请实现一个俄罗斯方块小游戏 - Initial Deployment
Browse files- README.md +7 -5
- index.html +658 -19
README.md
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---
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title:
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emoji:
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colorFrom:
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colorTo:
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sdk: static
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pinned: false
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---
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-
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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---
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title: tetris
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emoji: 🐳
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colorFrom: purple
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colorTo: blue
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sdk: static
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pinned: false
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tags:
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- deepsite
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---
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+
Check out the configuration reference at https://huggingface.co/docs/hub/spaces-config-reference
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index.html
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| 1 |
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<!DOCTYPE html>
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| 2 |
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<html lang="en">
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| 3 |
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<head>
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| 4 |
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<meta charset="UTF-8">
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| 5 |
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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| 6 |
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<title>Responsive Tetris Game</title>
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| 7 |
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<script src="https://cdn.tailwindcss.com"></script>
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| 8 |
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<style>
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| 9 |
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/* Custom styles that can't be done with Tailwind */
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| 10 |
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.cell {
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| 11 |
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box-sizing: border-box;
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| 12 |
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border: 1px solid rgba(255, 255, 255, 0.1);
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| 13 |
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}
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| 14 |
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| 15 |
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.cell-filled {
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| 16 |
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box-shadow: inset 0 0 10px rgba(0, 0, 0, 0.5);
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| 17 |
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}
|
| 18 |
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| 19 |
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@keyframes flash {
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| 20 |
