// @flow import Piece from "./Piece"; export default class GameLogic { static levelTicks = [ 1000, 800, 600, 400, 300, 200, 150, 100, ]; static scoreLinesModifier = [40, 100, 300, 1200]; currentGrid: Array>; height: number; width: number; gameRunning: boolean; gamePaused: boolean; gameTime: number; score: number; level: number; currentObject: Piece; gameTick: number; gameTickInterval: IntervalID; gameTimeInterval: IntervalID; pressInInterval: TimeoutID; isPressedIn: boolean; autoRepeatActivationDelay: number; autoRepeatDelay: number; nextPieces: Array; nextPiecesCount: number; onTick: Function; onClock: Function; endCallback: Function; colors: Object; levelProgression: number; constructor(height: number, width: number, colors: Object) { this.height = height; this.width = width; this.gameRunning = false; this.gamePaused = false; this.colors = colors; this.autoRepeatActivationDelay = 300; this.autoRepeatDelay = 50; this.nextPieces = []; this.nextPiecesCount = 3; } getNextPiecesPreviews() { let finalArray = []; for (let i = 0; i < this.nextPieces.length; i++) { finalArray.push(this.getEmptyGrid(4, 4)); this.nextPieces[i].toGrid(finalArray[i], true); } return finalArray; } getHeight(): number { return this.height; } getWidth(): number { return this.width; } isGameRunning(): boolean { return this.gameRunning; } isGamePaused(): boolean { return this.gamePaused; } getEmptyLine(width: number) { let line = []; for (let col = 0; col < width; col++) { line.push({ color: this.colors.tetrisBackground, isEmpty: true, }); } return line; } getEmptyGrid(height: number, width: number) { let grid = []; for (let row = 0; row < height; row++) { grid.push(this.getEmptyLine(width)); } return grid; } getGridCopy() { return JSON.parse(JSON.stringify(this.currentGrid)); } getFinalGrid() { let finalGrid = this.getGridCopy(); this.currentObject.toGrid(finalGrid, false); return finalGrid; } getLinesRemovedPoints(numberRemoved: number) { if (numberRemoved < 1 || numberRemoved > 4) return 0; return GameLogic.scoreLinesModifier[numberRemoved-1] * (this.level + 1); } canLevelUp() { let canLevel = this.levelProgression > this.level * 5; if (canLevel) this.levelProgression -= this.level * 5; return canLevel; } freezeTetromino() { this.currentObject.toGrid(this.currentGrid, false); this.clearLines(this.getLinesToClear(this.currentObject.getCoordinates())); } clearLines(lines: Array) { lines.sort(); for (let i = 0; i < lines.length; i++) { this.currentGrid.splice(lines[i], 1); this.currentGrid.unshift(this.getEmptyLine(this.getWidth())); } switch (lines.length) { case 1: this.levelProgression += 1; break; case 2: this.levelProgression += 3; break; case 3: this.levelProgression += 5; break; case 4: // Did a tetris ! this.levelProgression += 8; break; } this.score += this.getLinesRemovedPoints(lines.length); } getLinesToClear(coord: Object) { let rows = []; for (let i = 0; i < coord.length; i++) { let isLineFull = true; for (let col = 0; col < this.getWidth(); col++) { if (this.currentGrid[coord[i].y][col].isEmpty) { isLineFull = false; break; } } if (isLineFull && rows.indexOf(coord[i].y) === -1) rows.push(coord[i].y); } return rows; } setNewGameTick(level: number) { if (level >= GameLogic.levelTicks.length) return; this.gameTick = GameLogic.levelTicks[level]; clearInterval(this.gameTickInterval); this.gameTickInterval = setInterval(this.onTick, this.gameTick); } onFreeze() { this.freezeTetromino(); this.createTetromino(); } onTick(callback: Function) { this.currentObject.tryMove(0, 1, this.currentGrid, this.getWidth(), this.getHeight(), () => this.onFreeze()); callback(this.score, this.level, this.getFinalGrid()); if (this.canLevelUp()) { this.level++; this.setNewGameTick(this.level); } } onClock(callback: Function) { this.gameTime++; callback(this.gameTime); } canUseInput() { return this.gameRunning && !this.gamePaused } rightPressed(callback: Function) { this.isPressedIn = true; this.movePressedRepeat(true, callback, 1, 0); } leftPressedIn(callback: Function) { this.isPressedIn = true; this.movePressedRepeat(true, callback, -1, 0); } downPressedIn(callback: Function) { this.isPressedIn = true; this.movePressedRepeat(true, callback, 0, 1); } movePressedRepeat(isInitial: boolean, callback: Function, x: number, y: number) { if (!this.canUseInput() || !this.isPressedIn) return; const moved = this.currentObject.tryMove(x, y, this.currentGrid, this.getWidth(), this.getHeight(), () => this.onFreeze()); if (moved) { if (y === 1) { this.score++; callback(this.getFinalGrid(), this.score); } else callback(this.getFinalGrid()); } this.pressInInterval = setTimeout(() => this.movePressedRepeat(false, callback, x, y), isInitial ? this.autoRepeatActivationDelay : this.autoRepeatDelay); } pressedOut() { this.isPressedIn = false; clearTimeout(this.pressInInterval); } rotatePressed(callback: Function) { if (!this.canUseInput()) return; if (this.currentObject.tryRotate(this.currentGrid, this.getWidth(), this.getHeight())) callback(this.getFinalGrid()); } recoverNextPiece() { this.currentObject = this.nextPieces.shift(); this.generateNextPieces(); } generateNextPieces() { while (this.nextPieces.length < this.nextPiecesCount) { this.nextPieces.push(new Piece(this.colors)); } } createTetromino() { this.pressedOut(); this.recoverNextPiece(); if (!this.currentObject.isPositionValid(this.currentGrid, this.getWidth(), this.getHeight())) this.endGame(false); } togglePause() { if (!this.gameRunning) return; this.gamePaused = !this.gamePaused; if (this.gamePaused) { clearInterval(this.gameTickInterval); clearInterval(this.gameTimeInterval); } else { this.gameTickInterval = setInterval(this.onTick, this.gameTick); this.gameTimeInterval = setInterval(this.onClock, 1000); } } endGame(isRestart: boolean) { this.gameRunning = false; this.gamePaused = false; clearInterval(this.gameTickInterval); clearInterval(this.gameTimeInterval); this.endCallback(this.gameTime, this.score, isRestart); } startGame(tickCallback: Function, clockCallback: Function, endCallback: Function) { if (this.gameRunning) this.endGame(true); this.gameRunning = true; this.gamePaused = false; this.gameTime = 0; this.score = 0; this.level = 0; this.levelProgression = 0; this.gameTick = GameLogic.levelTicks[this.level]; this.currentGrid = this.getEmptyGrid(this.getHeight(), this.getWidth()); this.nextPieces = []; this.generateNextPieces(); this.createTetromino(); tickCallback(this.score, this.level, this.getFinalGrid()); clockCallback(this.gameTime); this.onTick = this.onTick.bind(this, tickCallback); this.onClock = this.onClock.bind(this, clockCallback); this.gameTickInterval = setInterval(this.onTick, this.gameTick); this.gameTimeInterval = setInterval(this.onClock, 1000); this.endCallback = endCallback; } }