y) {
|
|
return this.data[this.asIndex(x, y)];
|
|
},
|
|
add: function(x, y, blockType, blockVariation, blockIndex, blockOrientation) {
|
|
if (x >= 0 && x < game._BLOCK_WIDTH && y >= 0 && y < game._BLOCK_HEIGHT) {
|
|
this.data[this.asIndex(x, y)] = {
|
|
blockType: blockType,
|
|
blockVariation: blockVariation,
|
|
blockIndex: blockIndex,
|
|
blockOrientation: blockOrientation
|
|
};
|
|
}
|
|
},
|
|
getFreeSpaces: function() {
|
|
var count = 0;
|
|
for( var i=0; i<this.data.length; i++ ) {
|
|
count += (this.data[i] ? 1 : 0);
|
|
}
|
|
},
|
|
asIndex: function(x, y) {
|
|
return x + y*game._BLOCK_WIDTH;
|
|
},
|
|
asX: function(index) {
|
|
return index % game._BLOCK_WIDTH;
|
|
},
|
|
asY: function(index) {
|
|
return Math.floor(index / game._BLOCK_WIDTH);
|
|
},
|
|
clearAll: function() {
|
|
delete this.data;
|
|
this.data = new Array(game._BLOCK_WIDTH * game._BLOCK_HEIGHT);
|
|
},
|
|
_popRow: function(row_to_pop) {
|
|
for (var i=game._BLOCK_WIDTH*(row_to_pop+1) - 1; i>=0; i--) {
|
|
this.data[i] = (i >= game._BLOCK_WIDTH ? this.data[i-game._BLOCK_WIDTH] : undefined);
|
|
}
|
|
},
|
|
checkForClears: function() {
|
|
var startLines = game._board.lines;
|
|
var rows = [], i, len, count, mod;
|
|
|
|
for (i=0, len=this.data.length; i<len; i++) {
|
|
mod = this.asX(i);
|
|
if (mod == 0) count = 0;
|
|
if (this.data[i] && typeof this.data[i] !== 'undefined' && typeof this.data[i].blockType === 'string') {
|
|
count += 1;
|
|
}
|
|
if (mod == game._BLOCK_WIDTH - 1 && count == game._BLOCK_WIDTH) {
|
|
rows.push(this.asY(i));
|
|
}
|
|
}
|
|
|
|
for (i=0, len=rows.length; i<len; i++) {
|
|
this._popRow(rows[i]);
|
|
game._board.lines++;
|
|
if( game._board.lines % 10 == 0 && game._board.dropDelay > 1 ) {
|
|
game._board.dropDelay *= 0.9;
|
|
}
|
|
}
|
|
|
|
var clearedLines = game._board.lines - startLines;
|
|
this._updateScore(clearedLines);
|
|
|
|
//Updates high score when score is more than the current high score
|
|
if (this.score > this.highscore) {
|
|
this._updateHighScore();
|
|
}
|
|
},
|
|
_updateScore: function(numLines) {
|
|
if( numLines <= 0 ) { return; }
|
|
var scores = [0,400,1000,3000,12000];
|
|
if( numLines >= scores.length ){ numLines = scores.length-1 }
|
|
|
|
this.score += scores[numLines];
|
|
game._$scoreText.text(this.score);
|
|
|
|
game.options.onLine.call(game.element, numLines, scores[numLines], this.score);
|
|
},
|
|
_resetScore: function() {
|
|
this.score = 0;
|
|
game._$scoreText.text(this.score);
|
|
},
|
|
_showHighScore: function() {
|
|
game._$highscoreText.text(this.highscore);
|
|
},
|
|
|
|
_updateHighScore: function() {
|
|
this.highscore = this.score;
|
|
game._$highscoreText.text(this.highscore);
|
|
},
|
|
draw: function() {
|
|
for (var i=0, len=this.data.length, row, color; i<len; i++) {
|
|
if (this.data[i] !== undefined) {
|
|
row = this.asY(i);
|
|
var block = this.data[i];
|
|
game._board.drawBlock(this.asX(i), row, block.blockType, block.blockVariation, block.blockIndex, block.blockOrientation);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
},
|
|
|
|
|
|
_SetupInfo: function() {
|
|
|
|
var game = this;
|
|
|
|
this._info = {
|
|
mode: game.options.difficulty,
|
|
modes: [
|
|
'normal',
|
|
'nice',
|
|
'evil'
|
|
],
|
|
modesY: 170,
|
|
autopilotY: null,
|
|
|
|
init: function() {
|
|
this.mode = game.options.difficulty;
|
|
},
|
|
setMode: function(mode) {
|
|
this.mode = mode;
|
|
game._board.nextShape(true);
|
|
}
|
|
};
|
|
|
|
},
|
|
|
|
|
|
_SetupBoard: function() {
|
|
|
|
var game = this;
|
|
var info = this._info;
|
|
|
|
this._board = {
|
|
// This sets the tick rate for the game
|
|
animateDelay: 1000 / game.options.speed,
|
|
|
|
animateTimeoutId: null,
|
|
cur: null,
|
|
|
|
lines: 0,
|
|
|
|
// DropCount increments on each animation frame. After n frames, the piece drops 1 square
|
|
// By making dropdelay lower (down to 0), the pieces move faster, up to once per tick (animateDelay).