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0% { opacity: 1; }
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| 21 |
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50% { opacity: 0.5; }
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| 22 |
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100% { opacity: 1; }
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| 23 |
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}
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| 24 |
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| 25 |
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.flash-animation {
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| 26 |
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animation: flash 0.3s 2;
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| 27 |
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}
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| 28 |
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| 29 |
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/* Tetromino colors */
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| 30 |
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.cell-I { background-color: #00FFFF; }
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| 31 |
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.cell-O { background-color: #FFFF00; }
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| 32 |
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.cell-T { background-color: #AA00FF; }
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| 33 |
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.cell-S { background-color: #00FF00; }
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| 34 |
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.cell-Z { background-color: #FF0000; }
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| 35 |
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.cell-J { background-color: #0000FF; }
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| 36 |
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.cell-L { background-color: #FFAA00; }
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| 37 |
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</style>
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| 38 |
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</head>
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| 39 |
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<body class="bg-gray-900 text-white min-h-screen flex flex-col items-center justify-center p-4">
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| 40 |
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<div class="text-center mb-4">
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| 41 |
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<h1 class="text-4xl font-bold text-transparent bg-clip-text bg-gradient-to-r from-purple-400 to-pink-600 mb-2">Tetris</h1>
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| 42 |
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<div class="flex justify-center gap-8">
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| 43 |
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<div class="text-xl">
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| 44 |
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<span class="text-gray-300">Score:</span>
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| 45 |
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<span id="score" class="font-bold ml-2">0</span>
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| 46 |
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</div>
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| 47 |
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<div class="text-xl">
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| 48 |
