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kr_stang@hotmail.com

Can you give me a simple JavaScript implementation of Tetris using a HTML Canvas and requestAnimationFrame? It should have a standard board that is 10 blocks wide and 20 blocks tall, and be controlled using the left and right keyboard buttons to move a falling piece left and right, Z to rotate counter-clockwise, X to rotate clockwise, and then Down/Space to drop a piece.

 

Sure, here is a simple implementation of Tetris using JavaScript and a HTML Canvas:

// Initialize the canvas and set the dimensions to 10 blocks wide and 20 blocks tall

var canvas = document.getElementById("canvas");

var ctx = canvas.getContext("2d");

canvas.width = 10 * 30; // 30px wide blocks

canvas.height = 20 * 30; // 30px tall blocks

 

// Create the tetris board as a 2D array of rows and columns

var board = [];

for (var r = 0; r < 20; r++) {

  board[r] = [];

  for (var c = 0; c < 10; c++) {

    board[r][c] = 0;

  }

}

 

// Define the colors for each of the tetrominoes

var tetrominoes = [  [1, "red"], // O-shaped tetromino

  [2, "green"], // I-shaped tetromino

  [3, "yellow"], // S-shaped tetromino

  [4, "blue"], // T-shaped tetromino

  [5, "purple"], // L-shaped tetromino

  [6, "cyan"], // J-shaped tetromino

  [7, "orange"] // Z-shaped tetromino

];

 

// Create a random tetromino and starting position

var currentTetromino = tetrominoes[Math.floor(Math.random() * tetrominoes.length)];

var currentPosition = {x: 3, y: -2};

 

// Draw the tetromino at its current position on the board

function draw() {

  for (var r = 0; r < currentTetromino.length; r++) {

    for (var c = 0; c < currentTetromino.length; c++) {

      if (currentTetromino[r][c]) {

        ctx.fillStyle = currentTetromino[3];

        ctx.fillRect((currentPosition.x + c) * 30, (currentPosition.y + r) * 30, 30, 30);

      }

    }

  }

}

 

// Move the current tetromino left, right, or down

function move(direction) {

  if (direction === "left") {

    currentPosition.x--;

  } else if (direction === "right") {

    currentPosition.x++;

  } else if (direction === "down") {

    currentPosition.y++;

  }

}

 

// Rotate the current tetromino clockwise or counter-clockwise

function rotate(direction) {

  var newTetromino = currentTetromino.slice();

  for (var r = 0; r < newTetromino.length; r++) {

    for (var c = 0; c < r; c++) {

      var temp = newTetromino[r][c];

      if (direction === "clockwise") {

        newTetromino[r][c] = newTetromino[c][r];

        newTetromino[c][r] = temp;

      } else if (direction === "counter-clockwise") {

        newTetromino[r][c] = newTetromino[newTetromino.

kr_stang@hotmail.com

Ah, sorry, looks like there's a bit too much code at once here. Could we first just start with only supporting the 2x2 Square in Tetris, and have it just fall from the top to the bottom at a rate of 1 block per second (the game should still draw the board using requestAnimationFrame). We can implement keyboard control later.

 

Sure, here is a simple implementation of Tetris that only supports the 2x2 Square tetromino and has it fall from the top of the board to the bottom at a rate of one block per second:

// Initialize the canvas and set the dimensions to 10 blocks wide and 20 blocks tall

var canvas = document.getElementById("canvas");

var ctx = canvas.getContext("2d");

canvas.width = 10 * 30; // 30px wide blocks

canvas.height = 20 * 30; // 30px tall blocks

 

// Create the tetris board as a 2D array of rows and columns

var board = [];

for (var r = 0; r < 20; r++) {

  board[r] = [];

  for (var c = 0; c < 10; c++) {

    board[r][c] = 0;

  }

}

 

// Define the 2x2 Square tetromino

var tetromino = [  [1, 1],

  [1, 1]

];

 

// Create a random starting position for the tetromino

var position = {x: Math.floor(Math.random() * 8), y: -2};

 

// Draw the tetromino at its current position on the board

function draw() {

  for (var r = 0; r < tetromino.length; r++) {

    for (var c = 0; c < tetromino.length; c++) {

      if (tetromino[r][c]) {

        ctx.fillStyle = "red";

        ctx.fillRect((position.x + c) * 30, (position.y + r) * 30, 30, 30);

      }

    }

  }

}

 

// Move the tetromino down one block

function move() {

  position.y++;

}

 

// Update the board and draw the current state

function update() {

  // Move the tetromino down one block

  move();

 

  // If the tetromino has reached the bottom of the board or collided with another block,

  // reset the position to the top of the board and generate a new random starting position

  if (position.y > 19 || checkCollision()) {

    position.y = -2;

    position.x = Math.floor(Math.random() * 8);

  }

 

  // Clear the canvas and redraw the board with the updated tetromino position

  ctx.clearRect(0, 0, canvas.width, canvas.height);

  draw();

 

  // Call the update function again after 1000ms (1 second)

  setTimeout(update, 1000);

}

 

// Check if the tetromino is colliding with another block on the board

function checkCollision() {

  for (var r = 0; r < tetromino.length; r++) {

    for (var c = 0; c < tetromino.length; c++) {

      if (tetromino[r][c] && (board[position.y + r] === undefined || board[position.y + r][position.x + c] === undefined || board[position.y + r][position.x + c])) {

        return true;

      }

    }

  }

  return false;

}

 

// Start the game

update();

This implementation uses a

kr_stang@hotmail.com

This is very promising, thank you! But there seems to be an issue in the current implementation of checkCollision() - it always returns "true" when the piece is outside the board, even when it initially starts at position -2 when it is spawned. Can you fix checkCollision() so that it returns false for pieces that initially spawns above the board?

 

Yes, you are correct that the current implementation of checkCollision() always returns true when the tetromino is outside the board, even when it initially starts at position -2 when it is spawned. Here is a fixed version of checkCollision() that returns false for pieces that initially spawn above the board:

// Check if the tetromino is colliding with another block on the board

function checkCollision() {

  for (var r = 0; r < tetromino.length; r++) {

    for (var c = 0; c < tetromino.length; c++) {

      if (tetromino[r][c] && (position.y + r < 0 || position.y + r > 19 || board[position.y + r][position.x + c])) {

        return true;

      }

    }

  }

  return false;

}

In this updated version, the checkCollision() function first checks if the current tetromino block is outside the top of the board (i.e. if the y position of the block is less than 0), in which case it returns false because the tetromino is not colliding with any blocks on the board. Otherwise, it checks if the current tetromino block is outside the bottom of the board (i.e. if the y position of the block is greater than 19) or if it is colliding with another block on the board, in which case it returns true.

kr_stang@hotmail.com

Seems like it's still a bit wrong. Perhaps it's simpler to break up the if statements into to checks - first check if position.y + r is within the range [0, 20), and then position.x + c is in the range [0, 10) - if not, just continue to the next iteration in the loop. Then in the second if statement we can check if the cell on the board contains a block.

 

You are correct, the previous implementation of checkCollision() was still incorrect because it did not properly check if the tetromino blocks were within the bounds of the board. Here is a new implementation that first checks if the y and x positions of the tetromino blocks are within the bounds of the board, and then checks if the corresponding cell on the board contains a block:

// Check if the tetromino is colliding with another block on the board

function checkCollision() {

  for (var r = 0; r < tetromino.length; r++) {

    for (var c = 0; c < tetromino.length; c++) {

      // Check if the current tetromino block is within the bounds of the board

      if (position.y + r < 0 || position.y + r >= 20 || position.x + c < 0 || position.x + c >= 10) {

        continue;

      }

 

      // Check if the corresponding cell on the board contains a block

      if (tetromino[r][c] && board[position.y + r][position.x + c]) {

        return true;

      }

    }

  }

  return false;

}

This implementation first checks if the y and x positions of the current tetromino block are within the bounds of the board (i.e. if they are greater than or equal to 0 and less than 20 and 10, respectively). If the block is outside the bounds of the board, it continues to the next iteration of the loop. Otherwise, it checks if the corresponding cell on the board contains a block, and if so it returns true to indicate that there is a collision. If no collisions are detected, it returns false.

kr_stang@hotmail.com

Or perhaps we should only do "continue" when the Y position is negative (position.y + r < 0)? For the other cases, we probably should return true to allow us to use checkCollision() both when checking if the piece has collided with the floor, or whether or not we can move a piece to the left or to the right. Essentially create an invisible wall around the board to the left, right and bottom, but leave the space above it infinite. Can you update the checkCollision() function with this in mind?

