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((function ( $ ) {
"use strict";
$.widget('aerolab.blockrain', {
options: {
autoplay: false, // Let a bot play the game
autoplayRestart: true, // Restart the game automatically once a bot loses
showFieldOnStart: true, // Show a bunch of random blocks on the start screen (it looks nice)
theme: null, // The theme name or a theme object
blockWidth: 10, // How many blocks wide the field is (The standard is 10 blocks)
autoBlockWidth: false, // The blockWidth is dinamically calculated based on the autoBlockSize. Disabled blockWidth. Useful for responsive backgrounds
autoBlockSize: 24, // The max size of a block for autowidth mode
difficulty: 'normal', // Difficulty (normal|nice|evil).
speed: 20, // The speed of the game. The higher, the faster the pieces go.
asdwKeys: true, // Enable ASDW keys
//Highest score
highestScore: 0,
// Copy
playButtonText: 'Play',
gameOverText: 'Game Over',
restartButtonText: 'Play Again',
scoreText: 'Score',
highscoreText: 'High Score', // High score text
// Basic Callbacks
onStart: function(){},
onRestart: function(){},
onGameOver: function(score){},
// When a block is placed
onPlaced: function(){},
// When a line is made. Returns the number of lines, score assigned and total score
onLine: function(lines, scoreIncrement, score){}
},
/**
* Start/Restart Game
*/
start: function() {
this._doStart();
this.options.onStart.call(this.element);
},
restart: function() {
this.options.onRestart.call(this.element);
this._doStart();
},
gameover: function() {
this.showGameOverMessage();
this._board.gameover = true;
this.options.onGameOver.call(this.element, this._filled.score);
},
_doStart: function() {
this._filled.clearAll();
this._filled._resetScore();
this._filled._showHighScore(); // shows high score at the beginning of game. Initial high score is 0
this._board.cur = this._board.nextShape();
this._board.started = true;
this._board.gameover = false;
this._board.dropDelay = 5;
this._board.render(true);
this._board.animate();
this._$start.fadeOut(150);
this._$gameover.fadeOut(150);
this._$score.fadeIn(150);
this._$highscore.fadeIn(150);
},
pause: function() {
this._board.paused = true;
},
resume: function() {
this._board.paused = false;
},
autoplay: function(enable) {
if( typeof enable !== 'boolean' ){ enable = true; }
// On autoplay, start the game right away
this.options.autoplay = enable;
if( enable && ! this._board.started ) {
this._doStart();
}
this._setupControls( ! enable );
this._setupTouchControls( ! enable );
},
controls: function(enable) {
if( typeof enable !== 'boolean' ){ enable = true; }
this._setupControls(enable);
},
touchControls: function(enable) {
if( typeof enable !== 'boolean' ){ enable = true; }
this._setupTouchControls(enable);
},
score: function(newScore) {
if( typeof newScore !== 'undefined' && parseInt(newScore) >= 0 ) {
this._filled.score = parseInt(newScore);
this._$scoreText.text(this._filled_score);
}
return this._filled.score;
},
highscore: function() {
this._filled.highscore = parseInt(game.options.highestScore);
this._$highscoreText.text(this._filled_highscore);
return this._filled.highscore;
},
freesquares: function() {
return this._filled.getFreeSpaces();
},
showStartMessage: function() {
this._$start.show();
},
showGameOverMessage: function() {
this._$gameover.show();
},
/**
* Update the sizes of the renderer (this makes the game responsive)
*/
updateSizes: function() {
this._PIXEL_WIDTH = this.element.innerWidth();
this._PIXEL_HEIGHT = this.element.innerHeight();
this._BLOCK_WIDTH = this.options.blockWidth;
this._BLOCK_HEIGHT = Math.floor(this.element.innerHeight() / this.element.innerWidth() * this._BLOCK_WIDTH);
this._block_size = Math.floor(this._PIXEL_WIDTH / this._BLOCK_WIDTH);
this._border_width = 2;
// Recalculate the pixel width and height so the canvas always has the best possible size
this._PIXEL_WIDTH = this._block_size * this._BLOCK_WIDTH;
this._PIXEL_HEIGHT = this._block_size * this._BLOCK_HEIGHT;
this._$canvas .attr('width', this._PIXEL_WIDTH)
.attr('height', this._PIXEL_HEIGHT);
},
theme: function(newTheme){
if( typeof newTheme === 'undefined' ) {
return this.options.theme || this._theme;
}