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<span class="text-gray-300">Level:</span>
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| 49 |
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<span id="level" class="font-bold ml-2">1</span>
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| 50 |
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</div>
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| 51 |
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<div class="text-xl">
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| 52 |
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<span class="text-gray-300">Lines:</span>
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| 53 |
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<span id="lines" class="font-bold ml-2">0</span>
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| 54 |
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</div>
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| 55 |
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</div>
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| 56 |
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</div>
|
| 57 |
+
|
| 58 |
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<div class="flex flex-col md:flex-row items-center gap-8">
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| 59 |
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<div class="relative">
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| 60 |
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<div id="game-board" class="grid grid-cols-10 grid-rows-20 gap-0 bg-gray-800 border-2 border-gray-700 rounded-md overflow-hidden"></div>
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| 61 |
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<div id="game-over" class="absolute inset-0 bg-black bg-opacity-80 flex flex-col items-center justify-center hidden">
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| 62 |
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<h2 class="text-3xl font-bold text-red-500 mb-4">Game Over!</h2>
|
| 63 |
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<button id="restart-btn" class="px-6 py-2 bg-blue-600 hover:bg-blue-700 rounded-md font-bold transition">Play Again</button>
|
| 64 |
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</div>
|
| 65 |
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<div id="pause-screen" class="absolute inset-0 bg-black bg-opacity-70 flex items-center justify-center hidden">
|
| 66 |
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<h2 class="text-3xl font-bold text-yellow-400">Paused</h2>
|
| 67 |
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</div>
|
| 68 |
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</div>
|
| 69 |
+
|
| 70 |
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<div class="flex flex-col gap-6">
|
| 71 |
+
<div class="bg-gray-800 p-4 rounded-md border border-gray-700">
|
| 72 |
+
<h3 class="text-xl font-semibold mb-2 text-center">Next Piece</h3>
|
| 73 |
+
<div id="next-piece" class="grid grid-cols-4 grid-rows-4 gap-0 w-24 h-24 mx-auto"></div>
|
| 74 |
+
</div>
|
| 75 |
+
|
| 76 |
+
<div class="bg-gray-800 p-4 rounded-md border border-gray-700">
|
| 77 |
+
<h3 class="text-xl font-semibold mb-2 text-center">Controls</h3>
|
| 78 |
+
<div class="grid grid-cols-3 gap-2 text-center">
|
| 79 |
+
<div class="bg-gray-700 p-2 rounded">← Left</div>
|
| 80 |
+
<div class="bg-gray-700 p-2 rounded">→ Right</div>
|
| 81 |
+
<div class="bg-gray-700 p-2 rounded">↑ Rotate</div>
|
| 82 |
+
<div class="bg-gray-700 p-2 rounded">↓ Soft Drop</div>
|
| 83 |
+
<div class="bg-gray-700 p-2 rounded">Space Hard Drop</div>
|
| 84 |
+
<div class="bg-gray-700 p-2 rounded">P Pause</div>
|
| 85 |
+
</div>
|
| 86 |
+
</div>
|
| 87 |
+
|
| 88 |
+
<button id="pause-btn" class="px-4 py-2 bg-yellow-600 hover:bg-yellow-700 rounded-md font-bold transition">Pause</button>
|
| 89 |
+
</div>
|
| 90 |