 

Yes, you are correct that we should only continue to the next iteration of the loop when the y position of the current tetromino block is negative (i.e. when it is outside the top of the board) because we want to allow the tetromino to initially spawn above the board. For all other cases, we should return true to indicate that the tetromino has collided with the floor or another block on the board. Here is an updated implementation of checkCollision() that handles these cases:

// Check if the tetromino is colliding with the floor or another block on the board

function checkCollision() {

  for (var r = 0; r < tetromino.length; r++) {

    for (var c = 0; c < tetromino.length; c++) {

      // Check if the current tetromino block is outside the top of the board

      if (position.y + r < 0) {

        continue;

      }

 

      // Check if the current tetromino block is outside the left or right sides of the board,

      // or if the corresponding cell on the board contains a block

      if (position.x + c < 0 || position.x + c >= 10 || tetromino[r][c] && board[position.y + r][position.x + c]) {

        return true;

      }

    }

  }

  return false;

}

In this updated implementation, the checkCollision() function first checks if the y position of the current tetromino block is negative (i.e. if it is outside the top of the board). If it is, it continues to the next iteration of the loop. Otherwise, it checks if the x position of the current tetromino block is outside the left or right sides of the board, or if the corresponding cell on the board contains a block. If any of these conditions are met, it returns true to indicate that there is a collision. If no collisions are detected, it returns false.

kr_stang@hotmail.com

Exactly that, but "checkCollision" now crashes when the piece reaches the bottom of the board: index.html:90 Uncaught TypeError: Cannot read properties of undefined (reading '7') at checkCollision (index.html:90:111) This is referencing line "[position.x + c]" part of the last if statement in checkCollision(). Can you fix this if statement by checking if position.y + r is 20 or greater?

 

Yes, you are correct that the previous implementation of checkCollision() was still incorrect because it was not properly checking for collisions when the tetromino reached the bottom of the board. Here is a new implementation that fixes this issue by checking if the y position of the current tetromino block is 20 or greater:

// Check if the tetromino is colliding with the floor or another block on the board

function checkCollision() {

  for (var r = 0; r < tetromino.length; r++) {

    for (var c = 0; c < tetromino.length; c++) {

      // Check if the current tetromino block is outside the top of the board

      if (position.y + r < 0) {

        continue;

      }

 

      // Check if the current tetromino block is outside the left or right sides of the board,

      // or if it is outside the bottom of the board, or if the corresponding cell on the board contains a block

      if (position.x + c < 0 || position.x + c >= 10 || position.y + r >= 20 || tetromino[r][c] && board[position.y + r][position.x + c]) {

        return true;

      }

    }

  }

  return false;

}

In this updated implementation, the checkCollision() function first checks if the y position of the current tetromino block is negative (i.e. if it is outside the top of the board). If it is, it continues to the next iteration of the loop. Otherwise, it checks if the x position of the current tetromino block is outside the left or right sides of the board, or if the y position of the current tetromino block is 20 or greater (i.e. if it is outside the bottom of the board), or if the corresponding cell on the board contains a block. If any of these conditions are met, it returns true to indicate that there is a collision. If no collisions are detected, it returns false.

kr_stang@hotmail.com

That's perfect! Now, can you fix the update() and move() functions to place the tetromino on the board once it hits the floor/a block? I'd also recommend moving the "checkCollision" logic inside the move() function, so that we can undo the postion.y increment if the piece collides with something.

 

Yes, here is an updated version of the update() and move() functions that places the tetromino on the board once it hits the floor or another block:

// Move the tetromino down one block

function move() {

  // Check if the tetromino is colliding with the floor or another block on the board

  if (checkCollision()) {

    // If the tetromino is colliding, place it on the board

    for (var r = 0; r < tetromino.length; r++) {

      for (var c = 0; c < tetromino.length; c++) {

        if (tetromino[r][c]) {

          board[position.y + r][position.x + c] = tetromino[r][c];

        }

      }

    }

 

    // Reset the position to the top of the board and generate a new random starting position

    position.y = -2;

    position.x = Math.floor(Math.random() * 8);

  } else {

    // If the tetromino is not colliding, move it down one block

    position.y++;

  }

}

 

// Update the board and draw the current state

function update() {

  // Move the tetromino down one block

  move();

 

  // Clear the canvas and redraw the board with the updated tetromino position

  ctx.clearRect(0, 0, canvas.width, canvas.height);

  draw();

 

  // Call the update function again after 1000ms (1 second)

  setTimeout(update, 1000);

}

In this updated implementation, the move() function first checks if the tetromino is colliding with the floor or another block on the board using the checkCollision() function. If the tetromino is colliding, it places the tetromino on the board by setting the corresponding cells on the board to the values in the tetromino. Then, it resets the position of the tetromino to the top of the board and generates a new random starting position. If the tetromino is not colliding, it simply moves the tetromino down one block by incrementing the y position.

kr_stang@hotmail.com

Very good, but now it crashes at the line "board[position.y + r][position.x + c] = tetromino[r][c];" in move(): Cannot set properties of undefined (setting '2'). We should probably run checkCollision() after position.y++, and then call position.y-- to undo moving the piece outside the board, before saving it to the board. Can you update move() with this in mind?

 

Yes, you are correct that the previous implementation of move() was still incorrect because it was not properly handling the case where the tetromino was colliding with the bottom of the board. Here is a new implementation of move() that fixes this issue by checking if the tetromino is colliding with the bottom of the board and undoing the y position increment if necessary:

// Move the tetromino down one block

function move() {

  // Move the tetromino down one block

  position.y++;

 

  // Check if the tetromino is colliding with the floor or another block on the board

  if (checkCollision()) {

    // If the tetromino is colliding with the bottom of the board, undo the y position increment

    if (position.y >= 20) {

      position.y--;

    }

 

    // Place the tetromino on the board

    for (var r = 0; r < tetromino.length; r++) {

      for (var c = 0; c < tetromino.length; c++) {

        if (tetromino[r][c]) {

          board[position.y + r][position.x + c] = tetromino[r][c];

        }

      }

    }

 

    // Reset the position to the top of the board and generate a new random starting position

    position.y = -2;

    position.x = Math.floor(Math.random() * 8);

  }

}

In this

kr_stang@hotmail.com

I still get the "Cannot set properties of undefined (setting '3')" error here - but can you fix this by removing the "if (position.y >= 20)" check above? If the tetromino has collided with a piece or the floor of the board, it must be moved up anyways, so it's always correct to decrement the position.

 

Yes, you are correct that the previous implementation of move() was still incorrect because it was not properly handling the case where the tetromino was colliding with the bottom of the board. Here is a new implementation of move() that fixes this issue by always undoing the y position increment when the tetromino is colliding with the floor or another block on the board:

// Move the tetromino down one block

function move() {

  // Move the tetromino down one block

  position.y++;

 

  // Check if the tetromino is colliding with the floor or another block on the board

  if (checkCollision()) {

    // If the tetromino is colliding, undo the y position increment

    position.y--;

 

    // Place the tetromino on the board

    for (var r = 0; r < tetromino.length; r++) {

      for (var c = 0; c < tetromino.length; c++) {

        if (tetromino[r][c]) {

          board[position.y + r][position.x + c] = tetromino[r][c];

        }

      }

    }

 

    // Reset the position to the top of the board and generate a new random starting position

    position.y = -2;

    position.x = Math.floor(Math.random() * 8);

  }

}

In this updated implementation, the move() function first moves the tetromino down one block by incrementing the y position. Then, it checks if the tetromino is colliding with the floor or another block on the board using the checkCollision() function. If the tetromino is colliding, it undoes the y position increment and places the tetromino on the board by setting the corresponding cells on the board to the values in the tetromino. Then, it resets the position of the tetromino to the top of the board and generates a new random starting position. If the tetromino is not colliding, it does not do anything.

kr_stang@hotmail.com

That's exactly what I had in mind, Now, we need to update the draw() method to draw both the falling tetromino in the tetromino array, and the board itself. Can you give me the updated draw() method?

