modulaire tetris

This commit is contained in:
2026-02-19 14:18:27 +01:00
parent 276e6867a9
commit 4e7a9fdee7
7 changed files with 958 additions and 806 deletions
+51 -1
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@@ -51,4 +51,54 @@ DATABASE
- historique de la game, qui a dessine quoi precedemment ainsi que les timers des rounds, sera aussi utile si on veut faire les stats de compte a l'avenir. - historique de la game, qui a dessine quoi precedemment ainsi que les timers des rounds, sera aussi utile si on veut faire les stats de compte a l'avenir.
- contient la liste des mots utilisable par les joueurs - contient la liste des mots utilisable par les joueurs
21/01 Ajout de avatar_url dans la table users 21/01 Ajout de avatar_url dans la table users
/////////////////////////////////////////////////////////////////////////////////////////
TETRIS
Feuille de route
- Ajout du jeu Tetris au projet Transcendence
- Bouton Tetris qui redirige vers une page dédiée (tetris.html)
- Architecture modulaire : le monolithe HTML a été découpé en 5 fichiers séparés :
tetris.html — structure de la page
tetris.css — styles (thème cyberpunk)
pieces.js — définition des 7 pièces Tetris et leurs rotations
tetris.js — logique du jeu (classe Tetris)
renderer.js — rendu canvas (grille, hold, next)
ui.js — glue UI : boutons, overlay, liaison game ↔ DOM
Architecture — classe Tetris (tetris.js)
Constructeur
new Tetris(onRender, onGameOver)
onRender : callback appelé à chaque frame pour redessiner
onGameOver : callback appelé avec le score final
Méthodes publiques
start() — initialise et lance une partie
stop() — arrête la partie en cours
pause() — bascule pause / reprise
configure({ timeToDown, — modifie les paramètres de difficulté
hardening, (efficace uniquement avant start()
decrementTTD }) pour timeToDown)
Paramètres de difficulté (configurables via le panneau Settings)
timeToDown (ms, défaut 1000) — intervalle entre deux descentes automatiques.
Plus la valeur est petite, plus le jeu est rapide.
hardening (pts, défaut 1000) — nombre de points de score cumulés avant chaque
accélération. Augmenter = progression plus lente.
decrementTTD (ms, défaut 100) — réduction de timeToDown à chaque palier atteint.
Augmenter = accélération plus brutale.
Flux de jeu
spawn → tick (toutes les timeToDown ms) → moveDown ou lockPiece
→ verifierLignes (score + lignes) → _makeHarder → spawn suivant
→ game over si la pièce spawne dans une case occupée
Contrôles clavier
← → Déplacer la pièce
↓ Descente douce (+1 pt)
Espace Hard drop (+2 pts par case)
Q Rotation gauche
W Rotation droite
C Hold (stocker / échanger la pièce courante)
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@@ -0,0 +1,99 @@
// ─────────────────────────────────────────────
// PIÈCES
// ─────────────────────────────────────────────
class Piece {
constructor(startX, startY) {
this.position = { x: startX, y: startY };
this.currentRotation = 0;
this.rotations = this.defineRotations();
this.shape = this.rotations[0];
this.color = this.getColor();
}
defineRotations() { return [[[1]]]; }
getColor() { return 1; }
getPosition() { return { ...this.position }; }
getShape() { return this.shape; }
moveDown() { this.position.y++; }
moveLeft() { this.position.x--; }
moveRight() { this.position.x++; }
rotateLeft() {
this.currentRotation = (this.currentRotation - 1 + this.rotations.length) % this.rotations.length;
this.shape = this.rotations[this.currentRotation];
}
rotateRight() {
this.currentRotation = (this.currentRotation + 1) % this.rotations.length;
this.shape = this.rotations[this.currentRotation];
}
}
class PieceT extends Piece {
defineRotations() {
return [
[[0,1,0],[1,1,1],[0,0,0]],
[[0,1,0],[0,1,1],[0,1,0]],
[[0,0,0],[1,1,1],[0,1,0]],
[[0,1,0],[1,1,0],[0,1,0]]
];
}
getColor() { return 1; }
}
class PieceL extends Piece {
defineRotations() {
return [
[[0,0,1],[1,1,1],[0,0,0]],
[[0,1,0],[0,1,0],[0,1,1]],
[[0,0,0],[1,1,1],[1,0,0]],
[[1,1,0],[0,1,0],[0,1,0]]
];
}
getColor() { return 2; }
}
class PieceReverseL extends Piece {
defineRotations() {
return [
[[1,0,0],[1,1,1],[0,0,0]],
[[0,1,1],[0,1,0],[0,1,0]],
[[0,0,0],[1,1,1],[0,0,1]],
[[0,1,0],[0,1,0],[1,1,0]]
];
}
getColor() { return 3; }
}
class PieceI extends Piece {
defineRotations() {
return [
[[0,0,0,0],[1,1,1,1],[0,0,0,0],[0,0,0,0]],
[[0,0,1,0],[0,0,1,0],[0,0,1,0],[0,0,1,0]]
];
}
getColor() { return 4; }
}
class PieceZ extends Piece {
defineRotations() {
return [
[[1,1,0],[0,1,1],[0,0,0]],
[[0,0,1],[0,1,1],[0,1,0]]
];
}
getColor() { return 5; }
}
class PieceReverseZ extends Piece {
defineRotations() {
return [
[[0,1,1],[1,1,0],[0,0,0]],
[[0,1,0],[0,1,1],[0,0,1]]
];
}
getColor() { return 6; }
}
class PieceO extends Piece {
defineRotations() { return [[[1,1],[1,1]]]; }
getColor() { return 7; }
}
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// ─────────────────────────────────────────────
// RENDU
// ─────────────────────────────────────────────
const CELL = 30;
const COLORS = ['#070712','#a855f7','#f97316','#3b82f6','#06b6d4','#ef4444','#22c55e','#eab308'];
const ctxMain = document.getElementById('canvas-main').getContext('2d');
const ctxNext = document.getElementById('canvas-next').getContext('2d');
const ctxHold = document.getElementById('canvas-hold').getContext('2d');
function drawCell(ctx, x, y, colorIndex, size) {