// Setup the theme properly
if( typeof newTheme === 'string' ) {
this.options.theme = newTheme;
this._theme = $.extend(true, {}, BlockrainThemes[newTheme]);
}
else {
this.options.theme = null;
this._theme = newTheme;
}
if( typeof this._theme === 'undefined' || this._theme === null ) {
this._theme = $.extend(true, {}, BlockrainThemes['retro']);
this.options.theme = 'retro';
}
if( isNaN(parseInt(this._theme.strokeWidth)) || typeof parseInt(this._theme.strokeWidth) !== 'number' ) {
this._theme.strokeWidth = 2;
}
// Load the image assets
this._preloadThemeAssets();
if( this._board !== null ) {
if( typeof this._theme.background === 'string' ) {
this._$canvas.css('background-color', this._theme.background);
}
this._board.render();
}
},
// Theme
_theme: {
},
// UI Elements
_$game: null,
_$canvas: null,
_$gameholder: null,
_$start: null,
_$gameover: null,
_$score: null,
_$scoreText: null,
_$highscore: null,
_$highscoreText: null,
// Canvas
_canvas: null,
_ctx: null,
// Initialization
_create: function() {
var game = this;
this.theme(this.options.theme);
this._createHolder();
this._createUI();
this._refreshBlockSizes();
this.updateSizes();
$(window).resize(function(){
//game.updateSizes();
});
this._SetupShapeFactory();
this._SetupFilled();
this._SetupInfo();
this._SetupBoard();
this._info.init();
this._board.init();
var renderLoop = function(){
requestAnimationFrame(renderLoop);
game._board.render();
};
renderLoop();
if( this.options.autoplay ) {
this.autoplay(true);
this._setupTouchControls(false);
} else {
this._setupControls(true);
this._setupTouchControls(false);
}
},
_checkCollisions: function(x, y, blocks, checkDownOnly) {
// x & y should be aspirational values
var i = 0, len = blocks.length, a, b;
for (; i<len; i += 2) {
a = x + blocks[i];
b = y + blocks[i+1];
if (b >= this._BLOCK_HEIGHT || this._filled.check(a, b)) {
return true;
} else if (!checkDownOnly && a < 0 || a >= this._BLOCK_WIDTH) {
return true;
}
}
return false;
},
_board: null,
_info: null,
_filled: null,
/**
* Draws the background
*/
_drawBackground: function() {
if( typeof this._theme.background !== 'string' ) {
return;
}
if( this._theme.backgroundGrid instanceof Image ) {
// Not loaded
if( this._theme.backgroundGrid.width === 0 || this._theme.backgroundGrid.height === 0 ){ return; }
this._ctx.globalAlpha = 1.0;
for( var x=0; x<this._BLOCK_WIDTH; x++ ) {
for( var y=0; y<this._BLOCK_HEIGHT; y++ ) {
var cx = x * this._block_size;
var cy = y * this._block_size;
this._ctx.drawImage( this._theme.backgroundGrid,
0, 0, this._theme.backgroundGrid.width, this._theme.backgroundGrid.height,
cx, cy, this._block_size, this._block_size);
}
}
}
else if( typeof this._theme.backgroundGrid === 'string' ) {
var borderWidth = this._theme.strokeWidth;
var borderDistance = Math.round(this._block_size*0.23);
var squareDistance = Math.round(this._block_size*0.30);
this._ctx.globalAlpha = 1.0;
this._ctx.fillStyle = this._theme.backgroundGrid;
for( var x=0; x<this._BLOCK_WIDTH; x++ ) {
for( var y=0; y<this._BLOCK_HEIGHT; y++ ) {
var cx = x * this._block_size;
var cy = y * this._block_size;
this._ctx.fillRect(cx+borderWidth, cy+borderWidth, this._block_size-borderWidth*2, this._block_size-borderWidth*2);
}
}
}
this._ctx.globalAlpha = 1.0;
},
/**
* Shapes
*/
_shapeFactory: null,
_shapes: {
/**
* The shapes have a reference point (the dot) and always rotate left.
* Keep in mind that the blocks should keep in the same relative position when rotating,
* to allow for custom per-block themes.
*/
/*
* X
* O XOXX
* X
* X
* . .
*/
line: [
[ 0, -1, 0, -2, 0, -3, 0, -4],
[ 2, -2, 1, -2, 0, -2, -1, -2],
[ 0, -4, 0, -3, 0, -2, 0, -1],
[-1, -2, 0, -2, 1, -2, 2, -2]
],
/*
* XX
* XX
*/
square: [
[0, 0, 1, 0, 0, -1, 1, -1],
[1, 0, 1, -1, 0, 0, 0, -1],
[1, -1, 0, -1, 1, 0, 0, 0],
[0, -1, 0, 0, 1, -1, 1, 0]
],
/*
* X X X
* XOX XO XOX OX
* . .X .X .X
*/
arrow: [
[0, -1, 1, -1, 2, -1, 1, -2],
[1, 0, 1, -1, 1, -2, 0, -1],
[2, -1, 1, -1, 0, -1, 1, 0],
[1, -2, 1, -1, 1, 0, 2, -1]
],
/*
* X X XX
* O XOX O XOX
* .XX . .X X
*/
rightHook: [
[2, 0, 1, 0, 1, -1, 1, -2],
[2, -2, 2, -1, 1, -1, 0, -1],
[0, -2, 1, -2, 1, -1, 1, 0],
[0, 0, 0, -1, 1, -1, 2, -1]
],
/*
* X XX X
* O XOX O XOX
* XX . X .X .
