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2 changes: 1 addition & 1 deletion index.html
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
<html>
<!DOCTYPE html>
<head>
<title>Tetris Game JS</title>
<style>
Expand Down
302 changes: 149 additions & 153 deletions tetris.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -2,13 +2,15 @@ const cvs = document.getElementById("tetris");
const ctx = cvs.getContext("2d");
const scoreElement = document.getElementById("score");

let score = 0;

const ROW = 20;
const COL = COLUMN = 10;
const SQ = squareSize = 20;
const VACANT = "WHITE"; // color of an empty square

// draw a square
function drawSquare(x,y,color){
const drawSquare = (x,y,color) => {
ctx.fillStyle = color;
ctx.fillRect(x*SQ,y*SQ,SQ,SQ);

Expand All@@ -27,7 +29,7 @@ for( r = 0; r <ROW; r++){
}

// draw the board
function drawBoard(){
const drawBoard = () => {
for( r = 0; r <ROW; r++){
for(c = 0; c < COL; c++){
drawSquare(c,r,board[r][c]);
Expand All@@ -51,194 +53,186 @@ const PIECES = [

// generate random pieces

function randomPiece(){
const randomPiece = () => {
let r = randomN = Math.floor(Math.random() * PIECES.length) // 0 -> 6
return new Piece( PIECES[r][0],PIECES[r][1]);
}

let p = randomPiece();

// The Object Piece

function Piece(tetromino,color){
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

// fill function
class Piece {
constructor(tetromino,color) {
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

Piece.prototype.fill = function(color){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
// fill method
fill(color) {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
}
}
}
}
}

// draw a piece to the board

Piece.prototype.draw = function(){
this.fill(this.color);
}

// undraw a piece


Piece.prototype.unDraw = function(){
this.fill(VACANT);
}

// move Down the piece

Piece.prototype.moveDown = function(){
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
// draw a piece to the board
draw() {
this.fill(this.color);
}

}

// move Right the piece
Piece.prototype.moveRight = function(){
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
// undraw a piece
unDraw() {
this.fill(VACANT);
}
}

// move Left the piece
Piece.prototype.moveLeft = function(){
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
// move Down the piece
moveDown() {
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
}
}
}

// rotate the piece
Piece.prototype.rotate = function(){
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
// move Right the piece
moveRight() {
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
}
}

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}

let score = 0;
// move Left the piece
moveLeft() {
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
}
}

Piece.prototype.lock = function(){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
// rotate the piece
rotate() {
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
isRowFull = isRowFull && (board[r][c] != VACANT);

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( y = r; y > 1; y--){
for( c = 0; c < COL; c++){
board[y][c] = board[y-1][c];
}

lock() {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
// the top row board[0][..] has no row above it
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( this.y = r; this.y > 1; this.y--){
for( c = 0; c < COL; c++){
board[this.y][c] = board[this.y-1][c];
}
}
// the top row board[0][..] has no row above it
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
// increment the score
score += 10;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}

// collision fucntion

Piece.prototype.collision = function(x,y,piece){
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
// collision fucntion
collision(x,y,piece) {
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
}
}
}
return false;
}
return false;

}

// CONTROL the piece
let p = randomPiece();

document.addEventListener("keydown",CONTROL);
// CONTROL the piece

function CONTROL(event){
const CONTROL = (event) => {
if(event.keyCode == 37){
p.moveLeft();
dropStart = Date.now();
Expand All@@ -253,11 +247,13 @@ function CONTROL(event){
}
}

document.addEventListener("keydown",CONTROL);

// drop the piece every 1sec

let dropStart = Date.now();
let gameOver = false;
function drop(){
const drop = () => {
let now = Date.now();
let delta = now - dropStart;
if(delta > 1000){
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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2 changes: 1 addition & 1 deletion index.html
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
<html>
<!DOCTYPE html>
<head>
<title>Tetris Game JS</title>
<style>
Expand Down
302 changes: 149 additions & 153 deletions tetris.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -2,13 +2,15 @@ const cvs = document.getElementById("tetris");
const ctx = cvs.getContext("2d");
const scoreElement = document.getElementById("score");

let score = 0;

const ROW = 20;
const COL = COLUMN = 10;
const SQ = squareSize = 20;
const VACANT = "WHITE"; // color of an empty square