const p = 1;
ctx.fillStyle = COLORS[colorIndex];
ctx.fillRect(x * size + p, y * size + p, size - p * 2, size - p * 2);
// Highlight
ctx.fillStyle = 'rgba(255,255,255,0.25)';
ctx.fillRect(x * size + p, y * size + p, size - p * 2, 3);
ctx.fillRect(x * size + p, y * size + p, 3, size - p * 2);
// Ombre
ctx.fillStyle = 'rgba(0,0,0,0.35)';
ctx.fillRect(x * size + p, (y + 1) * size - p - 3, size - p * 2, 3);
ctx.fillRect((x + 1) * size - p - 3, y * size + p, 3, size - p * 2);
}
function clearCanvas(ctx, w, h) {
ctx.fillStyle = '#070712';
ctx.fillRect(0, 0, w, h);
}
function drawGridLines(ctx, cols, rows, size) {
ctx.strokeStyle = 'rgba(255,255,255,0.04)';
ctx.lineWidth = 1;
for (let x = 0; x <= cols; x++) {
ctx.beginPath(); ctx.moveTo(x * size, 0); ctx.lineTo(x * size, rows * size); ctx.stroke();
}
for (let y = 0; y <= rows; y++) {
ctx.beginPath(); ctx.moveTo(0, y * size); ctx.lineTo(cols * size, y * size); ctx.stroke();
}
}
function drawGhost(ctx, piece, grid) {
if (!piece) return;
const ghost = { x: piece.getPosition().x, y: piece.getPosition().y };
const shape = piece.getShape();
while (true) {
ghost.y++;
let valid = true;
for (let row = 0; row < shape.length && valid; row++)
for (let col = 0; col < shape[row].length && valid; col++)
if (shape[row][col] !== 0) {
const ny = ghost.y + row;
const nx = ghost.x + col;
if (ny >= grid.length || grid[ny][nx] !== 0) valid = false;
}
if (!valid) { ghost.y--; break; }
}
if (ghost.y === piece.getPosition().y) return;
ctx.strokeStyle = 'rgba(255,255,255,0.15)';
ctx.lineWidth = 1;
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0)
ctx.strokeRect(
(ghost.x + col) * CELL + 2,
(ghost.y + row) * CELL + 2,
CELL - 4, CELL - 4
);
}
function drawMiniPiece(ctx, piece, canvasW, canvasH) {
clearCanvas(ctx, canvasW, canvasH);
if (!piece) return;
const shape = piece.getShape();
const color = piece.getColor();
const s = 20;
const offsetX = Math.floor((canvasW / s - shape[0].length) / 2);
const offsetY = Math.floor((canvasH / s - shape.length) / 2);
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0)
drawCell(ctx, offsetX + col, offsetY + row, color, s);
}
function render() {
// Grille principale
clearCanvas(ctxMain, 300, 600);
drawGridLines(ctxMain, 10, 20, CELL);
for (let y = 0; y < game.grid.length; y++)
for (let x = 0; x < game.grid[y].length; x++)
if (game.grid[y][x] !== 0)
drawCell(ctxMain, x, y, game.grid[y][x], CELL);
// Ghost + pièce courante
if (game.currentPiece) {
drawGhost(ctxMain, game.currentPiece, game.grid);
const { x, y } = game.currentPiece.getPosition();
const shape = game.currentPiece.getShape();
const color = game.currentPiece.getColor();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0)
drawCell(ctxMain, x + col, y + row, color, CELL);
}
// Panneaux miniatures
drawMiniPiece(ctxNext, game.nextPiece, 100, 80);
drawMiniPiece(ctxHold, game.storedPiece, 100, 80);
// Score
document.getElementById('score-display').textContent = game.score;
}
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:root {
--bg: #070712;
--panel: #0d0d1f;
--border: #1a1a3e;
--accent: #00ffe7;
--accent2:#ff00aa;
--dim: #3a3a6a;
--text: #c0c0e0;
}
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
background: var(--bg);
font-family: 'Share Tech Mono', monospace;
color: var(--text);
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
overflow: hidden;
}
body::before {
content: '';
position: fixed;
inset: 0;
background-image:
linear-gradient(rgba(0,255,231,0.03) 1px, transparent 1px),
linear-gradient(90deg, rgba(0,255,231,0.03) 1px, transparent 1px);
background-size: 40px 40px;
pointer-events: none;
z-index: 0;
}
h1 {
font-family: 'Orbitron', monospace;
font-weight: 900;
font-size: 2.2rem;
letter-spacing: 0.4em;
color: var(--accent);
text-shadow: 0 0 20px var(--accent), 0 0 40px var(--accent);
margin-bottom: 20px;
position: relative;
z-index: 1;
}
#app {
display: flex;
gap: 16px;
align-items: flex-start;
position: relative;
z-index: 1;
}
.panel {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 6px;
padding: 14px;
width: 130px;
box-shadow: 0 0 20px rgba(0,255,231,0.05);
}
.panel-title {
font-family: 'Orbitron', monospace;
font-size: 0.6rem;
letter-spacing: 0.2em;
color: var(--accent);
text-transform: uppercase;
margin-bottom: 10px;
text-align: center;
}
canvas { display: block; border-radius: 4px; }
#canvas-main {
border: 1px solid var(--border);
box-shadow: 0 0 30px rgba(0,255,231,0.08), inset 0 0 30px rgba(0,0,0,0.5);
}
#canvas-next, #canvas-hold {
border: 1px solid var(--border);
margin: 0 auto;
}
.score-block {
margin-top: 14px;
text-align: center;
}
.score-label {
font-size: 0.55rem;
letter-spacing: 0.2em;
color: var(--dim);
text-transform: uppercase;
margin-bottom: 4px;
}
.score-value {
font-family: 'Orbitron', monospace;
font-size: 1.4rem;
font-weight: 700;
color: var(--accent);
text-shadow: 0 0 10px var(--accent);
}
.btn-group {
display: flex;
flex-direction: column;
gap: 8px;
margin-top: 14px;
}
button {
font-family: 'Orbitron', monospace;
font-size: 0.55rem;
letter-spacing: 0.15em;
font-weight: 700;
text-transform: uppercase;
padding: 10px 8px;
border: 1px solid;
border-radius: 4px;
cursor: pointer;
transition: all 0.2s;
background: transparent;
width: 100%;
}
#btn-start { color: var(--accent); border-color: var(--accent); }
