Moved grid and score logic in separate files

This commit is contained in:
Arnaud Vergnet 2020-03-23 18:10:45 +01:00
parent fcec2a3c8a
commit 8dc620b987
4 changed files with 182 additions and 127 deletions

View file

@ -1,6 +1,8 @@
// @flow
import Piece from "./Piece";
import ScoreManager from "./ScoreManager";
import GridManager from "./GridManager";
export default class GameLogic {
@ -15,9 +17,8 @@ export default class GameLogic {
100,
];
static scoreLinesModifier = [40, 100, 300, 1200];
currentGrid: Array<Array<Object>>;
scoreManager: ScoreManager;
gridManager: GridManager;
height: number;
width: number;
@ -25,8 +26,6 @@ export default class GameLogic {
gameRunning: boolean;
gamePaused: boolean;
gameTime: number;
score: number;
level: number;
currentObject: Piece;
@ -48,8 +47,6 @@ export default class GameLogic {
colors: Object;
levelProgression: number;
constructor(height: number, width: number, colors: Object) {
this.height = height;
this.width = width;
@ -60,16 +57,8 @@ export default class GameLogic {
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;
this.scoreManager = new ScoreManager();
this.gridManager = new GridManager(this.getWidth(), this.getHeight(), this.colors);
}
getHeight(): number {
@ -80,6 +69,10 @@ export default class GameLogic {
return this.width;
}
getCurrentGrid() {
return this.gridManager.getCurrentGrid();
}
isGameRunning(): boolean {
return this.gameRunning;
}
@ -88,90 +81,9 @@ export default class GameLogic {
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<number>) {
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;
onFreeze() {
this.gridManager.freezeTetromino(this.currentObject, this.scoreManager);
this.createTetromino();
}
setNewGameTick(level: number) {
@ -182,20 +94,16 @@ export default class GameLogic {
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.gridManager.getCurrentGrid(), this.getWidth(), this.getHeight(),
() => this.onFreeze());
callback(this.score, this.level, this.getFinalGrid());
if (this.canLevelUp()) {
this.level++;
this.setNewGameTick(this.level);
}
callback(
this.scoreManager.getScore(),
this.scoreManager.getLevel(),
this.gridManager.getFinalGrid(this.currentObject));
if (this.scoreManager.canLevelUp())
this.setNewGameTick(this.scoreManager.getLevel());
}
onClock(callback: Function) {
@ -226,14 +134,14 @@ export default class GameLogic {
if (!this.canUseInput() || !this.isPressedIn)
return;
const moved = this.currentObject.tryMove(x, y,
this.currentGrid, this.getWidth(), this.getHeight(),
this.gridManager.getCurrentGrid(), this.getWidth(), this.getHeight(),
() => this.onFreeze());
if (moved) {
if (y === 1) {
this.score++;
callback(this.getFinalGrid(), this.score);
this.scoreManager.incrementScore();
callback(this.gridManager.getFinalGrid(this.currentObject), this.scoreManager.getScore());
} else
callback(this.getFinalGrid());
callback(this.gridManager.getFinalGrid(this.currentObject));
}
this.pressInInterval = setTimeout(() => this.movePressedRepeat(false, callback, x, y), isInitial ? this.autoRepeatActivationDelay : this.autoRepeatDelay);
}
@ -247,8 +155,18 @@ export default class GameLogic {
if (!this.canUseInput())
return;
if (this.currentObject.tryRotate(this.currentGrid, this.getWidth(), this.getHeight()))
callback(this.getFinalGrid());
if (this.currentObject.tryRotate(this.gridManager.getCurrentGrid(), this.getWidth(), this.getHeight()))
callback(this.gridManager.getFinalGrid(this.currentObject));
}
getNextPiecesPreviews() {
let finalArray = [];
for (let i = 0; i < this.nextPieces.length; i++) {
finalArray.push(this.gridManager.getEmptyGrid(4, 4));
this.nextPieces[i].toGrid(finalArray[i], true);
}
return finalArray;
}
recoverNextPiece() {
@ -265,7 +183,7 @@ export default class GameLogic {
createTetromino() {
this.pressedOut();
this.recoverNextPiece();
if (!this.currentObject.isPositionValid(this.currentGrid, this.getWidth(), this.getHeight()))
if (!this.currentObject.isPositionValid(this.gridManager.getCurrentGrid(), this.getWidth(), this.getHeight()))
this.endGame(false);
}
@ -287,7 +205,7 @@ export default class GameLogic {
this.gamePaused = false;
clearInterval(this.gameTickInterval);
clearInterval(this.gameTimeInterval);
this.endCallback(this.gameTime, this.score, isRestart);
this.endCallback(this.gameTime, this.scoreManager.getScore(), isRestart);
}
startGame(tickCallback: Function, clockCallback: Function, endCallback: Function) {
@ -296,15 +214,16 @@ export default class GameLogic {
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.scoreManager = new ScoreManager();
this.gameTick = GameLogic.levelTicks[this.scoreManager.getLevel()];
this.gridManager = new GridManager(this.getWidth(), this.getHeight(), this.colors);
this.nextPieces = [];
this.generateNextPieces();
this.createTetromino();
tickCallback(this.score, this.level, this.getFinalGrid());
tickCallback(
this.scoreManager.getScore(),
this.scoreManager.getLevel(),
this.gridManager.getFinalGrid(this.currentObject));
clockCallback(this.gameTime);
this.onTick = this.onTick.bind(this, tickCallback);
this.onClock = this.onClock.bind(this, clockCallback);