// draw a square
function drawSquare(x,y,color){
const drawSquare = (x,y,color) => {
ctx.fillStyle = color;
ctx.fillRect(x*SQ,y*SQ,SQ,SQ);

Expand All@@ -27,7 +29,7 @@ for( r = 0; r <ROW; r++){
}

// draw the board
function drawBoard(){
const drawBoard = () => {
for( r = 0; r <ROW; r++){
for(c = 0; c < COL; c++){
drawSquare(c,r,board[r][c]);
Expand All@@ -51,194 +53,186 @@ const PIECES = [

// generate random pieces

function randomPiece(){
const randomPiece = () => {
let r = randomN = Math.floor(Math.random() * PIECES.length) // 0 -> 6
return new Piece( PIECES[r][0],PIECES[r][1]);
}

let p = randomPiece();

// The Object Piece

function Piece(tetromino,color){
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

// fill function
class Piece {
constructor(tetromino,color) {
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

Piece.prototype.fill = function(color){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
// fill method
fill(color) {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
}
}
}
}
}

// draw a piece to the board

Piece.prototype.draw = function(){
this.fill(this.color);
}

// undraw a piece


Piece.prototype.unDraw = function(){
this.fill(VACANT);
}

// move Down the piece

Piece.prototype.moveDown = function(){
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
// draw a piece to the board
draw() {
this.fill(this.color);
}

}

// move Right the piece
Piece.prototype.moveRight = function(){
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
// undraw a piece
unDraw() {
this.fill(VACANT);
}
}

// move Left the piece
Piece.prototype.moveLeft = function(){
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
// move Down the piece
moveDown() {
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
}
}
}

// rotate the piece
Piece.prototype.rotate = function(){
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
// move Right the piece
moveRight() {
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
}
}

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}

let score = 0;
// move Left the piece
moveLeft() {
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
}
}

Piece.prototype.lock = function(){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
// rotate the piece
rotate() {
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
isRowFull = isRowFull && (board[r][c] != VACANT);

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( y = r; y > 1; y--){
for( c = 0; c < COL; c++){
board[y][c] = board[y-1][c];
}

lock() {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
// the top row board[0][..] has no row above it
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( this.y = r; this.y > 1; this.y--){
for( c = 0; c < COL; c++){
board[this.y][c] = board[this.y-1][c];
}
}
// the top row board[0][..] has no row above it
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
// increment the score
score += 10;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}

// collision fucntion

Piece.prototype.collision = function(x,y,piece){
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
// collision fucntion
collision(x,y,piece) {
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
}
}
}
return false;
}
return false;

}

// CONTROL the piece
let p = randomPiece();

document.addEventListener("keydown",CONTROL);
// CONTROL the piece

function CONTROL(event){
const CONTROL = (event) => {
if(event.keyCode == 37){
p.moveLeft();
dropStart = Date.now();
Expand All@@ -253,11 +247,13 @@ function CONTROL(event){
}
}

document.addEventListener("keydown",CONTROL);

// drop the piece every 1sec

let dropStart = Date.now();
let gameOver = false;
function drop(){
const drop = () => {
let now = Date.now();
let delta = now - dropStart;
if(delta > 1000){
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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2 changes: 1 addition & 1 deletion index.html
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
<html>
<!DOCTYPE html>
<head>
<title>Tetris Game JS</title>
<style>
Expand Down
302 changes: 149 additions & 153 deletions tetris.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -2,13 +2,15 @@ const cvs = document.getElementById("tetris");
const ctx = cvs.getContext("2d");
const scoreElement = document.getElementById("score");

let score = 0;

const ROW = 20;
const COL = COLUMN = 10;
const SQ = squareSize = 20;
const VACANT = "WHITE"; // color of an empty square

// draw a square
function drawSquare(x,y,color){
const drawSquare = (x,y,color) => {
ctx.fillStyle = color;
ctx.fillRect(x*SQ,y*SQ,SQ,SQ);

