<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Tetris Game</title>
    <style>
        body {
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            margin: 0;
            background: #000;
        }
        canvas {
            border: 1px solid #fff;
        }
    </style>
</head>
<body>
    <canvas id="tetris"></canvas>
    <script>
        const canvas = document.getElementById('tetris');
        const context = canvas.getContext('2d');
        const scale = 20;
        const columns = 10;
        const rows = 20;

        canvas.width = columns * scale;
        canvas.height = rows * scale;
        context.scale(scale, scale);

        function createMatrix(width, height) {
            const matrix = [];
            while (height--) {
                matrix.push(new Array(width).fill(0));
            }
            return matrix;
        }

        const tetrominoes = {
            T: [
                [0, 1, 0],
                [1, 1, 1],
                [0, 0, 0],
            ],
            O: [
                [1, 1],
                [1, 1],
            ],
            L: [
                [0, 0, 1],
                [1, 1, 1],
                [0, 0, 0],
            ],
            J: [
                [1, 0, 0],
                [1, 1, 1],
                [0, 0, 0],
            ],
            I: [
                [0, 0, 0, 0],
                [1, 1, 1, 1],
                [0, 0, 0, 0],
                [0, 0, 0, 0],
            ],
            S: [
                [0, 1, 1],
                [1, 1, 0],
                [0, 0, 0],
            ],
            Z: [
                [1, 1, 0],
                [0, 1, 1],
                [0, 0, 0],
            ]
        };

        function drawMatrix(matrix, offset) {
            matrix.forEach((row, y) => {
                row.forEach((value, x) => {
                    if (value !== 0) {
                        context.fillStyle = 'red';
                        context.fillRect(x + offset.x, y + offset.y, 1, 1);
                    }
                });
            });
        }

        function merge(arena, player) {
            player.matrix.forEach((row, y) => {
                row.forEach((value, x) => {
                    if (value !== 0) {
                        arena[y + player.pos.y][x + player.pos.x] = value;
                    }
                });
            });
        }

        function arenaSweep() {
            let rowCount = 1;
            for (let y = arena.length - 1; y > 0; --y) {
                if (arena[y].every(value => value !== 0)) {
                    arena.splice(y, 1);
                    arena.unshift(new Array(columns).fill(0));
                    rowCount *= 2;
                }
            }
        }

        function collide(arena, player) {
            const [matrix, offset] = [player.matrix, player.pos];
            for (let y = 0; y < matrix.length; ++y) {
                for (let x = 0; x < matrix[y].length; ++x) {
                    if (matrix[y][x] !== 0 && (arena[y + offset.y] && arena[y + offset.y][x + offset.x]) !== 0) {
                        return true;
                    }
                }
            }
            return false;
        }

        function playerDrop() {
            player.pos.y++;
            if (collide(arena, player)) {
                player.pos.y--;
                merge(arena, player);
                playerReset();
                arenaSweep();
            }
            dropCounter = 0;
        }

        function playerMove(dir) {
            player.pos.x += dir;
            if (collide(arena, player)) {
                player.pos.x -= dir;
            }
        }

        function rotate(matrix, dir) {
            for (let y = 0; y < matrix.length; ++y) {
                for (let x = 0; x < y; ++x) {
                    [matrix[x][y], matrix[y][x]] = [matrix[y][x], matrix[x][y]];
                }
            }
            if (dir > 0) {
                matrix.forEach(row => row.reverse());
            } else {
                matrix.reverse();
            }
        }

        function playerReset() {
            const pieces = 'TJLOSZI';
            player.matrix = tetrominoes[pieces[pieces.length * Math.random() | 0]];
            player.pos.y = 0;
            player.pos.x = (columns / 2 | 0) - (player.matrix[0].length / 2 | 0);
            if (collide(arena, player)) {
                arena.forEach(row => row.fill(0));
            }
        }

        let dropCounter = 0;
        let dropInterval = 1000;
        let lastTime = 0;
        function update(time = 0) {
            const deltaTime = time - lastTime;
            lastTime = time;
            dropCounter += deltaTime;
            if (dropCounter > dropInterval) {
                playerDrop();
            }
            draw();
            requestAnimationFrame(update);
        }

        function draw() {
            context.fillStyle = '#000';
            context.fillRect(0, 0, canvas.width / scale, canvas.height / scale);
            drawMatrix(arena, { x: 0, y: 0 });
            drawMatrix(player.matrix, player.pos);
        }

        const player = {
            pos: { x: 0, y: 0 },
            matrix: null,
        };

        const arena = createMatrix(columns, rows);

        playerReset();
        update();

        document.addEventListener('keydown', event => {
            if (event.key === 'ArrowLeft') {
                playerMove(-1);
            } else if (event.key === 'ArrowRight') {
                playerMove(1);
            } else if (event.key === 'ArrowDown') {
                playerDrop();
            } else if (event.key === 'ArrowUp') {
                rotate(player.matrix, 1);
            }
        });
    </script>
</body>
</html>