#btn-start:hover:not(:disabled) { background: var(--accent); color: var(--bg); box-shadow: 0 0 15px var(--accent); }
#btn-pause { color: var(--accent2); border-color: var(--accent2); }
#btn-pause:hover:not(:disabled) { background: var(--accent2); color: var(--bg); box-shadow: 0 0 15px var(--accent2); }
#btn-stop { color: #ef4444; border-color: #ef4444; }
#btn-stop:hover:not(:disabled) { background: #ef4444; color: var(--bg); box-shadow: 0 0 15px #ef4444; }
button:disabled { opacity: 0.3; cursor: not-allowed; }
.controls-list {
margin-top: 14px;
font-size: 0.6rem;
line-height: 2;
color: var(--dim);
}
.controls-list span { color: var(--text); }
#main-wrapper { position: relative; }
#overlay {
display: none;
position: absolute;
top: 0; left: 0;
width: 300px;
height: 600px;
background: rgba(7,7,18,0.88);
border-radius: 4px;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 12px;
z-index: 10;
pointer-events: none;
}
#overlay.visible { display: flex; }
#overlay-title {
font-family: 'Orbitron', monospace;
font-size: 1.4rem;
font-weight: 900;
letter-spacing: 0.2em;
color: var(--accent2);
text-shadow: 0 0 20px var(--accent2);
}
#overlay-score {
font-family: 'Orbitron', monospace;
font-size: 0.9rem;
color: var(--accent);
}
/* ── Settings Panel ── */
#settings-panel {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 6px;
padding: 14px 20px;
margin-top: 0px; /* plus bas */
margin-left: -800px; /* vers la gauche */
box-shadow: 0 0 20px rgba(0,255,231,0.05);
position: relative;
z-index: 1;
display: flex;
flex-direction: column;
gap: 10px;
width: fit-content;
}
.settings-title {
font-family: 'Orbitron', monospace;
font-size: 0.6rem;
letter-spacing: 0.2em;
color: var(--accent);
text-transform: uppercase;
text-align: center;
margin-bottom: 4px;
}
.settings-row {
display: flex;
align-items: center;
justify-content: space-between;
gap: 16px;
font-size: 0.6rem;
color: var(--dim);
letter-spacing: 0.05em;
}
#settings-panel input[type="number"] {
background: var(--bg);
border: 1px solid var(--border);
border-radius: 4px;
color: var(--accent);
font-family: 'Orbitron', monospace;
font-size: 0.65rem;
padding: 4px 8px;
width: 80px;
text-align: right;
outline: none;
transition: border-color 0.2s;
}
#settings-panel input[type="number"]:focus {
border-color: var(--accent);
box-shadow: 0 0 8px rgba(0,255,231,0.2);
}
#settings-panel input[type="number"]:disabled {
opacity: 0.3;
cursor: not-allowed;
}
+23 -805
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@@ -5,190 +5,7 @@
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>TETRIS</title> <title>TETRIS</title>
<link href="https://fonts.googleapis.com/css2?family=Share+Tech+Mono&family=Orbitron:wght@400;700;900&display=swap" rel="stylesheet"> <link href="https://fonts.googleapis.com/css2?family=Share+Tech+Mono&family=Orbitron:wght@400;700;900&display=swap" rel="stylesheet">
<style> <link rel="stylesheet" href="tetris.css">
:root {
--bg: #070712;
--panel: #0d0d1f;
--border: #1a1a3e;
--accent: #00ffe7;
--accent2:#ff00aa;
--dim: #3a3a6a;
--text: #c0c0e0;
}
* { margin: 0; padding: 0; box-sizing: border-box; }
body {
background: var(--bg);
font-family: 'Share Tech Mono', monospace;
color: var(--text);
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
overflow: hidden;
}
body::before {
content: '';
position: fixed;
inset: 0;
background-image:
linear-gradient(rgba(0,255,231,0.03) 1px, transparent 1px),
linear-gradient(90deg, rgba(0,255,231,0.03) 1px, transparent 1px);
background-size: 40px 40px;
pointer-events: none;
z-index: 0;
}
h1 {
font-family: 'Orbitron', monospace;
font-weight: 900;
font-size: 2.2rem;
letter-spacing: 0.4em;
color: var(--accent);
text-shadow: 0 0 20px var(--accent), 0 0 40px var(--accent);
margin-bottom: 20px;
position: relative;
z-index: 1;
}
#app {
display: flex;
gap: 16px;
align-items: flex-start;
position: relative;
z-index: 1;
}
.panel {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 6px;
padding: 14px;
width: 130px;
box-shadow: 0 0 20px rgba(0,255,231,0.05);
}
.panel-title {
font-family: 'Orbitron', monospace;
font-size: 0.6rem;
letter-spacing: 0.2em;
color: var(--accent);
text-transform: uppercase;
margin-bottom: 10px;
text-align: center;
}
canvas { display: block; border-radius: 4px; }
#canvas-main {
border: 1px solid var(--border);
box-shadow: 0 0 30px rgba(0,255,231,0.08), inset 0 0 30px rgba(0,0,0,0.5);
}
#canvas-next, #canvas-hold {
border: 1px solid var(--border);
margin: 0 auto;
}
.score-block {
margin-top: 14px;
text-align: center;
}
.score-label {
font-size: 0.55rem;
letter-spacing: 0.2em;
color: var(--dim);
text-transform: uppercase;
margin-bottom: 4px;
}
.score-value {
font-family: 'Orbitron', monospace;
font-size: 1.4rem;
font-weight: 700;
color: var(--accent);
text-shadow: 0 0 10px var(--accent);
}
.btn-group {
display: flex;
flex-direction: column;
gap: 8px;
margin-top: 14px;
}
button {
font-family: 'Orbitron', monospace;
font-size: 0.55rem;
letter-spacing: 0.15em;
font-weight: 700;
text-transform: uppercase;
padding: 10px 8px;
border: 1px solid;
border-radius: 4px;
cursor: pointer;
transition: all 0.2s;
background: transparent;
width: 100%;
}
#btn-start { color: var(--accent); border-color: var(--accent); }
#btn-start:hover:not(:disabled) { background: var(--accent); color: var(--bg); box-shadow: 0 0 15px var(--accent); }
#btn-pause { color: var(--accent2); border-color: var(--accent2); }