Expand All@@ -27,7 +29,7 @@ for( r = 0; r <ROW; r++){
}

// draw the board
function drawBoard(){
const drawBoard = () => {
for( r = 0; r <ROW; r++){
for(c = 0; c < COL; c++){
drawSquare(c,r,board[r][c]);
Expand All@@ -51,194 +53,186 @@ const PIECES = [

// generate random pieces

function randomPiece(){
const randomPiece = () => {
let r = randomN = Math.floor(Math.random() * PIECES.length) // 0 -> 6
return new Piece( PIECES[r][0],PIECES[r][1]);
}

let p = randomPiece();

// The Object Piece

function Piece(tetromino,color){
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

// fill function
class Piece {
constructor(tetromino,color) {
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

Piece.prototype.fill = function(color){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
// fill method
fill(color) {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
}
}
}
}
}

// draw a piece to the board

Piece.prototype.draw = function(){
this.fill(this.color);
}

// undraw a piece


Piece.prototype.unDraw = function(){
this.fill(VACANT);
}

// move Down the piece

Piece.prototype.moveDown = function(){
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
// draw a piece to the board
draw() {
this.fill(this.color);
}

}

// move Right the piece
Piece.prototype.moveRight = function(){
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
// undraw a piece
unDraw() {
this.fill(VACANT);
}
}

// move Left the piece
Piece.prototype.moveLeft = function(){
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
// move Down the piece
moveDown() {
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
}
}
}

// rotate the piece
Piece.prototype.rotate = function(){
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
// move Right the piece
moveRight() {
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
}
}

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}

let score = 0;
// move Left the piece
moveLeft() {
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
}
}

Piece.prototype.lock = function(){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
// rotate the piece
rotate() {
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
isRowFull = isRowFull && (board[r][c] != VACANT);

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( y = r; y > 1; y--){
for( c = 0; c < COL; c++){
board[y][c] = board[y-1][c];
}

lock() {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
// the top row board[0][..] has no row above it
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( this.y = r; this.y > 1; this.y--){
for( c = 0; c < COL; c++){
board[this.y][c] = board[this.y-1][c];
}
}
// the top row board[0][..] has no row above it
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
// increment the score
score += 10;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}

// collision fucntion

Piece.prototype.collision = function(x,y,piece){
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
// collision fucntion
collision(x,y,piece) {
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
}
}
}
return false;
}
return false;

}

// CONTROL the piece
let p = randomPiece();

document.addEventListener("keydown",CONTROL);
// CONTROL the piece

function CONTROL(event){
const CONTROL = (event) => {
if(event.keyCode == 37){
p.moveLeft();
dropStart = Date.now();
Expand All@@ -253,11 +247,13 @@ function CONTROL(event){
}
}

document.addEventListener("keydown",CONTROL);

// drop the piece every 1sec

let dropStart = Date.now();
let gameOver = false;
function drop(){
const drop = () => {
let now = Date.now();
let delta = now - dropStart;
if(delta > 1000){
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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2 changes: 1 addition & 1 deletion index.html
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
<html>
<!DOCTYPE html>
<head>
<title>Tetris Game JS</title>
<style>
Expand Down
302 changes: 149 additions & 153 deletions tetris.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -2,13 +2,15 @@ const cvs = document.getElementById("tetris");
const ctx = cvs.getContext("2d");
const scoreElement = document.getElementById("score");

let score = 0;

const ROW = 20;
const COL = COLUMN = 10;
const SQ = squareSize = 20;
const VACANT = "WHITE"; // color of an empty square

// draw a square
function drawSquare(x,y,color){
const drawSquare = (x,y,color) => {
ctx.fillStyle = color;
ctx.fillRect(x*SQ,y*SQ,SQ,SQ);

Expand All@@ -27,7 +29,7 @@ for( r = 0; r <ROW; r++){
}

// draw the board
function drawBoard(){
const drawBoard = () => {
for( r = 0; r <ROW; r++){
for(c = 0; c < COL; c++){
drawSquare(c,r,board[r][c]);
Expand All@@ -51,194 +53,186 @@ const PIECES = [

