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I am making a slight Tetris remake and I wanted to add a leveling system for when my score reaches, for example, 100, the speed that the blocks go down will also increase. How would I go about doing this? I have the entirety of the javascript code right here so please let me know what I can do to fix it:

//-------------------------------------------------------------------------
// base helper methods
//-------------------------------------------------------------------------

function get(id)        { return document.getElementById(id);  }
function hide(id)       { get(id).style.visibility = 'hidden'; }
function show(id)       { get(id).style.visibility = null;     }
function html(id, html) { get(id).innerHTML = html;            }

function timestamp()           { return new Date().getTime();                             }
function random(min, max)      { return (min + (Math.random() * (max - min)));            }
function randomChoice(choices) { return choices[Math.round(random(0, choices.length-1))]; }

if (!window.requestAnimationFrame) { // http://paulirish.com/2011/requestanimationframe-for-smart-animating/
  window.requestAnimationFrame = window.webkitRequestAnimationFrame ||
                                 window.mozRequestAnimationFrame    ||
                                 window.oRequestAnimationFrame      ||
                                 window.msRequestAnimationFrame     ||
                                 function(callback, element) {
                                   window.setTimeout(callback, 1000 / 60);
                                 }
}

//-------------------------------------------------------------------------
// game constants
//-------------------------------------------------------------------------

var KEY     = { ESC: 27, SPACE: 32, LEFT: 37, UP: 38, RIGHT: 39, DOWN: 40 },
    DIR     = { UP: 0, RIGHT: 1, DOWN: 2, LEFT: 3, MIN: 0, MAX: 3 },
    stats   = new Stats(),
    canvas  = get('canvas'),
    ctx     = canvas.getContext('2d'),
    ucanvas = get('upcoming'),
    uctx    = ucanvas.getContext('2d'),
    speed   = { start: 0.6, decrement: 0.005, min: 0.1 }, // how long before piece drops by 1 row (seconds)
    nx      = 10, // width of tetris court (in blocks)
    ny      = 20, // height of tetris court (in blocks)
    nu      = 5;  // width/height of upcoming preview (in blocks)

//-------------------------------------------------------------------------
// game variables (initialized during reset)
//-------------------------------------------------------------------------

var dx, dy,        // pixel size of a single tetris block
    blocks,        // 2 dimensional array (nx*ny) representing tetris court - either empty block or occupied by a 'piece'
    actions,       // queue of user actions (inputs)
    playing,       // true|false - game is in progress
    dt,            // time since starting this game
    current,       // the current piece
    next,          // the next piece
    score,         // the current score
    vscore,        // the currently displayed score (it catches up to score in small chunks - like a spinning slot machine)
    rows,          // number of completed rows in the current game
    step;          // how long before current piece drops by 1 row

//-------------------------------------------------------------------------
// tetris pieces
//
// blocks: each element represents a rotation of the piece (0, 90, 180, 270)
//         each element is a 16 bit integer where the 16 bits represent
//         a 4x4 set of blocks, e.g. j.blocks[0] = 0x44C0
//
//             0100 = 0x4 << 3 = 0x4000
//             0100 = 0x4 << 2 = 0x0400
//             1100 = 0xC << 1 = 0x00C0
//             0000 = 0x0 << 0 = 0x0000
//                               ------
//                               0x44C0
//
//-------------------------------------------------------------------------

var i = { size: 4, blocks: [0x0F00, 0x2222, 0x00F0, 0x4444], color: 'cyan'   };
var j = { size: 3, blocks: [0x44C0, 0x8E00, 0x6440, 0x0E20], color: 'blue'   };
var l = { size: 3, blocks: [0x4460, 0x0E80, 0xC440, 0x2E00], color: 'orange' };
var o = { size: 2, blocks: [0xCC00, 0xCC00, 0xCC00, 0xCC00], color: 'yellow' };
var s = { size: 3, blocks: [0x06C0, 0x8C40, 0x6C00, 0x4620], color: 'lime'  };
var t = { size: 3, blocks: [0x0E40, 0x4C40, 0x4E00, 0x4640], color: 'purple' };
var z = { size: 3, blocks: [0x0C60, 0x4C80, 0xC600, 0x2640], color: 'red'    };
var p = { size: 3, blocks: [0x0F00, 0x2222, 0x00F0,], color: 'maroon'   };

//------------------------------------------------
// do the bit manipulation and iterate through each
// occupied block (x,y) for a given piece
//------------------------------------------------
function eachblock(type, x, y, dir, fn) {
  var bit, result, row = 0, col = 0, blocks = type.blocks[dir];
  for(bit = 0x8000 ; bit > 0 ; bit = bit >> 1) {
    if (blocks & bit) {
      fn(x + col, y + row);
    }
    if (++col === 4) {
      col = 0;
      ++row;
    }
  }
}

