retrait du bouton restart
This commit is contained in:
@@ -178,14 +178,14 @@ button {
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}
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#btn-restart {
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color: var(--accent);
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border-color: var(--accent);
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color: var(--accent2);
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border-color: var(--accent2);
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}
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#btn-restart:hover:not(:disabled){
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background: var(--accent);
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background: var(--accent2);
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color: var(--bg);
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box-shadow: 0 0 15px var(--accent);
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box-shadow: 0 0 15px var(--accent2);
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}
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#btn-pause {
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@@ -41,7 +41,6 @@
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<div class="btn-group">
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<button id="btn-start">Start</button>
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<button id="btn-restart" disabled>Restart</button>
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<button id="btn-pause" disabled>Pause</button>
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<button id="btn-stop" disabled>Stop</button>
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</div>
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@@ -1,6 +1,6 @@
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// ─────────────────────────────────────────────
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// LOGIQUE TETRIS
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// ─────────────────────────────────────────────
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// ───────────────────────────────────────────
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class Tetris {
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constructor(onRender, onGameOver, onBlockPlaced = null, onLinesCleared = null) {
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@@ -72,6 +72,11 @@ class Tetris {
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document.removeEventListener('keydown', this._keyHandler);
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}
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restart() {
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this.stop();
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this.start();
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}
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pause() {
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if (!this.isRunning) return;
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this.isPaused = !this.isPaused;
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@@ -0,0 +1,401 @@
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// ─────────────────────────────────────────────
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// LOGIQUE TETRIS
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// ─────────────────────────────────────────────
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class Tetris {
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constructor(onRender, onGameOver, onBlockPlaced = null, onLinesCleared = null) {
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this.onRender = onRender;
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this.onGameOver = onGameOver;
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this.onBlockPlaced = onBlockPlaced;
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this.onLinesCleared = onLinesCleared;
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this.grid = this._createGrid(10, 20);
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this.bufferGrid = this._createGrid(10, 5);
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this.currentPiece = null;
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this.storedPiece = null;
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this.nextPiece = null;
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this.score = 0;
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this.initialTimeToDown = 1000;
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this.timeToDown = 1000;
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this.hardening = 1000;
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this.count = 0;
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this.decrementTTD = 100;
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this.lastLandingCol = 4;
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this.isRunning = false;
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this.isPaused = false;
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this.canStore = true;
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this.animationFrameId = null;
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this.lastTime = 0;
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this.accumulator = 0;
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this._keyHandler = this._handleKey.bind(this);
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}
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configure({ timeToDown, hardening, decrementTTD }) {
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if (timeToDown !== undefined) this.initialTimeToDown = this.timeToDown = timeToDown;
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if (hardening !== undefined) this.hardening = hardening;
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if (decrementTTD !== undefined) this.decrementTTD = decrementTTD;
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}
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_createGrid(w, h) {
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return Array.from({ length: h }, () => Array(w).fill(0));
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}
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start() {
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if (this.isRunning) return;
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this.isRunning = true;
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this.isPaused = false;
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this.grid = this._createGrid(10, 20);
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this.score = 0;
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this.count = 0;
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this.timeToDown = this.initialTimeToDown;
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this.storedPiece = null;
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this.canStore = true;
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this._spawnNewPiece();
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document.addEventListener('keydown', this._keyHandler);
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this._startGameLoop();
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}
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stop() {
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this.isRunning = false;
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this.isPaused = false;
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if (this.animationFrameId !== null) {
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cancelAnimationFrame(this.animationFrameId);
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this.animationFrameId = null;
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}
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this.accumulator = 0;
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this.lastTime = 0;
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document.removeEventListener('keydown', this._keyHandler);
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}
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pause() {
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if (!this.isRunning) return;
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this.isPaused = !this.isPaused;
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if (!this.isPaused) {
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this.lastTime = 0;
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this._startGameLoop();
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}
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}
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_startGameLoop() {
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this.lastTime = 0;
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this.accumulator = 0;
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const gameLoop = (currentTime) => {
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if (!this.isRunning) return;
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if (this.isPaused) {
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this.animationFrameId = requestAnimationFrame(gameLoop);
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return;
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}
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if (this.lastTime === 0) {
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this.lastTime = currentTime;
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this.animationFrameId = requestAnimationFrame(gameLoop);
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return;
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}
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const deltaTime = currentTime - this.lastTime;
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this.lastTime = currentTime;
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this.accumulator += deltaTime;
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while (this.isRunning && this.accumulator >= this.timeToDown) {
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this._tick();
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this.accumulator -= this.timeToDown;
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if (this.accumulator > this.timeToDown * 3) {
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this.accumulator = 0;
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break;
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}
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}
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this.onRender();
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this.animationFrameId = requestAnimationFrame(gameLoop);
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};