// generate random pieces

function randomPiece(){
const randomPiece = () => {
let r = randomN = Math.floor(Math.random() * PIECES.length) // 0 -> 6
return new Piece( PIECES[r][0],PIECES[r][1]);
}

let p = randomPiece();

// The Object Piece

function Piece(tetromino,color){
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

// fill function
class Piece {
constructor(tetromino,color) {
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

Piece.prototype.fill = function(color){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
// fill method
fill(color) {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
}
}
}
}
}

// draw a piece to the board

Piece.prototype.draw = function(){
this.fill(this.color);
}

// undraw a piece


Piece.prototype.unDraw = function(){
this.fill(VACANT);
}

// move Down the piece

Piece.prototype.moveDown = function(){
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
// draw a piece to the board
draw() {
this.fill(this.color);
}

}

// move Right the piece
Piece.prototype.moveRight = function(){
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
// undraw a piece
unDraw() {
this.fill(VACANT);
}
}

// move Left the piece
Piece.prototype.moveLeft = function(){
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
// move Down the piece
moveDown() {
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
}
}
}

// rotate the piece
Piece.prototype.rotate = function(){
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
// move Right the piece
moveRight() {
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
}
}

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}

let score = 0;
// move Left the piece
moveLeft() {
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
}
}

Piece.prototype.lock = function(){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
// rotate the piece
rotate() {
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
isRowFull = isRowFull && (board[r][c] != VACANT);

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( y = r; y > 1; y--){
for( c = 0; c < COL; c++){
board[y][c] = board[y-1][c];
}

lock() {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
// the top row board[0][..] has no row above it
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( this.y = r; this.y > 1; this.y--){
for( c = 0; c < COL; c++){
board[this.y][c] = board[this.y-1][c];
}
}
// the top row board[0][..] has no row above it
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
// increment the score
score += 10;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}

// collision fucntion

Piece.prototype.collision = function(x,y,piece){
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
// collision fucntion
collision(x,y,piece) {
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
}
}
}
return false;
}
return false;

}

// CONTROL the piece
let p = randomPiece();

document.addEventListener("keydown",CONTROL);
// CONTROL the piece

function CONTROL(event){
const CONTROL = (event) => {
if(event.keyCode == 37){
p.moveLeft();
dropStart = Date.now();
Expand All@@ -253,11 +247,13 @@ function CONTROL(event){
}
}

document.addEventListener("keydown",CONTROL);

// drop the piece every 1sec

let dropStart = Date.now();
let gameOver = false;
function drop(){
const drop = () => {
let now = Date.now();
let delta = now - dropStart;
if(delta > 1000){
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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2 changes: 1 addition & 1 deletion index.html
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
<html>
<!DOCTYPE html>
<head>
<title>Tetris Game JS</title>
<style>
Expand Down
302 changes: 149 additions & 153 deletions tetris.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -2,13 +2,15 @@ const cvs = document.getElementById("tetris");
const ctx = cvs.getContext("2d");
const scoreElement = document.getElementById("score");

let score = 0;

const ROW = 20;
const COL = COLUMN = 10;
const SQ = squareSize = 20;
const VACANT = "WHITE"; // color of an empty square

// draw a square
function drawSquare(x,y,color){
const drawSquare = (x,y,color) => {
ctx.fillStyle = color;
ctx.fillRect(x*SQ,y*SQ,SQ,SQ);

Expand All@@ -27,7 +29,7 @@ for( r = 0; r <ROW; r++){
}

// draw the board
function drawBoard(){
const drawBoard = () => {
for( r = 0; r <ROW; r++){
for(c = 0; c < COL; c++){
drawSquare(c,r,board[r][c]);
Expand All@@ -51,194 +53,186 @@ const PIECES = [

// generate random pieces

function randomPiece(){
const randomPiece = () => {
let r = randomN = Math.floor(Math.random() * PIECES.length) // 0 -> 6
return new Piece( PIECES[r][0],PIECES[r][1]);
}

let p = randomPiece();

// The Object Piece

function Piece(tetromino,color){
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

