기본 자바스크립트 사용해서 만드는 테트리스
Tetris.html
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 | <!DOCTYPE html> <html> <head> <title>Javascript Tetris</title> <style> body { font-family: Helvetica, sans-serif; } #tetris { margin: 1em auto; padding: 1em; border: 4px solid black; border-radius: 10px; background-color: #F8F8F8; } #stats { display: inline-block; vertical-align: top; } #canvas { display: inline-block; vertical-align: top; background: url(texture.jpg); box-shadow: 10px 10px 10px #999; border: 2px solid #333; } #menu { display: inline-block; vertical-align: top; position: relative; } #menu p { margin: 0.5em 0; text-align: center; } #menu p a { text-decoration: none; color: black; } #upcoming { display: block; margin: 0 auto; background-color: #E0E0E0; } #score { color: red; font-weight: bold; vertical-align: middle; } #rows { color: blue; font-weight: bold; vertical-align: middle; } #stats { position: absolute; bottom: 0em; right: 1em; } @media screen and (min-width: 0px) and (min-height: 0px) { #tetris { font-size: 0.75em; width: 250px; } #menu { width: 100px; height: 200px; } #upcoming { width: 50px; height: 50px; } #canvas { width: 100px; height: 200px; } } /* 10px chunks */ @media screen and (min-width: 400px) and (min-height: 400px) { #tetris { font-size: 1.00em; width: 350px; } #menu { width: 150px; height: 300px; } #upcoming { width: 75px; height: 75px; } #canvas { width: 150px; height: 300px; } } /* 15px chunks */ @media screen and (min-width: 500px) and (min-height: 500px) { #tetris { font-size: 1.25em; width: 450px; } #menu { width: 200px; height: 400px; } #upcoming { width: 100px; height: 100px; } #canvas { width: 200px; height: 400px; } } /* 20px chunks */ @media screen and (min-width: 600px) and (min-height: 600px) { #tetris { font-size: 1.50em; width: 550px; } #menu { width: 250px; height: 500px; } #upcoming { width: 125px; height: 125px; } #canvas { width: 250px; height: 500px; } } /* 25px chunks */ @media screen and (min-width: 700px) and (min-height: 700px) { #tetris { font-size: 1.75em; width: 650px; } #menu { width: 300px; height: 600px; } #upcoming { width: 150px; height: 150px; } #canvas { width: 300px; height: 600px; } } /* 30px chunks */ @media screen and (min-width: 800px) and (min-height: 800px) { #tetris { font-size: 2.00em; width: 750px; } #menu { width: 350px; height: 700px; } #upcoming { width: 175px; height: 175px; } #canvas { width: 350px; height: 700px; } } /* 35px chunks */ @media screen and (min-width: 900px) and (min-height: 900px) { #tetris { font-size: 2.25em; width: 850px; } #menu { width: 400px; height: 800px; } #upcoming { width: 200px; height: 200px; } #canvas { width: 400px; height: 800px; } } /* 40px chunks */ </style> </head> <body> <div id="tetris"> <div id="menu"> <p id="start"><a href="javascript:play();">Press Space to Play.</a></p> <p><canvas id="upcoming"></canvas></p> <p>score <span id="score">00000</span></p> <p>rows <span id="rows">0</span></p> </div> <canvas id="canvas"> Sorry, this example cannot be run because your browser does not support the <canvas> element </canvas> </div> <script src="stats.js"></script> <script> //------------------------------------------------------------------------- // base helper methods //------------------------------------------------------------------------- function get(id) { return document.getElementById(id); } function hide(id) { get(id).style.visibility = 'hidden'; } function show(id) { get(id).style.visibility = null; } function html(id, html) { get(id).innerHTML = html; } function timestamp() { return new Date().getTime(); } function random(min, max) { return (min + (Math.random() * (max - min))); } function randomChoice(choices) { return choices[Math.round(random(0, choices.length-1))]; } if (!window.requestAnimationFrame) { // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ window.requestAnimationFrame = window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback, element) { window.setTimeout(callback, 1000 / 60); } } //------------------------------------------------------------------------- // game constants //------------------------------------------------------------------------- var KEY = { ESC: 27, SPACE: 32, LEFT: 37, UP: 38, RIGHT: 39, DOWN: 40 }, DIR = { UP: 0, RIGHT: 1, DOWN: 2, LEFT: 3, MIN: 0, MAX: 3 }, stats = new Stats(), canvas = get('canvas'), ctx = canvas.getContext('2d'), ucanvas = get('upcoming'), uctx = ucanvas.getContext('2d'), speed = { start: 0.6, decrement: 0.005, min: 0.1 }, // how long before piece drops by 1 row (seconds) nx = 10, // width of tetris court (in blocks) ny = 20, // height of tetris court (in blocks) nu = 5; // width/height of upcoming preview (in blocks) //------------------------------------------------------------------------- // game variables (initialized during reset) //------------------------------------------------------------------------- var dx, dy, // pixel size of a single tetris block blocks, // 2 dimensional array (nx*ny) representing tetris court - either empty block or occupied by a 'piece' actions, // queue of user actions (inputs) playing, // true|false - game is in progress dt, // time since starting this game current, // the current piece next, // the next piece score, // the current score vscore, // the currently displayed score (it catches up to score in small chunks - like a spinning slot machine) rows, // number of completed rows in the current game step; // how long before current piece drops by 1 row //------------------------------------------------------------------------- // tetris pieces // // blocks: each element represents a rotation of the piece (0, 90, 180, 270) // each element is a 16 bit integer where the 16 bits represent // a 4x4 set of blocks, e.g. j.blocks[0] = 0x44C0 // // 0100 = 0x4 << 3 = 0x4000 // 0100 = 0x4 << 2 = 0x0400 // 1100 = 0xC << 1 = 0x00C0 // 0000 = 0x0 << 0 = 0x0000 // ------ // 0x44C0 // //------------------------------------------------------------------------- var i = { size: 4, blocks: [0x0F00, 0x2222, 0x00F0, 0x4444], color: 'cyan' }; var j = { size: 3, blocks: [0x44C0, 0x8E00, 0x6440, 0x0E20], color: 'blue' }; var l = { size: 3, blocks: [0x4460, 0x0E80, 0xC440, 0x2E00], color: 'orange' }; var o = { size: 2, blocks: [0xCC00, 0xCC00, 0xCC00, 0xCC00], color: 'yellow' }; var s = { size: 3, blocks: [0x06C0, 0x8C40, 0x6C00, 0x4620], color: 'green' }; var t = { size: 3, blocks: [0x0E40, 0x4C40, 0x4E00, 0x4640], color: 'purple' }; var z = { size: 3, blocks: [0x0C60, 0x4C80, 0xC600, 0x2640], color: 'red' }; //------------------------------------------------ // do the bit manipulation and iterate through each // occupied block (x,y) for a given piece //------------------------------------------------ function eachblock(type, x, y, dir, fn) { var bit, result, row = 0, col = 0, blocks = type.blocks[dir]; for(bit = 0x8000 ; bit > 0 ; bit = bit >> 1) { if (blocks & bit) { fn(x + col, y + row); } if (++col === 4) { col = 0; ++row; } } } //----------------------------------------------------- // check if a piece can fit into a position in the grid //----------------------------------------------------- function occupied(type, x, y, dir) { var result = false eachblock(type, x, y, dir, function(x, y) { if ((x < 0) || (x >= nx) || (y < 0) || (y >= ny) || getBlock(x,y)) result = true; }); return result; } function unoccupied(type, x, y, dir) { return !occupied(type, x, y, dir); } //----------------------------------------- // start with 4 instances of each piece and // pick randomly until the 'bag is empty' //----------------------------------------- var