<!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>