application-amicale/screens/Tetris/Piece.js

166 lines
5 KiB
JavaScript

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);
}
}