/*! * BlockRain.js 0.2.0 * jQuery plugin that lets you put a playable (and configurable) game of Tetris in your site or just leave it in auto in the background. * http://aerolab.github.io/blockrain.js/ * * Copyright (c) 2015 Aerolab * * Released under the MIT license * http://aerolab.github.io/blockrain.js/LICENSE.txt */ // jQuery Widget (function(e){"function"==typeof define&&define.amd?define(["jquery"],e):e(jQuery)})(function(e){var t=0,i=Array.prototype.slice;e.cleanData=function(t){return function(i){var s,n,a;for(a=0;null!=(n=i[a]);a++)try{s=e._data(n,"events"),s&&s.remove&&e(n).triggerHandler("remove")}catch(o){}t(i)}}(e.cleanData),e.widget=function(t,i,s){var n,a,o,r,h={},l=t.split(".")[0];return t=t.split(".")[1],n=l+"-"+t,s||(s=i,i=e.Widget),e.expr[":"][n.toLowerCase()]=function(t){return!!e.data(t,n)},e[l]=e[l]||{},a=e[l][t],o=e[l][t]=function(e,t){return this._createWidget?(arguments.length&&this._createWidget(e,t),void 0):new o(e,t)},e.extend(o,a,{version:s.version,_proto:e.extend({},s),_childConstructors:[]}),r=new i,r.options=e.widget.extend({},r.options),e.each(s,function(t,s){return e.isFunction(s)?(h[t]=function(){var e=function(){return i.prototype[t].apply(this,arguments)},n=function(e){return i.prototype[t].apply(this,e)};return function(){var t,i=this._super,a=this._superApply;return this._super=e,this._superApply=n,t=s.apply(this,arguments),this._super=i,this._superApply=a,t}}(),void 0):(h[t]=s,void 0)}),o.prototype=e.widget.extend(r,{widgetEventPrefix:a?r.widgetEventPrefix||t:t},h,{constructor:o,namespace:l,widgetName:t,widgetFullName:n}),a?(e.each(a._childConstructors,function(t,i){var s=i.prototype;e.widget(s.namespace+"."+s.widgetName,o,i._proto)}),delete a._childConstructors):i._childConstructors.push(o),e.widget.bridge(t,o),o},e.widget.extend=function(t){for(var s,n,a=i.call(arguments,1),o=0,r=a.length;r>o;o++)for(s in a[o])n=a[o][s],a[o].hasOwnProperty(s)&&void 0!==n&&(t[s]=e.isPlainObject(n)?e.isPlainObject(t[s])?e.widget.extend({},t[s],n):e.widget.extend({},n):n);return t},e.widget.bridge=function(t,s){var n=s.prototype.widgetFullName||t;e.fn[t]=function(a){var o="string"==typeof a,r=i.call(arguments,1),h=this;return a=!o&&r.length?e.widget.extend.apply(null,[a].concat(r)):a,o?this.each(function(){var i,s=e.data(this,n);return"instance"===a?(h=s,!1):s?e.isFunction(s[a])&&"_"!==a.charAt(0)?(i=s[a].apply(s,r),i!==s&&void 0!==i?(h=i&&i.jquery?h.pushStack(i.get()):i,!1):void 0):e.error("no such method '"+a+"' for "+t+" widget instance"):e.error("cannot call methods on "+t+" prior to initialization; "+"attempted to call method '"+a+"'")}):this.each(function(){var t=e.data(this,n);t?(t.option(a||{}),t._init&&t._init()):e.data(this,n,new s(a,this))}),h}},e.Widget=function(){},e.Widget._childConstructors=[],e.Widget.prototype={widgetName:"widget",widgetEventPrefix:"",defaultElement:"
",options:{disabled:!1,create:null},_createWidget:function(i,s){s=e(s||this.defaultElement||this)[0],this.element=e(s),this.uuid=t++,this.eventNamespace="."+this.widgetName+this.uuid,this.bindings=e(),this.hoverable=e(),this.focusable=e(),s!