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