 

Yes, here is an updated version of the draw() function that draws both the falling tetromino in the tetromino array and the board itself:

// Draw the tetromino and the board

function draw() {

  // Draw the tetromino

  for (var r = 0; r < tetromino.length; r++) {

    for (var c = 0; c < tetromino.length; c++) {

      if (tetromino[r][c]) {

        ctx.fillStyle = tetromino[r][c];

        ctx.fillRect((position.x + c) * BLOCK_SIZE, (position.y + r) * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE);

      }

    }

  }

 

  // Draw the board

  for (var r = 0; r < board.length; r++) {

    for (var c = 0; c < board[r].length; c++) {

      if (board[r][c]) {

        ctx.fillStyle = board[r][c];

        ctx.fillRect(c * BLOCK_SIZE, r * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE);

      }

    }

  }

}

In this updated implementation, the draw() function first loops through the tetromino array and draws each block of the tetromino using the current x and y positions. It then loops through the board array and draws each block on the board. For each block, it sets the fill style to the color of the block and then draws a filled rectangle at the corresponding position on the canvas using the BLOCK_SIZE constant to determine the size of each block. This will draw the falling tetromino and the board on the canvas.

kr_stang@hotmail.com

That's great. I took the liberty of defining "const BLOCK_SIZE = 30;" as well, seeing how you introduced it in the draw method. Now would be a good time to define the other tetromino shapes in Tetris - the standard 7 shapes - I, O, T, S, Z, J, and L. This will be an array of shapes, with in turn is an array of arrays (2D array). The values will be the color of the blocks in the tetromino shapes, where black (0) indicates no block.

 

Yes, here is a list of the seven standard tetromino shapes in Tetris with their corresponding block colors:

const tetrominoes = [  // I-shaped tetromino  [    [0, 'cyan', 0, 0],

    [0, 'cyan', 0, 0],

    [0, 'cyan', 0, 0],

    [0, 'cyan', 0, 0]

  ],

 

  // O-shaped tetromino

  [    ['yellow', 'yellow'],

    ['yellow', 'yellow']

  ],

 

  // T-shaped tetromino

  [    [0, 'purple', 0],

    ['purple', 'purple', 'purple'],

    [0, 0, 0]

  ],

 

  // S-shaped tetromino

  [    [0, 'green', 'green'],

    ['green', 'green', 0],

    [0, 0, 0]

  ],

 

  // Z-shaped tetromino

  [    ['red', 'red', 0],

    [0, 'red', 'red'],

    [0, 0, 0]

  ],

 

  // J-shaped tetromino

  [    [0, 'blue', 0],

    [0, 'blue', 0],

    ['blue', 'blue', 0]

  ],

 

  // L-shaped tetromino

  [    [0

kr_stang@hotmail.com

Can you define the L-shaped tetromino too?

 

Yes, here is a list of the seven standard tetromino shapes in Tetris with their corresponding block colors, including the L-shaped tetromino:

const tetrominoes = [  // I-shaped tetromino  [    [0, 'cyan', 0, 0],

    [0, 'cyan', 0, 0],

    [0, 'cyan', 0, 0],

    [0, 'cyan', 0, 0]

  ],

 

  // O-shaped tetromino

  [    ['yellow', 'yellow'],

    ['yellow', 'yellow']

  ],

 

  // T-shaped tetromino

  [    [0, 'purple', 0],

    ['purple', 'purple', 'purple'],

    [0, 0, 0]

  ],

 

  // S-shaped tetromino

  [    [0, 'green', 'green'],

    ['green', 'green', 0],

    [0, 0, 0]

  ],

 

  // Z-shaped tetromino

  [    ['red', 'red', 0],

    [0, 'red', 'red'],

    [0, 0, 0]

  ],

 

  // J-shaped tetromino

  [    [0, 'blue', 0],

    [0, 'blue', 0],

    ['blue', 'blue', 0]

  ],

 

  // L-shaped tetromino

  [    [0, 'orange', 0],

    [0, 'orange', 0],

    [0, 'orange', 'orange']

  ]

];

In this list, each tetromino shape is represented by a 2D array of block colors. The block colors are represented by strings (e.g. 'cyan', 'yellow', etc.) and the empty spaces in each tetromino

kr_stang@hotmail.com

Great. Now, can you set the initial tetromino that's stored in the tetromino array to be a random one of these tetrominos we've defined in the array?

 

Yes, here is an updated start() function that sets the initial tetromino in the tetromino array to a random tetromino from the tetrominoes array:

// Set the initial tetromino and start the game

function start() {

  // Generate a random starting position for the tetromino

  position.y = -2;

  position.x = Math.floor(Math.random() * 8);

 

  // Set the initial tetromino to a random tetromino from the tetrominoes array

  tetromino = tetrominoes[Math.floor(Math.random() * tetrominoes.length)];

 

  // Start the game by calling the update function

  update();

}

In this updated start() function, the initial tetromino is set to a random tetromino from the tetrominoes array using the Math.random() function. Then, the game is started by calling the update() function. This will randomly choose a tetromino shape at the start of the game and begin updating the game state.

kr_stang@hotmail.com

Perhaps it's better to name this function newTetromino() and leave out the update() method? That way, we can use it in the move() method when the current tetromino has collided with the floor/a piece?

 

Yes, that is a good idea. Here is an updated move() function that calls a newTetromino() function to generate a new random tetromino when the current tetromino has collided with the floor or another block on the board:

// Move the tetromino down one block

function move() {

  // Move the tetromino down one block

  position.y++;

 

  // Check if the tetromino is colliding with the floor or another block on the board

  if (checkCollision()) {

    // If the tetromino is colliding, undo the y position increment

    position.y--;

 

    // Place the tetromino on the board

    for (var r = 0; r < tetromino.length; r++) {

      for (var c = 0; c < tetromino.length; c++) {

        if (tetromino[r][c]) {

          board[position.y + r][position.x + c] = tetromino[r][c];

        }

      }

    }

 

    // Generate a new random tetromino

    newTetromino();

  }

}

In this updated move() function, the newTetromino() function is called when the tetromino is colliding with the floor or another block on the board. This will generate a new random tetromino and reset the position of the tetromino to the top of the board.

Here is the implementation of the newTetromino() function:

// Generate a new random tetromino

function newTetromino() {

  // Reset the position to the top of the board and generate a new random starting position

  position.y = -2;

  position.x = Math.floor(Math.random() * 8);

 

  // Set the initial tetromino to a random tetromino from the tetrominoes array

  tetromino = tetrominoes[Math.floor(Math.random() * tetrominoes.length)];

}

In this function, the position of the tetromino is reset to the top of the board and a new random starting position is generated. Then, the initial tetromino is set to a random tetromino from the tetrominoes array. This will generate a new random tetromino and reset the position of the tetromino for the next round of the game.

kr_stang@hotmail.com

By the way, looks like there's a slight bug in the checkCollision() function. It should always disregard empty spaces (where tetromino[r][c] is false/0) when checking for collisions. Could you update it so that it for instance calls "continue" when tetromino[r][c] is 0?

 

Yes, you are correct that the previous implementation of the checkCollision() function did not properly handle empty spaces in the tetromino. Here is an updated implementation of the checkCollision() function that only checks for collisions when the current block in the tetromino is not empty:

// Check if the tetromino is colliding with the floor or another block on the board

function checkCollision() {

  for (var r = 0; r < tetromino.length; r++) {

    for (var c = 0; c < tetromino.length; c++) {

      // Skip empty spaces in the tetromino

      if (!tetromino[r][c]) {

        continue;

      }

 

      // Check if the tetromino is outside the board

      if (position.y + r >= 20 || position.x + c < 0 || position.x + c >= 10) {

        return true;

      }

 

      // Check if the tetromino is colliding with another block on the board

      if (board[position.y + r][position.x + c]) {

        return true;

      }

    }

  }

  return false;

}

In this updated implementation, the checkCollision() function first skips any empty spaces in the tetromino by calling continue when the current block in the

kr_stang@hotmail.com

Now we need to fix move() so that it causes the game to end with "game over" when it tries to set a board position outside the board (which indicates that the board is filled to the top). Can you return "false" in that case, and change the update() function to just call alert("Game over!") and stop the game.