==this&&(e.data(s,this.widgetFullName,this),this._on(!0,this.element,{remove:function(e){e.target===s&&this.destroy()}}),this.document=e(s.style?s.ownerDocument:s.document||s),this.window=e(this.document[0].defaultView||this.document[0].parentWindow)),this.options=e.widget.extend({},this.options,this._getCreateOptions(),i),this._create(),this._trigger("create",null,this._getCreateEventData()),this._init()},_getCreateOptions:e.noop,_getCreateEventData:e.noop,_create:e.noop,_init:e.noop,destroy:function(){this._destroy(),this.element.unbind(this.eventNamespace).removeData(this.widgetFullName).removeData(e.camelCase(this.widgetFullName)),this.widget().unbind(this.eventNamespace).removeAttr("aria-disabled").removeClass(this.widgetFullName+"-disabled "+"ui-state-disabled"),this.bindings.unbind(this.eventNamespace),this.hoverable.removeClass("ui-state-hover"),this.focusable.removeClass("ui-state-focus")},_destroy:e.noop,widget:function(){return this.element},option:function(t,i){var s,n,a,o=t;if(0===arguments.length)return e.widget.extend({},this.options);if("string"==typeof t)if(o={},s=t.split("."),t=s.shift(),s.length){for(n=o[t]=e.widget.extend({},this.options[t]),a=0;s.length-1>a;a++)n[s[a]]=n[s[a]]||{},n=n[s[a]];if(t=s.pop(),1===arguments.length)return void 0===n[t]?null:n[t];n[t]=i}else{if(1===arguments.length)return void 0===this.options[t]?null:this.options[t];o[t]=i}return this._setOptions(o),this},_setOptions:function(e){var t;for(t in e)this._setOption(t,e[t]);return this},_setOption:function(e,t){return this.options[e]=t,"disabled"===e&&(this.widget().toggleClass(this.widgetFullName+"-disabled",!!t),t&&(this.hoverable.removeClass("ui-state-hover"),this.focusable.removeClass("ui-state-focus"))),this},enable:function(){return this._setOptions({disabled:!1})},disable:function(){return this._setOptions({disabled:!0})},_on:function(t,i,s){var n,a=this;"boolean"!=typeof t&&(s=i,i=t,t=!1),s?(i=n=e(i),this.bindings=this.bindings.add(i)):(s=i,i=this.element,n=this.widget()),e.each(s,function(s,o){function r(){return t||a.options.disabled!==!0&&!e(this).hasClass("ui-state-disabled")?("string"==typeof o?a[o]:o).apply(a,arguments):void 0}"string"!=typeof o&&(r.guid=o.guid=o.guid||r.guid||e.guid++);var h=s.match(/^([\w:-]*)\s*(.*)$/),l=h[1]+a.eventNamespace,u=h[2];u?n.delegate(u,l,r):i.bind(l,r)})},_off:function(t,i){i=(i||"").split(" ").join(this.eventNamespace+" ")+this.eventNamespace,t.unbind(i).undelegate(i),this.bindings=e(this.bindings.not(t).get()),this.focusable=e(this.focusable.not(t).get()),this.hoverable=e(this.hoverable.not(t).get())},_delay:function(e,t){function i(){return("string"==typeof e?s[e]:e).apply(s,arguments)}var s=this;return setTimeout(i,t||0)},_hoverable:function(t){this.hoverable=this.hoverable.add(t),this._on(t,{mouseenter:function(t){e(t.currentTarget).addClass("ui-state-hover")},mouseleave:function(t){e(t.currentTarget).removeClass("ui-state-hover")}})},_focusable:function(t){this.focusable=this.focusable.add(t),this._on(t,{focusin:function(t){e(t.currentTarget).addClass("ui-state-focus")},focusout:function(t){e(t.currentTarget).removeClass("ui-state-focus")}})},_trigger:function(t,i,s){var n,a,o=this.options[t];if(s=s||{},i=e.Event(i),i.type=(t===this.widgetEventPrefix?t:this.widgetEventPrefix+t).toLowerCase(),i.target=this.element[0],a=i.originalEvent)for(n in a)n in i||(i[n]=a[n]);return this.element.trigger(i,s),!(e.isFunction(o)&&o.apply(this.element[0],[i].concat(s))===!1||i.isDefaultPrevented())}},e.each({show:"fadeIn",hide:"fadeOut"},function(t,i){e.Widget.prototype["_"+t]=function(s,n,a){"string"==typeof n&&(n={effect:n});var o,r=n?n===!0||"number"==typeof n?i:n.effect||i:t;n=n||{},"number"==typeof n&&(n={duration:n}),o=!e.isEmptyObject(n),n.complete=a,n.delay&&s.delay(n.delay),o&&e.effects&&e.effects.effect[r]?s[t](n):r!