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Binary file added website/static/eli/tetris/images/play_again.png
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Binary file added website/static/eli/tetris/images/restart.png
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127 changes: 127 additions & 0 deletions website/static/eli/tetris/index.html
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<!DOCTYPE html>
<html>
<head>
<title>
Tetris
</title>
<script type="module" src="js/tetris.js"></script>
<link rel="stylesheet" href="style/tetris.css"></link>
<link rel="stylesheet" href="style/pop_ups.css"></link>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
</head>
<body>
<div class="game-container">
<div class="info-container">
<div class="settings-button settings-visible" id="settings-visible">
</div>
<div class="info">
<div class="score" id="score">
Score: 0
</div>
<div class="next-shape" id="next-shape">
</div>
</div>
<div class="settings-button settings-restart" id="settings-restart">
</div>
</div>
<div class="board" id="board">
</div>
<div class="move-buttons">
<div class="settings-button move-button move-left" id="move-left">
&#60;
</div>
<div class="settings-button move-button rotate-left" id="rotate-left">
R
</div>
<div class="settings-button move-button move-down" id="move-down">
&#62;
</div>
<div class="settings-button move-button rotate-right" id="rotate-right">
R
</div>
<div class="settings-button move-button move-right" id="move-right">
&#62;
</div>
</div>
</div>
<div class="pop-ups">
<div class="pop-ups-base pop-ups-settings" id="pop-ups-settings">
<h2>
Settings
</h2>
<div class="pop-ups-settings-container">
<div class="pop-ups-settings-difficulty">
Difficulty:
<div class="settings-button pop-ups-settings-slider" id="diff-down">
&#60;
</div>
<p class="text" id="diff-text">Normal</p>
<div class="settings-button pop-ups-settings-slider" id="diff-up">
&#62;
</div>
</div>
<br>
<div class="pop-ups-settings-cols">
Height:
<div class="settings-button pop-ups-settings-slider" id="cols-down">
&#60;
</div>
<p class="text cols-text" id="cols-text">15</p>
<div class="settings-button pop-ups-settings-slider" id="cols-up">
&#62;
</div>
</div>
<div class="pop-ups-settings-theme">
Theme:
<div class="settings-button pop-ups-settings-slider" id="theme-down">
&#60;
</div>
<p class="text" id="theme-text">Default</p>
<div class="settings-button pop-ups-settings-slider" id="theme-up">
&#62;
</div>
</div>
<div class="pop-ups-settings-grid">
Grid:
<div class="settings-button pop-ups-settings-slider" id="grid-down">
&#60;
</div>
<p class="text grid-text" id="grid-text">On</p>
<div class="settings-button pop-ups-settings-slider" id="grid-up">
&#62;
</div>
</div>
</div>
<div class="pop-ups-button-container">
<div class="pop-ups-button pop-ups-button-ok" id="pop-ups-button-ok">
Ok
</div>
<div class="pop-ups-button pop-ups-button-cancel" id="pop-ups-button-cancel">
Cancel
</div>
</div>
</div>
<div class="pop-ups-base pop-ups-end" id="pop-ups-end">
<h1>You died!</h1>
<p id="pop-ups-end-score">
Score: 0
</p>
<div class="pop-ups-end-restart" id="pop-ups-end-restart">
</div>
</div>
<div class="pop-ups-base pop-ups-intro" id="pop-ups-intro">
<h1>Tetris</h1>
<p>
Your goal is to get the best score possible.
When a row is full it disappears and it adds to your score.
The more rows you clear at once the better your score.
<br>
But remember, if they pile too high up, it's <font color="red">Game Over.</font>
</p>
<div class="pop-ups-button pop-ups-button-ok" id="pop-ups-intro-go">
Let's Go!