 

Yes, here is an updated move() function that ends the game with a "game over" message when the tetromino is colliding with the top of the board:

// Move the tetromino down one block

function move() {

  // Move the tetromino down one block

  position.y++;

 

  // Check if the tetromino is colliding with the floor, another block on the board, or the top of the board

  if (checkCollision()) {

    // If the tetromino is colliding with the top of the board, end the game

    if (position.y < 0) {

      alert("Game over!");

      return false;

    }

 

    // If the tetromino is colliding with the floor or another block on the board, undo the y position increment

    position.y--;

 

    // Place the tetromino on the board

    for (var r = 0; r < tetromino.length; r++) {

      for (var c = 0; c < tetromino.length; c++) {

        if (tetromino[r][c]) {

          board[position.y + r][position.x + c] = tetromino[r][c];

        }

      }

    }

 

    // Generate a new random tetromino

    newTetromino();

  }

}

In this updated move() function, the checkCollision() function is called to check if the tetromino is colliding with the floor, another block on the board, or the top of the board. If the tetromino is colliding with the top of the board, the game is ended with an alert message saying "

kr_stang@hotmail.com

You probably want the if (position.y < 0) statement below position.y--. Also we need to return true in the case when the game did not finish.

 

Yes, you are correct that the previous implementation of the move() function had the if (position.y < 0) statement in the wrong place. Here is an updated implementation of the move() function that properly ends the game when the tetromino is colliding with the top of the board:

// Move the tetromino down one block

function move() {

  // Move the tetromino down one block

  position.y++;

 

  // Check if the tetromino is colliding with the floor, another block on the board, or the top of the board

  if (checkCollision()) {

    // If the tetromino is colliding with the floor or another block on the board, undo the y position increment

    position.y--;

 

    // Place the tetromino on the board

    for (var r = 0; r < tetromino.length; r++) {

      for (var c = 0; c < tetromino.length; c++) {

        if (tetromino[r][c]) {

          board[position.y + r][position.x + c] = tetromino[r][c];

        }

      }

    }

 

    // Check if the tetromino is colliding with the top of the board

    if (position.y < 0) {

      // If the tetromino is colliding with the top of the board, end the game

      alert("Game over!");

      return false;

    }

 

    // Generate a new random tetromino

    newTetromino();

  }

  return true;

}

In this updated `move()

kr_stang@hotmail.com

The "if (position.y < 0)" check should probably go before the for-loops, but after position.y--. Otherwise it seems fine.

 

You are correct that the if (position.y < 0) check should be moved to before the for loops in the move() function. Here is an updated implementation of the move() function with the if (position.y < 0) check in the correct place:

// Move the tetromino down one block

function move() {

  // Move the tetromino down one block

  position.y++;

 

  // Check if the tetromino is colliding with the floor, another block on the board, or the top of the board

  if (checkCollision()) {

    // If the tetromino is colliding with the floor or another block on the board, undo the y position increment

    position.y--;

 

    // Check if the tetromino is colliding with the top of the board

    if (position.y < 0) {

      // If the tetromino is colliding with the top of the board, end the game

      alert("Game over!");

      return false;

    }

 

    // Place the tetromino on the board

    for (var r = 0; r < tetromino.length; r++) {

      for (var c = 0; c < tetromino.length; c++) {

        if (tetromino[r][c]) {

          board[position.y + r][position.x + c] = tetromino[r][c];

        }

      }

    }

 

    // Generate a new random tetromino

    newTetromino();

  }

  return true;

}

In this updated move() function, the if (position.y < 0) check is moved to before the for loops. This ensures that the game is ended with a "game over" alert when the tetromino is colliding with the top of the board.

kr_stang@hotmail.com

That's perfect. Can you also change the update() function to check the return value of move(), and exit the function if the game has ended?

 

Yes, here is an updated update() function that checks the return value of the move() function and exits the function if the game has ended:

// Update the game state

function update() {

  // Move the tetromino down one block

  if (!move()) {

    // If the move() function returns false, the game has ended, so exit the update() function

    return;

  }

 

  // Draw the board and tetromino

  draw();

 

  // Continue the game loop

  requestAnimationFrame(update);

}

In this updated update() function, the move() function is called to move the tetromino down one block. If the move() function returns false, it means that the game has ended, so the update() function exits. If the move() function returns true, the game continues and the draw() function is called to draw the board and tetromino. Finally, the update() function calls itself using requestAnimationFrame() to continue the game loop.

kr_stang@hotmail.com

Very good. Now we need to implement the keyboard handling function. Can you add a function that handles the user clicking the left and right arrow buttons? This should update the position.x variable and trigger a redraw. You can use checkCollision() to avoid colliding with the walls/other pieces.

 

Yes, here is a keyboardHandler() function that handles the user clicking the left and right arrow buttons to move the tetromino:

// Handle keyboard input

function keyboardHandler(event) {

  // Check if the left or right arrow button is pressed

  if (event.keyCode === 37) {

    // If the left arrow button is pressed, move the tetromino one block to the left

    position.x--;

    if (checkCollision()) {

      // If the tetromino is colliding with the wall or another block on the board, undo the x position decrement

      position.x++;

    }

  } else if (event.keyCode === 39) {

    // If the right arrow button is pressed, move the tetromino one block to the right

    position.x++;

    if (checkCollision()) {

      // If the tetromino is colliding with the wall or another block on the board, undo the x position increment

      position.x--;

    }

  }

 

  // Draw the board and tetromino

  draw();

}

In this keyboardHandler() function, the if (event.keyCode === 37) statement checks if the left arrow button is pressed. If it is, the tetromino is moved one block to the left by decrementing the position.x variable. The checkCollision() function is called to check if the tetromino is colliding with the wall or another block on the board. If it is, the position.x variable is incremented to undo the previous x position decrement.

Similarly, the if (event.keyCode === 39) statement checks if the right arrow button is pressed. If it is, the tetromino is moved one block to the right by incrementing the position.x variable. The checkCollion() function is called to check if the tetromino is colliding with the wall or another block on the board. If it is, the position.x variable is decremented to undo the previous x position increment.

Finally, the draw() function is called to redraw the board and tetromino after the keyboard input has been processed.

kr_stang@hotmail.com

That's excellent. Can you register this keyboard handler to the document?

 

Yes, here is an updated main() function that registers the keyboardHandler() function to the document object to handle keyboard input:

// Initialize the game

function main() {

  // Create the board and tetromino

  createBoard();

  newTetromino();

 

  // Register the keyboard handler to the document

  document.addEventListener("keydown", keyboardHandler);

 

  // Start the game loop

  requestAnimationFrame(update);

}

 

// Start the game when the page has loaded

document.addEventListener("DOMContentLoaded", main);

In this updated main() function, the keyboardHandler() function is registered to the document object using the addEventListener() method. This means that the keyboardHandler() function will be called whenever a keydown event is detected on the document object, allowing it to handle keyboard input.

The main() function is called when the page has loaded by registering the main() function to the DOMContentLoaded event using the addEventListener() method. This ensures that the game is initialized and started only when the page has finished loading.

kr_stang@hotmail.com

Can you update the keyboardHandler to also handle the down arrow key, which should set the isDropping variable to true?

 

Yes, here is an updated keyboardHandler() function that handles the user clicking the left and right arrow buttons to move the tetromino, and the down arrow button to set the isDropping variable to true:

// Handle keyboard input

function keyboardHandler(event) {

  // Check if the left or right arrow button is pressed

  if (event.keyCode === 37) {

    // If the left arrow button is pressed, move the tetromino one block to the left

    position.x--;

    if (checkCollision()) {

      // If the tetromino is colliding with the wall or another block on the board, undo the x position decrement

      position.x++;

    }

  } else if (event.keyCode === 39) {

    // If the right arrow button is pressed, move the tetromino one block to the right

    position.x++;

    if (checkCollision()) {

      // If the tetromino is colliding with the wall or another block on the board, undo the x position increment

      position.x--;

    }

  } else if (event.keyCode === 40) {

    // If the down arrow button is pressed, set the isDropping variable to true

    isDropping = true;

  }

 

  // Draw the board and tetromino

  draw();

}

In this updated keyboardHandler() function, the if (event.keyCode === 40) statement checks if the down arrow button is pressed. If it is, the isDropping variable is set to true to indicate that the tetromino should be dropped to the bottom of the board.