pieces = []; function randomPiece() { if (pieces.length == 0) pieces = [i,i,i,i,j,j,j,j,l,l,l,l,o,o,o,o,s,s,s,s,t,t,t,t,z,z,z,z]; var type = pieces.splice(random(0, pieces.length-1), 1)[0]; return { type: type, dir: DIR.UP, x: Math.round(random(0, nx - type.size)), y: 0 }; } //------------------------------------------------------------------------- // GAME LOOP //------------------------------------------------------------------------- function run() { showStats(); // initialize FPS counter addEvents(); // attach keydown and resize events var last = now = timestamp(); function frame() { now = timestamp(); update(Math.min(1, (now - last) / 1000.0)); // using requestAnimationFrame have to be able to handle large delta's caused when it 'hibernates' in a background or non-visible tab draw(); stats.update(); last = now; requestAnimationFrame(frame, canvas); } resize(); // setup all our sizing information reset(); // reset the per-game variables frame(); // start the first frame } function showStats() { stats.domElement.id = 'stats'; get('menu').appendChild(stats.domElement); } function addEvents() { document.addEventListener('keydown', keydown, false); window.addEventListener('resize', resize, false); } function resize(event) { canvas.width = canvas.clientWidth; // set canvas logical size equal to its physical size canvas.height = canvas.clientHeight; // (ditto) ucanvas.width = ucanvas.clientWidth; ucanvas.height = ucanvas.clientHeight; dx = canvas.width / nx; // pixel size of a single tetris block dy = canvas.height / ny; // (ditto) invalidate(); invalidateNext(); } function keydown(ev) { var handled = false; if (playing) { switch(ev.keyCode) { case KEY.LEFT: actions.push(DIR.LEFT); handled = true; break; case KEY.RIGHT: actions.push(DIR.RIGHT); handled = true; break; case KEY.UP: actions.push(DIR.UP); handled = true; break; case KEY.DOWN: actions.push(DIR.DOWN); handled = true; break; case KEY.ESC: lose(); handled = true; break; } } else if (ev.keyCode == KEY.SPACE) { play(); handled = true; } if (handled) ev.preventDefault(); // prevent arrow keys from scrolling the page (supported in IE9+ and all other browsers) } //------------------------------------------------------------------------- // GAME LOGIC //------------------------------------------------------------------------- function play() { hide('start'); reset(); playing = true; } function lose() { show('start'); setVisualScore(); playing = false; } function setVisualScore(n) { vscore = n || score; invalidateScore(); } function setScore(n) { score = n; setVisualScore(n); } function addScore(n) { score = score + n; } function clearScore() { setScore(0); } function clearRows() { setRows(0); } function setRows(n) { rows = n; step = Math.max(speed.min, speed.start - (speed.decrement*rows)); invalidateRows(); } function addRows(n) { setRows(rows + n); } function getBlock(x,y) { return (blocks && blocks[x] ? blocks[x][y] : null); } function setBlock(x,y,type) { blocks[x] = blocks[x] || []; blocks[x][y] = type; invalidate(); } function clearBlocks() { blocks = []; invalidate(); } function clearActions() { actions = []; } function setCurrentPiece(piece) { current = piece || randomPiece(); invalidate(); } function setNextPiece(piece) { next = piece || randomPiece(); invalidateNext(); } function reset() { dt = 0; clearActions(); clearBlocks(); clearRows(); clearScore(); setCurrentPiece(next); setNextPiece(); } function update(idt) { if (playing) { if (vscore < score) setVisualScore(vscore + 1); handle(actions.shift()); dt = dt + idt; if (dt > step) { dt = dt - step; drop(); } } } function handle(action) { switch(action) { case DIR.LEFT: move(DIR.LEFT); break; case DIR.RIGHT: move(DIR.RIGHT); break; case DIR.UP: rotate(); break; case DIR.DOWN: drop(); break; } } function move(dir) { var x = current.x, y = current.y; switch(dir) { case DIR.RIGHT: x = x + 1; break; case DIR.LEFT: x = x - 1; break; case DIR.DOWN: y = y + 1; break; } if (unoccupied(current.type, x, y, current.dir)) { current.x = x; current.y = y; invalidate(); return true; } else { return false; } } function rotate() { var newdir = (current.dir == DIR.MAX ? DIR.MIN : current.dir + 1); if (unoccupied(current.type, current.x, current.y, newdir)) { current.dir = newdir; invalidate(); } } function drop() { if (!move(DIR.DOWN)) { addScore(10); dropPiece(); removeLines(); setCurrentPiece(next); setNextPiece(randomPiece()); clearActions(); if (occupied(current.type, current.x, current.y, current.dir)) { lose(); } } } function dropPiece() { eachblock(current.type, current.x, current.y, current.dir, function(x, y) { setBlock(x, y, current.type); }); } function removeLines() { var x, y, complete, n = 0; for(y = ny ; y > 0 ; --y) { complete = true; for(x = 0 ; x < nx ; ++x) { if (!getBlock(x, y)) complete = false; } if (complete) { removeLine(y); y = y + 1; // recheck same line n++; } } if (n > 0) { addRows(n); addScore(100*Math.pow(2,n-1)); // 1: 100, 2: 200, 3: 400, 4: 800 } } function removeLine(n) { var x, y; for(y = n ; y >= 0 ; --y) { for(x = 0 ; x < nx ; ++x) setBlock(x, y, (y == 0) ? null : getBlock(x, y-1)); } } //------------------------------------------------------------------------- // RENDERING //------------------------------------------------------------------------- var invalid = {}; function invalidate() { invalid.court = true; } function invalidateNext() { invalid.next = true; } function invalidateScore() { invalid.score = true; } function invalidateRows() { invalid.rows = true; } function draw() { ctx.save(); ctx.lineWidth = 1; ctx.translate(0.5, 0.5); // for crisp 1px black lines drawCourt(); drawNext(); drawScore(); drawRows(); ctx.restore(); } function drawCourt() { if (invalid.court) { ctx.clearRect(0, 0, canvas.width, canvas.height); if (playing) drawPiece(ctx, current.type, current.x, current.y, current.dir); var x, y, block; for(y = 0 ; y < ny ; y++) { for (x = 0 ; x < nx ; x++) { if (block = getBlock(x,y)) drawBlock(ctx, x, y, block.color); } } ctx.strokeRect(0, 0, nx*dx - 1, ny*dy - 1); // court boundary invalid.court = false; } } function drawNext() { if (invalid.next) { var padding = (nu - next.type.size) / 2; // half-arsed attempt at centering next piece display uctx.save(); uctx.translate(0.5, 0.5); uctx.clearRect(0, 0, nu*dx, nu*dy); drawPiece(uctx, next.type, padding, padding, next.dir); uctx.strokeStyle = 'black'; uctx.strokeRect(0, 0, nu*dx - 1, nu*dy - 1); uctx.restore(); invalid.next = false; } } function drawScore() { if (invalid.score) { html('score', ("00000" + Math.floor(vscore)).slice(-5)); invalid.score = false; } } function drawRows() { if (invalid.rows) { html('rows', rows); invalid.rows = false; } } function drawPiece(ctx, type, x, y, dir) { eachblock(type, x, y, dir, function(x, y) { drawBlock(ctx, x, y, type.color); }); } function drawBlock(ctx, x, y, color) { ctx.fillStyle = color; ctx.fillRect(x*dx, y*dy, dx, dy); ctx.strokeRect(x*dx, y*dy, dx, dy) } //------------------------------------------------------------------------- // FINALLY, lets run the game //------------------------------------------------------------------------- run(); </script> </body> </html> | cs |
stats.js