|
|
dropCount: 0,
|
|
dropDelay: 5, //5,
|
|
|
|
holding: {left: null, right: null, drop: null},
|
|
holdingThreshold: 200, // How long do you have to hold a key to make commands repeat (in ms)
|
|
|
|
started: false,
|
|
gameover: false,
|
|
|
|
renderChanged: true,
|
|
|
|
init: function() {
|
|
this.cur = this.nextShape();
|
|
|
|
if( game.options.showFieldOnStart ) {
|
|
game._drawBackground();
|
|
game._board.createRandomBoard();
|
|
game._board.render();
|
|
}
|
|
|
|
this.showStartMessage();
|
|
},
|
|
|
|
showStartMessage: function() {
|
|
game._$start.show();
|
|
},
|
|
|
|
showGameOverMessage: function() {
|
|
game._$gameover.show();
|
|
},
|
|
|
|
nextShape: function(_set_next_only) {
|
|
var next = this.next,
|
|
func, shape, result;
|
|
|
|
if (info.mode == 'nice' || info.mode == 'evil') {
|
|
func = game._niceShapes;
|
|
}
|
|
else {
|
|
func = game._randomShapes();
|
|
}
|
|
|
|
if( game.options.no_preview ) {
|
|
this.next = null;
|
|
if (_set_next_only) return null;
|
|
shape = func(game._filled, game._checkCollisions, game._BLOCK_WIDTH, game._BLOCK_HEIGHT, info.mode);
|
|
if (!shape) throw new Error('No shape returned from shape function!', func);
|
|
shape.init();
|
|
result = shape;
|
|
}
|
|
else {
|
|
shape = func(game._filled, game._checkCollisions, game._BLOCK_WIDTH, game._BLOCK_HEIGHT, info.mode);
|
|
if (!shape) throw new Error('No shape returned from shape function!', func);
|
|
shape.init();
|
|
this.next = shape;
|
|
if (_set_next_only) return null;
|
|
result = next || this.nextShape();
|
|
}
|
|
|
|
if( game.options.autoplay ) { //fun little hack...
|
|
game._niceShapes(game._filled, game._checkCollisions, game._BLOCK_WIDTH, game._BLOCK_HEIGHT, 'normal', result);
|
|
result.orientation = result.best_orientation;
|
|
result.x = result.best_x;
|
|
}
|
|
|
|
if( typeof game._theme.complexBlocks !== 'undefined' ) {
|
|
if( $.isArray(game._theme.complexBlocks[result.blockType]) ) {
|
|
result.blockVariation = game._randInt(0, game._theme.complexBlocks[result.blockType].length-1);
|
|
} else {
|
|
result.blockVariation = null;
|
|
}
|
|
}
|
|
else if( typeof game._theme.blocks !== 'undefined' ) {
|
|
if( $.isArray(game._theme.blocks[result.blockType]) ) {
|
|
result.blockVariation = game._randInt(0, game._theme.blocks[result.blockType].length-1);
|
|
} else {
|
|
result.blockVariation = null;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
},
|
|
|
|
animate: function() {
|
|
var drop = false,
|
|
moved = false,
|
|
gameOver = false,
|
|
now = Date.now();
|
|
|
|
if( this.animateTimeoutId ){ clearTimeout(this.animateTimeoutId); }
|
|
|
|
//game.updateSizes();
|
|
|
|
if( !this.paused && !this.gameover ) {
|
|
|
|
this.dropCount++;
|
|
|
|
// Drop by delay or holding
|
|
if( (this.dropCount >= this.dropDelay) ||
|
|
(game.options.autoplay) ||
|
|
(this.holding.drop && (now - this.holding.drop) >= this.holdingThreshold) ) {
|
|
drop = true;
|
|
moved = true;
|
|
this.dropCount = 0;
|
|
}
|
|
|
|
// Move Left by holding
|
|
if( this.holding.left && (now - this.holding.left) >= this.holdingThreshold ) {
|
|
moved = true;
|
|
this.cur.moveLeft();
|
|
}
|
|
|
|
// Move Right by holding
|
|
if( this.holding.right && (now - this.holding.right) >= this.holdingThreshold ) {
|
|
moved = true;
|
|
this.cur.moveRight();
|
|
}
|
|
|
|
// Test for a collision, add the piece to the filled blocks and fetch the next one
|
|
if (drop) {
|
|
var cur = this.cur, x = cur.x, y = cur.y, blocks = cur.getBlocks();
|
|
if (game._checkCollisions(x, y+1, blocks, true)) {
|
|
drop = false;
|
|
var blockIndex = 0;
|
|
for (var i=0; i<cur.blocksLen; i+=2) {
|
|
game._filled.add(x + blocks[i], y + blocks[i+1], cur.blockType, cur.blockVariation, blockIndex, cur.orientation);
|
|
if (y + blocks[i] < 0) {
|
|
gameOver = true;
|
|
}
|
|
blockIndex++;
|
|
}
|
|
game._filled.checkForClears();
|
|
this.cur = this.nextShape();
|
|
this.renderChanged = true;
|
|
|
|
// Stop holding drop (and any other buttons). Just in case the controls get sticky.