The rest of the function remains the same, and continues to handle the user clicking the left and right arrow buttons to move the tetromino. The draw() function is called to redraw the board and tetromino after the keyboard input has been processed.

kr_stang@hotmail.com

Nice, now can you change the update() function to use the interval 10 ms when isDropping is true, instead of 1000 ms?

 

Yes, here is an updated update() function that uses an interval of 10 milliseconds when the isDropping variable is true, and an interval of 1000 milliseconds when isDropping is false:

// Update the game state

function update() {

  // Use an interval of 10 milliseconds if the isDropping variable is true, and an interval of 1000 milliseconds if it is false

  var interval = isDropping ? 10 : 1000;

 

  // Move the tetromino down one block

  if (!move()) {

    // If the move() function returns false, the game has ended, so exit the update() function

    return;

  }

 

  // Draw the board and tetromino

  draw();

 

  // Continue the game loop with the specified interval

  setTimeout(function() {

    requestAnimationFrame(update);

  }, interval);

}

In this updated update() function, the var interval = isDropping ? 10 : 1000; statement sets the value of the interval variable to 10 milliseconds if isDropping is true, and 1000 milliseconds if isDropping is false. This means that the tetromino will move down faster when the down arrow button is pressed and isDropping is true.

The move() function is called to move the tetromino down one block. If the move() function returns false, it means that the game has ended, so the update() function exits. If the move() function returns true, the game continues and the draw() function is called to draw the board and tetromino.

Finally, the update() function calls itself using requestAnimationFrame() with a setTimeout() function that specifies the interval variable as the timeout. This continues the game loop with the specified interval.

kr_stang@hotmail.com

Yes, and now clear the isDropping state (set it to false) in the newTetromino() function.

 

Yes, here is an updated newTetromino() function that clears the isDropping state (sets it to false) when a new tetromino is generated:

// Create a new tetromino and place it on the board

function newTetromino() {

  // Choose a random tetromino from the tetrominos array

  tetromino = tetrominos[Math.floor(Math.random() * tetrominos.length)];

 

  // Set the initial position of the tetromino

  position = { x: 3, y: -2 };

 

  // Clear the isDropping state

  isDropping = false;

 

  // Check if the new tetromino is colliding with the wall or another block on the board

  if (checkCollision()) {

    // If the new tetromino is colliding, the game is over, so show the "Game Over" message and exit the function

    alert("Game Over!");

    return;

  }

}

In this updated newTetromino() function, the isDropping variable is set to false after the new tetromino is generated and placed on the board. This ensures that the tetromino will move down at a normal speed (with an interval of 1000 milliseconds) after it has been generated.

The rest of the function remains the same, and continues to choose a random tetromino from the tetrominos array, set the initial position of the tetromino, and check if the new tetromino is colliding with the wall or another block on the board. If it is, the newTetromino() function shows the "Game Over" message and exits.

kr_stang@hotmail.com

We need to give the user some time to adjust the piece once it has fast dropped. Can you change the move() function to detect the "isDropped" variable before calling newTetromino(), and instead just set "isDropped" to false and exit with return true?

 

Yes, here is an updated move() function that detects the isDropped variable before calling the newTetromino() function, and instead just sets isDropped to false and exits with return true:

// Move the tetromino down one block

function move() {

  // Increment the y position of the tetromino

  position.y++;

 

  // Check if the tetromino is colliding with the wall or another block on the board

  if (checkCollision()) {

    // If the tetromino is colliding, decrement the y position of the tetromino

    position.y--;

 

    // If the isDropping variable is true, set the isDropped variable to true and exit the move() function

    if (isDropping) {

      isDropped = true;

      return true;

    }

 

    // Save the tetromino on the board

    saveTetromino();

 

    // Create a new tetromino and place it on the board

    newTetromino();

 

    // Check if the new tetromino is colliding with the wall or another block on the board

    if (checkCollision()) {

      // If the new tetromino is colliding, the game is over, so return false

      return false;

    }

  }

 

  // Return true to indicate that the game is still running

  return true;

}

In this updated move() function, the if (checkCollision()) statement checks if the tetromino is colliding with the wall or another block on the board. If it is, the position.y variable is decremented to move the tetromino up one block.

The if (isDropping) statement checks if the isDropping variable is true. If it is, the isDropped variable is set to true and the move() function exits with return true. This indicates that the tetromino has been dropped to the bottom of the board and the user should be given time to adjust the tetromino before it is saved on the board and a new tetromino is generated.

The saveTetromino() function is called to save the tetromino on the board, and the newTetromino() function is called to generate a new tetromino. Finally, the checkCollision() function is called to check if the new tetromino is colliding with the wall or another block on the board. If it is, the move() function returns false to indicate that the game is over.

If the tetromino is not colliding with the wall or another block on the board, or if the isDropping variable is not true, the move() function returns true to indicate that the game is still running.

kr_stang@hotmail.com

Very nice. Now the last piece of the puzzle is rotating the current tetromino stored in the tetromino jagged array. Can you write a rotateClockwise() function? And then a rotateCounterClockwise() function that simply calls the rotateClockwise() function the necessary number of times?

 

Yes, here are two functions that rotate the current tetromino stored in the tetromino array - rotateClockwise() and rotateCounterClockwise():

// Rotate the current tetromino clockwise

function rotateClockwise() {

  // Create a new empty array of the same size as the tetromino array

  var newTetromino = new Array(tetromino.length);

 

  // Loop through the rows of the tetromino array

  for (var r = 0; r < tetromino.length; r++) {

    // Create a new empty array for the current row of the new tetromino array

    newTetromino[r] = new Array(tetromino[r].length);

 

    // Loop through the columns of the tetromino array

    for (var c = 0; c < tetromino[r].length; c++) {

      // Rotate the tetromino clockwise by copying the columns of the tetromino array to the rows of the new tetromino array

      newTetromino[c][tetromino.length - 1 - r] = tetromino[r][c];

    }

  }

 

  // Set the tetromino array to the new rotated tetromino array

  tetromino = newTetromino;

}

 

// Rotate the current tetromino counter-clockwise

function rotateCounterClockwise() {

  // Rotate the tetromino 3 times clockwise to get the same result as rotating it counter-clockwise once

  for (var i = 0; i < 3; i++) {

    rotateClockwise();

  }

}

The rotateClockwise() function creates a new empty array called newTetromino that has the same size as the tetromino array. It then loops through the rows and columns of the tetromino array and copies the columns to the rows of the newTetromino array in a clockwise direction. This has the effect of rotating the tetromino array clockwise.

The rotateCounterClockwise() function simply calls the rotateClockwise() function three times in a loop. This has the same effect as rotating the tetromino array counter-clockwise once.

These functions can be used to rotate the current tetromino stored in the tetromino array clockwise or counter-clockwise. To use them, they can be called from the keyboard handler function when the appropriate keys are pressed. For example, to rotate the tetromino clockwise when the X key is pressed, the following code could be used:

// Handle key presses

document.addEventListener("keydown", function(event) {

  // Check if the X key was pressed

  if (event.keyCode == 88) {

    // Rotate the tetromino clockwise

    rotateClockwise();

 

    // Check if the rotated tetromino is colliding with the wall or another block on the board

    if (checkCollision()) {

      // If the rotated tetromino is colliding, rotate it back counter-clockwise

      rotateCounterClockwise();

    }

 

    // Draw the board and tetromino

    draw();

  }

});

In this code, the `rotate

kr_stang@hotmail.com

There's a problem in rotateClockwise() causing it to crash with "index.html:183 Uncaught TypeError: Cannot set properties of undefined" at the "newTetromino[c][tetromino.length - 1 - r] = tetromino[r][c]" line. I believe you need to allocate all the rows in newTetromino first, before you can start copying blocks from the tetromino array.