+
</div>
|
| 91 |
+
|
| 92 |
+
<div class="mt-8 text-gray-400 text-sm">
|
| 93 |
+
<p>Use keyboard or touch controls to play. Clear lines to score points!</p>
|
| 94 |
+
</div>
|
| 95 |
+
|
| 96 |
+
<script>
|
| 97 |
+
document.addEventListener('DOMContentLoaded', () => {
|
| 98 |
+
// Game constants
|
| 99 |
+
const COLS = 10;
|
| 100 |
+
const ROWS = 20;
|
| 101 |
+
const BLOCK_SIZE = 30;
|
| 102 |
+
const NEXT_PIECE_SIZE = 4;
|
| 103 |
+
|
| 104 |
+
// Game variables
|
| 105 |
+
let board = Array(ROWS).fill().map(() => Array(COLS).fill(0));
|
| 106 |
+
let currentPiece = null;
|
| 107 |
+
let nextPiece = null;
|
| 108 |
+
let score = 0;
|
| 109 |
+
let level = 1;
|
| 110 |
+
let lines = 0;
|
| 111 |
+
let gameOver = false;
|
| 112 |
+
let isPaused = false;
|
| 113 |
+
let dropInterval = null;
|
| 114 |
+
let dropSpeed = 1000; // Initial speed (ms)
|
| 115 |
+
|
| 116 |
+
// DOM elements
|
| 117 |
+
const gameBoard = document.getElementById('game-board');
|
| 118 |
+
const nextPieceDisplay = document.getElementById('next-piece');
|
| 119 |
+
const scoreDisplay = document.getElementById('score');
|
| 120 |
+
const levelDisplay = document.getElementById('level');
|
| 121 |
+
const linesDisplay = document.getElementById('lines');
|
| 122 |
+
const gameOverScreen = document.getElementById('game-over');
|
| 123 |
+
const pauseScreen = document.getElementById('pause-screen');
|
| 124 |
+
const restartBtn = document.getElementById('restart-btn');
|
| 125 |
+
const pauseBtn = document.getElementById('pause-btn');
|
| 126 |
+
|
| 127 |
+
// Tetromino shapes
|
| 128 |
+
const SHAPES = {
|
| 129 |
+
I: [
|
| 130 |
+
[0, 0, 0, 0],
|
| 131 |
+
[1, 1, 1, 1],
|
| 132 |
+
[0, 0, 0, 0],
|
| 133 |
+
[0, 0, 0, 0]
|
| 134 |
+
],
|
| 135 |
+
O: [
|
| 136 |
+
[1, 1],
|
| 137 |
+
[1, 1]
|
| 138 |
+
],
|
| 139 |
+
T: [
|
| 140 |
+
[0, 1, 0],
|
| 141 |
+
[1, 1, 1],
|
| 142 |
+
[0, 0, 0]
|
| 143 |
+
],
|
| 144 |
+
S: [
|
| 145 |
+
[0, 1, 1],
|
| 146 |
+
[1, 1, 0],
|
| 147 |
+
[0, 0, 0]
|
| 148 |
+
],
|
| 149 |
+
Z: [
|
| 150 |
+
[1, 1, 0],
|
| 151 |
+
[0, 1, 1],
|
| 152 |
+
[0, 0, 0]
|
| 153 |
+
],
|
| 154 |
+
J: [
|
| 155 |
+
[1, 0, 0],
|
| 156 |
+
[1, 1, 1],
|
| 157 |
+
[0, 0, 0]
|
| 158 |
+
],
|
| 159 |
+
L: [
|
| 160 |
+
[0, 0, 1],
|
| 161 |
+
[1, 1, 1],
|
| 162 |
+
[0, 0, 0]
|
| 163 |
+
]
|
| 164 |
+
};
|
| 165 |
+
|
| 166 |
+
const COLORS = {
|
| 167 |
+
I: 'cell-I',
|
| 168 |
+
O: 'cell-O',
|
| 169 |
+
T: 'cell-T',
|
| 170 |
+
S: 'cell-S',
|
| 171 |
+
Z: 'cell-Z',
|
| 172 |
+
J: 'cell-J',
|
| 173 |
+
L: 'cell-L'
|
| 174 |
+
};
|
| 175 |
+
|
| 176 |
+
// Initialize the game board
|
| 177 |
+
function initBoard() {
|
| 178 |
+
gameBoard.innerHTML = '';
|
| 179 |
+
gameBoard.style.width = `${COLS * BLOCK_SIZE}px`;
|
| 180 |
+
gameBoard.style.height = `${ROWS * BLOCK_SIZE}px`;
|
| 181 |
+
|
| 182 |
+
for (let row = 0; row < ROWS; row++) {
|
| 183 |
+
for (let col = 0; col < COLS; col++) {
|
| 184 |
+
const cell = document.createElement('div');
|
| 185 |
+
cell.className = 'cell w-full h-full';
|
| 186 |
+
cell.dataset.row = row;
|
| 187 |
+
cell.dataset.col = col;
|
| 188 |
+
gameBoard.appendChild(cell);
|
| 189 |
+
}
|
| 190 |
+
}
|
| 191 |
+
}
|
| 192 |
+
|
| 193 |
+
// Initialize the next piece display
|
| 194 |
+
function initNextPieceDisplay() {
|
| 195 |
+
nextPieceDisplay.innerHTML = '';
|
| 196 |
+
nextPieceDisplay.style.width = `${NEXT_PIECE_SIZE * BLOCK_SIZE}px`;
|
| 197 |
+
nextPieceDisplay.style.height = `${NEXT_PIECE_SIZE * BLOCK_SIZE}px`;
|
| 198 |
+
|
| 199 |
+
for (let row = 0; row < NEXT_PIECE_SIZE; row++) {
|
| 200 |
+
for (let col = 0; col < NEXT_PIECE_SIZE; col++) {
|
| 201 |
+
const cell = document.createElement('div');
|
| 202 |
+
cell.className = 'cell w-full h-full';
|
| 203 |
+
cell.dataset.row = row;
|
| 204 |
+
cell.dataset.col = col;
|
| 205 |
+
nextPieceDisplay.appendChild(cell);
|
| 206 |
+
}
|
| 207 |
+
}
|
| 208 |
+
}
|
| 209 |
+
|
| 210 |
+
// Create a new random piece