|
|
this.holding.left = null;
|
|
this.holding.right = null;
|
|
this.holding.drop = null;
|
|
|
|
game.options.onPlaced.call(game.element);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Drop
|
|
if (drop) {
|
|
moved = true;
|
|
this.cur.y++;
|
|
}
|
|
|
|
if( drop || moved ) {
|
|
this.renderChanged = true;
|
|
}
|
|
|
|
if( gameOver ) {
|
|
|
|
this.gameover = true;
|
|
|
|
game.gameover();
|
|
|
|
if( game.options.autoplay && game.options.autoplayRestart ) {
|
|
// On autoplay, restart the game automatically
|
|
game.restart();
|
|
}
|
|
this.renderChanged = true;
|
|
|
|
} else {
|
|
|
|
// Update the speed
|
|
this.animateDelay = 1000 / game.options.speed;
|
|
|
|
this.animateTimeoutId = window.setTimeout(function() {
|
|
game._board.animate();
|
|
}, this.animateDelay);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
createRandomBoard: function() {
|
|
|
|
var start = [], blockTypes = [], i, ilen, j, jlen, blockType;
|
|
|
|
// Draw a random blockrain screen
|
|
blockTypes = Object.keys(game._shapeFactory);
|
|
|
|
for (i=0, ilen=game._BLOCK_WIDTH; i<ilen; i++) {
|
|
for (j=0, jlen=game._randChoice([game._randInt(0, 8), game._randInt(5, 9)]); j<jlen; j++) {
|
|
if (!blockType || !game._randInt(0, 3)) blockType = game._randChoice(blockTypes);
|
|
|
|
// Use a random piece and orientation
|
|
// Todo: Use an actual random variation
|
|
game._filled.add(i, game._BLOCK_HEIGHT - j, blockType, game._randInt(0,3), null, game._randInt(0,3));
|
|
}
|
|
}
|
|
|
|
/*
|
|
for (i=0, ilen=WIDTH; i<ilen; i++) {
|
|
for (j=0, jlen=randChoice([randInt(0, 8), randInt(5, 9)]); j<jlen; j++) {
|
|
if (!blockType || !randInt(0, 3)) blockType = randChoice(blockTypes);
|
|
start.push([i, HEIGHT - j, blockType]);
|
|
}
|
|
}
|
|
|
|
if( options.showFieldOnStart ) {
|
|
drawBackground();
|
|
for (i=0, ilen=start.length; i<ilen; i++) {
|
|
drawBlock.apply(drawBlock, start[i]);
|
|
}
|
|
}
|
|
*/
|
|
|
|
game._board.render(true);
|
|
|
|
},
|
|
|
|
render: function(forceRender) {
|
|
if( this.renderChanged || forceRender ) {
|
|
this.renderChanged = false;
|
|
game._ctx.clearRect(0, 0, game._PIXEL_WIDTH, game._PIXEL_HEIGHT);
|
|
game._drawBackground();
|
|
game._filled.draw();
|
|
this.cur.draw();
|
|
}
|
|
},
|
|
|
|
|
|
/**
|
|
* Draws one block (Each piece is made of 4 blocks)
|
|
* The blockType is used to draw any block.
|
|
* The falling attribute is needed to apply different styles for falling and placed blocks.
|
|
*/
|
|
drawBlock: function(x, y, blockType, blockVariation, blockIndex, blockRotation, falling) {
|
|
|
|
// convert x and y to pixel
|
|
x = x * game._block_size;
|
|
y = y * game._block_size;
|
|
|
|
falling = typeof falling === 'boolean' ? falling : false;
|
|
var borderWidth = game._theme.strokeWidth;
|
|
var borderDistance = Math.round(game._block_size*0.23);
|
|
var squareDistance = Math.round(game._block_size*0.30);
|
|
|
|
var color = this.getBlockColor(blockType, blockVariation, blockIndex, falling);
|
|
|
|
// Draw the main square
|
|
game._ctx.globalAlpha = 1.0;
|
|
|
|
// If it's an image, the block has a specific texture. Use that.
|
|
if( color instanceof Image ) {
|
|
game._ctx.globalAlpha = 1.0;
|
|
|
|
// Not loaded
|
|
if( color.width === 0 || color.height === 0 ){ return; }
|
|
|
|
// A square is the same style for all blocks
|
|
if( typeof game._theme.blocks !== 'undefined' && game._theme.blocks !== null ) {
|
|
game._ctx.drawImage(color, 0, 0, color.width, color.height, x, y, game._block_size, game._block_size);
|
|
}
|
|
// A custom texture
|
|
else if( typeof game._theme.complexBlocks !== 'undefined' && game._theme.complexBlocks !== null ) {
|
|
if( typeof blockIndex === 'undefined' || blockIndex === null ){ blockIndex = 0; }
|
|
|
|
var getCustomBlockImageCoordinates = function(image, blockType, blockIndex) {
|
|
// The image is based on the first ("upright") orientation
|
|
var positions = game._shapes[blockType][0];
|
|
// Find the number of tiles it should have
|
|
var minX = Math.min(positions[0], positions[2], positions[4], positions[6]);
|
|
var maxX = Math.max(positions[0], positions[2], positions[4], positions[6]);
|
|
var minY = Math.min(positions[1], positions[3], positions[5], positions[7]);
|
|
var maxY = Math.max(positions[1], positions[3], positions[5], positions[7]);
|
|
var rangeX = maxX - minX + 1;
|
|
var rangeY = maxY - minY + 1;
|
|
|
|
// X and Y sizes should match. Should.