#btn-pause:hover:not(:disabled) { background: var(--accent2); color: var(--bg); box-shadow: 0 0 15px var(--accent2); }
#btn-stop { color: #ef4444; border-color: #ef4444; }
#btn-stop:hover:not(:disabled) { background: #ef4444; color: var(--bg); box-shadow: 0 0 15px #ef4444; }
button:disabled { opacity: 0.3; cursor: not-allowed; }
.controls-list {
margin-top: 14px;
font-size: 0.6rem;
line-height: 2;
color: var(--dim);
}
.controls-list span { color: var(--text); }
#main-wrapper { position: relative; }
#overlay {
display: none;
position: absolute;
top: 0; left: 0;
width: 300px;
height: 600px;
background: rgba(7,7,18,0.88);
border-radius: 4px;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 12px;
z-index: 10;
pointer-events: none;
}
#overlay.visible { display: flex; }
#overlay-title {
font-family: 'Orbitron', monospace;
font-size: 1.4rem;
font-weight: 900;
letter-spacing: 0.2em;
color: var(--accent2);
text-shadow: 0 0 20px var(--accent2);
}
#overlay-score {
font-family: 'Orbitron', monospace;
font-size: 0.9rem;
color: var(--accent);
}
</style>
</head> </head>
<body> <body>
@@ -212,7 +29,6 @@
<button id="btn-stop" disabled>Stop</button> <button id="btn-stop" disabled>Stop</button>
</div> </div>
</div> </div>
<!-- Grille principale --> <!-- Grille principale -->
<div id="main-wrapper"> <div id="main-wrapper">
<canvas id="canvas-main" width="300" height="600"></canvas> <canvas id="canvas-main" width="300" height="600"></canvas>
@@ -238,625 +54,27 @@
</div> </div>
</div> </div>
<!-- Panneau de configuration -->
<script> <div id="settings-panel">
// ───────────────────────────────────────────── <div class="settings-title">Paramètres</div>
// PIÈCES <div class="settings-row">
// ───────────────────────────────────────────── <label for="input-ttd">Vitesse initiale (ms)</label>
<input type="number" id="input-ttd" min="100" max="3000" step="50" value="1000">
class Piece { </div>
constructor(startX, startY) { <div class="settings-row">
this.position = { x: startX, y: startY }; <label for="input-hardening">Points avant accélération</label>
this.currentRotation = 0; <input type="number" id="input-hardening" min="100" max="5000" step="100" value="1000">
this.rotations = this.defineRotations(); </div>
this.shape = this.rotations[0]; <div class="settings-row">
this.color = this.getColor(); <label for="input-decrement">Réduction vitesse (ms)</label>
} <input type="number" id="input-decrement" min="10" max="500" step="10" value="100">
defineRotations() { return [[[1]]]; } </div>
getColor() { return 1; } </div>
getPosition() { return { ...this.position }; }
getShape() { return this.shape; }
moveDown() { this.position.y++; } <script src="pieces.js"></script>
moveLeft() { this.position.x--; } <script src="tetris.js"></script>
moveRight() { this.position.x++; } <script src="renderer.js"></script>
rotateLeft() { <script src="ui.js"></script>
this.currentRotation = (this.currentRotation - 1 + this.rotations.length) % this.rotations.length;
this.shape = this.rotations[this.currentRotation];
}
rotateRight() {
this.currentRotation = (this.currentRotation + 1) % this.rotations.length;
this.shape = this.rotations[this.currentRotation];
}
}
class PieceT extends Piece {
defineRotations() {
return [
[[0,1,0],[1,1,1],[0,0,0]],
[[0,1,0],[0,1,1],[0,1,0]],
[[0,0,0],[1,1,1],[0,1,0]],
[[0,1,0],[1,1,0],[0,1,0]]
];
}
getColor() { return 1; }
}
class PieceL extends Piece {
defineRotations() {
return [
[[0,0,1],[1,1,1],[0,0,0]],
[[0,1,0],[0,1,0],[0,1,1]],
[[0,0,0],[1,1,1],[1,0,0]],
[[1,1,0],[0,1,0],[0,1,0]]
];
}
getColor() { return 2; }
}
class PieceReverseL extends Piece {
defineRotations() {
return [
[[1,0,0],[1,1,1],[0,0,0]],
[[0,1,1],[0,1,0],[0,1,0]],
[[0,0,0],[1,1,1],[0,0,1]],
[[0,1,0],[0,1,0],[1,1,0]]
];
}
getColor() { return 3; }
}
class PieceI extends Piece {
defineRotations() {
return [
[[0,0,0,0],[1,1,1,1],[0,0,0,0],[0,0,0,0]],
[[0,0,1,0],[0,0,1,0],[0,0,1,0],[0,0,1,0]]
];
}
getColor() { return 4; }
}
class PieceZ extends Piece {
defineRotations() {
return [
[[1,1,0],[0,1,1],[0,0,0]],
[[0,0,1],[0,1,1],[0,1,0]]
];
}
getColor() { return 5; }
}
class PieceReverseZ extends Piece {
defineRotations() {
return [
[[0,1,1],[1,1,0],[0,0,0]],
[[0,1,0],[0,1,1],[0,0,1]]
];
}
getColor() { return 6; }
}
class PieceO extends Piece {
defineRotations() { return [[[1,1],[1,1]]]; }
getColor() { return 7; }
}
// ─────────────────────────────────────────────
// LOGIQUE TETRIS
// ─────────────────────────────────────────────
class Tetris {
constructor(onRender, onGameOver) {
this.onRender = onRender;
this.onGameOver = onGameOver;
this.grid = this._createGrid(10, 20);
this.bufferGrid = this._createGrid(10, 5);
this.currentPiece = null;
this.storedPiece = null;
this.nextPiece = null;
this.score = 0;
this.timeToDown = 1000;
this.harding = 1000;
this.decrementTTD = 20;
this.isRunning = false;
this.isPaused = false;
this.canStore = true;
this.animationFrameId = null;
this.lastTime = 0;
this.accumulator = 0;
this._keyHandler = this._handleKey.bind(this);
}
_createGrid(w, h) {
return Array.from({ length: h }, () => Array(w).fill(0));
}
start() {
if (this.isRunning) return;
this.isRunning = true;
this.isPaused = false;
this.grid = this._createGrid(10, 20);
this.score = 0;
this.timeToDown = 1000;
this.storedPiece = null;
this.canStore = true;
this._spawnNewPiece();