// fill function
class Piece {
constructor(tetromino,color) {
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

Piece.prototype.fill = function(color){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
// fill method
fill(color) {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
}
}
}
}
}

// draw a piece to the board

Piece.prototype.draw = function(){
this.fill(this.color);
}

// undraw a piece


Piece.prototype.unDraw = function(){
this.fill(VACANT);
}

// move Down the piece

Piece.prototype.moveDown = function(){
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
// draw a piece to the board
draw() {
this.fill(this.color);
}

}

// move Right the piece
Piece.prototype.moveRight = function(){
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
// undraw a piece
unDraw() {
this.fill(VACANT);
}
}

// move Left the piece
Piece.prototype.moveLeft = function(){
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
// move Down the piece
moveDown() {
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
}
}
}

// rotate the piece
Piece.prototype.rotate = function(){
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
// move Right the piece
moveRight() {
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
}
}

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}

let score = 0;
// move Left the piece
moveLeft() {
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
}
}

Piece.prototype.lock = function(){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
// rotate the piece
rotate() {
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
isRowFull = isRowFull && (board[r][c] != VACANT);

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( y = r; y > 1; y--){
for( c = 0; c < COL; c++){
board[y][c] = board[y-1][c];
}

lock() {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
// the top row board[0][..] has no row above it
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( this.y = r; this.y > 1; this.y--){
for( c = 0; c < COL; c++){
board[this.y][c] = board[this.y-1][c];
}
}
// the top row board[0][..] has no row above it
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
// increment the score
score += 10;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}

// collision fucntion

Piece.prototype.collision = function(x,y,piece){
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
// collision fucntion
collision(x,y,piece) {
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
}
}
}
return false;
}
return false;

}

// CONTROL the piece
let p = randomPiece();

document.addEventListener("keydown",CONTROL);
// CONTROL the piece

function CONTROL(event){
const CONTROL = (event) => {
if(event.keyCode == 37){
p.moveLeft();
dropStart = Date.now();
Expand All@@ -253,11 +247,13 @@ function CONTROL(event){
}
}

document.addEventListener("keydown",CONTROL);

// drop the piece every 1sec

let dropStart = Date.now();
let gameOver = false;
function drop(){
const drop = () => {
let now = Date.now();
let delta = now - dropStart;
if(delta > 1000){
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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2 changes: 1 addition & 1 deletion index.html
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
<html>
<!DOCTYPE html>
<head>
<title>Tetris Game JS</title>
<style>
Expand Down
302 changes: 149 additions & 153 deletions tetris.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -2,13 +2,15 @@ const cvs = document.getElementById("tetris");
const ctx = cvs.getContext("2d");
const scoreElement = document.getElementById("score");

let score = 0;

const ROW = 20;
const COL = COLUMN = 10;
const SQ = squareSize = 20;
const VACANT = "WHITE"; // color of an empty square

// draw a square
function drawSquare(x,y,color){
const drawSquare = (x,y,color) => {
ctx.fillStyle = color;
ctx.fillRect(x*SQ,y*SQ,SQ,SQ);

Expand All@@ -27,7 +29,7 @@ for( r = 0; r <ROW; r++){
}

// draw the board
function drawBoard(){
const drawBoard = () => {
for( r = 0; r <ROW; r++){
for(c = 0; c < COL; c++){
drawSquare(c,r,board[r][c]);
Expand All@@ -51,194 +53,186 @@ const PIECES = [

// generate random pieces

function randomPiece(){
const randomPiece = () => {
let r = randomN = Math.floor(Math.random() * PIECES.length) // 0 -> 6
return new Piece( PIECES[r][0],PIECES[r][1]);
}

let p = randomPiece();

// The Object Piece

function Piece(tetromino,color){
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

// fill function
class Piece {
constructor(tetromino,color) {
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

Piece.prototype.fill = function(color){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
// fill method
fill(color) {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
}
}
}
}
}

// draw a piece to the board

Piece.prototype.draw = function(){
this.fill(this.color);
}

// undraw a piece


Piece.prototype.unDraw = function(){
this.fill(VACANT);
}

// move Down the piece

Piece.prototype.moveDown = function(){
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
// draw a piece to the board
draw() {
this.fill(this.color);
}