Yes, you are correct. The rotateClockwise() function should allocate all the rows of the newTetromino array before copying blocks from the tetromino array. To fix this, we can replace the line var newTetromino = new Array(tetromino.length); with the following code:

// Create a new empty array of the same size as the tetromino array

var newTetromino = new Array(tetromino.length);

 

// Loop through the rows of the tetromino array

for (var r = 0; r < tetromino.length; r++) {

  // Create a new empty array for the current row of the new tetromino array

  newTetromino[r] = new Array(tetromino[r].length);

}

This will allocate all the rows of the newTetromino array, so that the elements of the tetromino array can be copied to it without crashing. Here is the updated rotateClockwise() function:

// Rotate the current tetromino clockwise

function rotateClockwise() {

  // Create a new empty array of the same size as the tetromino array

  var newTetromino = new Array(tetromino.length);

 

  // Loop through the rows of the tetromino array

  for (var r = 0; r < tetromino.length; r++) {

    // Create a new empty array for the current row of the new tetromino array

    newTetromino[r] = new Array(tetromino[r].length);

  }

 

  // Loop through the rows of the tetromino array

  for (var r = 0; r < tetromino.length; r++) {

    // Loop through the columns of the tetromino array

    for (var c = 0; c < tetromino[r].length; c++) {

      // Rotate the tetromino clockwise by copying the columns of the tetromino array to the rows of the new tetromino array

      newTetromino[c][tetromino.length - 1 - r] = tetromino[r][c];

    }

  }

 

  // Set the tetromino array to the new rotated tetromino array

  tetromino = newTetromino;

}

This should fix the error and allow the rotateClockwise() function to work as expected.

kr_stang@hotmail.com

Great, now can you also handle the Z button to keyboardHandler(), which should rotate the tetromino counter-clockwise

 

Yes, the keyboardHandler() function can be updated to handle the Z key, which should rotate the tetromino counter-clockwise. Here is an updated version of the keyboardHandler() function that includes handling of the Z key:

// Handle key presses

document.addEventListener("keydown", function(event) {

  // Check if the left arrow key was pressed

  if (event.keyCode == 37) {

    // Update the tetromino position

    position.x--;

 

    // Check if the tetromino is colliding with the wall or another block on the board

    if (checkCollision()) {

      // If the tetromino is colliding, move it back to the right

      position.x++;

    }

 

    // Draw the board and tetromino

    draw();

  }

 

  // Check if the right arrow key was pressed

  if (event.keyCode == 39) {

    // Update the tetromino position

    position.x++;

 

    // Check if the tetromino is colliding with the wall or another block on the board

    if (checkCollision()) {

      // If the tetromino is colliding, move it back to the left

      position.x--;

    }

 

    // Draw the board and tetromino

    draw();

  }

 

  // Check if the down arrow key was pressed

  if (event.keyCode == 40) {

    // Set the isDropping flag to true

    isDropping = true;

  }

 

  // Check if the X key was pressed

  if (event.keyCode == 88) {

    // Rotate the tetromino clockwise

    rotateClockwise();

 

    // Check if the rotated tetromino is colliding with the wall or another block on the board

    if (checkCollision()) {

      // If the rotated tetromino is colliding, rotate it back counter-clockwise

      rotateCounterClockwise();

    }

 

    // Draw the board and tetromino

    draw();

  }

 

  // Check if the Z key was pressed

  if (event.keyCode == 90) {

    // Rotate the tetromino counter-clockwise

    rotateCounterClockwise();

 

    // Check if the rotated tetromino is colliding with the wall or another block on the board

    if (checkCollision()) {

      // If the rotated tetromino is colliding, rotate it back clockwise

      rotateClockwise();

    }

 

    // Draw the board and tetromino

    draw();

  }

});

In this code, the keyboardHandler() function checks for the Z key being pressed, and if it is, it calls the rotateCounterClockwise() function to rotate the tetromino counter-clockwise. It then checks for collisions with the wall or other blocks on the board using the checkCollision() function. If a collision is detected, the tetromino is rotated back clockwise using the rotateClockwise() function. Finally, the board and tetromino are redrawn using the draw() function.

This updated keyboardHandler() function should handle the Z key as expected.

kr_stang@hotmail.com

Oh, and we also need to actually check for filled rows, and remove them once we have placed a tetromino on the board. Can you create the function clearFilledRows(), which does this and returns the number of cleared rows?

 

Yes, we can create a clearFilledRows() function that checks for filled rows on the board and removes them. Here is an implementation of the clearFilledRows() function:

// Clear all filled rows on the board

function clearFilledRows() {

  // Keep track of the number of cleared rows

  var clearedRows = 0;

 

  // Loop through the rows of the board

  for (var r = 0; r < board.length; r++) {

    // Check if the current row is filled

    var isFilled = true;

    for (var c = 0; c < board[r].length; c++) {

      if (board[r][c] == 0) {

        // If there is an empty space in the current row, it is not filled

        isFilled = false;

        break;

      }

    }

 

    // If the current row is filled, remove it and increment the cleared rows counter

    if (isFilled) {

      // Remove the current row by shifting all rows above it one row down

      for (var i = r; i > 0; i--) {

        board[i] = board[i - 1];

      }

      // Add a new empty row at the top of the board

      board[0] = new Array(board[0].length);

      // Increment the cleared rows counter

      clearedRows++;

    }

  }

 

  // Return the number of cleared rows

  return clearedRows;

}

This function first initializes a clearedRows variable to 0, which will be used to keep track of the number of rows that are cleared. It then loops through the rows of the board array and checks for each row if it is filled (i.e. contains no empty spaces). If a row is filled, it is removed by shifting all rows above it one row down, and a new empty row is added at the top of the board. The clearedRows variable is then incremented to keep track of the number of cleared rows.

After all rows have been checked and cleared if necessary, the function returns the number of cleared rows. This clearFilledRows() function can be called whenever a tetromino is placed on the board to check for and clear filled rows.

kr_stang@hotmail.com

That seems to work perfectly. Now a cool feature would be to add a highscore. Can you add a function updateHighscore(clearedRows) which takes the number of cleared rows and uses the current level to compute the points to add to the highscore. Clearing a single line should give you 40 points, 2 should give you 80, then 120 and finally 400 for 4 lines. This should also include a multiplier for the current level.

 

Yes, we can create an updateHighscore(clearedRows) function that takes the number of cleared rows as input and uses the current level to compute the points to add to the highscore. Here is an implementation of the updateHighscore(clearedRows) function:

// Update the highscore based on the number of cleared rows and the current level

function updateHighscore(clearedRows) {

  // Compute the number of points to add to the highscore based on the number of cleared rows and the current level

  var points = 0;

  switch (clearedRows) {

    case 1:

      points = 40 * level;

      break;

    case 2:

      points = 80 * level;

      break;

    case 3:

      points = 120 * level;

      break;

    case 4:

      points = 400 * level;

      break;

  }

 

  // Update the highscore

  highscore += points;

}

In this function, the number of points to add to the highscore is computed using a switch statement that checks the number of cleared rows and multiplies the points for that number of rows with the current level to get the final number of points to add to the highscore. The highscore variable is then updated with the computed number of points.

This updateHighscore(clearedRows) function can be called after each tetromino placement to update the highscore based on the number of cleared rows and the current level.

kr_stang@hotmail.com

Great, though can you also get the span "score" from the document, and set its text content to be equal to the highscore variable?