document.addEventListener('keydown', this._keyHandler);
this._startGameLoop();
}
stop() {
this.isRunning = false;
this.isPaused = false;
if (this.animationFrameId !== null) {
cancelAnimationFrame(this.animationFrameId);
this.animationFrameId = null;
}
this.accumulator = 0;
this.lastTime = 0;
document.removeEventListener('keydown', this._keyHandler);
}
pause() {
if (!this.isRunning) return;
this.isPaused = !this.isPaused;
if (!this.isPaused) {
this.lastTime = 0;
this._startGameLoop();
}
}
_startGameLoop() {
this.lastTime = 0;
this.accumulator = 0;
const gameLoop = (currentTime) => {
if (!this.isRunning) return;
if (this.isPaused) {
this.animationFrameId = requestAnimationFrame(gameLoop);
return;
}
if (this.lastTime === 0) {
this.lastTime = currentTime;
this.animationFrameId = requestAnimationFrame(gameLoop);
return;
}
const deltaTime = currentTime - this.lastTime;
this.lastTime = currentTime;
this.accumulator += deltaTime;
while (this.accumulator >= this.timeToDown) {
this._tick();
this.accumulator -= this.timeToDown;
if (this.accumulator > this.timeToDown * 3) {
this.accumulator = 0;
break;
}
}
this.onRender();
this.animationFrameId = requestAnimationFrame(gameLoop);
};
this.animationFrameId = requestAnimationFrame(gameLoop);
}
_tick() {
if (!this.currentPiece) return;
if (this._canMoveDown()) {
this.currentPiece.moveDown();
} else {
this._lockPiece();
this.verifierLignes();
this._makeHarder();
this._spawnNewPiece();
this.canStore = true;
if (!this._canSpawn()) this._gameOver();
}
}
_handleKey(e) {
if (!this.isRunning || !this.currentPiece) return;
switch (e.key) {
case 'ArrowLeft':
e.preventDefault();
if (!this.isPaused && this._canMoveLeft()) this.currentPiece.moveLeft();
break;
case 'ArrowRight':
e.preventDefault();
if (!this.isPaused && this._canMoveRight()) this.currentPiece.moveRight();
break;
case 'ArrowDown':
e.preventDefault();
if (!this.isPaused && this._canMoveDown()) {
this.currentPiece.moveDown();
this.score += 1;
this.accumulator = 0;
}
break;
case ' ':
e.preventDefault();
if (!this.isPaused) this._hardDrop();
break;
case 'q': case 'Q':
e.preventDefault();
if (!this.isPaused) this._rotatePiece(-1);
break;
case 'w': case 'W':
e.preventDefault();
if (!this.isPaused) this._rotatePiece(1);
break;
case 'c': case 'C':
e.preventDefault();
if (!this.isPaused) this._storePiece();
break;
}
this.onRender();
}
_hardDrop() {
if (!this.currentPiece) return;
let dist = 0;
while (this._canMoveDown()) { this.currentPiece.moveDown(); dist++; }
this.score += dist * 2;
this._lockPiece();
this.verifierLignes();
this._makeHarder();
this._spawnNewPiece();
this.canStore = true;
this.accumulator = 0;
if (!this._canSpawn()) this._gameOver();
}
_rotatePiece(direction) {
if (!this.currentPiece) return;
const originalPos = { ...this.currentPiece.getPosition() };
if (direction === -1) this.currentPiece.rotateLeft();
else this.currentPiece.rotateRight();
if (!this._isValidPosition()) {
this.currentPiece.moveRight();
if (this._isValidPosition()) return;
this.currentPiece.moveLeft();
this.currentPiece.moveLeft();
if (this._isValidPosition()) return;
this.currentPiece.moveLeft();
if (this._isValidPosition()) return;
this.currentPiece.moveRight();
this.currentPiece.moveRight();
this.currentPiece.position.y--;
if (this._isValidPosition()) return;
this.currentPiece.position.y = originalPos.y;
this.currentPiece.position.x = originalPos.x;
if (direction === -1) this.currentPiece.rotateRight();
else this.currentPiece.rotateLeft();
}
}
_storePiece() {
if (!this.canStore || !this.currentPiece) return;
if (this.storedPiece === null) {
this.storedPiece = this.currentPiece;
this._spawnNewPiece();
} else {
const temp = this.storedPiece;
this.storedPiece = this.currentPiece;
this.currentPiece = temp;
this.currentPiece.position.x = 3;
this.currentPiece.position.y = 0;
}
this.canStore = false;
this.accumulator = 0;
}
_spawnNewPiece() {
this.currentPiece = this.nextPiece || this._createRandomPiece();
this.nextPiece = this._createRandomPiece();
this._updateBufferGrid();
}
_createRandomPiece() {
const types = [PieceT, PieceL, PieceReverseL, PieceI, PieceZ, PieceReverseZ, PieceO];
return new types[Math.floor(Math.random() * types.length)](3, 0);
}
_updateBufferGrid() {
this.bufferGrid = this._createGrid(10, 5);
if (!this.nextPiece) return;
const shape = this.nextPiece.getShape();
const offsetX = Math.floor((10 - shape[0].length) / 2);
for (let y = 0; y < shape.length; y++)
for (let x = 0; x < shape[y].length; x++)
if (shape[y][x] !== 0)
this.bufferGrid[y + 1][x + offsetX] = this.nextPiece.getColor();
}
verifierLignes() {
let cleared = 0;
for (let y = this.grid.length - 1; y >= 0; y--) {
if (this.grid[y].every(c => c !== 0)) {
this.grid.splice(y, 1);
this.grid.unshift(Array(10).fill(0));
cleared++;
y++;
}
}
const points = [0, 100, 300, 500, 800];
this.score += points[cleared] || 0;
}
_makeHarder() {
const prev = Math.floor((this.score - this.harding) / this.harding);
const curr = Math.floor(this.score / this.harding);
if (curr > prev && curr > 0)
this.timeToDown = Math.max(100, this.timeToDown - this.decrementTTD);
}
_canMoveDown() {
if (!this.currentPiece) return false;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0) {
const ny = y + row + 1;
const nx = x + col;
if (ny >= this.grid.length || this.grid[ny][nx] !== 0) return false;
}