//-----------------------------------------------------
// check if a piece can fit into a position in the grid
//-----------------------------------------------------
function occupied(type, x, y, dir) {
  var result = false
  eachblock(type, x, y, dir, function(x, y) {
    if ((x < 0) || (x >= nx) || (y < 0) || (y >= ny) || getBlock(x,y))
      result = true;
  });
  return result;
}

function unoccupied(type, x, y, dir) {
  return !occupied(type, x, y, dir);
}

//-----------------------------------------
// start with 4 instances of each piece and
// pick randomly until the 'bag is empty'
//-----------------------------------------
var pieces = [];
function randomPiece() {
  if (pieces.length == 0)
    pieces = [i,i,i,i,j,j,j,j,l,l,l,l,o,o,o,o,s,s,s,s,t,t,t,t,z,z,z,z,p,p,p,p];
  var type = pieces.splice(random(0, pieces.length-1), 1)[0];
  return { type: type, dir: DIR.UP, x: Math.round(random(0, nx - type.size)), y: 0 };
}


//-------------------------------------------------------------------------
// GAME LOOP
//-------------------------------------------------------------------------

function run() {

  showStats(); // initialize FPS counter
  addEvents(); // attach keydown and resize events

  var last = now = timestamp();
  function frame() {
    now = timestamp();
    update(Math.min(1, (now - last) / 1000.0)); // using requestAnimationFrame have to be able to handle large delta's caused when it 'hibernates' in a background or non-visible tab
    draw();
    stats.update();
    last = now;
    requestAnimationFrame(frame, canvas);
  }

  resize(); // setup all our sizing information
  reset();  // reset the per-game variables
  frame();  // start the first frame

}

function showStats() {
  stats.domElement.id = 'stats';
  get('menu').appendChild(stats.domElement);
}

function addEvents() {
  document.addEventListener('keydown', keydown, false);
  window.addEventListener('resize', resize, false);
}

function resize(event) {
  canvas.width   = canvas.clientWidth;  // set canvas logical size equal to its physical size
  canvas.height  = canvas.clientHeight; // (ditto)
  ucanvas.width  = ucanvas.clientWidth;
  ucanvas.height = ucanvas.clientHeight;
  dx = canvas.width  / nx; // pixel size of a single tetris block
  dy = canvas.height / ny; // (ditto)
  invalidate();
  invalidateNext();
}

function keydown(ev) {
  var handled = false;
  if (playing) {
    switch(ev.keyCode) {
      case KEY.LEFT:   actions.push(DIR.LEFT);  handled = true; break;
      case KEY.RIGHT:  actions.push(DIR.RIGHT); handled = true; break;
      case KEY.UP:     actions.push(DIR.UP);    handled = true; break;
      case KEY.DOWN:   actions.push(DIR.DOWN);  handled = true; break;
      case KEY.ESC:    lose();                  handled = true; break;
    }
  }
  else if (ev.keyCode == KEY.SPACE) {
    play();
    handled = true;
  }
  if (handled)
    ev.preventDefault(); // prevent arrow keys from scrolling the page (supported in IE9+ and all other browsers)
}

//-------------------------------------------------------------------------
// GAME LOGIC
//-------------------------------------------------------------------------

function play() { hide('start'); reset();          playing = true;  }
function lose() { show('start'); setVisualScore(); playing = false; }

function setVisualScore(n)      { vscore = n || score; invalidateScore(); }
function setScore(n)            { score = n; setVisualScore(n);  }
function addScore(n)            { score = score + n;   }
function clearScore()           { setScore(0); }
function clearRows()            { setRows(0); }
function setRows(n)             { rows = n; step = Math.max(speed.min, speed.start - (speed.decrement*rows)); invalidateRows(); }
function addRows(n)             { setRows(rows + n); }
function getBlock(x,y)          { return (blocks && blocks[x] ? blocks[x][y] : null); }
function setBlock(x,y,type)     { blocks[x] = blocks[x] || []; blocks[x][y] = type; invalidate(); }
function clearBlocks()          { blocks = []; invalidate(); }
function clearActions()         { actions = []; }
function setCurrentPiece(piece) { current = piece || randomPiece(); invalidate();     }
function setNextPiece(piece)    { next    = piece || randomPiece(); invalidateNext(); }

function reset() {
  dt = 0;
  clearActions();
  clearBlocks();
  clearRows();
  clearScore();
  setCurrentPiece(next);
  setNextPiece();
}

function update(idt) {
  if (playing) {
    if (vscore < score)
      setVisualScore(vscore + 1);
    handle(actions.shift());
    dt = dt + idt;
    if (dt > step) {
      dt = dt - step;
      drop();
    }
  }
}

function handle(action) {
  switch(action) {
    case DIR.LEFT:  move(DIR.LEFT);  break;
    case DIR.RIGHT: move(DIR.RIGHT); break;
    case DIR.UP:    rotate();        break;
    case DIR.DOWN:  drop();          break;
  }
}