*/
leftHook: [
[0, 0, 1, 0, 1, -1, 1, -2],
[2, 0, 2, -1, 1, -1, 0, -1],
[2, -2, 1, -2, 1, -1, 1, 0],
[0, -2, 0, -1, 1, -1, 2, -1]
],
/*
* X XX
* XO OX
* X .
*/
leftZag: [
[0, 0, 0, -1, 1, -1, 1, -2],
[2, -1, 1, -1, 1, -2, 0, -2],
[1, -2, 1, -1, 0, -1, 0, 0],
[0, -2, 1, -2, 1, -1, 2, -1]
],
/*
* X
* XO OX
* .X XX
*/
rightZag: [
[1, 0, 1, -1, 0, -1, 0, -2],
[2, -1, 1, -1, 1, 0, 0, 0],
[0, -2, 0, -1, 1, -1, 1, 0],
[0, 0, 1, 0, 1, -1, 2, -1]
]
},
_SetupShapeFactory: function(){
var game = this;
if( this._shapeFactory !== null ){ return; }
function Shape(game, orientations, symmetrical, blockType) {
$.extend(this, {
x: 0,
y: 0,
symmetrical: symmetrical,
init: function() {
$.extend(this, {
orientation: 0,
x: Math.floor(game._BLOCK_WIDTH / 2) - 1,
y: -1
});
return this;
},
blockType: blockType,
blockVariation: null,
blocksLen: orientations[0].length,
orientations: orientations,
orientation: 0, // 4 possible
rotate: function(direction) {
var orientation = (this.orientation + (direction === 'left' ? 1 : -1) + 4) % 4;
//TODO - when past limit - auto shift and remember that too!
if (!game._checkCollisions(this.x, this.y, this.getBlocks(orientation))) {
this.orientation = orientation;
game._board.renderChanged = true;
}
},
moveRight: function() {
if (!game._checkCollisions(this.x + 1, this.y, this.getBlocks())) {
this.x++;
game._board.renderChanged = true;
}
},
moveLeft: function() {
if (!game._checkCollisions(this.x - 1, this.y, this.getBlocks())) {
this.x--;
game._board.renderChanged = true;
}
},
drop: function() {
if (!game._checkCollisions(this.x, this.y + 1, this.getBlocks())) {
this.y++;
// Reset the drop count, as we dropped the block sooner
game._board.dropCount = -1;
game._board.animate();
game._board.renderChanged = true;
}
},
getBlocks: function(orientation) { // optional param
return this.orientations[orientation !== undefined ? orientation : this.orientation];
},
draw: function(_x, _y, _orientation) {
var blocks = this.getBlocks(_orientation),
x = _x === undefined ? this.x : _x,
y = _y === undefined ? this.y : _y,
i = 0,
index = 0;
for (; i<this.blocksLen; i += 2) {
game._board.drawBlock(x + blocks[i], y + blocks[i+1], this.blockType, this.blockVariation, index, this.orientation, true);
index++;
}
},
getBounds: function(_blocks) { // _blocks can be an array of blocks, an orientation index, or undefined
var blocks = $.isArray(_blocks) ? _blocks : this.getBlocks(_blocks),
i=0, len=blocks.length, minx=999, maxx=-999, miny=999, maxy=-999;
for (; i<len; i+=2) {
if (blocks[i] < minx) { minx = blocks[i]; }
if (blocks[i] > maxx) { maxx = blocks[i]; }
if (blocks[i+1] < miny) { miny = blocks[i+1]; }
if (blocks[i+1] > maxy) { maxy = blocks[i+1]; }
}
return {
left: minx,
right: maxx,
top: miny,
bottom: maxy,
width: maxx - minx,
height: maxy - miny
};
}
});
return this.init();
};
this._shapeFactory = {
line: function() {
return new Shape(game, game._shapes.line, false, 'line');
},
square: function() {
return new Shape(game, game._shapes.square, false, 'square');
},
arrow: function() {
return new Shape(game, game._shapes.arrow, false, 'arrow');
},
leftHook: function() {
return new Shape(game, game._shapes.leftHook, false, 'leftHook');
},
rightHook: function() {
return new Shape(game, game._shapes.rightHook, false, 'rightHook');
},
leftZag: function() {
return new Shape(game, game._shapes.leftZag, false, 'leftZag');
},
rightZag: function() {
return new Shape(game, game._shapes.rightZag, false, 'rightZag');
}
};
},
_SetupFilled: function() {
var game = this;
if( this._filled !== null ){ return; }
this._filled = {
data: new Array(game._BLOCK_WIDTH * game._BLOCK_HEIGHT),
score: 0,
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));