1 2 3 4 5 6 7 8 9 10 | // stats.js r6 - http://github.com/mrdoob/stats.js var Stats=function(){function s(a,g,d){var f,c,e;for(c=0;c<30;c++)for(f=0;f<73;f++)e=(f+c*74)*4,a[e]=a[e+4],a[e+1]=a[e+5],a[e+2]=a[e+6];for(c=0;c<30;c++)e=(73+c*74)*4,c<g?(a[e]=b[d].bg.r,a[e+1]=b[d].bg.g,a[e+2]=b[d].bg.b):(a[e]=b[d].fg.r,a[e+1]=b[d].fg.g,a[e+2]=b[d].fg.b)}var r=0,t=2,g,u=0,j=(new Date).getTime(),F=j,v=j,l=0,w=1E3,x=0,k,d,a,m,y,n=0,z=1E3,A=0,f,c,o,B,p=0,C=1E3,D=0,h,i,q,E,b={fps:{bg:{r:16,g:16,b:48},fg:{r:0,g:255,b:255}},ms:{bg:{r:16,g:48,b:16},fg:{r:0,g:255,b:0}},mb:{bg:{r:48,g:16, b:26},fg:{r:255,g:0,b:128}}};g=document.createElement("div");g.style.cursor="pointer";g.style.width="80px";g.style.opacity="0.9";g.style.zIndex="10001";g.addEventListener("click",function(){r++;r==t&&(r=0);k.style.display="none";f.style.display="none";h.style.display="none";switch(r){case 0:k.style.display="block";break;case 1:f.style.display="block";break;case 2:h.style.display="block"}},!1);k=document.createElement("div");k.style.backgroundColor="rgb("+Math.floor(b.fps.bg.r/2)+","+Math.floor(b.fps.bg.g/ 2)+","+Math.floor(b.fps.bg.b/2)+")";k.style.padding="2px 0px 3px 0px";g.appendChild(k);d=document.createElement("div");d.style.fontFamily="Helvetica, Arial, sans-serif";d.style.textAlign="left";d.style.fontSize="9px";d.style.color="rgb("+b.fps.fg.r+","+b.fps.fg.g+","+b.fps.fg.b+")";d.style.margin="0px 0px 1px 3px";d.innerHTML='<span style="font-weight:bold">FPS</span>';k.appendChild(d);a=document.createElement("canvas");a.width=74;a.height=30;a.style.display="block";a.style.marginLeft="3px";k.appendChild(a); m=a.getContext("2d");m.fillStyle="rgb("+b.fps.bg.r+","+b.fps.bg.g+","+b.fps.bg.b+")";m.fillRect(0,0,a.width,a.height);y=m.getImageData(0,0,a.width,a.height);f=document.createElement("div");f.style.backgroundColor="rgb("+Math.floor(b.ms.bg.r/2)+","+Math.floor(b.ms.bg.g/2)+","+Math.floor(b.ms.bg.b/2)+")";f.style.padding="2px 0px 3px 0px";f.style.display="none";g.appendChild(f);c=document.createElement("div");c.style.fontFamily="Helvetica, Arial, sans-serif";c.style.textAlign="left";c.style.fontSize= "9px";c.style.color="rgb("+b.ms.fg.r+","+b.ms.fg.g+","+b.ms.fg.b+")";c.style.margin="0px 0px 1px 3px";c.innerHTML='<span style="font-weight:bold">MS</span>';f.appendChild(c);a=document.createElement("canvas");a.width=74;a.height=30;a.style.display="block";a.style.marginLeft="3px";f.appendChild(a);o=a.getContext("2d");o.fillStyle="rgb("+b.ms.bg.r+","+b.ms.bg.g+","+b.ms.bg.b+")";o.fillRect(0,0,a.width,a.height);B=o.getImageData(0,0,a.width,a.height);try{performance&&performance.memory&&performance.memory.totalJSHeapSize&& (t=3)}catch(G){}h=document.createElement("div");h.style.backgroundColor="rgb("+Math.floor(b.mb.bg.r/2)+","+Math.floor(b.mb.bg.g/2)+","+Math.floor(b.mb.bg.b/2)+")";h.style.padding="2px 0px 3px 0px";h.style.display="none";g.appendChild(h);i=document.createElement("div");i.style.fontFamily="Helvetica, Arial, sans-serif";i.style.textAlign="left";i.style.fontSize="9px";i.style.color="rgb("+b.mb.fg.r+","+b.mb.fg.g+","+b.mb.fg.b+")";i.style.margin="0px 0px 1px 3px";i.innerHTML='<span style="font-weight:bold">MB</span>'; h.appendChild(i);a=document.createElement("canvas");a.width=74;a.height=30;a.style.display="block";a.style.marginLeft="3px";h.appendChild(a);q=a.getContext("2d");q.fillStyle="#301010";q.fillRect(0,0,a.width,a.height);E=q.getImageData(0,0,a.width,a.height);return{domElement:g,update:function(){u++;j=(new Date).getTime();n=j-F;z=Math.min(z,n);A=Math.max(A,n);s(B.data,Math.min(30,30-n/200*30),"ms");c.innerHTML='<span style="font-weight:bold">'+n+" MS</span> ("+z+"-"+A+")";o.putImageData(B,0,0);F=j;if(j> v+1E3){l=Math.round(u*1E3/(j-v));w=Math.min(w,l);x=Math.max(x,l);s(y.data,Math.min(30,30-l/100*30),"fps");d.innerHTML='<span style="font-weight:bold">'+l+" FPS</span> ("+w+"-"+x+")";m.putImageData(y,0,0);if(t==3)p=performance.memory.usedJSHeapSize*9.54E-7,C=Math.min(C,p),D=Math.max(D,p),s(E.data,Math.min(30,30-p/2),"mb"),i.innerHTML='<span style="font-weight:bold">'+Math.round(p)+" MB</span> ("+Math.round(C)+"-"+Math.round(D)+")",q.putImageData(E,0,0);v=j;u=0}}}}; | cs |
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