}

// move Right the piece
Piece.prototype.moveRight = function(){
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
// undraw a piece
unDraw() {
this.fill(VACANT);
}
}

// move Left the piece
Piece.prototype.moveLeft = function(){
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
// move Down the piece
moveDown() {
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
}
}
}

// rotate the piece
Piece.prototype.rotate = function(){
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
// move Right the piece
moveRight() {
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
}
}

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}

let score = 0;
// move Left the piece
moveLeft() {
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
}
}

Piece.prototype.lock = function(){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
// rotate the piece
rotate() {
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
isRowFull = isRowFull && (board[r][c] != VACANT);

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( y = r; y > 1; y--){
for( c = 0; c < COL; c++){
board[y][c] = board[y-1][c];
}

lock() {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
// the top row board[0][..] has no row above it
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( this.y = r; this.y > 1; this.y--){
for( c = 0; c < COL; c++){
board[this.y][c] = board[this.y-1][c];
}
}
// the top row board[0][..] has no row above it
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
// increment the score
score += 10;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}

// collision fucntion

Piece.prototype.collision = function(x,y,piece){
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
// collision fucntion
collision(x,y,piece) {
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
}
}
}
return false;
}
return false;

}

// CONTROL the piece
let p = randomPiece();

document.addEventListener("keydown",CONTROL);
// CONTROL the piece

function CONTROL(event){
const CONTROL = (event) => {
if(event.keyCode == 37){
p.moveLeft();
dropStart = Date.now();
Expand All@@ -253,11 +247,13 @@ function CONTROL(event){
}
}

document.addEventListener("keydown",CONTROL);

// drop the piece every 1sec

let dropStart = Date.now();
let gameOver = false;
function drop(){
const drop = () => {
let now = Date.now();
let delta = now - dropStart;
if(delta > 1000){
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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2 changes: 1 addition & 1 deletion index.html
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
<html>
<!DOCTYPE html>
<head>
<title>Tetris Game JS</title>
<style>
Expand Down
302 changes: 149 additions & 153 deletions tetris.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -2,13 +2,15 @@ const cvs = document.getElementById("tetris");
const ctx = cvs.getContext("2d");
const scoreElement = document.getElementById("score");

let score = 0;

const ROW = 20;
const COL = COLUMN = 10;
const SQ = squareSize = 20;
const VACANT = "WHITE"; // color of an empty square

// draw a square
function drawSquare(x,y,color){
const drawSquare = (x,y,color) => {
ctx.fillStyle = color;
ctx.fillRect(x*SQ,y*SQ,SQ,SQ);

Expand All@@ -27,7 +29,7 @@ for( r = 0; r <ROW; r++){
}

// draw the board
function drawBoard(){
const drawBoard = () => {
for( r = 0; r <ROW; r++){
for(c = 0; c < COL; c++){
drawSquare(c,r,board[r][c]);
Expand All@@ -51,194 +53,186 @@ const PIECES = [

// generate random pieces

function randomPiece(){
const randomPiece = () => {
let r = randomN = Math.floor(Math.random() * PIECES.length) // 0 -> 6
return new Piece( PIECES[r][0],PIECES[r][1]);
}

let p = randomPiece();

// The Object Piece

function Piece(tetromino,color){
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

// fill function
class Piece {
constructor(tetromino,color) {
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

Piece.prototype.fill = function(color){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
// fill method
fill(color) {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
}
}
}
}
}

// draw a piece to the board

Piece.prototype.draw = function(){
this.fill(this.color);
}

// undraw a piece


Piece.prototype.unDraw = function(){
this.fill(VACANT);
}

// move Down the piece

Piece.prototype.moveDown = function(){
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
// draw a piece to the board
draw() {
this.fill(this.color);
}

}

// move Right the piece
Piece.prototype.moveRight = function(){
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
// undraw a piece
unDraw() {
this.fill(VACANT);
}
}

// move Left the piece
Piece.prototype.moveLeft = function(){
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
// move Down the piece
moveDown() {
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
}
}
}

