forked from vergnet/application-amicale
164 lines
4.9 KiB
JavaScript
164 lines
4.9 KiB
JavaScript
import ShapeL from "./Shapes/ShapeL";
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import ShapeI from "./Shapes/ShapeI";
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import ShapeJ from "./Shapes/ShapeJ";
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import ShapeO from "./Shapes/ShapeO";
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import ShapeS from "./Shapes/ShapeS";
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import ShapeT from "./Shapes/ShapeT";
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import ShapeZ from "./Shapes/ShapeZ";
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import type {coordinates} from './Shapes/BaseShape';
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import type {grid} from './GridManager';
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/**
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* Class used as an abstraction layer for shapes.
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* Use this class to manipulate pieces rather than Shapes directly
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*
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*/
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export default class Piece {
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#shapes = [
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ShapeL,
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ShapeI,
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ShapeJ,
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ShapeO,
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ShapeS,
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ShapeT,
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ShapeZ,
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];
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#currentShape: Object;
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#colors: Object;
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/**
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* Initializes this piece's color and shape
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*
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* @param colors Object containing current theme colors
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*/
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constructor(colors: Object) {
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this.#currentShape = this.getRandomShape(colors);
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this.#colors = colors;
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}
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/**
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* Gets a random shape object
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*
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* @param colors Object containing current theme colors
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*/
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getRandomShape(colors: Object) {
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return new this.#shapes[Math.floor(Math.random() * 7)](colors);
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}
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/**
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* Removes the piece from the given grid
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*
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* @param grid The grid to remove the piece from
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*/
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removeFromGrid(grid: grid) {
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const coord: Array<coordinates> = this.#currentShape.getCellsCoordinates(true);
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for (let i = 0; i < coord.length; i++) {
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grid[coord[i].y][coord[i].x] = {
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color: this.#colors.tetrisBackground,
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isEmpty: true,
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};
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}
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}
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/**
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* Adds this piece to the given grid
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*
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* @param grid The grid to add the piece to
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* @param isPreview Should we use this piece's current position to determine the cells?
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*/
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toGrid(grid: grid, isPreview: boolean) {
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const coord: Array<coordinates> = this.#currentShape.getCellsCoordinates(!isPreview);
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for (let i = 0; i < coord.length; i++) {
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grid[coord[i].y][coord[i].x] = {
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color: this.#currentShape.getColor(),
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isEmpty: false,
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};
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}
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}
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/**
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* Checks if the piece's current position is valid
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*
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* @param grid The current game grid
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* @param width The grid's width
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* @param height The grid's height
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* @return {boolean} If the position is valid
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*/
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isPositionValid(grid: grid, width: number, height: number) {
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let isValid = true;
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const coord: Array<coordinates> = this.#currentShape.getCellsCoordinates(true);
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for (let i = 0; i < coord.length; i++) {
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if (coord[i].x >= width
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|| coord[i].x < 0
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|| coord[i].y >= height
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|| coord[i].y < 0
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|| !grid[coord[i].y][coord[i].x].isEmpty) {
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isValid = false;
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break;
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}
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}
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return isValid;
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}
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/**
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* Tries to move the piece by the given offset on the given grid
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*
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* @param x Position X offset
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* @param y Position Y offset
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* @param grid The grid to move the piece on
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* @param width The grid's width
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* @param height The grid's height
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* @param freezeCallback Callback to use if the piece should freeze itself
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* @return {boolean} True if the move was valid, false otherwise
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*/
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tryMove(x: number, y: number, grid: grid, width: number, height: number, freezeCallback: Function) {
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if (x > 1) x = 1; // Prevent moving from more than one tile
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if (x < -1) x = -1;
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if (y > 1) y = 1;
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if (y < -1) y = -1;
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if (x !== 0 && y !== 0) y = 0; // Prevent diagonal movement
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this.removeFromGrid(grid);
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this.#currentShape.move(x, y);
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let isValid = this.isPositionValid(grid, width, height);
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if (!isValid)
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this.#currentShape.move(-x, -y);
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let shouldFreeze = !isValid && y !== 0;
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this.toGrid(grid, false);
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if (shouldFreeze)
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freezeCallback();
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return isValid;
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}
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/**
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* Tries to rotate the piece
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*
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* @param grid The grid to rotate the piece on
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* @param width The grid's width
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* @param height The grid's height
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* @return {boolean} True if the rotation was valid, false otherwise
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*/
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tryRotate(grid: grid, width: number, height: number) {
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this.removeFromGrid(grid);
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this.#currentShape.rotate(true);
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if (!this.isPositionValid(grid, width, height)) {
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this.#currentShape.rotate(false);
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this.toGrid(grid, false);
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return false;
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}
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this.toGrid(grid, false);
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return true;
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}
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/**
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* Gets this piece used cells coordinates
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*
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* @return {Array<coordinates>} An array of coordinates
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*/
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getCoordinates(): Array<coordinates> {
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return this.#currentShape.getCellsCoordinates(true);
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}
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}
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