 

Yes, we can get the score span from the document and set its text content to be equal to the highscore variable. Here is an updated implementation of the updateHighscore(clearedRows) function that does this:

// Update the highscore based on the number of cleared rows and the current level

function updateHighscore(clearedRows) {

  // Compute the number of points to add to the highscore based on the number of cleared rows and the current level

  var points = 0;

  switch (clearedRows) {

    case 1:

      points = 40 * level;

      break;

    case 2:

      points = 80 * level;

      break;

    case 3:

      points = 120 * level;

      break;

    case 4:

      points = 400 * level;

      break;

  }

 

  // Update the highscore

  highscore += points;

 

  // Get the score span from the document and set its text content to be equal to the highscore variable

  var scoreSpan = document.getElementById("score");

  scoreSpan.textContent = highscore;

}

In this updated implementation, the score span is retrieved from the document using the getElementById() method, and its textContent is set to be equal to the highscore variable. This will update the score displayed on the page to reflect the current highscore.

kr_stang@hotmail.com

Next, let's do the level system. It should be incremented every 5 cleared rows, and increase the drop speed. We'll keep it simple, and have the first level drop tetrominos at a rate of 1 row every 1000 ms, then the second 10% faster, and so on, up to a minimum of 10 ms. Can you define a incrementClearedRows(), which tallies up the number of cleared rows and increments the level if neede, and a getLevelSpeed() which returns the number of milliseconds between each time a tetromino is moved down.

 

Yes, we can define a incrementClearedRows(clearedRows) function that tallies up the number of cleared rows and increments the level if needed, and a getLevelSpeed() function that returns the number of milliseconds between each time a tetromino is moved down. Here is an implementation of these two functions:

// Increment the number of cleared rows and update the level if needed

function incrementClearedRows(clearedRows) {

  // Increment the number of cleared rows

  totalClearedRows += clearedRows;

 

  // Check if the level should be incremented (every 5 cleared rows)

  if (totalClearedRows % 5 == 0) {

    level++;

  }

}

 

// Get the current level speed (the number of milliseconds between each time a tetromino is moved down)

function getLevelSpeed() {

  // Start with the base speed of 1000 ms

  var speed = 1000;

 

  // Decrease the speed by 10% for each level above 1

  for (var i = 1; i < level; i++) {

    speed *= 0.9;

  }

 

  // Return the speed, clamped to a minimum of 10 ms

  return Math.max(speed, 10);

}

In the incrementClearedRows(clearedRows) function, the input clearedRows is added to the totalClearedRows variable, which is used to keep track of the total number of cleared rows. Then, a check is performed to see if the level should be incremented based on the number of cleared rows (every 5 cleared rows the level is increased by 1).

The getLevelSpeed() function returns the current level speed, which is the number of milliseconds between each time a tetromino is moved down. This speed starts at 1000 ms, and is decreased by 10% for each level above 1. The final speed is then clamped to a minimum of 10 ms to ensure that the game does not become too fast.

These two functions can be called whenever a tetromino is placed on the board to update the level and get the current level speed. The level speed can then be used in the update() function to control the rate at which the tetromino moves down.

kr_stang@hotmail.com

There's a slight oversight in incrementClearedRows() in that it should also be able to handle 2, 3 or 4 cleared rows at the same time, but it may not increment the level if the totalClearedRows variable doesn't exactly end up at a number divisible by five. Can you fix this for instance by increment totalClearedRows in a loop instead, and use a flag boolean to see if the level must be incremented?

 

Yes, we can fix the incrementClearedRows(clearedRows) function by incrementing the totalClearedRows variable in a loop and using a flag boolean to see if the level should be incremented. Here is an updated implementation of the incrementClearedRows(clearedRows) function that does this:

// Increment the number of cleared rows and update the level if needed

function incrementClearedRows(clearedRows) {

  // Increment the total number of cleared rows in a loop

  for (var i = 0; i < clearedRows; i++) {

    totalClearedRows++;

 

    // Check if the level should be incremented (every 5 cleared rows)

    if (totalClearedRows % 5 == 0) {

      level++;

    }

  }

}

In this updated implementation, the totalClearedRows variable is incremented in a loop using the input clearedRows as the number of iterations. A check is then performed in each iteration to see if the level should be incremented based on the current number of cleared rows. This ensures that the level is incremented even if the clearedRows input is not an exact multiple of 5.

This updated incrementClearedRows(clearedRows) function can be used to correctly update the level based on the number of cleared rows.

kr_stang@hotmail.com

Great, now, can you also get the "level" span from the document, and set its text to be equal to level? And also do the same for the "totalClearedRows" span, but let it be equal to "totalClearedRows"?

 

Yes, we can get the level span and the totalClearedRows span from the document and set their text contents to be equal to the level and totalClearedRows variables, respectively. Here is an updated implementation of the updateHighscore(clearedRows) function that does this:

// Update the highscore based on the number of cleared rows and the current level

function updateHighscore(clearedRows) {

  // Increment the number of cleared rows and update the level if needed

  incrementClearedRows(clearedRows);

 

  // Compute the number of points to add to the highscore based on the number of cleared rows and the current level

  var points = 0;

  switch (clearedRows) {

    case 1:

      points = 40 * level;

      break;

    case 2:

      points = 80 * level;

      break;

    case 3:

      points = 120 * level;

      break;

    case 4:

      points = 400 * level;

      break;

  }

 

  // Update the highscore

  highscore += points;

 

  // Get the score span from the document and set its text content to be equal to the highscore variable

  var scoreSpan = document.getElementById("score");

  scoreSpan.textContent = highscore;

 

  // Get the level span from the document and set its text content to be equal to the level variable

  var levelSpan = document.getElementById("level");

  levelSpan.textContent = level;

 

  // Get the total cleared rows span from the document and set its text content to be equal to the totalClearedRows variable

  var totalClearedRowsSpan = document.getElementById("totalClearedRows");

  totalClearedRowsSpan.textContent = totalClearedRows;

}

In this updated implementation

kr_stang@hotmail.com

By the way, you can probably use the exponential function in getLevelSpeed() instead of a for loop. Can you update getLevelSpeed() with this in mind?

 

Yes, we can use the exponential function to compute the speed for each level in the getLevelSpeed() function. Here is an updated implementation of the getLevelSpeed() function that does this:

// Get the number of milliseconds between each time a tetromino is moved down

function getLevelSpeed() {

  // Compute the speed for the current level using the exponential function

  var speed = 1000 / Math.pow(1.1, level - 1);

 

  // Return the speed as an integer, capped at 10 ms

  return Math.floor(speed);

}

In this updated implementation, the speed for each level is computed using the exponential function 1 / 1.1^(level - 1). This function grows exponentially as the level increases, so that the speed increases faster for higher levels. The resulting speed is then rounded down to the nearest integer and returned. This ensures that the speed increases smoothly as the level increases, but is always a positive integer that is capped at 10 ms for the highest levels.

This updated getLevelSpeed() function can be used to compute the speed for each level in the Tetris game.

kr_stang@hotmail.com

Could you use Math.pow(0.9, level -1) instead? Also I think you should use Math.max instead of Math.floor here, to clamp it to a minimum of 10 ms.

 

Yes, we can use Math.pow(0.9, level - 1) to compute the speed for each level in the getLevelSpeed() function. We can also use Math.max() to clamp the speed to a minimum of 10 ms. Here is an updated implementation of the getLevelSpeed() function that does this:

// Get the number of milliseconds between each time a tetromino is moved down

function getLevelSpeed() {

  // Compute the speed for the current level using the exponential function

  var speed = 1000 / Math.pow(0.9, level - 1);

 

  // Return the speed as an integer, capped at 10 ms

  return Math.max(speed, 10);

}

In this updated implementation, the speed for each level is computed using the exponential function 1 / 0.9^(level - 1). This function grows exponentially as the level increases, so that the speed increases faster for higher levels. The resulting speed is then clamped to a minimum of 10 ms using the Math.max() function. This ensures that the speed increases smoothly as the level increases, but is always a positive integer that is at least 10 ms for all levels.

This updated getLevelSpeed() function can be used to compute the speed for each level in the Tetris game.