return true;
}
_canMoveLeft() {
if (!this.currentPiece) return false;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0) {
const nx = x + col - 1;
if (nx < 0 || this.grid[y + row][nx] !== 0) return false;
}
return true;
}
_canMoveRight() {
if (!this.currentPiece) return false;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0) {
const nx = x + col + 1;
if (nx >= this.grid[0].length || this.grid[y + row][nx] !== 0) return false;
}
return true;
}
_isValidPosition() {
if (!this.currentPiece) return false;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0) {
const gx = x + col;
const gy = y + row;
if (gx < 0 || gx >= this.grid[0].length ||
gy < 0 || gy >= this.grid.length ||
this.grid[gy][gx] !== 0) return false;
}
return true;
}
_canSpawn() { return this._isValidPosition(); }
_lockPiece() {
if (!this.currentPiece) return;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
const color = this.currentPiece.getColor();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0)
this.grid[y + row][x + col] = color;
}
_gameOver() {
this.stop();
this.onGameOver(this.score);
}
}
// ─────────────────────────────────────────────
// RENDU
// ─────────────────────────────────────────────
const CELL = 30;
const COLORS = ['#070712','#a855f7','#f97316','#3b82f6','#06b6d4','#ef4444','#22c55e','#eab308'];
const ctxMain = document.getElementById('canvas-main').getContext('2d');
const ctxNext = document.getElementById('canvas-next').getContext('2d');
const ctxHold = document.getElementById('canvas-hold').getContext('2d');
function drawCell(ctx, x, y, colorIndex, size) {
const p = 1;
ctx.fillStyle = COLORS[colorIndex];
ctx.fillRect(x * size + p, y * size + p, size - p * 2, size - p * 2);
// Highlight
ctx.fillStyle = 'rgba(255,255,255,0.25)';
ctx.fillRect(x * size + p, y * size + p, size - p * 2, 3);
ctx.fillRect(x * size + p, y * size + p, 3, size - p * 2);
// Ombre
ctx.fillStyle = 'rgba(0,0,0,0.35)';
ctx.fillRect(x * size + p, (y + 1) * size - p - 3, size - p * 2, 3);
ctx.fillRect((x + 1) * size - p - 3, y * size + p, 3, size - p * 2);
}
function clearCanvas(ctx, w, h) {
ctx.fillStyle = '#070712';
ctx.fillRect(0, 0, w, h);
}
function drawGridLines(ctx, cols, rows, size) {
ctx.strokeStyle = 'rgba(255,255,255,0.04)';
ctx.lineWidth = 1;
for (let x = 0; x <= cols; x++) {
ctx.beginPath(); ctx.moveTo(x * size, 0); ctx.lineTo(x * size, rows * size); ctx.stroke();
}
for (let y = 0; y <= rows; y++) {
ctx.beginPath(); ctx.moveTo(0, y * size); ctx.lineTo(cols * size, y * size); ctx.stroke();
}
}
function drawGhost(ctx, piece, grid) {
if (!piece) return;
const ghost = { x: piece.getPosition().x, y: piece.getPosition().y };
const shape = piece.getShape();
while (true) {
ghost.y++;
let valid = true;
for (let row = 0; row < shape.length && valid; row++)
for (let col = 0; col < shape[row].length && valid; col++)
if (shape[row][col] !== 0) {
const ny = ghost.y + row;
const nx = ghost.x + col;
if (ny >= grid.length || grid[ny][nx] !== 0) valid = false;
}
if (!valid) { ghost.y--; break; }
}
if (ghost.y === piece.getPosition().y) return;
ctx.strokeStyle = 'rgba(255,255,255,0.15)';
ctx.lineWidth = 1;
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0)
ctx.strokeRect(
(ghost.x + col) * CELL + 2,
(ghost.y + row) * CELL + 2,
CELL - 4, CELL - 4
);
}
function drawMiniPiece(ctx, piece, canvasW, canvasH) {
clearCanvas(ctx, canvasW, canvasH);
if (!piece) return;
const shape = piece.getShape();
const color = piece.getColor();
const s = 20;
const offsetX = Math.floor((canvasW / s - shape[0].length) / 2);
const offsetY = Math.floor((canvasH / s - shape.length) / 2);
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0)
drawCell(ctx, offsetX + col, offsetY + row, color, s);
}
function render() {
// Grille principale
clearCanvas(ctxMain, 300, 600);
drawGridLines(ctxMain, 10, 20, CELL);
for (let y = 0; y < game.grid.length; y++)
for (let x = 0; x < game.grid[y].length; x++)
if (game.grid[y][x] !== 0)
drawCell(ctxMain, x, y, game.grid[y][x], CELL);
// Ghost + pièce courante
if (game.currentPiece) {
drawGhost(ctxMain, game.currentPiece, game.grid);
const { x, y } = game.currentPiece.getPosition();
const shape = game.currentPiece.getShape();
const color = game.currentPiece.getColor();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0)
drawCell(ctxMain, x + col, y + row, color, CELL);
}
// Panneaux miniatures
drawMiniPiece(ctxNext, game.nextPiece, 100, 80);
drawMiniPiece(ctxHold, game.storedPiece, 100, 80);
// Score
document.getElementById('score-display').textContent = game.score;
}
// ─────────────────────────────────────────────
// UI
// ─────────────────────────────────────────────
const btnStart = document.getElementById('btn-start');
const btnPause = document.getElementById('btn-pause');
const btnStop = document.getElementById('btn-stop');
const overlay = document.getElementById('overlay');
function updateButtons() {
btnStart.disabled = game.isRunning;
btnPause.disabled = !game.isRunning;
btnStop.disabled = !game.isRunning;
btnPause.textContent = game.isPaused ? 'Resume' : 'Pause';
}
function showOverlay(title, score) {
document.getElementById('overlay-title').textContent = title;
document.getElementById('overlay-score').textContent = score !== undefined ? `Score : ${score}` : '';
overlay.classList.add('visible');
}
function hideOverlay() {