|
|
var tileSizeX = image.width / rangeX;
|
|
var tileSizeY = image.height / rangeY;
|
|
|
|
return {
|
|
x: tileSizeX * (positions[blockIndex*2]-minX),
|
|
y: tileSizeY * Math.abs(minY-positions[blockIndex*2+1]),
|
|
w: tileSizeX,
|
|
h: tileSizeY
|
|
};
|
|
};
|
|
|
|
var coords = getCustomBlockImageCoordinates(color, blockType, blockIndex);
|
|
|
|
game._ctx.save();
|
|
|
|
game._ctx.translate(x, y);
|
|
game._ctx.translate(game._block_size/2, game._block_size/2);
|
|
game._ctx.rotate(-Math.PI/2 * blockRotation);
|
|
game._ctx.drawImage(color, coords.x, coords.y, coords.w, coords.h,
|
|
-game._block_size/2, -game._block_size/2, game._block_size, game._block_size);
|
|
|
|
game._ctx.restore();
|
|
|
|
} else {
|
|
// ERROR
|
|
game._ctx.fillStyle = '#ff0000';
|
|
game._ctx.fillRect(x, y, game._block_size, game._block_size);
|
|
}
|
|
}
|
|
else if( typeof color === 'string' )
|
|
{
|
|
game._ctx.fillStyle = color;
|
|
game._ctx.fillRect(x, y, game._block_size, game._block_size);
|
|
|
|
// Inner Shadow
|
|
if( typeof game._theme.innerShadow === 'string' ) {
|
|
game._ctx.globalAlpha = 1.0;
|
|
game._ctx.strokeStyle = game._theme.innerShadow;
|
|
game._ctx.lineWidth = 1.0;
|
|
|
|
// Draw the borders
|
|
game._ctx.strokeRect(x+1, y+1, game._block_size-2, game._block_size-2);
|
|
}
|
|
|
|
// Decoration (borders)
|
|
if( typeof game._theme.stroke === 'string' ) {
|
|
game._ctx.globalAlpha = 1.0;
|
|
game._ctx.fillStyle = game._theme.stroke;
|
|
game._ctx.strokeStyle = game._theme.stroke;
|
|
game._ctx.lineWidth = borderWidth;
|
|
|
|
// Draw the borders
|
|
game._ctx.strokeRect(x, y, game._block_size, game._block_size);
|
|
}
|
|
if( typeof game._theme.innerStroke === 'string' ) {
|
|
// Draw the inner dashes
|
|
game._ctx.fillStyle = game._theme.innerStroke;
|
|
game._ctx.fillRect(x+borderDistance, y+borderDistance, game._block_size-borderDistance*2, borderWidth);
|
|
// The rects shouldn't overlap, to prevent issues with transparency
|
|
game._ctx.fillRect(x+borderDistance, y+borderDistance+borderWidth, borderWidth, game._block_size-borderDistance*2-borderWidth);
|
|
}
|
|
if( typeof game._theme.innerSquare === 'string' ) {
|
|
// Draw the inner square
|
|
game._ctx.fillStyle = game._theme.innerSquare;
|
|
game._ctx.globalAlpha = 0.2;
|
|
game._ctx.fillRect(x+squareDistance, y+squareDistance, game._block_size-squareDistance*2, game._block_size-squareDistance*2);
|
|
}
|
|
}
|
|
|
|
// Return the alpha back to 1.0 so we don't create any issues with other drawings.
|
|
game._ctx.globalAlpha = 1.0;
|
|
},
|
|
|
|
|
|
getBlockColor: function(blockType, blockVariation, blockIndex, falling) {
|
|
/**
|
|
* The theme allows us to do many things:
|
|
* - Use a specific color for the falling block (primary), regardless of the proper color.
|
|
* - Use another color for the placed blocks (secondary).
|
|
* - Default to the "original" block color in any of those cases by setting primary and/or secondary to null.
|
|
* - With primary and secondary as null, all blocks keep their original colors.
