tetrion

0.0.0 • Public • Published

tetrion

This module contains a fully-featured set of utility functions for designing Tetris clones.

usage

NPM

defining game state

Complex as it may seem, a game of Tetris can be represented as a single data structure.

var game = {
  over: false,
  gravity: 1 / 8,
  steps: 0,
  piece: {
    type: 'J',
    position: [3, 0],
    rotation: 0
  },
  matrix: {
    size: [10, 22],
    pieces: [[[8, 20], [7, 21], [8, 21], [9, 21]]]
  }
}
  • over: whether or not the player has "topped out"
  • gravity: the rate at which pieces fall; added to game.steps every update
  • steps: the number of cells game.piece will move down on the next update; note that pieces can only move by whole cells
  • piece: the current tetromino being dropped
    • type: a single character denoting the tetromino type; can be one of ['I', 'J', 'L', 'O', 'S', 'T', 'Z']
    • position: a vector (Array) of the form [x, y] indicating the tetromino's position
    • rotation: a rotation index corresponding to a tetromino rotation state
  • matrix: the playfield; the grid into which tetrominos fall
    • size: a vector of the form [width, height] indicating the boundaries of the matrix
    • pieces: a list of the pieces inside the matrix. Note that there is a clear distinction between pieces in this array and game.piece - these ones are just lists of [x, y] pairs denoting the location of each block of a piece.

modifying game state

We can modify the game state using utility functions called "actions". Let's begin a tour of each action by first defining the structure of this module:

> require('tetrion')
{
  game: {
    actions: {
      move: [Function: move],
      rotate: [Function: rotate],
      update: [Function: update]
    }
  },
  matrix: {
    actions: {
      clear: [Function: clear],
      collapse: [Function: collapse]
    },
    contains: [Function: contains],
    occupied: [Function: occupied]
  },
  piece: {
    actions: {
      move: [Function: move],
      rotate: [Function: rotate]
    },
    manifest: [Function: manifest],
    states: {
      I: [Array],
      J: [Array],
      L: [Array],
      O: [Array],
      S: [Array],
      T: [Array],
      Z: [Array]
    },
    types: ['I', 'J', 'L', 'O', 'S', 'T', 'Z']
  }
}

Notice how closely this data structure matches the actual structure of its corresponding file tree. As a result, we can import certain parts of this tree individually as necessary:

> require('tetrion/game/actions/update')
[Function: update]
 
> const { move, rotate } = require('tetrion/piece/actions')

With that in mind, let's go over each element of this tree in detail.

game.actions.move(game, direction)

Moves game.piece in direction ('left', 'right', or 'down') and returns true if successful, otherwise false.

game.actions.rotate(game, direction)

Rotates game.piece in direction ('left' or 'right') and returns true if successful, otherwise false.

game.actions.update(game)

Updates the game state by handling gravity, line clearing, piece spawning, and top outs.

matrix.actions.clear(matrix, line?)

Clears all blocks at the y-position denoted by line, or the entirety of matrix if not provided.

matrix.actions.collapse(matrix)

Collapses all empty lines found inside matrix by moving down pieces to fill their places, i.e. naive gravity.

matrix.contains(matrix, cell)

Determines whether or not the given [x, y] pair lies inside matrix.

> matrix = {
    size: [10, 22],
    pieces: []
  }
 
> contains(matrix, [5, 11])
true
 
> contains(matrix, [10, 22])
false

matrix.occupied(matrix, cell)

Determines whether or not the given [x, y] pair is occupied by a piece.

piece.actions.move(piece, direction, matrix)

Moves the specified piece in direction ('left', 'right', or 'down') and returns true if successful, otherwise false.

piece.actions.rotate(piece, direction, matrix)

Rotates the specified piece in direction ('left' or 'right') and returns true if successful, otherwise false.

piece.manifest(piece)

Finds all the cells occupied by piece and returns them as a list of [x, y] pairs.

> var piece = {
    type: 'J',
    position: [7, 20],
    rotation: 0
  }
 
> manifest(piece)
[[8, 20], [7, 21], [8, 21], [9, 21]]

piece.states[type][rotation]

The locations of each cell of a tetromino with a given type and rotation, listed in compliance with the SRS.

> piece.states.J[0]
[[0, 1], [1, 1], [2, 1], [2, 0]]

piece.types[7]

The list of valid tetromino types. Especially useful for determining what kind of tetromino to spawn next.

> types = require('tetrion/piece/types')
['I', 'J', 'L', 'O', 'S', 'T', 'Z']
 
> types[Math.floor(Math.random() * types.length)]
'S'

see also

license

MIT © Brandon Semilla

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