</div>
</div>
</div>
</body>
</html>
45 changes: 45 additions & 0 deletions website/static/eli/tetris/js/info_functions.js
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import Shapes from "./shapes.js";

export default class InfoFunctions {
init(Render) {
this.rows=5;
this.cols=5;
this.generatePreview();
document.getElementById("pop-ups-end-restart").addEventListener("click",
()=>Render.restart());
}
update(Render) {
document.getElementById("score").innerText=`Score: ${Render.score}`;
this.updatePreview(Render);
}
generatePreview() {
let nsh=document.getElementById("next-shape");
nsh.style.width=`${this.rows*20}px`;
nsh.style.height=`${this.cols*20}px`;
for (let x=0; x<this.rows; x++) {
for (let y=0; y<this.cols; y++) {
let d=document.createElement("div");
d.id=`pr_${x}_${y}`;
nsh.appendChild(d);
}
}
}
updatePreview(Render) {
let shp=Shapes[Render.next_shape];
for (let x=0; x<this.rows; x++) {
for (let y=0; y<this.cols; y++) {
let d=document.getElementById(`pr_${x}_${y}`);
if (x<shp.length&&y<shp[0].length&&shp[x][y]==1)
d.style.backgroundColor=
Render.color_map.get(Render.next_shape);
else
d.style.backgroundColor=
"#101010";
}
}
}
die(Render) {
document.getElementById("pop-ups-end").style.display="flex";
document.getElementById("pop-ups-end-score").innerHTML=`Score: ${Render.score}`;
}
}
27 changes: 27 additions & 0 deletions website/static/eli/tetris/js/keyboard_functions.js
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import MoveFunctions from "./move_functions.js";

export default class KeyboardFunctions {
keydown(e, Render) {
if (Render.pause)
return;
let Move=new MoveFunctions();
switch (e.key.toLowerCase()) {
case "arrowleft":
Move.rotate(Render, 1);
break;
case "arrowright":
Move.rotate(Render, 3);
break;
case "a":
Move.strafe(Render, [-1, 0]);
break;
case "d":
Move.strafe(Render, [1, 0]);
break;
case "s":
Move.strafe(Render, [0, 1]);
break;
}
Render.update();
}
}
65 changes: 65 additions & 0 deletions website/static/eli/tetris/js/move_functions.js
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export default class MoveFunctions {
outOfBounds(Render, shp) {
for (let x=0; x<shp.length; x++)
for (let y=0; y<shp[0].length; y++) {
if (!shp[x][y])
continue;
let out_of_bounds=Render.pos[0]+x>=Render.rows||Render.pos[0]+x<0;
if (!out_of_bounds&&Render.board[Render.pos[0]+x][Render.pos[1]+y]==2)
return true;
if (out_of_bounds)
return true;
}
return false;
}
outOfFloor(Render, shp) {
for (let x=0; x<shp.length; x++)
for (let y=0; y<shp[0].length; y++) {
if (!shp[x][y])
continue;
if (Render.pos[1]+y>=Render.cols)
return true;
if (Render.board[Render.pos[0]+x][Render.pos[1]+y]==2)
return true;
}
return false;
}
transpose(shp) {
let outshp=[];
for (let y=-1, x=[]; ++y<shp.length; x=[])
for (outshp.push(x); x.length<shp[0].length; x.push(shp[x.length][y]));
return outshp;
}
reflect(shp) {
let outshp=[];
for (let i=-1; ++i<shp.length; outshp.push(shp[i].reverse()));
return outshp;
}
rotateShp(Render, turns) {
let outshp=Render.getShape();
for (let i=turns; i-->0; outshp=this.reflect(outshp))
outshp=this.transpose(outshp);
return outshp;
}
rotate(Render, turns) {
let outshp=this.rotateShp(Render, Render.current_shape_rotation+turns);
if (this.outOfBounds(Render, outshp)||this.outOfFloor(Render, outshp))
return;
Render.current_shape_rotation+=turns;
}
reset(Render, old_pos, old) {
Render.pos=old_pos;
Render.board=old;
}
strafe(Render, drt) {
let old_pos=Render.pos,
old=Render.board,
rot_shp=this.rotateShp(Render, Render.current_shape_rotation);
Render.pos=[Render.pos[0]+drt[0], Render.pos[1]+drt[1]];
if (drt[0]&&this.outOfBounds(Render, rot_shp))
return this.reset(Render, old_pos, old);
if (!this.outOfFloor(Render, rot_shp))
return;
Render.nextShape()
}
}
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