|
| 211 |
+
function createPiece() {
|
| 212 |
+
const types = Object.keys(SHAPES);
|
| 213 |
+
const type = types[Math.floor(Math.random() * types.length)];
|
| 214 |
+
const shape = SHAPES[type];
|
| 215 |
+
|
| 216 |
+
// For O piece (2x2), adjust starting position
|
| 217 |
+
const startCol = type === 'O' ? Math.floor(COLS / 2) - 1 : Math.floor(COLS / 2) - 2;
|
| 218 |
+
|
| 219 |
+
return {
|
| 220 |
+
shape,
|
| 221 |
+
type,
|
| 222 |
+
color: COLORS[type],
|
| 223 |
+
x: startCol,
|
| 224 |
+
y: 0
|
| 225 |
+
};
|
| 226 |
+
}
|
| 227 |
+
|
| 228 |
+
// Draw the current piece on the board
|
| 229 |
+
function drawPiece() {
|
| 230 |
+
if (!currentPiece) return;
|
| 231 |
+
|
| 232 |
+
for (let row = 0; row < currentPiece.shape.length; row++) {
|
| 233 |
+
for (let col = 0; col < currentPiece.shape[row].length; col++) {
|
| 234 |
+
if (currentPiece.shape[row][col]) {
|
| 235 |
+
const boardRow = currentPiece.y + row;
|
| 236 |
+
const boardCol = currentPiece.x + col;
|
| 237 |
+
|
| 238 |
+
if (boardRow >= 0 && boardRow < ROWS && boardCol >= 0 && boardCol < COLS) {
|
| 239 |
+
const cellIndex = boardRow * COLS + boardCol;
|
| 240 |
+
const cell = gameBoard.children[cellIndex];
|
| 241 |
+
cell.className = `cell cell-filled ${currentPiece.color}`;
|
| 242 |
+
}
|
| 243 |
+
}
|
| 244 |
+
}
|
| 245 |
+
}
|
| 246 |
+
}
|
| 247 |
+
|
| 248 |
+
// Draw the next piece in the preview
|
| 249 |
+
function drawNextPiece() {
|
| 250 |
+
if (!nextPiece) return;
|
| 251 |
+
|
| 252 |
+
// Clear the next piece display
|
| 253 |
+
for (let i = 0; i < nextPieceDisplay.children.length; i++) {
|
| 254 |
+
nextPieceDisplay.children[i].className = 'cell w-full h-full';
|
| 255 |
+
}
|
| 256 |
+
|
| 257 |
+
// Center the piece in the 4x4 grid
|
| 258 |
+
const offsetX = Math.floor((NEXT_PIECE_SIZE - nextPiece.shape[0].length) / 2);
|
| 259 |
+
const offsetY = Math.floor((NEXT_PIECE_SIZE - nextPiece.shape.length) / 2);
|
| 260 |
+
|
| 261 |
+
for (let row = 0; row < nextPiece.shape.length; row++) {
|
| 262 |
+
for (let col = 0; col < nextPiece.shape[row].length; col++) {
|
| 263 |
+
if (nextPiece.shape[row][col]) {
|
| 264 |
+
const displayRow = row + offsetY;
|
| 265 |
+
const displayCol = col + offsetX;
|
| 266 |
+
const cellIndex = displayRow * NEXT_PIECE_SIZE + displayCol;
|
| 267 |
+
const cell = nextPieceDisplay.children[cellIndex];
|
| 268 |
+
cell.className = `cell cell-filled ${nextPiece.color}`;
|
| 269 |
+
}
|
| 270 |
+
}
|
| 271 |
+
}
|
| 272 |
+
}
|
| 273 |
+
|
| 274 |
+
// Clear the current piece from the board (before moving/rotating)
|
| 275 |
+
function clearPiece() {
|
| 276 |
+
if (!currentPiece) return;
|
| 277 |
+
|
| 278 |
+
for (let row = 0; row < currentPiece.shape.length; row++) {
|
| 279 |
+
for (let col = 0; col < currentPiece.shape[row].length; col++) {
|
| 280 |
+
if (currentPiece.shape[row][col]) {
|
| 281 |
+
const boardRow = currentPiece.y + row;
|
| 282 |
+
const boardCol = currentPiece.x + col;
|
| 283 |
+
|
| 284 |
+
if (boardRow >= 0 && boardRow < ROWS && boardCol >= 0 && boardCol < COLS) {
|
| 285 |
+
const cellIndex = boardRow * COLS + boardCol;
|
| 286 |
+
const cell = gameBoard.children[cellIndex];
|
| 287 |
+
cell.className = 'cell w-full h-full';
|
| 288 |
+
}
|
| 289 |
+
}
|
| 290 |
+
}
|
| 291 |
+
}
|
| 292 |
+
}
|
| 293 |
+
|
| 294 |
+
// Check if the current piece can move to the specified position
|
| 295 |
+
function isValidMove(offsetX, offsetY, rotatedShape = null) {
|
| 296 |
+
const shape = rotatedShape || currentPiece.shape;
|
| 297 |
+
|
| 298 |
+
for (let row = 0; row < shape.length; row++) {
|
| 299 |
+
for (let col = 0; col < shape[row].length; col++) {
|
| 300 |
+
if (shape[row][col]) {
|
| 301 |
+
const newX = currentPiece.x + col + offsetX;
|
| 302 |
+
const newY = currentPiece.y + row + offsetY;
|
| 303 |
+
|
| 304 |
+
// Check boundaries
|
| 305 |
+
if (newX < 0 || newX >= COLS || newY >= ROWS) {
|
| 306 |
+
return false;
|
| 307 |
+
}
|
