export default class Tetromino { static types = { 'I': 0, 'O': 1, 'T': 2, 'S': 3, 'Z': 4, 'J': 5, 'L': 6, }; static shapes = [ [ [ [0, 0, 0, 0], [1, 1, 1, 1], [0, 0, 0, 0], [0, 0, 0, 0], ], [ [1, 1], [1, 1], ], [ [0, 1, 0], [1, 1, 1], [0, 0, 0], ], [ [0, 1, 1], [1, 1, 0], [0, 0, 0], ], [ [1, 1, 0], [0, 1, 1], [0, 0, 0], ], [ [1, 0, 0], [1, 1, 1], [0, 0, 0], ], [ [0, 0, 1], [1, 1, 1], [0, 0, 0], ], ], [ [ [0, 0, 1, 0], [0, 0, 1, 0], [0, 0, 1, 0], [0, 0, 1, 0], ], [ [1, 1], [1, 1], ], [ [0, 1, 0], [0, 1, 1], [0, 1, 0], ], [ [0, 1, 0], [0, 1, 1], [0, 0, 1], ], [ [0, 0, 1], [0, 1, 1], [0, 1, 0], ], [ [0, 1, 1], [0, 1, 0], [0, 1, 0], ], [ [0, 1, 0], [0, 1, 0], [0, 1, 1], ], ], [ [ [0, 0, 0, 0], [0, 0, 0, 0], [1, 1, 1, 1], [0, 0, 0, 0], ], [ [1, 1], [1, 1], ], [ [0, 0, 0], [1, 1, 1], [0, 1, 0], ], [ [0, 0, 0], [0, 1, 1], [1, 1, 0], ], [ [0, 0, 0], [1, 1, 0], [0, 1, 1], ], [ [0, 0, 0], [1, 1, 1], [0, 0, 1], ], [ [0, 0, 0], [1, 1, 1], [1, 0, 0], ], ], [ [ [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], [0, 1, 0, 0], ], [ [1, 1], [1, 1], ], [ [0, 1, 0], [1, 1, 0], [0, 1, 0], ], [ [1, 0, 0], [1, 1, 0], [0, 1, 0], ], [ [0, 1, 0], [1, 1, 0], [1, 0, 0], ], [ [0, 1, 0], [0, 1, 0], [1, 1, 0], ], [ [1, 1, 0], [0, 1, 0], [0, 1, 0], ], ], ]; static colors: Object; currentType: Object; currentShape: Object; currentRotation: number; position: Object; colors: Object; constructor(type: Tetromino.types, colors: Object) { this.currentType = type; this.currentRotation = 0; this.currentShape = Tetromino.shapes[this.currentRotation][type]; this.position = {x: 0, y: 0}; if (this.currentType === Tetromino.types.O) this.position.x = 4; else this.position.x = 3; this.colors = colors; Tetromino.colors = { 0: colors.tetrisI, 1: colors.tetrisO, 2: colors.tetrisT, 3: colors.tetrisS, 4: colors.tetrisZ, 5: colors.tetrisJ, 6: colors.tetrisL, }; } getColor() { return Tetromino.colors[this.currentType]; } getCellsCoordinates() { let coordinates = []; for (let row = 0; row < this.currentShape.length; row++) { for (let col = 0; col < this.currentShape[row].length; col++) { if (this.currentShape[row][col] === 1) coordinates.push({x: this.position.x + col, y: this.position.y + row}); } } return coordinates; } rotate(isForward) { if (isForward) this.currentRotation++; else this.currentRotation--; if (this.currentRotation > 3) this.currentRotation = 0; else if (this.currentRotation < 0) this.currentRotation = 3; this.currentShape = Tetromino.shapes[this.currentRotation][this.currentType]; } move(x: number, y: number) { this.position.x += x; this.position.y += y; } }