==t&&s[r]?s[r](n.duration,n.easing,a):s.queue(function(i){e(this)[t](),a&&a.call(s[0]),i()})}}),e.widget}); ((function ( $ ) { "use strict"; $.widget('aerolab.blockrain', { options: { autoplay: false, // Let a bot play the game autoplayRestart: true, // Restart the game automatically once a bot loses showFieldOnStart: true, // Show a bunch of random blocks on the start screen (it looks nice) theme: 'candy', // The theme name or a theme object blockWidth: 10, // How many blocks wide the field is (The standard is 10 blocks) autoBlockWidth: false, // The blockWidth is dinamically calculated based on the autoBlockSize. Disabled blockWidth. Useful for responsive backgrounds autoBlockSize: 24, // The max size of a block for autowidth mode difficulty: 'normal', // Difficulty (normal|nice|evil). speed: 20, // The speed of the game. The higher, the faster the pieces go. asdwKeys: true, // Enable ASDW keys // Copy playText: 'Jouons à tetris !', playButtonText: 'Jouer', gameOverText: 'Perdu !', restartButtonText: 'Rejouer', scoreText: 'Score', // Basic Callbacks onStart: function(){}, onRestart: function(){}, onGameOver: function(score){}, // When a block is placed onPlaced: function(){}, // When a line is made. Returns the number of lines, score assigned and total score onLine: function(lines, scoreIncrement, score){} }, /** * Start/Restart Game */ start: function() { this._doStart(); this.options.onStart.call(this.element); }, restart: function() { this._doStart(); this.options.onRestart.call(this.element); }, gameover: function() { this.showGameOverMessage(); this._board.gameover = true; this.options.onGameOver.call(this.element, this._filled.score); }, _doStart: function() { this._filled.clearAll(); this._filled._resetScore(); this._board.cur = this._board.nextShape(); this._board.started = true; this._board.gameover = false; this._board.dropDelay = 5; this._board.render(true); this._board.animate(); this._$start.fadeOut(150); this._$gameover.fadeOut(150); this._$score.fadeIn(150); }, pause: function() { this._board.paused = true; }, resume: function() { this._board.paused = false; }, autoplay: function(enable) { if( typeof enable !== 'boolean' ){ enable = true; } // On autoplay, start the game right away this.options.autoplay = enable; if( enable && ! this._board.started ) { this._doStart(); } this._setupControls( ! enable ); this._setupTouchControls( ! enable ); }, controls: function(enable) { if( typeof enable !== 'boolean' ){ enable = true; } this._setupControls(enable); }, touchControls: function(enable) { if( typeof enable !== 'boolean' ){ enable = true; } this._setupTouchControls(enable); }, score: function(newScore) { if( typeof newScore !== 'undefined' && parseInt(newScore) >= 0 ) { this._filled.score = parseInt(newScore); this._$scoreText.text(this._filled_score); } return this._filled.score; }, freesquares: function() { return this._filled.getFreeSpaces(); }, showStartMessage: function() { this._$start.show(); }, showGameOverMessage: function() { this._$gameover.show(); }, /** * Update the sizes of the renderer (this makes the game responsive) */ updateSizes: function() { this._PIXEL_WIDTH = this.element.innerWidth(); this._PIXEL_HEIGHT = this.element.innerHeight(); this._BLOCK_WIDTH = this.options.blockWidth; this._BLOCK_HEIGHT = Math.floor(this.element.innerHeight() / this.element.innerWidth() * this._BLOCK_WIDTH); this._block_size = Math.floor(this._PIXEL_WIDTH / this._BLOCK_WIDTH); this._border_width = 2; // Recalculate the pixel width and height so the canvas always has the