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this.animationFrameId = requestAnimationFrame(gameLoop);
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}
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_tick() {
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if (!this.currentPiece) return;
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if (this._canMoveDown()) {
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this.currentPiece.moveDown();
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} else {
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this._lockPiece();
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this.verifierLignes();
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this._makeHarder();
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this._spawnNewPiece();
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this.canStore = true;
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if (!this._canSpawn()) this._gameOver(true);
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}
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}
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_handleKey(e) {
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if (!this.isRunning || !this.currentPiece) return;
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switch (e.key) {
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case 'ArrowLeft':
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e.preventDefault();
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if (!this.isPaused && this._canMoveLeft()) this.currentPiece.moveLeft();
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break;
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case 'ArrowRight':
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e.preventDefault();
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if (!this.isPaused && this._canMoveRight()) this.currentPiece.moveRight();
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break;
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case 'ArrowDown':
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e.preventDefault();
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if (!this.isPaused && this._canMoveDown()) {
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this.currentPiece.moveDown();
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this.score += 1;
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this.accumulator = 0;
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}
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break;
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case ' ':
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e.preventDefault();
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if (!this.isPaused) this._hardDrop();
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break;
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case 'q': case 'Q':
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e.preventDefault();
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if (!this.isPaused) this._rotatePiece(-1);
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break;
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case 'w': case 'W':
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e.preventDefault();
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if (!this.isPaused) this._rotatePiece(1);
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break;
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case 'c': case 'C':
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e.preventDefault();
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if (!this.isPaused) this._storePiece();
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break;
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}
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this.onRender();
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}
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_hardDrop() {
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if (!this.currentPiece) return;
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let dist = 0;
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while (this._canMoveDown()) { this.currentPiece.moveDown(); dist++; }
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this.score += dist * 2;
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this._lockPiece();
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this.verifierLignes();
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this._makeHarder();
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this._spawnNewPiece();
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this.canStore = true;
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this.accumulator = 0;
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if (!this._canSpawn()) this._gameOver(true);
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}
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_rotatePiece(direction) {
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if (!this.currentPiece) return;
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const originalPos = { ...this.currentPiece.getPosition() };
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if (direction === -1) this.currentPiece.rotateLeft();
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else this.currentPiece.rotateRight();
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if (!this._isValidPosition()) {
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this.currentPiece.moveRight();
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if (this._isValidPosition()) return;
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this.currentPiece.moveLeft();
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this.currentPiece.moveLeft();
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if (this._isValidPosition()) return;
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this.currentPiece.moveLeft();
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if (this._isValidPosition()) return;
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this.currentPiece.moveRight();
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this.currentPiece.moveRight();
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this.currentPiece.position.y--;
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if (this._isValidPosition()) return;
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this.currentPiece.position.y = originalPos.y;
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this.currentPiece.position.x = originalPos.x;
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if (direction === -1) this.currentPiece.rotateRight();
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else this.currentPiece.rotateLeft();
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}
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}
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_storePiece() {
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if (!this.canStore || !this.currentPiece) return;
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if (this.storedPiece === null) {
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this.storedPiece = this.currentPiece;
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this._spawnNewPiece();
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} else {
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const temp = this.storedPiece;
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this.storedPiece = this.currentPiece;
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this.currentPiece = temp;
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this.currentPiece.position.x = 3;
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this.currentPiece.position.y = 0;
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}
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this.canStore = false;
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this.accumulator = 0;
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}
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_spawnNewPiece() {
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this.currentPiece = this.nextPiece || this._createRandomPiece();
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this.nextPiece = this._createRandomPiece();
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this._updateBufferGrid();
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}
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_createRandomPiece() {
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const types = [PieceT, PieceL, PieceReverseL, PieceI, PieceZ, PieceReverseZ, PieceO];
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return new types[Math.floor(Math.random() * types.length)](3, 0);
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}
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_updateBufferGrid() {
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this.bufferGrid = this._createGrid(10, 5);
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if (!this.nextPiece) return;
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const shape = this.nextPiece.getShape();
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const offsetX = Math.floor((10 - shape[0].length) / 2);
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for (let y = 0; y < shape.length; y++)
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for (let x = 0; x < shape[y].length; x++)
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if (shape[y][x] !== 0)
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this.bufferGrid[y + 1][x + offsetX] = this.nextPiece.getColor();
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}
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verifierLignes() {
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let cleared = 0;
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for (let y = this.grid.length - 1; y >= 0; y--) {
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if (this.grid[y].every(c => c !== 0)) {
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this.grid.splice(y, 1);
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this.grid.unshift(Array(10).fill(0));
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cleared++;
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y++;
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}
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}
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const points = [0, 100, 300, 500, 800];
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this.score += points[cleared];
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this.count += points[cleared];
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if (this.onLinesCleared && cleared > 0)
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this.onLinesCleared(cleared, this.lastLandingCol);
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}
