Tetris
Tetris
DOCTYPE html>
<html lang="es">
<head>
<meta charset="UTF-8">
<title>Tetris Touch</title>
<style>
body { background: #111; color: white; text-align: center; font-family: sans-
serif; margin: 0; padding: 0; }
canvas { background: #000; display: block; margin: 10px auto; border: 2px solid
white; }
#score { font-size: 1.5em; margin: 10px; }
.controls {
display: flex;
justify-content: center;
flex-wrap: wrap;
gap: 10px;
margin-bottom: 20px;
}
button {
padding: 15px 20px;
font-size: 18px;
border-radius: 10px;
border: none;
background-color: #333;
color: white;
cursor: pointer;
min-width: 80px;
}
button:active {
background-color: #555;
}
</style>
</head>
<body>
<h1>Tetris</h1>
<canvas width="240" height="400" id="tetris"></canvas>
<div id="score">Puntos: 0</div>
<div class="controls">
<button onclick="playerMove(-1)">◀️</button>
<button onclick="playerDrop()">⬇️</button>
<button onclick="playerMove(1)">▶️</button>
<button onclick="playerRotate(1)">⟳</button>
</div>
<script>
const canvas = document.getElementById('tetris');
const context = canvas.getContext('2d');
context.scale(20, 20);
function arenaSweep() {
let rowCount = 1;
outer: for (let y = arena.length -1; y > 0; --y) {
for (let x = 0; x < arena[y].length; ++x) {
if (arena[y][x] === 0) {
continue outer;
}
}
const row = arena.splice(y, 1)[0].fill(0);
arena.unshift(row);
++y;
player.score += rowCount * 10;
rowCount *= 2;
}
}
function createMatrix(w, h) {
const matrix = [];
while (h--) {
matrix.push(new Array(w).fill(0));
}
return matrix;
}
function createPiece(type) {
if (type === 'T') {
return [
[0, 0, 0],
[1, 1, 1],
[0, 1, 0],
];
} else if (type === 'O') {
return [
[2, 2],
[2, 2],
];
} else if (type === 'L') {
return [
[0, 3, 0],
[0, 3, 0],
[0, 3, 3],
];
} else if (type === 'J') {
return [
[0, 4, 0],
[0, 4, 0],
[4, 4, 0],
];
} else if (type === 'I') {
return [
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0],
];
} else if (type === 'S') {
return [
[0, 6, 6],
[6, 6, 0],
[0, 0, 0],
];
} else if (type === 'Z') {
return [
[7, 7, 0],
[0, 7, 7],
[0, 0, 0],
];
}
}
function draw() {
context.fillStyle = '#000';
context.fillRect(0, 0, canvas.width, canvas.height);
function playerDrop() {
player.pos.y++;
if (collide(arena, player)) {
player.pos.y--;
merge(arena, player);
playerReset();
arenaSweep();
updateScore();
}
dropCounter = 0;
}
function playerMove(dir) {
player.pos.x += dir;
if (collide(arena, player)) {
player.pos.x -= dir;
}
}
function playerReset() {
const pieces = 'TJLOSZI';
player.matrix = createPiece(pieces[Math.floor(Math.random() *
pieces.length)]);
player.pos.y = 0;
player.pos.x = (arena[0].length / 2 | 0) -
(player.matrix[0].length / 2 | 0);
if (collide(arena, player)) {
arena.forEach(row => row.fill(0));
player.score = 0;
updateScore();
}
}
function playerRotate(dir) {
const pos = player.pos.x;
let offset = 1;
rotate(player.matrix, dir);
while (collide(arena, player)) {
player.pos.x += offset;
offset = -(offset + (offset > 0 ? 1 : -1));
if (offset > player.matrix[0].length) {
rotate(player.matrix, -dir);
player.pos.x = pos;
return;
}
}
}
let dropCounter = 0;
let dropInterval = 1000;
let lastTime = 0;
function update(time = 0) {
const deltaTime = time - lastTime;
lastTime = time;
dropCounter += deltaTime;
if (dropCounter > dropInterval) {
playerDrop();
}
draw();
requestAnimationFrame(update);
}
function updateScore() {
document.getElementById('score').innerText = 'Puntos: ' + player.score;
}
const colors = [
null,
'#FF0D72',
'#0DC2FF',
'#0DFF72',
'#F538FF',
'#FF8E0D',
'#FFE138',
'#3877FF',
];
const player = {
pos: {x: 0, y: 0},
matrix: null,
score: 0,
};
playerReset();
updateScore();
update();
</script>
</body>
</html>