| 308 |
+
|
| 309 |
+
// Check collision with existing pieces (only check if moving down)
|
| 310 |
+
if (newY >= 0 && board[newY][newX] && offsetY >= 0) {
|
| 311 |
+
return false;
|
| 312 |
+
}
|
| 313 |
+
}
|
| 314 |
+
}
|
| 315 |
+
}
|
| 316 |
+
|
| 317 |
+
return true;
|
| 318 |
+
}
|
| 319 |
+
|
| 320 |
+
// Rotate the current piece
|
| 321 |
+
function rotatePiece() {
|
| 322 |
+
if (!currentPiece) return;
|
| 323 |
+
|
| 324 |
+
// Create a rotated version of the shape
|
| 325 |
+
const rotated = [];
|
| 326 |
+
for (let col = 0; col < currentPiece.shape[0].length; col++) {
|
| 327 |
+
const newRow = [];
|
| 328 |
+
for (let row = currentPiece.shape.length - 1; row >= 0; row--) {
|
| 329 |
+
newRow.push(currentPiece.shape[row][col]);
|
| 330 |
+
}
|
| 331 |
+
rotated.push(newRow);
|
| 332 |
+
}
|
| 333 |
+
|
| 334 |
+
// Check if the rotation is valid
|
| 335 |
+
if (isValidMove(0, 0, rotated)) {
|
| 336 |
+
clearPiece();
|
| 337 |
+
currentPiece.shape = rotated;
|
| 338 |
+
drawPiece();
|
| 339 |
+
} else {
|
| 340 |
+
// Try wall kicks (adjust position if rotation would cause collision)
|
| 341 |
+
const kicks = [-1, 1, -2, 2];
|
| 342 |
+
for (const kick of kicks) {
|
| 343 |
+
if (isValidMove(kick, 0, rotated)) {
|
| 344 |
+
clearPiece();
|
| 345 |
+
currentPiece.shape = rotated;
|
| 346 |
+
currentPiece.x += kick;
|
| 347 |
+
drawPiece();
|
| 348 |
+
break;
|
| 349 |
+
}
|
| 350 |
+
}
|
| 351 |
+
}
|
| 352 |
+
}
|
| 353 |
+
|
| 354 |
+
// Move the current piece left
|
| 355 |
+
function moveLeft() {
|
| 356 |
+
if (!currentPiece || gameOver || isPaused) return;
|
| 357 |
+
|
| 358 |
+
if (isValidMove(-1, 0)) {
|
| 359 |
+
clearPiece();
|
| 360 |
+
currentPiece.x--;
|
| 361 |
+
drawPiece();
|
| 362 |
+
}
|
| 363 |
+
}
|
| 364 |
+
|
| 365 |
+
// Move the current piece right
|
| 366 |
+
function moveRight() {
|
| 367 |
+
if (!currentPiece || gameOver || isPaused) return;
|
| 368 |
+
|
| 369 |
+
if (isValidMove(1, 0)) {
|
| 370 |
+
clearPiece();
|
| 371 |
+
currentPiece.x++;
|
| 372 |
+
drawPiece();
|
| 373 |
+
}
|
| 374 |
+
}
|
| 375 |
+
|
| 376 |
+
// Move the current piece down (soft drop)
|
| 377 |
+
function moveDown() {
|
| 378 |
+
if (!currentPiece || gameOver || isPaused) return;
|
| 379 |
+
|
| 380 |
+
if (isValidMove(0, 1)) {
|
| 381 |
+
clearPiece();
|
| 382 |
+
currentPiece.y++;
|
| 383 |
+
drawPiece();
|
| 384 |
+
return true;
|
| 385 |
+
} else {
|
| 386 |
+
lockPiece();
|
| 387 |
+
return false;
|
| 388 |
+
}
|
| 389 |
+
}
|
| 390 |
+
|
| 391 |
+
// Hard drop - move piece all the way down immediately
|
| 392 |
+
function hardDrop() {
|
| 393 |
+
if (!currentPiece || gameOver || isPaused) return;
|
| 394 |
+
|
| 395 |
+
while (moveDown()) {
|
| 396 |
+
// Keep moving down until it can't anymore
|
| 397 |
+
}
|
| 398 |
+
}
|
| 399 |
+
|
| 400 |
+
// Lock the current piece in place and check for completed lines
|
| 401 |
+
function lockPiece() {
|
| 402 |
+
if (!currentPiece) return;
|
| 403 |
+
|
| 404 |
+
// Add piece to the board
|
| 405 |
+
for (let row = 0; row < currentPiece.shape.length; row++) {
|
| 406 |
+
for (let col = 0; col < currentPiece.shape[row].length; col++) {
|
| 407 |
+
if (currentPiece.shape[row][col]) {
|
| 408 |
+
const boardRow = currentPiece.y + row;
|
| 409 |
+
const boardCol = currentPiece.x + col;
|
| 410 |
+
|
| 411 |
+
if (boardRow >= 0 && boardRow < ROWS && boardCol >= 0 && boardCol < COLS) {
|
| 412 |
+
board[boardRow][boardCol] = currentPiece.color;
|
| 413 |
+
}
|
| 414 |
+
}
|
| 415 |
+
}
|
| 416 |
+
}
|
| 417 |
+
|
| 418 |
+
// Check for completed lines
|
| 419 |
+
checkLines();
|
| 420 |
+
|
| 421 |
+
// Get next piece
|
| 422 |
+
currentPiece = nextPiece;
|
| 423 |
+
nextPiece = createPiece();
|
| 424 |
+
drawNextPiece();
|
| 425 |
+
|
| 426 |
+
// Check if game over (new piece can't be placed)
|
| 427 |
+
if (!isValidMove(0, 0)) {
|
| 428 |
+
gameOver = true;
|
| 429 |
+
clearInterval(dropInterval);
|
| 430 |
+