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_makeHarder() {
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if (this.count >= this.hardening) {
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this.count = 0;
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this.timeToDown = Math.max(100, this.timeToDown - this.decrementTTD);
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}
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}
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_canMoveDown() {
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if (!this.currentPiece) return false;
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const { x, y } = this.currentPiece.getPosition();
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const shape = this.currentPiece.getShape();
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for (let row = 0; row < shape.length; row++)
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for (let col = 0; col < shape[row].length; col++)
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if (shape[row][col] !== 0) {
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const ny = y + row + 1;
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const nx = x + col;
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if (ny < 0) continue; // encore au-dessus de la grille
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if (ny >= this.grid.length || this.grid[ny][nx] !== 0) return false;
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}
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return true;
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}
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_canMoveLeft() {
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if (!this.currentPiece) return false;
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const { x, y } = this.currentPiece.getPosition();
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const shape = this.currentPiece.getShape();
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for (let row = 0; row < shape.length; row++)
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for (let col = 0; col < shape[row].length; col++)
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if (shape[row][col] !== 0) {
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if (y + row < 0) continue; // au-dessus de la grille
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const nx = x + col - 1;
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if (nx < 0 || this.grid[y + row][nx] !== 0) return false;
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}
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return true;
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}
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_canMoveRight() {
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if (!this.currentPiece) return false;
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const { x, y } = this.currentPiece.getPosition();
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const shape = this.currentPiece.getShape();
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for (let row = 0; row < shape.length; row++)
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for (let col = 0; col < shape[row].length; col++)
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if (shape[row][col] !== 0) {
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if (y + row < 0) continue; // au-dessus de la grille
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const nx = x + col + 1;
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if (nx >= this.grid[0].length || this.grid[y + row][nx] !== 0) return false;
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}
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return true;
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}
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_isValidPosition() {
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if (!this.currentPiece) return false;
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const { x, y } = this.currentPiece.getPosition();
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const shape = this.currentPiece.getShape();
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for (let row = 0; row < shape.length; row++)
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for (let col = 0; col < shape[row].length; col++)
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if (shape[row][col] !== 0) {
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const gx = x + col;
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const gy = y + row;
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if (gx < 0 || gx >= this.grid[0].length ||
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gy < 0 || gy >= this.grid.length ||
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this.grid[gy][gx] !== 0) return false;
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}
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return true;
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}
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_canSpawn() { return this._isValidPosition(); }
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_lockPiece() {
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if (!this.currentPiece) return;
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const { x, y } = this.currentPiece.getPosition();
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const shape = this.currentPiece.getShape();
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const color = this.currentPiece.getColor();
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for (let row = 0; row < shape.length; row++)
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for (let col = 0; col < shape[row].length; col++)
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if (shape[row][col] !== 0 && y + row >= 0)
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this.grid[y + row][x + col] = color;
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this.lastLandingCol = x + Math.floor(shape[0].length / 2);
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if (this.onBlockPlaced) this.onBlockPlaced(this.grid.map(r => [...r]));
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}
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addGarbageLines(lines) {
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if (!this.isRunning || !lines.length) return;
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this.grid.splice(0, lines.length);
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for (const line of lines) this.grid.push([...line]); // ...line pour faire une copie independante
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// La grille a remonté de lines.length lignes — on remonte la pièce du même décalage
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// pour qu'elle reste dans la même position relative aux blocs verrouillés.
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if (this.currentPiece) {
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this.currentPiece.position.y -= lines.length;
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}
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if (this.grid[0].some(c => c !== 0)) { this._gameOver(false); return; }
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if (!this._isValidPositionAllowTop()) this._gameOver(false);
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}
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// Comme _isValidPosition mais tolère gy < 0 (zone tampon au-dessus de la grille après garbage)
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_isValidPositionAllowTop() {
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if (!this.currentPiece) return true;
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const { x, y } = this.currentPiece.getPosition();
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const shape = this.currentPiece.getShape();
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for (let row = 0; row < shape.length; row++)
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for (let col = 0; col < shape[row].length; col++)
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if (shape[row][col] !== 0) {
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const gy = y + row;
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const gx = x + col;
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if (gy < 0) continue; // au-dessus de la grille : OK
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if (gx < 0 || gx >= this.grid[0].length ||
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gy >= this.grid.length ||
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this.grid[gy][gx] !== 0) return false;
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}
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return true;
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}
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_gameOver(validBlock = false) {
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}
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}
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_gameOver(validBlock = false) {
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this.stop();
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this.onGameOver(this.score, validBlock);
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}
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restart() {
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this.stop();
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this.start();
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}
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}
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@@ -168,5 +168,13 @@ inputTTD.addEventListener('change', applySettings);
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inputHardening.addEventListener('change', applySettings);
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inputDecrement.addEventListener('change', applySettings);
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render();
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btnRestart.addEventListener('click', () => {
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if (duel && duel.isReady) {
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// In duel mode, we don't restart from client side - let server handle it
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return;
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} else {
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game.restart();
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updateButtons();
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render();
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}
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});
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Reference in New Issue
Block a user