|
|
*/
|
|
|
|
var getBlockVariation = function(blockTheme, blockVariation) {
|
|
if( $.isArray(blockTheme) ) {
|
|
if( blockVariation !== null && typeof blockTheme[blockVariation] !== 'undefined' ) {
|
|
return blockTheme[blockVariation];
|
|
}
|
|
else if(blockTheme.length > 0) {
|
|
return blockTheme[0];
|
|
} else {
|
|
return null;
|
|
}
|
|
} else {
|
|
return blockTheme;
|
|
}
|
|
}
|
|
|
|
if( typeof falling !== 'boolean' ){ falling = true; }
|
|
if( falling ) {
|
|
if( typeof game._theme.primary === 'string' && game._theme.primary !== '' ) {
|
|
return game._theme.primary;
|
|
} else if( typeof game._theme.blocks !== 'undefined' && game._theme.blocks !== null ) {
|
|
return getBlockVariation(game._theme.blocks[blockType], blockVariation);
|
|
} else {
|
|
return getBlockVariation(game._theme.complexBlocks[blockType], blockVariation);
|
|
}
|
|
} else {
|
|
if( typeof game._theme.secondary === 'string' && game._theme.secondary !== '' ) {
|
|
return game._theme.secondary;
|
|
} else if( typeof game._theme.blocks !== 'undefined' && game._theme.blocks !== null ) {
|
|
return getBlockVariation(game._theme.blocks[blockType], blockVariation);
|
|
} else {
|
|
return getBlockVariation(game._theme.complexBlocks[blockType], blockVariation);
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
game._niceShapes = game._getNiceShapes();
|
|
},
|
|
|
|
// Utility Functions
|
|
_randInt: function(a, b) { return a + Math.floor(Math.random() * (1 + b - a)); },
|
|
_randSign: function() { return this._randInt(0, 1) * 2 - 1; },
|
|
_randChoice: function(choices) { return choices[this._randInt(0, choices.length-1)]; },
|
|
|
|
|
|
/**
|
|
* Find base64 encoded images and load them as image objects, which can be used by the canvas renderer
|
|
*/
|
|
_preloadThemeAssets: function() {
|
|
|
|
var game = this;
|
|
|
|
var hexColorcheck = new RegExp('^#[A-F0-9+]{3,6}', 'i');
|
|
var base64check = new RegExp('^data:image/(png|gif|jpg);base64,', 'i');
|
|
|
|
var handleAssetLoad = function() {
|
|
// Rerender the board as soon as an asset loads
|
|
if( game._board ) {
|
|
game._board.render(true);
|
|
}
|
|
};
|
|
|
|
var loadAsset = function(src) {
|
|
var plainSrc = src;
|
|
if( ! hexColorcheck.test( plainSrc ) ) {
|
|
// It's an image
|
|
src = new Image();
|
|
src.src = plainSrc;
|
|
src.onload = handleAssetLoad;
|
|
} else {
|
|
// It's a color
|
|
src = plainSrc;
|
|
}
|
|
return src;
|
|
};
|
|
|
|
var startAssetLoad = function(block) {
|
|
// Assets can be an array of variation so they can change color/design randomly
|
|
if( $.isArray(block) && block.length > 0 ) {
|
|
for( var i=0; i<block.length; i++ ) {
|
|
block[i] = loadAsset(block[i]);
|
|
}
|
|
}
|
|
else if( typeof block === 'string' ) {
|
|
block = loadAsset(block);
|
|
}
|
|
return block;
|
|
};
|
|
|
|
|
|
if( typeof this._theme.complexBlocks !== 'undefined' ){
|
|
var keys = Object.keys(this._theme.complexBlocks);
|
|
|
|
// Load the complexBlocks
|
|
for( var i = 0; i < keys.length; i++ ) {
|
|
this._theme.complexBlocks[ keys[i] ] = startAssetLoad( this._theme.complexBlocks[ keys[i] ] );
|
|
}
|
|
}
|
|
else if( typeof this._theme.blocks !== 'undefined' ){
|
|
var keys = Object.keys(this._theme.blocks);
|
|
|
|
// Load the blocks
|
|
for( var i = 0; i < keys.length; i++ ) {
|
|
this._theme.blocks[ keys[i] ] = startAssetLoad( this._theme.blocks[ keys[i] ] );
|
|
}
|
|
}
|
|
|
|
// Load the bg
|
|
if( typeof this._theme.backgroundGrid !== 'undefined' ){
|
|
if( typeof this._theme.backgroundGrid === 'string' ) {
|
|
if( ! hexColorcheck.test( this._theme.backgroundGrid ) ) {
|
|
var src = this._theme.backgroundGrid;
|
|
this._theme.backgroundGrid = new Image();
|
|
this._theme.backgroundGrid.src = src;
|
|
this._theme.backgroundGrid.onload = handleAssetLoad;
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
|
|
_createHolder: function() {
|
|
|
|
// Create the main holder (it holds all the ui elements, the original element is just the wrapper)
|
|
this._$gameholder = $('<div class="blockrain-game-holder"></div>');
|
|
this._$gameholder.css('position', 'relative').css('width', '100%').css('height', '100%');
|
|
|
|
this.element.html('').append(this._$gameholder);
|
|
|
|
// Create the game canvas and context
|
|
this._$canvas = $('<canvas style="display:block; width:100%; height:100%; padding:0; margin:0; border:none;" />');
|
|
if( typeof this._theme.background === 'string' ) {
|
|
this._$canvas.css('background-color', this._theme.background);
|
|
}
|
|
this._$gameholder.append(this._$canvas);
|
|
|
|
this._canvas = this._$canvas.get(0);
|
|
this._ctx = this._canvas.getContext('2d');
|
|
|
|
},
|
|
|
|
|
|
_createUI: function() {
|
|
|
|
var game = this;
|
|
|
|
// Score
|
|
game._$score = $(
|
|
'<div class="blockrain-score-holder" style="position:absolute;">'+