best possible size this._PIXEL_WIDTH = this._block_size * this._BLOCK_WIDTH; this._PIXEL_HEIGHT = this._block_size * this._BLOCK_HEIGHT; this._$canvas .attr('width', this._PIXEL_WIDTH) .attr('height', this._PIXEL_HEIGHT); }, theme: function(newTheme){ if( typeof newTheme === 'undefined' ) { return this.options.theme || this._theme; } // Setup the theme properly if( typeof newTheme === 'string' ) { this.options.theme = newTheme; this._theme = $.extend(true, {}, BlockrainThemes[newTheme]); } else { this.options.theme = null; this._theme = newTheme; } if( typeof this._theme === 'undefined' || this._theme === null ) { this._theme = $.extend(true, {}, BlockrainThemes['retro']); this.options.theme = 'retro'; } if( isNaN(parseInt(this._theme.strokeWidth)) || typeof parseInt(this._theme.strokeWidth) !== 'number' ) { this._theme.strokeWidth = 2; } // Load the image assets this._preloadThemeAssets(); if( this._board !== null ) { if( typeof this._theme.background === 'string' ) { this._$canvas.css('background-color', this._theme.background); } this._board.render(); } }, // Theme _theme: { }, // UI Elements _$game: null, _$canvas: null, _$gameholder: null, _$start: null, _$gameover: null, _$score: null, _$scoreText: null, // Canvas _canvas: null, _ctx: null, // Initialization _create: function() { var game = this; this.theme(this.options.theme); this._createHolder(); this._createUI(); this._refreshBlockSizes(); this.updateSizes(); $(window).resize(function(){ //game.updateSizes(); }); this._SetupShapeFactory(); this._SetupFilled(); this._SetupInfo(); this._SetupBoard(); this._info.init(); this._board.init(); var renderLoop = function(){ requestAnimationFrame(renderLoop); game._board.render(); }; renderLoop(); if( this.options.autoplay ) { this.autoplay(true); this._setupTouchControls(false); } else { this._setupControls(true); this._setupTouchControls(false); } }, _checkCollisions: function(x, y, blocks, checkDownOnly) { // x & y should be aspirational values var i = 0, len = blocks.length, a, b; for (; i= this._BLOCK_HEIGHT || this._filled.check(a, b)) { return true; } else if (!checkDownOnly && a < 0 || a >= this._BLOCK_WIDTH) { return true; } } return false; }, _board: null, _info: null, _filled: null, /** * Draws the background */ _drawBackground: function() { if( typeof this._theme.background !== 'string' ) { return; } if( this._theme.backgroundGrid instanceof Image ) { // Not loaded if( this._theme.backgroundGrid.width === 0 || this._theme.backgroundGrid.height === 0 ){ return; } this._ctx.globalAlpha = 1.0; for( var x=0; x maxx) { maxx = blocks[i]; } if (blocks[i+1] < miny) { miny = blocks[i+1]; } if (blocks[i+1] > maxy) { maxy = blocks[i+1]; } } return { left: minx, right: maxx, top: miny, bottom: maxy, width: maxx - minx, height: maxy - miny }; } }); return this.init(); }; this._shapeFactory = { line: function() { return new Shape(game, game._shapes.line, false, 'line'); }, square: function() { return new Shape(game, game._shapes.square, false, 'square'); }, arrow: function() { return new Shape(game, game._shapes.arrow, false, 'arrow'); }, leftHook: function() { return new Shape(game, game._shapes.leftHook, false, 'leftHook'); }, rightHook: function() { return new Shape(game, game._shapes.rightHook, false, 'rightHook'); }, leftZag: function() { return new Shape(game, game._shapes.leftZag, false, 'leftZag'); }, rightZag: function() { return new Shape(game, game._shapes.rightZag, false, 'rightZag'); } }; }, _SetupFilled: function() { var game = this; if( this._filled !