overlay.classList.remove('visible');
}
// ─────────────────────────────────────────────
// INIT
// ─────────────────────────────────────────────
const game = new Tetris(
() => { render(); updateButtons(); },
(score) => { render(); updateButtons(); showOverlay('GAME OVER', score); }
);
btnStart.addEventListener('click', () => {
hideOverlay();
game.start();
updateButtons();
render();
});
btnPause.addEventListener('click', () => {
game.pause();
updateButtons();
if (game.isPaused) showOverlay('PAUSE');
else hideOverlay();
});
btnStop.addEventListener('click', () => {
game.stop();
updateButtons();
render();
showOverlay('STOPPED');
});
render();
updateButtons();
</script>
</body> </body>
</html> </html>
+350
View File
@@ -0,0 +1,350 @@
// ─────────────────────────────────────────────
// LOGIQUE TETRIS
// ─────────────────────────────────────────────
class Tetris {
constructor(onRender, onGameOver) {
this.onRender = onRender;
this.onGameOver = onGameOver;
this.grid = this._createGrid(10, 20);
this.bufferGrid = this._createGrid(10, 5);
this.currentPiece = null;
this.storedPiece = null;
this.nextPiece = null;
this.score = 0;
this.initialTimeToDown = 1000;
this.timeToDown = 1000;
this.hardening = 1000;
this.count = 0;
this.decrementTTD = 100;
this.isRunning = false;
this.isPaused = false;
this.canStore = true;
this.animationFrameId = null;
this.lastTime = 0;
this.accumulator = 0;
this._keyHandler = this._handleKey.bind(this);
}
configure({ timeToDown, hardening, decrementTTD }) {
if (timeToDown !== undefined) this.initialTimeToDown = this.timeToDown = timeToDown;
if (hardening !== undefined) this.hardening = hardening;
if (decrementTTD !== undefined) this.decrementTTD = decrementTTD;
}
_createGrid(w, h) {
return Array.from({ length: h }, () => Array(w).fill(0));
}
start() {
if (this.isRunning) return;
this.isRunning = true;
this.isPaused = false;
this.grid = this._createGrid(10, 20);
this.score = 0;
this.timeToDown = this.initialTimeToDown;
this.storedPiece = null;
this.canStore = true;
this._spawnNewPiece();
document.addEventListener('keydown', this._keyHandler);
this._startGameLoop();
}
stop() {
this.isRunning = false;
this.isPaused = false;
if (this.animationFrameId !== null) {
cancelAnimationFrame(this.animationFrameId);
this.animationFrameId = null;
}
this.accumulator = 0;
this.lastTime = 0;
document.removeEventListener('keydown', this._keyHandler);
}
pause() {
if (!this.isRunning) return;
this.isPaused = !this.isPaused;
if (!this.isPaused) {
this.lastTime = 0;
this._startGameLoop();
}
}
_startGameLoop() {
this.lastTime = 0;
this.accumulator = 0;
const gameLoop = (currentTime) => {
if (!this.isRunning) return;
if (this.isPaused) {
this.animationFrameId = requestAnimationFrame(gameLoop);
return;
}
if (this.lastTime === 0) {
this.lastTime = currentTime;
this.animationFrameId = requestAnimationFrame(gameLoop);
return;
}
const deltaTime = currentTime - this.lastTime;
this.lastTime = currentTime;
this.accumulator += deltaTime;
while (this.accumulator >= this.timeToDown) {
this._tick();
this.accumulator -= this.timeToDown;
if (this.accumulator > this.timeToDown * 3) {
this.accumulator = 0;
break;
}
}
this.onRender();
this.animationFrameId = requestAnimationFrame(gameLoop);
};
this.animationFrameId = requestAnimationFrame(gameLoop);
}
_tick() {
if (!this.currentPiece) return;
if (this._canMoveDown()) {
this.currentPiece.moveDown();
} else {
this._lockPiece();
this.verifierLignes();
this._makeHarder();
this._spawnNewPiece();
this.canStore = true;
if (!this._canSpawn()) this._gameOver();
}
}
_handleKey(e) {
if (!this.isRunning || !this.currentPiece) return;
switch (e.key) {
case 'ArrowLeft':
e.preventDefault();
if (!this.isPaused && this._canMoveLeft()) this.currentPiece.moveLeft();
break;
case 'ArrowRight':
e.preventDefault();
if (!this.isPaused && this._canMoveRight()) this.currentPiece.moveRight();
break;
case 'ArrowDown':
e.preventDefault();
if (!this.isPaused && this._canMoveDown()) {
this.currentPiece.moveDown();
this.score += 1;
this.accumulator = 0;
}
break;
case ' ':
e.preventDefault();
if (!this.isPaused) this._hardDrop();
break;
case 'q': case 'Q':
e.preventDefault();
if (!this.isPaused) this._rotatePiece(-1);
break;
case 'w': case 'W':
e.preventDefault();
if (!this.isPaused) this._rotatePiece(1);
break;
case 'c': case 'C':
e.preventDefault();
if (!this.isPaused) this._storePiece();
break;
}
this.onRender();
}
_hardDrop() {
if (!this.currentPiece) return;
let dist = 0;
while (this._canMoveDown()) { this.currentPiece.moveDown(); dist++; }
this.score += dist * 2;
this._lockPiece();
this.verifierLignes();
this._makeHarder();
this._spawnNewPiece();
this.canStore = true;
this.accumulator = 0;
if (!this._canSpawn()) this._gameOver();
}
_rotatePiece(direction) {
if (!this.currentPiece) return;
const originalPos = { ...this.currentPiece.getPosition() };
if (direction === -1) this.currentPiece.rotateLeft();
else this.currentPiece.rotateRight();
if (!this._isValidPosition()) {
this.currentPiece.moveRight();
if (this._isValidPosition()) return;
this.currentPiece.moveLeft();
this.currentPiece.moveLeft();
if (this._isValidPosition()) return;
this.currentPiece.moveLeft();
if (this._isValidPosition()) return;
this.currentPiece.moveRight();
this.currentPiece.moveRight();
this.currentPiece.position.y--;
if (this._isValidPosition()) return;