|
|
'<div class="blockrain-score">'+
|
|
'<div class="blockrain-score-msg">'+ this.options.scoreText +'</div>'+
|
|
'<div class="blockrain-score-num">0</div>'+
|
|
'</div>'+
|
|
'</div>').hide();
|
|
game._$scoreText = game._$score.find('.blockrain-score-num');
|
|
game._$gameholder.append(game._$score);
|
|
|
|
// High Score
|
|
game._$highscore = $(
|
|
'<div class="blockrain-Hscore-holder" style="position:absolute;">'+
|
|
'<div class="blockrain-Hscore">'+
|
|
'<div class="blockrain-Hscore-msg">'+ this.options.highscoreText +'</div>'+
|
|
'<div class="blockrain-Hscore-num">0</div>'+
|
|
'</div>'+
|
|
'</div>').hide();
|
|
|
|
game._$highscoreText = game._$highscore.find('.blockrain-Hscore-num');
|
|
game._$gameholder.append(game._$highscore);
|
|
|
|
|
|
// Create the start menu
|
|
game._$start = $(
|
|
'<div class="blockrain-start-holder" style="position:absolute;">'+
|
|
'<div class="blockrain-start">'+
|
|
'<a class="blockrain-btn blockrain-start-btn">'+ this.options.playButtonText +'</a>'+
|
|
'</div>'+
|
|
'</div>').hide();
|
|
game._$gameholder.append(game._$start);
|
|
|
|
game._$start.find('.blockrain-start-btn').click(function(event){
|
|
event.preventDefault();
|
|
game.start();
|
|
});
|
|
|
|
// Create the game over menu
|
|
game._$gameover = $(
|
|
'<div class="blockrain-game-over-holder" style="position:absolute;">'+
|
|
'<div class="blockrain-game-over">'+
|
|
'<div class="blockrain-game-over-msg">'+ this.options.gameOverText +'</div>'+
|
|
'<a class="blockrain-btn blockrain-game-over-btn">'+ this.options.restartButtonText +'</a>'+
|
|
'</div>'+
|
|
'</div>').hide();
|
|
game._$gameover.find('.blockrain-game-over-btn').click(function(event){
|
|
event.preventDefault();
|
|
game.restart();
|
|
});
|
|
game._$gameholder.append(game._$gameover);
|
|
|
|
this._createControls();
|
|
},
|
|
|
|
|
|
_createControls: function() {
|
|
|
|
var game = this;
|
|
|
|
game._$touchLeft = $('<a class="blockrain-touch blockrain-touch-left" />').appendTo(game._$gameholder);
|
|
game._$touchRight = $('<a class="blockrain-touch blockrain-touch-right" />').appendTo(game._$gameholder);
|
|
game._$touchRotateRight = $('<a class="blockrain-touch blockrain-touch-rotate-right" />').appendTo(game._$gameholder);
|
|
game._$touchRotateLeft = $('<a class="blockrain-touch blockrain-touch-rotate-left" />').appendTo(game._$gameholder);
|
|
game._$touchDrop = $('<a class="blockrain-touch blockrain-touch-drop" />').appendTo(game._$gameholder);
|
|
|
|
},
|
|
|
|
|
|
_refreshBlockSizes: function() {
|
|
|
|
if( this.options.autoBlockWidth ) {
|
|
this.options.blockWidth = Math.ceil( this.element.width() / this.options.autoBlockSize );
|
|
}
|
|
|
|
},
|
|
|
|
|
|
_getNiceShapes: function() {
|
|
/*
|
|
* Things I need for this to work...
|
|
* - ability to test each shape with this._filled data
|
|
* - maybe give empty spots scores? and try to maximize the score?
|
|
*/
|
|
|
|
var game = this;
|
|
|
|
var shapes = {},
|
|
attr;
|
|
|
|
for( var attr in this._shapeFactory ) {
|
|
shapes[attr] = this._shapeFactory[attr]();
|
|
}
|
|
|
|
function scoreBlocks(possibles, blocks, x, y, filled, width, height) {
|
|
var i, len=blocks.length, score=0, bottoms = {}, tx, ty, overlaps;
|
|
|
|
// base score
|
|
for (i=0; i<len; i+=2) {
|
|
score += possibles[game._filled.asIndex(x + blocks[i], y + blocks[i+1])] || 0;
|
|
}
|
|
|
|
// overlap score -- //TODO - don't count overlaps if cleared?
|
|
for (i=0; i<len; i+=2) {
|
|
tx = blocks[i];
|
|
ty = blocks[i+1];
|
|
if (bottoms[tx] === undefined || bottoms[tx] < ty) {
|
|
bottoms[tx] = ty;
|
|
}
|
|
}
|
|
overlaps = 0;
|
|
for (tx in bottoms) {
|
|
tx = parseInt(tx);
|
|
for (ty=bottoms[tx]+1, i=0; y+ty<height; ty++, i++) {
|
|
if (!game._filled.check(x + tx, y + ty)) {
|
|
overlaps += i == 0 ? 2 : 1; //TODO-score better
|
|
//if (i == 0) overlaps += 1;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
score = score - overlaps;
|
|
|
|
return score;
|
|
}
|
|
|
|
function resetShapes() {
|
|
for (var attr in shapes) {
|
|
shapes[attr].x = 0;
|
|
shapes[attr].y = -1;
|
|
}
|
|
}
|
|
|
|
//TODO -- evil mode needs to realize that overlap is bad...
|
|
var func = function(filled, checkCollisions, width, height, mode, _one_shape) {
|
|
if (!_one_shape) resetShapes();
|
|
|
|
var possibles = new Array(width * height),
|
|
evil = mode == 'evil',
|
|
x, y, py,
|
|
attr, shape, i, blocks, bounds,
|
|
score, best_shape, best_score = (evil ? 1 : -1) * 999, best_orientation, best_x,
|
|
best_score_for_shape, best_orientation_for_shape, best_x_for_shape;
|
|
|
|
for (x=0; x<width; x++) {
|
|
for (y=0; y<=height; y++) {
|
|
if (y == height || filled.check(x, y)) {
|
|
for (py=y-4; py<y; py++) {
|
|
possibles[filled.asIndex(x, py)] = py; //TODO - figure out better scoring?
