retrait du bouton restart

This commit is contained in:
2026-03-01 16:25:19 +01:00
parent eeb9e7bf4d
commit 7fda24a6cc
5 changed files with 421 additions and 8 deletions
+4 -4
View File
@@ -178,14 +178,14 @@ button {
}
#btn-restart {
color: var(--accent);
border-color: var(--accent);
color: var(--accent2);
border-color: var(--accent2);
}
#btn-restart:hover:not(:disabled){
background: var(--accent);
background: var(--accent2);
color: var(--bg);
box-shadow: 0 0 15px var(--accent);
box-shadow: 0 0 15px var(--accent2);
}
#btn-pause {
@@ -41,7 +41,6 @@
<div class="btn-group">
<button id="btn-start">Start</button>
<button id="btn-restart" disabled>Restart</button>
<button id="btn-pause" disabled>Pause</button>
<button id="btn-stop" disabled>Stop</button>
</div>
+6 -1
View File
@@ -1,6 +1,6 @@
// ─────────────────────────────────────────────
// LOGIQUE TETRIS
// ─────────────────────────────────────────────
// ───────────────────────────────────────────
class Tetris {
constructor(onRender, onGameOver, onBlockPlaced = null, onLinesCleared = null) {
@@ -72,6 +72,11 @@ class Tetris {
document.removeEventListener('keydown', this._keyHandler);
}
restart() {
this.stop();
this.start();
}
pause() {
if (!this.isRunning) return;
this.isPaused = !this.isPaused;
@@ -0,0 +1,401 @@
// ─────────────────────────────────────────────
// LOGIQUE TETRIS
// ─────────────────────────────────────────────
class Tetris {
constructor(onRender, onGameOver, onBlockPlaced = null, onLinesCleared = null) {
this.onRender = onRender;
this.onGameOver = onGameOver;
this.onBlockPlaced = onBlockPlaced;
this.onLinesCleared = onLinesCleared;
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.lastLandingCol = 4;
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.count = 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.isRunning && 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(true);
}
}
_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(true);
}
_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];
if (this.onLinesCleared && cleared > 0)
this.onLinesCleared(cleared, this.lastLandingCol);
}
_makeHarder() {
if (this.count >= this.hardening) {
this.count = 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 < 0) continue; // encore au-dessus de la grille
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) {
if (y + row < 0) continue; // au-dessus de la grille
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) {
if (y + row < 0) continue; // au-dessus de la grille
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 && y + row >= 0)
this.grid[y + row][x + col] = color;
this.lastLandingCol = x + Math.floor(shape[0].length / 2);
if (this.onBlockPlaced) this.onBlockPlaced(this.grid.map(r => [...r]));
}
addGarbageLines(lines) {
if (!this.isRunning || !lines.length) return;
this.grid.splice(0, lines.length);
for (const line of lines) this.grid.push([...line]); // ...line pour faire une copie independante
// La grille a remonté de lines.length lignes — on remonte la pièce du même décalage
// pour qu'elle reste dans la même position relative aux blocs verrouillés.
if (this.currentPiece) {
this.currentPiece.position.y -= lines.length;
}
if (this.grid[0].some(c => c !== 0)) { this._gameOver(false); return; }
if (!this._isValidPositionAllowTop()) this._gameOver(false);
}
// Comme _isValidPosition mais tolère gy < 0 (zone tampon au-dessus de la grille après garbage)
_isValidPositionAllowTop() {
if (!this.currentPiece) return true;
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 gy = y + row;
const gx = x + col;
if (gy < 0) continue; // au-dessus de la grille : OK
if (gx < 0 || gx >= this.grid[0].length ||
gy >= this.grid.length ||
this.grid[gy][gx] !== 0) return false;
}
return true;
}
_gameOver(validBlock = false) {
}
}
_gameOver(validBlock = false) {
this.stop();
this.onGameOver(this.score, validBlock);
}
restart() {
this.stop();
this.start();
}
}
+9 -1
View File
@@ -168,5 +168,13 @@ inputTTD.addEventListener('change', applySettings);
inputHardening.addEventListener('change', applySettings);
inputDecrement.addEventListener('change', applySettings);
render();
btnRestart.addEventListener('click', () => {
if (duel && duel.isReady) {
// In duel mode, we don't restart from client side - let server handle it
return;
} else {
game.restart();
updateButtons();
render();
}
});