gameOverScreen.classList.remove('hidden');
|
| 431 |
+
}
|
| 432 |
+
}
|
| 433 |
+
|
| 434 |
+
// Check for completed lines and clear them
|
| 435 |
+
function checkLines() {
|
| 436 |
+
let linesCleared = 0;
|
| 437 |
+
|
| 438 |
+
for (let row = ROWS - 1; row >= 0; row--) {
|
| 439 |
+
if (board[row].every(cell => cell !== 0)) {
|
| 440 |
+
// Line is complete
|
| 441 |
+
linesCleared++;
|
| 442 |
+
|
| 443 |
+
// Flash animation for cleared lines
|
| 444 |
+
for (let col = 0; col < COLS; col++) {
|
| 445 |
+
const cellIndex = row * COLS + col;
|
| 446 |
+
const cell = gameBoard.children[cellIndex];
|
| 447 |
+
cell.classList.add('flash-animation');
|
| 448 |
+
}
|
| 449 |
+
|
| 450 |
+
// Remove the line after animation
|
| 451 |
+
setTimeout(() => {
|
| 452 |
+
// Shift all rows above down
|
| 453 |
+
for (let r = row; r > 0; r--) {
|
| 454 |
+
board[r] = [...board[r - 1]];
|
| 455 |
+
}
|
| 456 |
+
board[0] = Array(COLS).fill(0);
|
| 457 |
+
|
| 458 |
+
// Redraw the entire board
|
| 459 |
+
redrawBoard();
|
| 460 |
+
}, 300);
|
| 461 |
+
}
|
| 462 |
+
}
|
| 463 |
+
|
| 464 |
+
if (linesCleared > 0) {
|
| 465 |
+
// Update score based on lines cleared
|
| 466 |
+
const points = [0, 40, 100, 300, 1200]; // Points for 0, 1, 2, 3, 4 lines
|
| 467 |
+
score += points[linesCleared] * level;
|
| 468 |
+
lines += linesCleared;
|
| 469 |
+
|
| 470 |
+
// Every 10 lines increases the level
|
| 471 |
+
level = Math.floor(lines / 10) + 1;
|
| 472 |
+
|
| 473 |
+
// Increase speed with level (capped at 100ms)
|
| 474 |
+
dropSpeed = Math.max(100, 1000 - (level - 1) * 100);
|
| 475 |
+
|
| 476 |
+
// Update displays
|
| 477 |
+
updateDisplays();
|
| 478 |
+
|
| 479 |
+
// Restart the drop interval with new speed
|
| 480 |
+
clearInterval(dropInterval);
|
| 481 |
+
dropInterval = setInterval(moveDown, dropSpeed);
|
| 482 |
+
}
|
| 483 |
+
}
|
| 484 |
+
|
| 485 |
+
// Redraw the entire board (after line clears)
|
| 486 |
+
function redrawBoard() {
|
| 487 |
+
for (let row = 0; row < ROWS; row++) {
|
| 488 |
+
for (let col = 0; col < COLS; col++) {
|
| 489 |
+
const cellIndex = row * COLS + col;
|
| 490 |
+
const cell = gameBoard.children[cellIndex];
|
| 491 |
+
|
| 492 |
+
// Remove animation class if present
|
| 493 |
+
cell.classList.remove('flash-animation');
|
| 494 |
+
|
| 495 |
+
if (board[row][col]) {
|
| 496 |
+
cell.className = `cell cell-filled ${board[row][col]}`;
|
| 497 |
+
} else {
|
| 498 |
+
cell.className = 'cell w-full h-full';
|
| 499 |
+
}
|
| 500 |
+
}
|
| 501 |
+
}
|
| 502 |
+
}
|
| 503 |
+
|
| 504 |
+
// Update score, level, and lines displays
|
| 505 |
+
function updateDisplays() {
|
| 506 |
+
scoreDisplay.textContent = score;
|
| 507 |
+
levelDisplay.textContent = level;
|
| 508 |
+
linesDisplay.textContent = lines;
|
| 509 |
+
}
|
| 510 |
+
|
| 511 |
+
// Start the game
|
| 512 |
+
function startGame() {
|
| 513 |
+
// Reset game state
|
| 514 |
+
board = Array(ROWS).fill().map(() => Array(COLS).fill(0));
|
| 515 |
+
score = 0;
|
| 516 |
+
level = 1;
|
| 517 |
+
lines = 0;
|
| 518 |
+
gameOver = false;
|
| 519 |
+
dropSpeed = 1000;
|
| 520 |
+
|
| 521 |
+
// Create pieces
|
| 522 |
+
currentPiece = createPiece();
|
| 523 |
+
nextPiece = createPiece();
|
| 524 |
+
|
| 525 |
+
// Update displays
|
| 526 |
+
updateDisplays();
|
| 527 |
+
|
| 528 |
+
// Draw initial state
|
| 529 |
+
redrawBoard();
|
| 530 |
+
drawPiece();
|
| 531 |
+
drawNextPiece();
|
| 532 |
+
|
| 533 |
+
// Hide game over screen
|
| 534 |
+
gameOverScreen.classList.add('hidden');
|
| 535 |
+
|
| 536 |
+
// Start the drop interval
|
| 537 |
+
clearInterval(dropInterval);
|
| 538 |
+
dropInterval = setInterval(moveDown, dropSpeed);
|
| 539 |
+
}
|
| 540 |
+
|
| 541 |
+
// Toggle pause
|
| 542 |
+
function togglePause() {
|
| 543 |
+
if (gameOver) return;
|
| 544 |
+
|
| 545 |
+
isPaused = !isPaused;
|
| 546 |
+
|
| 547 |
+
if (isPaused) {
|
| 548 |
+
clearInterval(dropInterval);
|
| 549 |
+
pauseScreen.classList.remove('hidden');