this.currentPiece.position.y = originalPos.y;
this.currentPiece.position.x = originalPos.x;
if (direction === -1) this.currentPiece.rotateRight();
else this.currentPiece.rotateLeft();
}
}
_storePiece() {
if (!this.canStore || !this.currentPiece) return;
if (this.storedPiece === null) {
this.storedPiece = this.currentPiece;
this._spawnNewPiece();
} else {
const temp = this.storedPiece;
this.storedPiece = this.currentPiece;
this.currentPiece = temp;
this.currentPiece.position.x = 3;
this.currentPiece.position.y = 0;
}
this.canStore = false;
this.accumulator = 0;
}
_spawnNewPiece() {
this.currentPiece = this.nextPiece || this._createRandomPiece();
this.nextPiece = this._createRandomPiece();
this._updateBufferGrid();
}
_createRandomPiece() {
const types = [PieceT, PieceL, PieceReverseL, PieceI, PieceZ, PieceReverseZ, PieceO];
return new types[Math.floor(Math.random() * types.length)](3, 0);
}
_updateBufferGrid() {
this.bufferGrid = this._createGrid(10, 5);
if (!this.nextPiece) return;
const shape = this.nextPiece.getShape();
const offsetX = Math.floor((10 - shape[0].length) / 2);
for (let y = 0; y < shape.length; y++)
for (let x = 0; x < shape[y].length; x++)
if (shape[y][x] !== 0)
this.bufferGrid[y + 1][x + offsetX] = this.nextPiece.getColor();
}
verifierLignes() {
let cleared = 0;
for (let y = this.grid.length - 1; y >= 0; y--) {
if (this.grid[y].every(c => c !== 0)) {
this.grid.splice(y, 1);
this.grid.unshift(Array(10).fill(0));
cleared++;
y++;
}
}
const points = [0, 100, 300, 500, 800];
this.score += points[cleared];
this.count += points[cleared];
}
_makeHarder() {
if (this.count >= this.hardening){
this.count = 0;
this.timeToDown -= this.decrementTTD;
}
}
_canMoveDown() {
if (!this.currentPiece) return false;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0) {
const ny = y + row + 1;
const nx = x + col;
if (ny >= this.grid.length || this.grid[ny][nx] !== 0) return false;
}
return true;
}
_canMoveLeft() {
if (!this.currentPiece) return false;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0) {
const nx = x + col - 1;
if (nx < 0 || this.grid[y + row][nx] !== 0) return false;
}
return true;
}
_canMoveRight() {
if (!this.currentPiece) return false;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0) {
const nx = x + col + 1;
if (nx >= this.grid[0].length || this.grid[y + row][nx] !== 0) return false;
}
return true;
}
_isValidPosition() {
if (!this.currentPiece) return false;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0) {
const gx = x + col;
const gy = y + row;
if (gx < 0 || gx >= this.grid[0].length ||
gy < 0 || gy >= this.grid.length ||
this.grid[gy][gx] !== 0) return false;
}
return true;
}
_canSpawn() { return this._isValidPosition(); }
_lockPiece() {
if (!this.currentPiece) return;
const { x, y } = this.currentPiece.getPosition();
const shape = this.currentPiece.getShape();
const color = this.currentPiece.getColor();
for (let row = 0; row < shape.length; row++)
for (let col = 0; col < shape[row].length; col++)
if (shape[row][col] !== 0)
this.grid[y + row][x + col] = color;
}
_gameOver() {
this.stop();
this.onGameOver(this.score);
}
}
+76
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@@ -0,0 +1,76 @@
// ─────────────────────────────────────────────
// UI
// ─────────────────────────────────────────────
const btnStart = document.getElementById('btn-start');
const btnPause = document.getElementById('btn-pause');
const btnStop = document.getElementById('btn-stop');
const overlay = document.getElementById('overlay');
const inputTTD = document.getElementById('input-ttd');
const inputHardening = document.getElementById('input-hardening');
const inputDecrement = document.getElementById('input-decrement');
function updateButtons() {
btnStart.disabled = game.isRunning;
btnPause.disabled = !game.isRunning;
btnStop.disabled = !game.isRunning;
btnPause.textContent = game.isPaused ? 'Resume' : 'Pause';
inputTTD.disabled = game.isRunning;
inputHardening.disabled = game.isRunning;
inputDecrement.disabled = game.isRunning;
}
function showOverlay(title, score) {
document.getElementById('overlay-title').textContent = title;
document.getElementById('overlay-score').textContent = score !== undefined ? `Score : ${score}` : '';
overlay.classList.add('visible');
}
function hideOverlay() {
overlay.classList.remove('visible');
}
// ─────────────────────────────────────────────
// INIT
// ─────────────────────────────────────────────
const game = new Tetris(
() => { render(); updateButtons(); },
(score) => { render(); updateButtons(); showOverlay('GAME OVER', score); }
);
btnStart.addEventListener('click', () => {
hideOverlay();
game.start();
updateButtons();
render();
});
btnPause.addEventListener('click', () => {
game.pause();
updateButtons();
if (game.isPaused) showOverlay('PAUSE');
else hideOverlay();
});
btnStop.addEventListener('click', () => {
game.stop();
updateButtons();
render();
showOverlay('STOPPED');
});
function applySettings() {
game.configure({
timeToDown: parseInt(inputTTD.value, 10),
hardening: parseInt(inputHardening.value, 10),
decrementTTD: parseInt(inputDecrement.value, 10),
});
}
inputTTD.addEventListener('change', applySettings);
inputHardening.addEventListener('change', applySettings);
inputDecrement.addEventListener('change', applySettings);
render();
updateButtons();