== null ){ return; } this._filled = { data: new Array(game._BLOCK_WIDTH * game._BLOCK_HEIGHT), score: 0, toClear: {}, check: function(x, y) { return this.data[this.asIndex(x, y)]; }, add: function(x, y, blockType, blockVariation, blockIndex, blockOrientation) { if (x >= 0 && x < game._BLOCK_WIDTH && y >= 0 && y < game._BLOCK_HEIGHT) { this.data[this.asIndex(x, y)] = { blockType: blockType, blockVariation: blockVariation, blockIndex: blockIndex, blockOrientation: blockOrientation }; } }, getFreeSpaces: function() { var count = 0; for( var i=0; i=0; i--) { this.data[i] = (i >= game._BLOCK_WIDTH ? this.data[i-game._BLOCK_WIDTH] : undefined); } }, checkForClears: function() { var startLines = game._board.lines; var rows = [], i, len, count, mod; for (i=0, len=this.data.length; i 1 ) { game._board.dropDelay *= 0.9; } } var clearedLines = game._board.lines - startLines; this._updateScore(clearedLines); }, _updateScore: function(numLines) { if( numLines <= 0 ) { return; } var scores = [0,400,1000,3000,12000]; if( numLines >= scores.length ){ numLines = scores.length-1 } this.score += scores[numLines]; game._$scoreText.text(this.score); game.options.onLine.call(game.element, numLines, scores[numLines], this.score); }, _resetScore: function() { this.score = 0; game._$scoreText.text(this.score); }, draw: function() { for (var i=0, len=this.data.length, row, color; i= this.dropDelay) || (game.options.autoplay) || (this.holding.drop && (now - this.holding.drop) >= this.holdingThreshold) ) { drop = true; moved = true; this.dropCount = 0; } // Move Left by holding if( this.holding.left && (now - this.holding.left) >= this.holdingThreshold ) { moved = true; this.cur.moveLeft(); } // Move Right by holding if( this.holding.right && (now - this.holding.right) >= this.holdingThreshold ) { moved = true; this.cur.moveRight(); } // Test for a collision, add the piece to the filled blocks and fetch the next one if (drop) { var cur = this.cur, x = cur.x, y = cur.y, blocks = cur.getBlocks(); if (game._checkCollisions(x, y+1, blocks, true)) { drop = false; var blockIndex = 0; for (var i=0; i 0) { return blockTheme[0]; } else { return null; } } else { return blockTheme; } } if( typeof falling !== 'boolean' ){ falling = true; } if( falling ) { if( typeof game._theme.primary === 'string' && game._theme.primary !== '' ) { return game._theme.primary; } else if( typeof game._theme.blocks !== 'undefined' && game._theme.blocks !== null ) { return getBlockVariation(game._theme.blocks[blockType], blockVariation); } else { return getBlockVariation(game._theme.complexBlocks[blockType], blockVariation); } } else { if( typeof game._theme.secondary === 'string' && game._theme.secondary !== '' ) { return game._theme.secondary; } else if( typeof game._theme.blocks !== 'undefined' && game._theme.blocks !== null ) { return getBlockVariation(game._theme.blocks[blockType], blockVariation); } else { return getBlockVariation(game._theme.complexBlocks[blockType], blockVariation); } } } }; game._niceShapes = game._getNiceShapes(); }, // Utility Functions _randInt: function(a, b) { return a + Math.floor(Math.random() * (1 + b - a)); }, _randSign: function() { return this._randInt(0, 1) * 2 - 1; }, _randChoice: function(choices) { return choices[this._randInt(0, choices.length-1)]; }, /** * Find base64 encoded images and load them as image objects, which can be used by the canvas renderer */ _preloadThemeAssets: function() { var game = this; var