// rotate the piece
Piece.prototype.rotate = function(){
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
// move Right the piece
moveRight() {
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
}
}

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}

let score = 0;
// move Left the piece
moveLeft() {
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
}
}

Piece.prototype.lock = function(){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
// rotate the piece
rotate() {
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
isRowFull = isRowFull && (board[r][c] != VACANT);

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( y = r; y > 1; y--){
for( c = 0; c < COL; c++){
board[y][c] = board[y-1][c];
}

lock() {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
// the top row board[0][..] has no row above it
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( this.y = r; this.y > 1; this.y--){
for( c = 0; c < COL; c++){
board[this.y][c] = board[this.y-1][c];
}
}
// the top row board[0][..] has no row above it
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
// increment the score
score += 10;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}

// collision fucntion

Piece.prototype.collision = function(x,y,piece){
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
// collision fucntion
collision(x,y,piece) {
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
}
}
}
return false;
}
return false;

}

// CONTROL the piece
let p = randomPiece();

document.addEventListener("keydown",CONTROL);
// CONTROL the piece

function CONTROL(event){
const CONTROL = (event) => {
if(event.keyCode == 37){
p.moveLeft();
dropStart = Date.now();
Expand All@@ -253,11 +247,13 @@ function CONTROL(event){
}
}

document.addEventListener("keydown",CONTROL);

// drop the piece every 1sec

let dropStart = Date.now();
let gameOver = false;
function drop(){
const drop = () => {
let now = Date.now();
let delta = now - dropStart;
if(delta > 1000){
Expand Down
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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2 changes: 1 addition & 1 deletion index.html
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
<html>
<!DOCTYPE html>
<head>
<title>Tetris Game JS</title>
<style>
Expand Down
302 changes: 149 additions & 153 deletions tetris.js
Original file line numberDiff line numberDiff line change
Expand Up@@ -2,13 +2,15 @@ const cvs = document.getElementById("tetris");
const ctx = cvs.getContext("2d");
const scoreElement = document.getElementById("score");

let score = 0;

const ROW = 20;
const COL = COLUMN = 10;
const SQ = squareSize = 20;
const VACANT = "WHITE"; // color of an empty square

// draw a square
function drawSquare(x,y,color){
const drawSquare = (x,y,color) => {
ctx.fillStyle = color;
ctx.fillRect(x*SQ,y*SQ,SQ,SQ);

Expand All@@ -27,7 +29,7 @@ for( r = 0; r <ROW; r++){
}

// draw the board
function drawBoard(){
const drawBoard = () => {
for( r = 0; r <ROW; r++){
for(c = 0; c < COL; c++){
drawSquare(c,r,board[r][c]);
Expand All@@ -51,194 +53,186 @@ const PIECES = [

// generate random pieces

function randomPiece(){
const randomPiece = () => {
let r = randomN = Math.floor(Math.random() * PIECES.length) // 0 -> 6
return new Piece( PIECES[r][0],PIECES[r][1]);
}

let p = randomPiece();

// The Object Piece

function Piece(tetromino,color){
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

// fill function
class Piece {
constructor(tetromino,color) {
this.tetromino = tetromino;
this.color = color;

this.tetrominoN = 0; // we start from the first pattern
this.activeTetromino = this.tetromino[this.tetrominoN];

// we need to control the pieces
this.x = 3;
this.y = -2;
}

Piece.prototype.fill = function(color){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
// fill method
fill(color) {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we draw only occupied squares
if( this.activeTetromino[r][c]){
drawSquare(this.x + c,this.y + r, color);
}
}
}
}
}

// draw a piece to the board

Piece.prototype.draw = function(){
this.fill(this.color);
}

// undraw a piece


Piece.prototype.unDraw = function(){
this.fill(VACANT);
}

// move Down the piece

Piece.prototype.moveDown = function(){
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
// draw a piece to the board
draw() {
this.fill(this.color);
}

}

// move Right the piece
Piece.prototype.moveRight = function(){
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
// undraw a piece
unDraw() {
this.fill(VACANT);
}
}