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// for each shape...
|
|
var opts = _one_shape === undefined ? shapes : {cur: _one_shape}; //BOO
|
|
for (attr in opts) { //TODO - check in random order to prevent later shapes from winning
|
|
shape = opts[attr];
|
|
best_score_for_shape = -999;
|
|
|
|
// for each orientation...
|
|
for (i=0; i<(shape.symmetrical ? 2 : 4); i++) { //TODO - only look at unique orientations
|
|
blocks = shape.getBlocks(i);
|
|
bounds = shape.getBounds(blocks);
|
|
|
|
// try each possible position...
|
|
for (x=-bounds.left; x<width - bounds.width; x++) {
|
|
for (y=-1; y<height - bounds.bottom; y++) {
|
|
if( game._checkCollisions(x, y + 1, blocks, true) ) {
|
|
// collision
|
|
score = scoreBlocks(possibles, blocks, x, y, filled, width, height);
|
|
if (score > best_score_for_shape) {
|
|
best_score_for_shape = score;
|
|
best_orientation_for_shape = i;
|
|
best_x_for_shape = x;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((evil && best_score_for_shape < best_score) ||
|
|
(!evil && best_score_for_shape > best_score)) {
|
|
best_shape = shape;
|
|
best_score = best_score_for_shape;
|
|
best_orientation = best_orientation_for_shape;
|
|
best_x = best_x_for_shape;
|
|
}
|
|
}
|
|
|
|
best_shape.best_orientation = best_orientation;
|
|
best_shape.best_x = best_x;
|
|
|
|
return best_shape;
|
|
};
|
|
|
|
func.no_preview = true;
|
|
return func;
|
|
},
|
|
|
|
|
|
_randomShapes: function() {
|
|
// Todo: The shapefuncs should be cached.
|
|
var shapeFuncs = [];
|
|
$.each(this._shapeFactory, function(k,v) { shapeFuncs.push(v); });
|
|
|
|
return this._randChoice(shapeFuncs);
|
|
},
|
|
|
|
|
|
/**
|
|
* Controls
|
|
*/
|
|
_setupControls: function(enable) {
|
|
|
|
var game = this;
|
|
|
|
var moveLeft = function(start) {
|
|
if( ! start ) { game._board.holding.left = null; return; }
|
|
if( ! game._board.holding.left ) {
|
|
game._board.cur.moveLeft();
|
|
game._board.holding.left = Date.now();
|
|
game._board.holding.right = null;
|
|
}
|
|
}
|
|
var moveRight = function(start) {
|
|
if( ! start ) { game._board.holding.right = null; return; }
|
|
if( ! game._board.holding.right ) {
|
|
game._board.cur.moveRight();
|
|
game._board.holding.right = Date.now();
|
|
game._board.holding.left = null;
|
|
}
|
|
}
|
|
var drop = function(start) {
|
|
if( ! start ) { game._board.holding.drop = null; return; }
|
|
if( ! game._board.holding.drop ) {
|
|
game._board.cur.drop();
|
|
game._board.holding.drop = Date.now();
|
|
}
|
|
}
|
|
var rotateLeft = function() {
|
|
game._board.cur.rotate('left');
|
|
}
|
|
var rotateRight = function() {
|
|
game._board.cur.rotate('right');
|
|
}
|
|
|
|
// Handlers: These are used to be able to bind/unbind controls
|
|
var handleKeyDown = function(evt) {
|
|
if( ! game._board.cur ) { return true; }
|
|
var caught = false;
|
|
|
|
caught = true;
|
|
if (game.options.asdwKeys) {
|
|
switch(evt.keyCode) {
|
|
case 65: /*a*/ moveLeft(true); break;
|
|
case 68: /*d*/ moveRight(true); break;
|
|
case 83: /*s*/ drop(true); break;
|
|
case 87: /*w*/ game._board.cur.rotate('right'); break;
|
|
}
|
|
}
|
|
switch(evt.keyCode) {
|
|
case 37: /*left*/ moveLeft(true); break;
|
|
case 39: /*right*/ moveRight(true); break;
|
|
case 40: /*down*/ drop(true); break;
|
|
case 38: /*up*/ game._board.cur.rotate('right'); break;
|
|
case 88: /*x*/ game._board.cur.rotate('right'); break;
|
|
case 90: /*z*/ game._board.cur.rotate('left'); break;
|
|
default: caught = false;
|
|
}
|
|
if (caught) evt.preventDefault();
|
|
return !caught;
|
|
};
|
|
|
|
|
|
var handleKeyUp = function(evt) {
|
|
if( ! game._board.cur ) { return true; }
|
|
var caught = false;
|
|
|
|
caught = true;
|
|
if (game.options.asdwKeys) {
|
|
switch(evt.keyCode) {
|
|
case 65: /*a*/ moveLeft(false); break;
|
|
case 68: /*d*/ moveRight(false); break;
|
|
case 83: /*s*/ drop(false); break;
|
|
}
|
|
}
|
|
switch(evt.keyCode) {