function move(dir) {
  var x = current.x, y = current.y;
  switch(dir) {
    case DIR.RIGHT: x = x + 1; break;
    case DIR.LEFT:  x = x - 1; break;
    case DIR.DOWN:  y = y + 1; break;
  }
  if (unoccupied(current.type, x, y, current.dir)) {
    current.x = x;
    current.y = y;
    invalidate();
    return true;
  }
  else {
    return false;
  }
}

function rotate() {
  var newdir = (current.dir == DIR.MAX ? DIR.MIN : current.dir + 1);
  if (unoccupied(current.type, current.x, current.y, newdir)) {
    current.dir = newdir;
    invalidate();
  }
}
//This is how we make the piece drop down and place:
function drop() {
  if (!move(DIR.DOWN)) {
    addScore(10);
    dropPiece();
    removeLines();
    setCurrentPiece(next);
    setNextPiece(randomPiece());
    clearActions();
    if (occupied(current.type, current.x, current.y, current.dir)) {
      lose();
    }
  }
}

function dropPiece() {
  eachblock(current.type, current.x, current.y, current.dir, function(x, y) {
    setBlock(x, y, current.type);
  });
}

function removeLines() {
  var x, y, complete, n = 0;
  for(y = ny ; y > 0 ; --y) {
    complete = true;
    for(x = 0 ; x < nx ; ++x) {
      if (!getBlock(x, y))
        complete = false;
    }
    if (complete) {
      removeLine(y);
      y = y + 1; // recheck same line
      n++;
    }
  }
  if (n > 0) {
    addRows(n);
    addScore(100*Math.pow(2,n-1)); // 1: 100, 2: 200, 3: 400, 4: 800
  }
}

function removeLine(n) {
  var x, y;
  for(y = n ; y >= 0 ; --y) {
    for(x = 0 ; x < nx ; ++x)
      setBlock(x, y, (y == 0) ? null : getBlock(x, y-1));
  }
}

//-------------------------------------------------------------------------
// RENDERING
//-------------------------------------------------------------------------

var invalid = {};

function invalidate()         { invalid.court  = true; }
function invalidateNext()     { invalid.next   = true; }
function invalidateScore()    { invalid.score  = true; }
function invalidateRows()     { invalid.rows   = true; }

function draw() {
  ctx.save();
  ctx.lineWidth = 1;
  ctx.translate(0.5, 0.5); // for crisp 1px black lines
  drawCourt();
  drawNext();
  drawScore();
  drawRows();
  ctx.restore();
}

function drawCourt() {
  if (invalid.court) {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    if (playing)
      drawPiece(ctx, current.type, current.x, current.y, current.dir);
    var x, y, block;
    for(y = 0 ; y < ny ; y++) {
      for (x = 0 ; x < nx ; x++) {
        if (block = getBlock(x,y))
          drawBlock(ctx, x, y, block.color);
      }
    }
    ctx.strokeRect(0, 0, nx*dx - 1, ny*dy - 1); // court boundary
    invalid.court = false;
  }
}

function drawNext() {
  if (invalid.next) {
    var padding = (nu - next.type.size) / 2; // half-complete attempt at centering next piece display
    uctx.save();
    uctx.translate(0.5, 0.5);
    uctx.clearRect(0, 0, nu*dx, nu*dy);
    drawPiece(uctx, next.type, padding, padding, next.dir);
    uctx.strokeStyle = 'black';
    uctx.strokeRect(0, 0, nu*dx - 1, nu*dy - 1);
    uctx.restore();
    invalid.next = false;
  }
}

function drawScore() {
  if (invalid.score) {
    html('score', ("00000" + Math.floor(vscore)).slice(-5));
    invalid.score = false;
  }
}

function drawRows() {
  if (invalid.rows) {
    html('rows', rows);
    invalid.rows = false;
  }
}

function drawPiece(ctx, type, x, y, dir) {
  eachblock(type, x, y, dir, function(x, y) {
    drawBlock(ctx, x, y, type.color);
  });
}

function drawBlock(ctx, x, y, color) {
  ctx.fillStyle = color;
  ctx.fillRect(x*dx, y*dy, dx, dy);
  ctx.strokeRect(x*dx, y*dy, dx, dy)
}

//-------------------------------------------------------------------------
// FINALLY, lets run the game
//-------------------------------------------------------------------------

run();
Zayna
  • 11
  • 1

1 Answers1

0

You have a function called addScore that seems to be used to update the user's score. You could add a conditional block inside this function that will update the game speed when the new score is above the threshold you choose. Alternatively, if you would prefer to keep addScore purely focused on updating the value of the score, you could add this conditional block wherever you're calling addScore.

Ethan Lipkind
  • 1,136
  • 5
  • 7