HTML5 Tetris 게임 만들기 - (8) 다 채워진 라인 삭제 및 전체 코드
08 Jan 2020 | javascript html5다 채워진 라인 삭제 기능 구현
라인 삭제 기능은 2차 배열의 모든 칸이 1
로 채워있는지 체크만 하면 되서 간편합니다.
function handleLineClear() { var r = ROWS - 1; while(r >= 0) { var count = 0; for(var c=0; c < COLS; c++) { count += grid[r][c]; } if(count == COLS) { removeLine(r); continue; } r--; } } function removeLine(row) { for(var r = row; r >= 0; r--) { if(r == 0) { for(var c=0; c < COLS; c++) { grid[r][c] = 0; } } else { for(var c=0; c < COLS; c++) { grid[r][c] = grid[r - 1][c]; } } } }
전체 코드
var canvas; var ctx; var x, y; const BLOCK_DROP_DELAY = 100; var lastBlockDownTime = 0; const FRAME = 60; var drawingTimeDelay = 1000/FRAME; const ROWS = 24; const COLS = 12; var grid; var cellWidth; var cellHeight; const BLOCK_SHAPE = { shape1 : [[0, 0], [1, 0], [0, 1], [1, 1]], shape2 : [[0, -1], [0, 0], [1, 0], [0, 1]], shape3 : [[0, -1], [0, 0], [0, 1], [0, 2]], shape4 : [[0, -1], [0, 0], [0, 1], [1, 1]], shape5 : [[0, -1], [0, 0], [1, 0], [1, 1]], }; var curShape = BLOCK_SHAPE.shape1; //console.log("curShape size: " + curShape.length); function init() { console.log("init()"); canvas = document.getElementById('canvas'); ctx = canvas.getContext('2d'); initGrid(COLS, ROWS); initBlock(); addKeyEventListener(); } function initBlock() { x = COLS / 2; y = 0; const keys = Object.keys(BLOCK_SHAPE); const randomIdx = Math.floor(Math.random() * keys.length); curShape = BLOCK_SHAPE[keys[randomIdx]].slice(); } function initGrid(cols, rows) { console.log("initGrid(" + cols + ", " + rows + ")"); cellWidth = canvas.width / COLS; cellHeight = canvas.height / ROWS; grid = new Array(rows); for(var i=0; i < rows; i++) { grid[i] = new Array(cols); } for(var r=0; r < rows; r++) { for(var c=0; c < cols; c++) { grid[r][c] = 0; } } } function start() { animate(-1); } function draw() { drawBackground(); drawGridLine(); drawBlocks(); drawFallingBlock(); } function drawBackground() { ctx.fillStyle = 'black'; ctx.fillRect(0, 0, canvas.width, canvas.height); } function drawGridLine() { ctx.strokeStyle = 'gray'; for(var i=1; i < COLS; i++) { ctx.beginPath(); ctx.moveTo(i * cellWidth, 0); ctx.lineTo(i * cellWidth, canvas.height); ctx.stroke(); } for(var i=1; i < ROWS; i++) { ctx.beginPath(); ctx.moveTo(0, i * cellHeight); ctx.lineTo(canvas.width, i * cellHeight); ctx.stroke(); } } function drawBlocks() { for(var r=0; r < ROWS; r++) { for(var c=0; c < COLS; c++) { if(grid[r][c] == 1) { fillGrid(c, r); } } } } function fillGrid(x, y) { ctx.fillStyle = 'green'; var canvasX = x * cellWidth; var canvasY = y * cellHeight; ctx.fillRect(canvasX, canvasY, cellWidth, cellHeight); } function drawFallingBlock() { ctx.fillStyle = 'orange'; for(var i=0; i < curShape.length; i++) { var canvasX = (x + curShape[i][0]) * cellWidth; var canvasY = (y + curShape[i][1]) * cellHeight; ctx.fillRect(canvasX, canvasY, cellWidth, cellHeight); } } function addKeyEventListener() { addEventListener('keydown', function(event) { switch(event.key) { case 'ArrowLeft': console.log("Left"); if(canBlockMoveTo(x - 1, y, curShape)) { x -= 1; } break; case 'ArrowRight': console.log("Right"); if(canBlockMoveTo(x + 1, y, curShape)) { x += 1; } break; case 'ArrowUp': console.log("Up"); handleRotate(); break; case 'ArrowDown': console.log("Down"); dropBlock(); break; } }); } function animate(lastTime) { var curTime = (new Date()).getTime(); var diff = curTime - lastTime; if(diff > drawingTimeDelay) { draw(); lastTime = curTime; } handleBlockDown(); handleLineClear(); requestAnimationFrame(function() { animate(lastTime); }); } function handleBlockDown() { var curTime = (new Date()).getTime(); var diff = curTime - lastBlockDownTime; if(diff > BLOCK_DROP_DELAY) { if(canBlockMoveTo(x, y + 1, curShape)) { y += 1; } else { console.log("block down stopped(x: " + x, "y: " + y + ")"); for(var i=0; i < curShape.length; i++) { var shapeX = x + curShape[i][0]; var shapeY = y + curShape[i][1]; grid[shapeY][shapeX] = 1; } initBlock(); } lastBlockDownTime = curTime; } } function canBlockMoveTo(toX, toY, shape) { for(var i=0; i < shape.length; i++) { var shapeX = toX + shape[i][0]; var shapeY = toY + shape[i][1]; if(shapeX < 0) return false; if(shapeX >= COLS) return false; if(shapeY < 0) return false; if(shapeY >= ROWS) return false; if(grid[shapeY][shapeX] == 1) return false; } return true; } function dropBlock() { for(var toY=ROWS-1; toY >= 0; toY--) { if(canBlockMoveTo(x, toY, curShape)) { y = toY; return; } } } function handleRotate() { var nextShape = new Array(curShape.length); for(var i=0; i < curShape.length; i++) { nextShape[i] = new Array(2); nextShape[i][0] = curShape[i][1]; nextShape[i][1] = -curShape[i][0]; } if(canBlockMoveTo(x, y, nextShape)) { curShape = nextShape; } } function handleLineClear() { var r = ROWS - 1; while(r >= 0) { var count = 0; for(var c=0; c < COLS; c++) { count += grid[r][c]; } if(count == COLS) { removeLine(r); continue; } r--; } } function removeLine(row) { for(var r = row; r >= 0; r--) { if(r == 0) { for(var c=0; c < COLS; c++) { grid[r][c] = 0; } } else { for(var c=0; c < COLS; c++) { grid[r][c] = grid[r - 1][c]; } } } }