|
|
case 37: /*left*/ moveLeft(false); break;
|
|
case 39: /*right*/ moveRight(false); break;
|
|
case 40: /*down*/ drop(false); break;
|
|
default: caught = false;
|
|
}
|
|
if (caught) evt.preventDefault();
|
|
return !caught;
|
|
};
|
|
|
|
function isStopKey(evt) {
|
|
var cfg = {
|
|
stopKeys: {37:1, 38:1, 39:1, 40:1}
|
|
};
|
|
|
|
var isStop = (cfg.stopKeys[evt.keyCode] || (cfg.moreStopKeys && cfg.moreStopKeys[evt.keyCode]));
|
|
if (isStop) evt.preventDefault();
|
|
return isStop;
|
|
}
|
|
|
|
function getKey(evt) { return 'safekeypress.' + evt.keyCode; }
|
|
|
|
function keydown(evt) {
|
|
var key = getKey(evt);
|
|
$.data(this, key, ($.data(this, key) || 0) - 1);
|
|
return handleKeyDown.call(this, evt);
|
|
}
|
|
|
|
function keyup(evt) {
|
|
$.data(this, getKey(evt), 0);
|
|
handleKeyUp.call(this, evt);
|
|
return isStopKey(evt);
|
|
}
|
|
|
|
// Unbind everything by default
|
|
// Use event namespacing so we don't ruin other keypress events
|
|
$(document) .unbind('keydown.blockrain')
|
|
.unbind('keyup.blockrain');
|
|
|
|
if( ! game.options.autoplay ) {
|
|
if( enable ) {
|
|
$(document) .bind('keydown.blockrain', keydown)
|
|
.bind('keyup.blockrain', keyup);
|
|
}
|
|
}
|
|
},
|
|
|
|
|
|
_setupTouchControls: function(enable) {
|
|
|
|
var game = this;
|
|
|
|
// Movements can be held for faster movement
|
|
var moveLeft = function(event){
|
|
event.preventDefault();
|
|
game._board.cur.moveLeft();
|
|
game._board.holding.left = Date.now();
|
|
game._board.holding.right = null;
|
|
game._board.holding.drop = null;
|
|
};
|
|
var moveRight = function(event){
|
|
event.preventDefault();
|
|
game._board.cur.moveRight();
|
|
game._board.holding.right = Date.now();
|
|
game._board.holding.left = null;
|
|
game._board.holding.drop = null;
|
|
};
|
|
var drop = function(event){
|
|
event.preventDefault();
|
|
game._board.cur.drop();
|
|
game._board.holding.drop = Date.now();
|
|
};
|
|
var endMoveLeft = function(event){
|
|
event.preventDefault();
|
|
game._board.holding.left = null;
|
|
};
|
|
var endMoveRight = function(event){
|
|
event.preventDefault();
|
|
game._board.holding.right = null;
|
|
};
|
|
var endDrop = function(event){
|
|
event.preventDefault();
|
|
game._board.holding.drop = null;
|
|
};
|
|
|
|
// Rotations can't be held
|
|
var rotateLeft = function(event){
|
|
event.preventDefault();
|
|
game._board.cur.rotate('left');
|
|
};
|
|
var rotateRight = function(event){
|
|
event.preventDefault();
|
|
game._board.cur.rotate('right');
|
|
};
|
|
|
|
// Unbind everything by default
|
|
game._$touchLeft.unbind('touchstart touchend click');
|
|
game._$touchRight.unbind('touchstart touchend click');
|
|
game._$touchRotateLeft.unbind('touchstart touchend click');
|
|
game._$touchRotateRight.unbind('touchstart touchend click');
|
|
game._$touchDrop.unbind('touchstart touchend click');
|
|
|
|
if( ! game.options.autoplay && enable ) {
|
|
game._$touchLeft.show().bind('touchstart click', moveLeft).bind('touchend', endMoveLeft);
|
|
game._$touchRight.show().bind('touchstart click', moveRight).bind('touchend', endMoveRight);
|
|
game._$touchDrop.show().bind('touchstart click', drop).bind('touchend', endDrop);
|
|
game._$touchRotateLeft.show().bind('touchstart click', rotateLeft);
|
|
game._$touchRotateRight.show().bind('touchstart click', rotateRight);
|
|
} else {
|
|
game._$touchLeft.hide();
|
|
game._$touchRight.hide();
|
|
game._$touchRotateLeft.hide();
|
|
game._$touchRotateRight.hide();
|
|
game._$touchDrop.hide();
|
|
}
|
|
$("#left-arrow").bind('touchstart click', function(event) {moveLeft(event); endMoveLeft(event)});
|
|
$("#right-arrow").bind('touchstart click', function(event) {moveRight(event); endMoveRight(event)});
|
|
$("#up-arrow").bind('touchstart click', rotateRight);
|
|
$("#down-arrow").bind('touchstart click', function(event) {drop(event); endDrop(event)});
|
|
}
|
|
|
|
});
|
|
|
|
})(jQuery));
|