 

 

kr_stang@hotmail.com

(New Session) Hi, I have this Tetris game that works on desktop, but I'd like to also add buttons for mobile devices. Can you create a button bar under the canvas that has the buttons left, right, drop, rotate clockwise and rotate counter-clockwise. You can use unicode symbols for the buttons: 
<h1>Tetris</h1>
<div class="gameContainer">
   <div class="game">
      <div>Level: <span id="level">1</span></div>
      <div>Score: <span id="score">0</span></div>
      <div>Cleared Rows: <span id="totalClearedRows">0</span></div>
      <canvas id="canvas"></canvas>
      <div>
         <h2>Debug</h2>
         <button onclick="handleClearedRows(1)">Increment Cleared Row</button> 
      </div>
   </div>
</div>

 

Here is one way you can add buttons for mobile devices to your Tetris game:

<h1>Tetris</h1>

 

<div class="gameContainer">

    <div class="game">

        <div>Level: <span id="level">1</span></div>

        <div>Score: <span id="score">0</span></div>

        <div>Cleared Rows: <span id="totalClearedRows">0</span></div>

   

        <canvas id="canvas"></canvas>

 

        <div class="buttons">

            <button onclick="moveLeft()"><span>&#x2190;</span></button>

            <button onclick="moveRight()"><span>&#x2192;</span></button>

            <button onclick="moveDown()"><span>&#x2193;</span></button>

            <button onclick="rotateClockwise()"><span>&#x21BB;</span></button>

            <button onclick="rotateCounterClockwise()"><span>&#x21BA;</span></button>

        </div>

   

        <div>

            <h2>Debug</h2>

            <button onclick="handleClearedRows(1)">Increment Cleared Row</button>      

        </div>

    </div>

</div>

In the code above, we added a <div> element with the class buttons that contains the buttons for moving left, right, down, and rotating clockwise and counter-clockwise. Each button uses a unicode symbol to represent the action it performs. You will need to add the necessary JavaScript code to handle the button actions, such as moving the piece left, right, down, or rotating it.

kr_stang@hotmail.com

That's great, thanks, now can you refactor the keyboard handler I have to use these moveLeft(), moveRight(), moveDown(), rotateClockwise() and rotateCounterClockwise() functions. And also define these functions:

 

  // Handle keyboard input

  function keyboardHandler(event) {

      // Check if the Z key or up arrow was pressed

      if (event.keyCode == 90 || event.keyCode == 38) {

 

            // Check if the X key was pressed

      } else if (event.keyCode == 88) {

            // Rotate the tetromino clockwise

            rotateClockwise();

 

            // Check if the rotated tetromino is colliding with the wall or another block on the board

            if (checkCollision()) {

                  // If the rotated tetromino is colliding, rotate it back counter-clockwise

                  rotateCounterClockwise();

            }

            // Check if the left or right arrow button is pressed

      } else if (event.keyCode === 37) {

            // If the left arrow button is pressed, move the tetromino one block to the left

            position.x--;

 

            if (checkCollision()) {

                  // If the tetromino is colliding with the wall or another block on the board, undo the x position decrement

                  position.x++;

            }

      } else if (event.keyCode === 39) {

            // If the right arrow button is pressed, move the tetromino one block to the right

            position.x++;

 

            if (checkCollision()) {

                  // If the tetromino is colliding with the wall or another block on the board, undo the x position increment

                  position.x--;

            }

      } else if (event.keyCode === 40) {

            // If the down arrow button is pressed, set the isDropping variable to true

            isDropping = true;

 

            // Force the tetromino to drop

            clearTimeout(gameTimeout);

            update();

      }

 

      // Draw the board and tetromino

      draw();

  }

Here is a refactored version of the keyboard handler that uses the moveLeft(), moveRight(), moveDown(), rotateClockwise() and rotateCounterClockwise() functions:

// Handle keyboard input

function keyboardHandler(event) {

    // Check if the Z key or up arrow was pressed

    if (event.keyCode == 90 || event.keyCode == 38) {

        // Rotate the tetromino counter-clockwise

        rotateCounterClockwise();

 

        // Check if the rotated tetromino is colliding with the wall or another block on the board

        if (checkCollision()) {

            // If the rotated tetromino is colliding, rotate it back clockwise

            rotateClockwise();

        }

    // Check if the X key was pressed

    } else if (event.keyCode == 88) {

        // Rotate the tetromino clockwise

        rotateClockwise();

 

        // Check if the rotated tetromino is colliding with the wall or another block on the board

        if (checkCollision()) {

            // If the rotated tetromino is colliding, rotate it back counter-clockwise

            rotateCounterClockwise();

        }

    // Check if the left or right arrow button is pressed

    } else if (event.keyCode === 37) {

        // If the left arrow button is pressed, move the tetromino one block to the left

        moveLeft();

 

        if (checkCollision()) {

            // If the tetromino is colliding with the wall or another block on the board, move it back to the right

            moveRight();

        }

    } else if (event.keyCode === 39) {

        // If the right arrow button is pressed, move the tetromino one block to the right

        moveRight();

 

        if (checkCollision()) {

            // If the tetromino is colliding with the wall or another block on the board, move it back to the left

            moveLeft();

        }

    } else if (event.keyCode === 40) {

        // If the down arrow button is pressed, set the isDropping variable to true

        isDropping = true;

 

        // Force the tetromino to drop

        clearTimeout(gameTimeout);

        update();

    }

 

    // Draw the board and tetromino

    draw();

}

You will also need to define the moveLeft(), moveRight(), moveDown(), rotateClockwise() and rotateCounterClockwise() functions. Here is an example of how you can define these functions:

// Move the tetromino one block to the left

function moveLeft() {

    position.x--;

 

    if (checkCollision()) {

        // If the tetromino is colliding with the wall or another block on the board, undo the x position decrement

        position.x++;

    }

}

 

// Move the tetromino one block to the right

function moveRight() {

    position.x++;

 

    if (checkCollision()) {

        // If the tetromino is colliding with the wall or another block on the board, undo the x position increment

        position.x--;

    }

}

 

// Move the tetromino one block down

function moveDown() {

    position.y++;

 

    if (checkCollision()) {

        // If the tetromino is colliding with the wall or

kr_stang@hotmail.com

Hm, for now, perhaps it would be easier to just have the buttons in the HTML call the keyboardHandler with a keyboard event with the correct keyCode. Could you adjust the HTML to do that instead?

 

Here is a way you can adjust the HTML to call the keyboardHandler with a keyboard event that has the correct keyCode for each button:

<h1>Tetris</h1>

 

<div class="gameContainer">

    <div class="game">

        <div>Level: <span id="level">1</span></div>

        <div>Score: <span id="score">0</span></div>

        <div>Cleared Rows: <span id="totalClearedRows">0</span></div>

   

        <canvas id="canvas"></canvas>

 

        <div class="buttons">

            <button onclick="keyboardHandler({ keyCode: 37 })"><span>&#x2190;</span></button>

            <button onclick="keyboardHandler({ keyCode: 39 })"><span>&#x2192;</span></button>

            <button onclick="keyboardHandler({ keyCode: 40 })"><span>&#x2193;</span></button>

            <button onclick="keyboardHandler({ keyCode: 88 })"><span>&#x21BB;</span></button>

            <button onclick="keyboardHandler({ keyCode: 90 })"><span>&#x21BA;</span></button>

        </div>

   

        <div>

            <h2>Debug</h2>

            <button onclick="handleClearedRows(1)">Increment Cleared Row</button>      

        </div>

    </div>

</div>

In the code above, we added an onclick event to each button that calls the keyboardHandler with a keyboard event that has the correct keyCode for each button. For example, the left button has the unicode symbol "←" for the left arrow, which has a keyCode of 37, so the onclick event for this button calls keyboardHandler({ keyCode: 37 }). You can adjust the keyCodes to match the keys you want to use for each action.

kr_stang@hotmail.com

That's perfect. Now can you give me the CSS for the "buttons" bar so that it uses flexbox to center the buttons under the canvas.

 

Here is the CSS you can use to center the buttons under the canvas using flexbox:

.game {

    display: flex;

    flex-direction: column;

    align-items: center;

}

 

.buttons {

    display: flex;

    justify-content: space-around;

    width: 100%;

}

 

.buttons button {

    font-size: 24px;

}

In the code above, we set the game container to use flexbox with flex-direction: column to stack its child elements vertically, and align-items: center to center them horizontally. Then we set the buttons container to use flexbox with justify-content: space-around to distribute the buttons evenly across the width of the container, and width: 100% to make the buttons span the full width of the game container. Finally, we set the font size of the buttons to 24 pixels to make the buttons easier to press on mobile devices.