|
| 550 |
+
} else {
|
| 551 |
+
dropInterval = setInterval(moveDown, dropSpeed);
|
| 552 |
+
pauseScreen.classList.add('hidden');
|
| 553 |
+
}
|
| 554 |
+
}
|
| 555 |
+
|
| 556 |
+
// Event listeners
|
| 557 |
+
document.addEventListener('keydown', (e) => {
|
| 558 |
+
if (gameOver && e.key === 'Enter') {
|
| 559 |
+
startGame();
|
| 560 |
+
return;
|
| 561 |
+
}
|
| 562 |
+
|
| 563 |
+
if (isPaused && e.key !== 'p') return;
|
| 564 |
+
|
| 565 |
+
switch (e.key) {
|
| 566 |
+
case 'ArrowLeft':
|
| 567 |
+
moveLeft();
|
| 568 |
+
break;
|
| 569 |
+
case 'ArrowRight':
|
| 570 |
+
moveRight();
|
| 571 |
+
break;
|
| 572 |
+
case 'ArrowDown':
|
| 573 |
+
moveDown();
|
| 574 |
+
break;
|
| 575 |
+
case 'ArrowUp':
|
| 576 |
+
rotatePiece();
|
| 577 |
+
break;
|
| 578 |
+
case ' ':
|
| 579 |
+
hardDrop();
|
| 580 |
+
break;
|
| 581 |
+
case 'p':
|
| 582 |
+
case 'P':
|
| 583 |
+
togglePause();
|
| 584 |
+
break;
|
| 585 |
+
}
|
| 586 |
+
});
|
| 587 |
+
|
| 588 |
+
// Touch controls for mobile
|
| 589 |
+
let touchStartX = 0;
|
| 590 |
+
let touchStartY = 0;
|
| 591 |
+
|
| 592 |
+
gameBoard.addEventListener('touchstart', (e) => {
|
| 593 |
+
if (gameOver || isPaused) return;
|
| 594 |
+
|
| 595 |
+
touchStartX = e.touches[0].clientX;
|
| 596 |
+
touchStartY = e.touches[0].clientY;
|
| 597 |
+
e.preventDefault();
|
| 598 |
+
}, { passive: false });
|
| 599 |
+
|
| 600 |
+
gameBoard.addEventListener('touchmove', (e) => {
|
| 601 |
+
if (gameOver || isPaused) return;
|
| 602 |
+
|
| 603 |
+
const touchX = e.touches[0].clientX;
|
| 604 |
+
const touchY = e.touches[0].clientY;
|
| 605 |
+
const diffX = touchX - touchStartX;
|
| 606 |
+
const diffY = touchY - touchStartY;
|
| 607 |
+
|
| 608 |
+
// Horizontal swipe
|
| 609 |
+
if (Math.abs(diffX) > Math.abs(diffY)) {
|
| 610 |
+
if (diffX > 30) {
|
| 611 |
+
moveRight();
|
| 612 |
+
touchStartX = touchX;
|
| 613 |
+
} else if (diffX < -30) {
|
| 614 |
+
moveLeft();
|
| 615 |
+
touchStartX = touchX;
|
| 616 |
+
}
|
| 617 |
+
}
|
| 618 |
+
|
| 619 |
+
// Vertical swipe down (soft drop)
|
| 620 |
+
if (diffY > 30) {
|
| 621 |
+
moveDown();
|
| 622 |
+
touchStartY = touchY;
|
| 623 |
+
}
|
| 624 |
+
|
| 625 |
+
e.preventDefault();
|
| 626 |
+
}, { passive: false });
|
| 627 |
+
|
| 628 |
+
gameBoard.addEventListener('touchend', (e) => {
|
| 629 |
+
if (gameOver || isPaused) return;
|
| 630 |
+
|
| 631 |
+
const touchEndX = e.changedTouches[0].clientX;
|
| 632 |
+
const touchEndY = e.changedTouches[0].clientY;
|
| 633 |
+
const diffX = touchEndX - touchStartX;
|
| 634 |
+
const diffY = touchEndY - touchStartY;
|
| 635 |
+
|
| 636 |
+
// Tap (rotate)
|
| 637 |
+
if (Math.abs(diffX) < 10 && Math.abs(diffY) < 10) {
|
| 638 |
+
rotatePiece();
|
| 639 |
+
}
|
| 640 |
+
|
| 641 |
+
// Quick swipe up (hard drop)
|
| 642 |
+
if (diffY < -50) {
|
| 643 |
+
hardDrop();
|
| 644 |
+
}
|
| 645 |
+
});
|
| 646 |
+
|
| 647 |
+
// Button event listeners
|
| 648 |
+
restartBtn.addEventListener('click', startGame);
|
| 649 |
+
pauseBtn.addEventListener('click', togglePause);
|
| 650 |
+
|
| 651 |
+
// Initialize the game
|
| 652 |
+
initBoard();
|
| 653 |
+
initNextPieceDisplay();
|
| 654 |
+
startGame();
|
| 655 |
+
});
|
| 656 |
+
</script>
|
| 657 |
+
<p style="border-radius: 8px; text-align: center; font-size: 12px; color: #fff; margin-top: 16px;position: fixed; left: 8px; bottom: 8px; z-index: 10; background: rgba(0, 0, 0, 0.8); padding: 4px 8px;">Made with <img src="https://enzostvs-deepsite.hf.space/logo.svg" alt="DeepSite Logo" style="width: 16px; height: 16px; vertical-align: middle;display:inline-block;margin-right:3px;filter:brightness(0) invert(1);"><a href="https://enzostvs-deepsite.hf.space" style="color: #fff;text-decoration: underline;" target="_blank" >DeepSite</a> - 🧬 <a href="https://enzostvs-deepsite.hf.space?remix=bozhong/tetris" style="color: #fff;text-decoration: underline;" target="_blank" >Remix</a></p></body>
|
| 658 |
+
</html>
|