var COLS = 10, ROWS = 20;
var board = [];
var lose;
var interval;
var current; // current moving shape
var currentX, currentY; // position of current shape
var shapes = [
[ 1, 1, 1, 1 ],
[ 1, 1, 1, 0,
1 ],
[ 1, 1, 1, 0,
0, 0, 1 ],
[ 1, 1, 0, 0,
1, 1 ],
[ 1, 1, 0, 0,
0, 1, 1 ],
[ 0, 1, 1, 0,
1, 1 ],
[ 0, 1, 0, 0,
1, 1, 1 ]
];
let images = [];
let imagePaths = ["https://opengameart.org/sites/default/files/forum-attachments/grass20.png","https://www.hioutlet.com/sm/product/24540/Saddle-swash.jpg"];
let chosenPic = 0;
var colors = [
'cyan', 'orange', 'blue', 'yellow', 'red', 'green', 'purple'
];
// creates a new 4x4 shape in global variable 'current'
// 4x4 so as to cover the size when the shape is rotated
function newShape() {
var id = Math.floor( Math.random() * shapes.length );
var shape = shapes[ id ]; // maintain id for color filling
current = [];
for ( var y = 0; y < 4; ++y ) {
current[ y ] = [];
for ( var x = 0; x < 4; ++x ) {
var i = 4 * y + x;
if ( typeof shape[ i ] != 'undefined' && shape[ i ] ) {
current[ y ][ x ] = id + 1;
}
else {
current[ y ][ x ] = 0;
}
}
}
// position where the shape will evolve
currentX = 5;
currentY = 0;
}
// clears the board
function init() {
for ( var y = 0; y < ROWS; ++y ) {
board[ y ] = [];
for ( var x = 0; x < COLS; ++x ) {
board[ y ][ x ] = 0;
}
}
}
// keep the element moving down, creating new shapes and clearing lines
function tick() {
if ( valid( 0, 1 ) ) {
++currentY;
}
// if the element settled
else {
freeze();
clearLines();
if (lose) {
newGame();
return false;
}
newShape();
}
}
// stop shape at its position and fix it to board
function freeze() {
for ( var y = 0; y < 4; ++y ) {
for ( var x = 0; x < 4; ++x ) {
if ( current[ y ][ x ] ) {
board[ y + currentY ][ x + currentX ] = current[ y ][ x ];
}
}
}
}
// returns rotates the rotated shape 'current' perpendicularly anticlockwise
function rotate( current ) {
var newCurrent = [];
for ( var y = 0; y < 4; ++y ) {
newCurrent[ y ] = [];
for ( var x = 0; x < 4; ++x ) {
newCurrent[ y ][ x ] = current[ 3 - x ][ y ];
}
}
return newCurrent;
}
// check if any lines are filled and clear them
function clearLines() {
for ( var y = ROWS - 1; y >= 0; --y ) {
var rowFilled = true;
for ( var x = 0; x < COLS; ++x ) {
if ( board[ y ][ x ] == 0 ) {
rowFilled = false;
break;
}
}
if ( rowFilled ) {
document.getElementById( 'clearsound' ).play();
for ( var yy = y; yy > 0; --yy ) {
for ( var x = 0; x < COLS; ++x ) {
board[ yy ][ x ] = board[ yy - 1 ][ x ];
}
}
++y;
}
}
}
function keyPress( key ) {
switch ( key ) {
case 'left':
if ( valid( -1 ) ) {
--currentX;
}
break;
case 'right':
if ( valid( 1 ) ) {
++currentX;
}
break;
case 'down':
if ( valid( 0, 1 ) ) {
++currentY;
}
break;
case 'rotate':
var rotated = rotate( current );
if ( valid( 0, 0, rotated ) ) {
current = rotated;
}
break;
}
}
// checks if the resulting position of current shape will be feasible
function valid( offsetX, offsetY, newCurrent ) {
offsetX = offsetX || 0;
offsetY = offsetY || 0;
offsetX = currentX + offsetX;
offsetY = currentY + offsetY;
newCurrent = newCurrent || current;
for ( var y = 0; y < 4; ++y ) {
for ( var x = 0; x < 4; ++x ) {
if ( newCurrent[ y ][ x ] ) {
if ( typeof board[ y + offsetY ] == 'undefined'
|| typeof board[ y + offsetY ][ x + offsetX ] == 'undefined'
|| board[ y + offsetY ][ x + offsetX ]
|| x + offsetX < 0
|| y + offsetY >= ROWS
|| x + offsetX >= COLS ) {
if (offsetY == 1) lose = true; // lose if the current shape at the top row when checked
return false;
}
}
}
}
return true;
}
function newGame() {
clearInterval(interval);
init();
newShape();
lose = false;
interval = setInterval( tick, 250 );
}
var ctx = mycan.getContext( '2d' );
var W = 300, H = 600;
mycan.width = W;
mycan.height= H;
var BLOCK_W = W / COLS, BLOCK_H = H / ROWS;
// draw a single square at (x, y)
function drawBlock( x, y ) {
ctx.drawImage(images[chosenPic],BLOCK_W * x, BLOCK_H * y, BLOCK_W - 1 , BLOCK_H - 1);
//ctx.fillRect( BLOCK_W * x, BLOCK_H * y, BLOCK_W - 1 , BLOCK_H - 1 );
ctx.strokeRect( BLOCK_W * x, BLOCK_H * y, BLOCK_W - 1 , BLOCK_H - 1 );
}
// draws the board and the moving shape
function render() {
ctx.clearRect( 0, 0, W, H );
ctx.strokeStyle = 'black';
for ( var x = 0; x < COLS; ++x ) {
for ( var y = 0; y < ROWS; ++y ) {
if ( board[ y ][ x ] ) {
ctx.fillStyle = colors[ board[ y ][ x ] - 1 ];
chosenPic = Object.keys(colors)[board[ y ][ x ] - 1] %2;
drawBlock( x, y );
}
}
}
ctx.fillStyle = 'red';
ctx.strokeStyle = 'black';
for ( var y = 0; y < 4; ++y ) {
for ( var x = 0; x < 4; ++x ) {
if ( current[ y ][ x ] ) {
ctx.fillStyle = colors[ current[ y ][ x ] - 1 ];
chosenPic = Object.keys(colors)[current[ y ][ x ] - 1] %2;
drawBlock( currentX + x, currentY + y );
}
}
}
}
for(let cur of shapes)
{
images.push(new Image());
images[images.length-1].src = imagePaths[Math.floor(Math.random()*imagePaths.length)];
let imagePromise = new Promise((resolve, reject) => {
images[images.length-1].onload = () => {resolve(true)};
});
imagePromise.then(()=>{
newGame();
setInterval( render, 30 );
});
}
<canvas id=mycan ></canvas>