// move Left the piece
Piece.prototype.moveLeft = function(){
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
// move Down the piece
moveDown() {
if(!this.collision(0,1,this.activeTetromino)){
this.unDraw();
this.y++;
this.draw();
}else{
// we lock the piece and generate a new one
this.lock();
p = randomPiece();
}
}
}

// rotate the piece
Piece.prototype.rotate = function(){
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
// move Right the piece
moveRight() {
if(!this.collision(1,0,this.activeTetromino)){
this.unDraw();
this.x++;
this.draw();
}
}

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
}

let score = 0;
// move Left the piece
moveLeft() {
if(!this.collision(-1,0,this.activeTetromino)){
this.unDraw();
this.x--;
this.draw();
}
}

Piece.prototype.lock = function(){
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
// rotate the piece
rotate() {
let nextPattern = this.tetromino[(this.tetrominoN + 1)%this.tetromino.length];
let kick = 0;

if(this.collision(0,0,nextPattern)){
if(this.x > COL/2){
// it's the right wall
kick = -1; // we need to move the piece to the left
}else{
// it's the left wall
kick = 1; // we need to move the piece to the right
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
isRowFull = isRowFull && (board[r][c] != VACANT);

if(!this.collision(kick,0,nextPattern)){
this.unDraw();
this.x += kick;
this.tetrominoN = (this.tetrominoN + 1)%this.tetromino.length; // (0+1)%4 => 1
this.activeTetromino = this.tetromino[this.tetrominoN];
this.draw();
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( y = r; y > 1; y--){
for( c = 0; c < COL; c++){
board[y][c] = board[y-1][c];
}

lock() {
for( r = 0; r < this.activeTetromino.length; r++){
for(c = 0; c < this.activeTetromino.length; c++){
// we skip the vacant squares
if( !this.activeTetromino[r][c]){
continue;
}
// pieces to lock on top = game over
if(this.y + r < 0){
alert("Game Over");
// stop request animation frame
gameOver = true;
break;
}
// we lock the piece
board[this.y+r][this.x+c] = this.color;
}
// the top row board[0][..] has no row above it
}
// remove full rows
for(r = 0; r < ROW; r++){
let isRowFull = true;
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
isRowFull = isRowFull && (board[r][c] != VACANT);
}
if(isRowFull){
// if the row is full
// we move down all the rows above it
for( this.y = r; this.y > 1; this.y--){
for( c = 0; c < COL; c++){
board[this.y][c] = board[this.y-1][c];
}
}
// the top row board[0][..] has no row above it
for( c = 0; c < COL; c++){
board[0][c] = VACANT;
}
// increment the score
score += 10;
}
// increment the score
score += 10;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}
// update the board
drawBoard();

// update the score
scoreElement.innerHTML = score;
}

// collision fucntion

Piece.prototype.collision = function(x,y,piece){
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
// collision fucntion
collision(x,y,piece) {
for( r = 0; r < piece.length; r++){
for(c = 0; c < piece.length; c++){
// if the square is empty, we skip it
if(!piece[r][c]){
continue;
}
// coordinates of the piece after movement
let newX = this.x + c + x;
let newY = this.y + r + y;

// conditions
if(newX < 0 || newX >= COL || newY >= ROW){
return true;
}
// skip newY < 0; board[-1] will crush our game
if(newY < 0){
continue;
}
// check if there is a locked piece alrady in place
if( board[newY][newX] != VACANT){
return true;
}
}
}
return false;
}
return false;

}

// CONTROL the piece
let p = randomPiece();

document.addEventListener("keydown",CONTROL);
// CONTROL the piece

function CONTROL(event){
const CONTROL = (event) => {
if(event.keyCode == 37){
p.moveLeft();
dropStart = Date.now();
Expand All@@ -253,11 +247,13 @@ function CONTROL(event){
}
}

document.addEventListener("keydown",CONTROL);

// drop the piece every 1sec

let dropStart = Date.now();
let gameOver = false;
function drop(){
const drop = () => {
let now = Date.now();
let delta = now - dropStart;
if(delta > 1000){
Expand Down