section5_1fieldBroke
フィールド形状
(20 + 1行) * 10列
ついでにネクスト表示もしたぞ。
でも、見た目を先行させすぎた。
OOPの教科書的なハマり方をした。思いっきりシャローコピーしてる。
具体的にはネクストの回転が前の状態を踏襲してる。
シャローコピーじゃなくて参照の値渡しらしいけど。
てかconstなのに書き換わるのか。意味ないじゃん。
クラスもオブジェクトも浅くなる。果てはJSのクラスはクラスじゃないという始末。
JavaScriptのオブジェクトを扱うとき、=はただの値渡しではない
じゃあ、生の値を与え続けるのがラクっぽい?
section5_1fieldBroke.js
const canvas = document.getElementById(('myCanvas'))
const context = canvas.getContext('2d')
let screenX = screenY = 0
const nextNumber = 3
let size = 24
class Tetrimino{
constructor(name, color, shape, condition = 0) {
this.name = name
this.color = color
this.shape = shape
this.condition = condition
}
}
const T = new Tetrimino('T', '#0ff', [
[0, 0, 0],
[1, 1, 1],
[0, 1, 0]])
const J = new Tetrimino('J', '#00f', [
[0, 0, 0],
[1, 1, 1],
[0, 0, 1]])
const L = new Tetrimino('L', '#f60', [
[0, 0, 0],
[1, 1, 1],
[1, 0, 0]])
const Z = new Tetrimino('Z', '#0f0', [
[0, 0, 0],
[1, 1, 0],
[0, 1, 1]])
const S = new Tetrimino('S', '#f0f', [
[0, 0, 0],
[0, 1, 1],
[1, 1, 0]])
const I = new Tetrimino('I', '#f00', [
[0, 0, 0, 0],
[1, 1, 1, 1],
[0, 0, 0, 0],
[0, 0, 0, 0]])
const O = new Tetrimino('O', '#ff0', [
[0, 0, 0],
[0, 1, 1],
[0, 1, 1]])
const tetriminoSet = [T, J, L, Z, S, I, O]
let nextTetrimino = []
let current
function shuffle() {
let arr = ['T', 'J', 'L', 'Z', 'S', 'I', 'O']
for (let i = arr.length - 1; i > 0; i--){
let r = Math.floor(Math.random() * (i + 1))
let tmp = arr[i]
arr[i] = arr[r]
arr[r] = tmp
}
return arr
}
function drawTetrimino() {
for (let i = 0; i < current.shape.length; i++) {
for (let j = 0; j < current.shape[i].length; j++) {
if (current.shape[i][j] === 1) {
context.fillStyle = current.color
context.fillRect(locationX + j * size, locationY + i * size, size, size)
}
}
}
}
function drawNext() {
let next = tetriminoSet.find(x => x.name === nextTetrimino[1])
for (let i = 0; i < next.shape.length; i++) {
for (let j = 0; j < next.shape[i].length; j++) {
if (next.shape[i][j] === 1) {
context.fillStyle = next.color
context.fillRect(size * (5 + j),size * (1 + i), size, size)
}
}
}
}
function rotation(clockwise) {
let rows = current.shape.length
let columns = current.shape.length
let baffer = new Array(rows)
for (let i = 0; i < columns; i++) {
baffer[i] = new Array(rows).fill(0)
}
if (clockwise) {
for (let i = 0; i < rows; i++) {
for (let j = 0; j < columns; j++) {
baffer[j][i] = current.shape[columns - i - 1][j]
}
}
}else{
for (let i = 0; i < rows; i++) {
for (let j = 0; j < columns; j++) {
baffer[j][i] = current.shape[i][rows - j - 1]
}
}
}
current.shape = baffer
}
function chkCondition(clockwise) {
current.condition %= 4
console.log(current.condition)
if (current.name === 'O') {
}else if(current.name === 'Z') {
if(current.condition % 2) {
rotation(true)
}else{
rotation(false)
}
}else if(current.name === 'S' || current.name === 'I') {
if(current.condition % 2) {
rotation(false)
}else{
rotation(true)
}
}else{
if (clockwise) {
if (current.condition === 2) {
let buffer = current.shape.shift()
current.shape.push(buffer)
}
rotation(true)
if (current.condition === 3) {
let buffer = current.shape.pop()
current.shape.unshift(buffer)
}
}else{
if (current.condition === 2) {
let buffer = current.shape.shift()
current.shape.push(buffer)
}
rotation(false)
if (current.condition === 1) {
let buffer = current.shape.pop()
current.shape.unshift(buffer)
}
}
}
}
function onDown(e) {
if (screenX < canvas.width / 2) {
chkCondition(false)
current.condition += 1
}else{
chkCondition(true)
current.condition += 3
}
}
function onClick(e) {}
function onMouseMove(e) {
screenX = e.clientX - canvas.offsetLeft
screenY = e.clientY - canvas.offsetTop
}
let locationX = size * 5
let locationY = size * 5
let dx = size
let dy = 1
const empty = [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1]
let field = [
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0]
]
for (let i = 0; i < 20; i++) {
field.push(empty)
}
for (let i = 0; i < field.length; i++){
console.log(field[field.length - i - 1])
}
console.log('setup')
context.fillStyle = '#ccc'
context.fillRect(size, size, size * 12, size * 25)
context.clearRect(size * 5, size * 2, size * 4, size * 2)
nextTetrimino.push(...shuffle())
current = tetriminoSet.find(x => x.name === nextTetrimino[0])
drawNext()
function draw(){
context.clearRect(size * 2, size * 5, size * 10, size * 20)
// lottery
if (nextTetrimino.length < nextNumber) {
nextTetrimino.push(...shuffle())
}
drawTetrimino()
locationY += dy
//next
if (canvas.height - size * 4 < locationY) {
nextTetrimino.shift()
console.log(`length: ${nextTetrimino.length}`)
current = tetriminoSet.find(x => x.name === nextTetrimino[0])
locationY = size * 5
context.clearRect(size * 5, size * 2, size * 4, size * 2)
drawNext()
}
requestAnimationFrame(draw)
}
draw();
canvas.addEventListener('mousedown', onDown, false)
canvas.addEventListener('click', onClick, false)
canvas.addEventListener('mousemove', onMouseMove, false)