View file

@ -0,0 +1,78 @@
// @flow
import Piece from "./Piece";
import ScoreManager from "./ScoreManager";
export default class GridManager {
#currentGrid: Array<Array<Object>>;
#colors: Object;
constructor(width: number, height: number, colors: Object) {
this.#colors = colors;
this.#currentGrid = this.getEmptyGrid(height, width);
}
getCurrentGrid() {
return this.#currentGrid;
}
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(currentObject: Piece) {
let finalGrid = this.getGridCopy();
currentObject.toGrid(finalGrid, false);
return finalGrid;
}
clearLines(lines: Array<number>, scoreManager: ScoreManager) {
lines.sort();
for (let i = 0; i < lines.length; i++) {
this.#currentGrid.splice(lines[i], 1);
this.#currentGrid.unshift(this.getEmptyLine(this.#currentGrid[0].length));
}
scoreManager.addLinesRemovedPoints(lines.length);
}
getLinesToClear(coord: Object) {
let rows = [];
for (let i = 0; i < coord.length; i++) {
let isLineFull = true;
for (let col = 0; col < this.#currentGrid[coord[i].y].length; 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;
}
freezeTetromino(currentObject: Piece, scoreManager: ScoreManager) {
currentObject.toGrid(this.#currentGrid, false);
this.clearLines(this.getLinesToClear(currentObject.getCoordinates()), scoreManager);
}
}

View file

@ -0,0 +1,58 @@
// @flow
export default class ScoreManager {
#scoreLinesModifier = [40, 100, 300, 1200];
#score: number;
#level: number;
#levelProgression: number;
constructor() {
this.#score = 0;
this.#level = 0;
this.#levelProgression = 0;
}
getScore(): number {
return this.#score;
}
getLevel(): number {
return this.#level;
}
incrementScore() {
this.#score++;
}
addLinesRemovedPoints(numberRemoved: number) {
if (numberRemoved < 1 || numberRemoved > 4)
return 0;
this.#score += this.#scoreLinesModifier[numberRemoved-1] * (this.#level + 1);
switch (numberRemoved) {
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;
}
}
canLevelUp() {
let canLevel = this.#levelProgression > this.#level * 5;
if (canLevel){
this.#levelProgression -= this.#level * 5;
this.#level++;
}
return canLevel;
}
}

View file

@ -37,7 +37,7 @@ class TetrisScreen extends React.Component<Props, State> {
this.colors = props.theme.colors;
this.logic = new GameLogic(20, 10, this.colors);
this.state = {
grid: this.logic.getEmptyGrid(this.logic.getHeight(), this.logic.getWidth()),
grid: this.logic.getCurrentGrid(),
gameRunning: false,
gameTime: 0,
gameScore: 0,