hexColorcheck = new RegExp('^#[A-F0-9+]{3,6}', 'i'); var base64check = new RegExp('^data:image/(png|gif|jpg);base64,', 'i'); var handleAssetLoad = function() { // Rerender the board as soon as an asset loads if( game._board ) { game._board.render(true); } }; var loadAsset = function(src) { var plainSrc = src; if( ! hexColorcheck.test( plainSrc ) ) { // It's an image src = new Image(); src.src = plainSrc; src.onload = handleAssetLoad; } else { // It's a color src = plainSrc; } return src; }; var startAssetLoad = function(block) { // Assets can be an array of variation so they can change color/design randomly if( $.isArray(block) && block.length > 0 ) { for( var i=0; i
'); this._$gameholder.css('position', 'relative').css('width', '100%').css('height', '100%'); this.element.html('').append(this._$gameholder); // Create the game canvas and context this._$canvas = $(''); if( typeof this._theme.background === 'string' ) { this._$canvas.css('background-color', this._theme.background); } this._$gameholder.append(this._$canvas); this._canvas = this._$canvas.get(0); this._ctx = this._canvas.getContext('2d'); }, _createUI: function() { var game = this; // Score game._$score = $( '
'+ '
'+ '
'+ this.options.scoreText +'
'+ '
0
'+ '
'+ '
').hide(); game._$scoreText = game._$score.find('.blockrain-score-num'); game._$gameholder.append(game._$score); // Create the start menu game._$start = $( '
'+ '
'+ '
'+ this.options.playText +'
'+ ''+ this.options.playButtonText +''+ '
'+ '
').hide(); game._$gameholder.append(game._$start); game._$start.find('.blockrain-start-btn').click(function(event){ event.preventDefault(); game.start(); }); // Create the game over menu game._$gameover = $( '
'+ '
'+ '
'+ this.options.gameOverText +'
'+ ''+ this.options.restartButtonText +''+ '
'+ '
').hide(); game._$gameover.find('.blockrain-game-over-btn').click(function(event){ event.preventDefault(); game.restart(); }); game._$gameholder.append(game._$gameover); this._createControls(); }, _createControls: function() { var game = this; game._$touchLeft = $('').appendTo(game._$gameholder); game._$touchRight = $('').appendTo(game._$gameholder); game._$touchRotateRight = $('').appendTo(game._$gameholder); game._$touchRotateLeft = $('').appendTo(game._$gameholder); game._$touchDrop = $('').appendTo(game._$gameholder); }, _refreshBlockSizes: function() { if( this.options.autoBlockWidth ) { this.options.blockWidth = Math.ceil( this.element.width() / this.options.autoBlockSize ); } }, _getNiceShapes: function() { /* * Things I need for this to work... * - ability to test each shape with this._filled data * - maybe give empty spots scores? and try to maximize the score? */ var game = this; var shapes = {}, attr; for( var attr in this._shapeFactory ) { shapes[attr] = this._shapeFactory[attr](); } function scoreBlocks(possibles, blocks, x, y, filled, width, height) { var i, len=blocks.length, score=0, bottoms = {}, tx, ty, overlaps; // base score for (i=0; i best_score_for_shape) { best_score_for_shape = score; best_orientation_for_shape = i; best_x_for_shape = x; } break; } } } } if ((evil && best_score_for_shape < best_score) || (!evil && best_score_for_shape > best_score)) { best_shape = shape; best_score = best_score_for_shape; best_orientation = best_orientation_for_shape; best_x = best_x_for_shape; } } best_shape.best_orientation = best_orientation; best_shape.best_x = best_x; return best_shape; }; func.no_preview = true; return func; }, _randomShapes: function() { // Todo: The shapefuncs should be cached. var shapeFuncs = []; $.each(this._shapeFactory, function(k,v) { shapeFuncs.push(v); }); return this._randChoice(shapeFuncs); }, /** * Controls */ _setupControls: function(enable) { var game = this; var moveLeft = function(start) { if( ! start ) { game._board.holding.left = null; return; } if( ! game._board.holding.left ) { game._board.cur.moveLeft(); game._board.holding.left = Date.now(); game._board.holding.right = null; } } var moveRight = function(start) { if( ! start ) { game._board.holding.right = null; return; } if( ! game._board.holding.right ) { game._board.cur.moveRight(); game._board.holding.right = Date.now(); game._board.holding.left = null; } } var drop = function(start) { if( ! start ) { game._board.holding.drop = null; return; } if( ! game._board.holding.drop ) { game._board.cur.drop(); game._board.holding.drop = Date.now(); } } var rotateLeft = function() { game._board.cur.rotate('left'); } var rotateRight = function() { game._board.cur.rotate('right'); } // Handlers: These are used to be able to bind/unbind controls var handleKeyDown = function(evt) { if( ! game._board.cur ) { return true; } var caught = false; caught = true; if (game.options.asdwKeys) { switch(evt.keyCode) { case 65: /*a*/ moveLeft(true); break; case 68: /*d*/ moveRight(true); break; case 83: /*s*/ drop(true); break; case 87: /*w*/ game._board.cur.rotate('right'); break; } } switch(evt.keyCode) { case 37: /*left*/ moveLeft(true); break; case 39: /*right*/ moveRight(true); break; case 40: /*down*/ drop(true); break; case 38: /*up*/ game._board.cur.rotate('right'); break; case 88: /*x*/ game._board.cur.rotate('right'); break; case 90: /*z*/ game._board.cur.rotate('left'); break; default: caught = false; } if (caught) evt.preventDefault(); return !caught; }; var handleKeyUp = function(evt) { if( ! game._board.cur ) { return true; } var caught = false; caught = true; if (game.options.asdwKeys) { switch(evt.keyCode) { case 65: /*a*/ moveLeft(false); break; case 68: /*d*/ moveRight(false); break; case 83: /*s*/ drop(false); break; } } switch(evt.keyCode) { case 37: /*left*/ moveLeft(false); break; case 39: /*right*/ moveRight(false); break; case 40: /*down*/ drop(false); break; default: caught = false; } if (caught) evt.preventDefault(); return !caught; }; function isStopKey(evt) { var cfg = { stopKeys: {37:1, 38:1, 39:1, 40:1} }; var isStop = (cfg.stopKeys[evt.keyCode] || (cfg.moreStopKeys && cfg.moreStopKeys[evt.keyCode])); if (isStop) evt.preventDefault(); return isStop; } function getKey(evt) { return 'safekeypress.' + evt.keyCode; } function keydown(evt) { var key = getKey(evt); $.data(this, key, ($.data(this, key) || 0) - 1); return handleKeyDown.call(this, evt); } function keyup(evt) { $.data(this, getKey(evt), 0); handleKeyUp.call(this, evt); return isStopKey(evt); } // Unbind everything by default // Use event namespacing so we don't ruin other keypress events $(document) .unbind('keydown.blockrain') .unbind('keyup.blockrain'); if( ! game.options.autoplay ) { if( enable ) { $(document) .bind('keydown.blockrain', keydown) .bind('keyup.blockrain', keyup); } } }, _setupTouchControls: function(enable) { var game = this; // Movements can be held for faster movement var moveLeft = function(event){ event.preventDefault(); game._board.cur.moveLeft(); game._board.holding.left = Date.now(); game._board.holding.right = null; game._board.holding.drop = null; }; var moveRight = function(event){ event.preventDefault(); game._board.cur.moveRight(); game._board.holding.right = Date.now(); game._board.holding.left = null; game._board.holding.drop = null; }; var drop = function(event){ event.preventDefault(); game._board.cur.drop(); game._board.holding.drop = Date.now(); }; var endMoveLeft = function(event){ event.preventDefault(); game._board.holding.left = null; }; var endMoveRight = function(event){ event.preventDefault(); game._board.holding.right = null; }; var endDrop = function(event){ event.preventDefault(); game._board.holding.drop = null; }; // Rotations can't be held var rotateLeft = function(event){ event.preventDefault(); game._board.cur.rotate('left'); }; var rotateRight = function(event){ event.preventDefault(); game._board.cur.rotate('right'); }; // Unbind everything by default game._$touchLeft.unbind('touchstart touchend click'); game._$touchRight.unbind('touchstart touchend click'); game._$touchRotateLeft.unbind('touchstart touchend click'); game._$touchRotateRight.unbind('touchstart touchend click'); game._$touchDrop.unbind('touchstart touchend click'); if( ! game.options.autoplay && enable ) { game._$touchLeft.show().bind('touchstart click', moveLeft).bind('touchend', endMoveLeft); game._$touchRight.show().bind('touchstart click', moveRight).bind('touchend', endMoveRight); game._$touchDrop.show().bind('touchstart click', drop).bind('touchend', endDrop); game._$touchRotateLeft.show().bind('touchstart click', rotateLeft); game._$touchRotateRight.show().bind('touchstart click', rotateRight); } else { game._$touchLeft.hide(); game._$touchRight.hide(); game._$touchRotateLeft.hide(); game._$touchRotateRight.hide(); game._$touchDrop.hide(); } } }); })(jQuery)); /** * Themes. You can add more custom themes to this object. */ window.BlockrainThemes = { 'custom': { background: '#040304', backgroundGrid: 'data:image/png;base64,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', complexBlocks: { line: ['assets/blocks/custom/line.png', 'assets/blocks/custom/line.png'], square: ['assets/blocks/custom/square.png'], arrow: 'assets/blocks/custom/arrow.png', rightHook:['assets/blocks/custom/rightHook.png'], leftHook: 'assets/blocks/custom/leftHook.png', rightZag: ['assets/blocks/custom/rightZag.png'], leftZag: 'assets/blocks/custom/leftZag.png' } }, 'candy': { background: '#040304', backgroundGrid: 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blocks: { line: 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAIAAADZrBkAAAACuklEQVR4Xi2MzW4cRRSFz/2p6p4eT2zjjE2MHBQWvAALNjwDS8SOFc/FIyCxQgh2LFHkBQgJyQo/wXKCEZ7x9E9VV93LBPNJ516dxXfo/U8+HTZ9uzrZympTjLo4DbtDiBpXSBGMocI5lkaMhKv0fz+LVX9P6ZuvvxqBby+3L3eJu6Zt27DL4qgIWW0KsxPC3Kjxz5fPT3z48csvtHSHd0C/1374RddPX/9xK6JdcjEutNfqFJMBsQat3By+i/7VxqJ6c/zd5avvn1+N7dl2V9Ad92M2ViI2ksyWSJ2QXQXc5/H25jYcHHKl1YYebcJqw/rW03OOzfr89NHbR8vH3Wq9Olofrddni+XhycXJhBSkKFLxWeHBZFFDVyD343Rzc/0XeYSXeXZIJaam2V9pLsBOtRIKYAorXqvAg8giaKsCKw1zJAGFbKhwtxrdG9E3BQxAIW1xyYUKUIwNxMAwDEwuSgA5iAw2l5ITOeE/GLRMihIOsnQZnKqOlWXRUWidyYkFpCxtCF1s8D+seBggYVYRhChkqqjmld3NKhhu1XKuKUf4g6egEitkvqc5ewo+3ZOVZJO4Q4OSEDGRRyAQkYH8QfMUCR07KS8DIsO8xhjcnUXnSv4GMRYShSUG2MFCeby/awOJFyvF3TU22ckk3E3FQjci+mJVggwz12rKVEvWOk3dwWpIr7ezrU4XZ+9ciBAxWCVlhDb2o5cZTgBR17R3w45hgg8/fu+Dj643adZVXzCmebsbp5T6fhr2L9W8z5xLNsyDpl2btrsXPynS9NvVVc28xzMLPDCUYbVUMy+TMgdinupCEapdvPv0lqGwjW9fHsXjF39eIzRpnFbLdiy918qCWmclnq3mcWhVnzw5v+83XYz0+LPP/8lL704NB3BBdbCDKlChAq8QgRvmGSFouyo3vz7Lr/8FMHqie3VCpNQAAAAASUVORK5CYII=', 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