Membuat Game Tetris Menggunakan JavaScript - Rumah IT

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Membuat Game Tetris Menggunakan JavaScript

Membuat Game Tetris Menggunakan JavaScript

Buat kalian generasi 90-an pasti hafal dengan permainan tetris yang sangat populer ini. Permainan ini biasanya ditemukan pada game bot atau bisa kita temukan di konsol nintendo. Permainan tetris adalah permainan menyusun balok , setiap balok terdiri dari 4 kotak dengan bentuk berbeda dan dimunculkan secara acak atau random. Anda diharuskan menyusun setiap balok yang muncul dari atas kebawah supaya simetris (tidak bolong). Jika baris paling bawah ada balok yang sejajar minimal satu, maka anda akan mendapat satu skor. Jika maksimal tumpukan balok terpenuhi sampai ujung atas, maka permainan di anggap selesai (game over).

Dalam tutorial kali ini, kita akan membuat game tetris menggunakan JavaScript. JavaScript memang banyak digunakan oleh para developer game untuk membuat game mereka dari mulai yang sederhana sampai yang kompleks. Disini kita akan membuat game sederhana menggunakan JavaScript untuk membuat permainan legendaris yaitu tetris.

Struktur File :

Buat Folder js , isi filenya :
1. ai.js
2. game_manager.js
3. grid.js
4. piece.js
5. polyfill.js
6. random_piece_generator.js
7. stopwatch.js
8. timer.js
9. tuner.js

Buat Folder style, isi filenya :
1. main.css

Buat satu file index.html diluar folder.

Kemudian isi kode berikut pada setiap filenya.

1. index.html

<!DOCTYPE html>
<html>
<head lang="en">
    <meta charset="UTF-8">
    <title>Tetris AI</title>
    <link href="style/main.css" rel="stylesheet" type="text/css">
</head>
<body>
<div id="fb-root"></div>
<div class="container">
    <h1 class="header">Tetris JavaScript</h1>

    <div class="game-container">
        <canvas width="200px" height="400px" id="grid-canvas" class="grid"></canvas>
        <div class="controls-container">
            <div id="score-container" class="score-container">0</div>
            <div id="next-container" class="next-container">
                <canvas id="next-canvas" class="next-canvas" width="80px" height="80px"></canvas>
            </div>
            <a id="ai-button" class="start-ai-button">Auto</a>
            <a id="reset-button" class="reset-button">Reset</a>
        </div>
    </div>
    <hr>
    <div class="footer">
        <p> </p>
    </div>
</div>

<script src="js/polyfill.js"></script>
<script src="js/grid.js"></script>
<script src="js/piece.js"></script>
<script src="js/timer.js"></script>
<script src="js/stopwatch.js"></script>
<script src="js/game_manager.js"></script>
<script src="js/random_piece_generator.js"></script>
<script src="js/ai.js"></script>
<script src="js/tuner.js"></script>
<script>
    var manager = new GameManager();
</script>
<script>
  (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){
  (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o),
  m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m)
  })(window,document,'script','https://www.google-analytics.com/analytics.js','ga');

  ga('create', 'UA-68147157-4', 'auto');
  ga('send', 'pageview');
</script>
</body>
</html>

2. main.css

body
{
    background-color: #FCFCFC;
}

a
{
    color: #0000FF;
    font-weight: bold;
    text-decoration: underline;
}

a:hover
{
    cursor: pointer
}

hr
{
    border: none;
    border-bottom: 1px solid #C8C8C8;
}

.container
{
    width:350px;
    margin: 0 auto;
}

.header
{
    text-align: center;
    font-family: Verdana;
    color:#0000FF;
}

.game-container
{
    height:400px;
    margin-top:10px;
}

.grid
{
    float:left;
    background-color: #FFFFFF;
    box-shadow: 0 0 10px 2px #EEEEEE;
    border:1px solid #CCCCCC;
}

.next-canvas
{
}

.controls-container
{
    width:130px;
    float:right;
    height:100%;
}

.score-container
{
    background-color: #FFFFFF;
    box-shadow: 0 0 10px 2px #EEEEEE;
    text-align: center;
    color: #FF0000;
    font-size:25px;
    border:1px solid #CCCCCC;
    font-weight: bold;
    padding:5px;
}

.score-container::before
{
    content: "Score";
    width:100%;
    float:right;
    color: #BBBBBB;
    font-size:15px;
    font-weight: normal;
}

.next-container
{
    background-color: #FFFFFF;
    box-shadow: 0 0 10px 2px #EEEEEE;
    text-align: center;
    color: #FF0000;
    font-size:25px;
    border:1px solid #CCCCCC;
    font-weight: bold;
    padding:5px;
    margin-top: 10px;
}

.next-container::before
{
    content: "Next Piece";
    width:100%;
    float:right;
    color: #BBBBBB;
    font-size:15px;
    font-weight: normal;
}

.start-ai-button, .reset-button {
    -moz-box-shadow:inset 0px 1px 0px 0px #ffffff;
    -webkit-box-shadow:inset 0px 1px 0px 0px #ffffff;
    box-shadow:inset 0px 1px 0px 0px #ffffff;
    background-color:#f9f9f9;
    -webkit-border-top-left-radius:3px;
    -moz-border-radius-topleft:3px;
    border-top-left-radius:3px;
    -webkit-border-top-right-radius:3px;
    -moz-border-radius-topright:3px;
    border-top-right-radius:3px;
    -webkit-border-bottom-right-radius:3px;
    -moz-border-radius-bottomright:3px;
    border-bottom-right-radius:3px;
    -webkit-border-bottom-left-radius:3px;
    -moz-border-radius-bottomleft:3px;
    border-bottom-left-radius:3px;
    text-indent:0;
    border:1px solid #dcdcdc;
    display:inline-block;
    color:#666666;
    font-family:Arial;
    font-size:15px;
    font-weight:bold;
    font-style:normal;
    height:40px;
    line-height:40px;
    width:100%;
    text-decoration:none;
    text-align:center;
    text-shadow:1px 1px 0px #ffffff;
}

.start-ai-button:hover, .reset-button:hover {
    background-color:#e9e9e9;
}

.start-ai-button:active, .reset-button:active {
     position:relative;
     top:1px;
 }

.start-ai-button{
    margin-top: 15px;
}

.reset-button{
    margin-top: 10px;
}

.footer
{
    font-family: Verdana;
    color:#000000;
    font-size: 12px;
}

.fb-like {
    vertical-align: top;
}
.fb_iframe_widget span {
    vertical-align: text-top !important;
}

3. ai.js

function AI(heightWeight, linesWeight, holesWeight, bumpinessWeight){
    this.heightWeight = heightWeight;
    this.linesWeight = linesWeight;
    this.holesWeight = holesWeight;
    this.bumpinessWeight = bumpinessWeight;
};

AI.prototype._best = function(grid, workingPieces, workingPieceIndex){
    var best = null;
    var bestScore = null;
    var workingPiece = workingPieces[workingPieceIndex];

    for(var rotation = 0; rotation < 4; rotation++){
        var _piece = workingPiece.clone();
        for(var i = 0; i < rotation; i++){
            _piece.rotate(grid);
        }

        while(_piece.moveLeft(grid));

        while(grid.valid(_piece)){
            var _pieceSet = _piece.clone();
            while(_pieceSet.moveDown(grid));

            var _grid = grid.clone();
            _grid.addPiece(_pieceSet);

            var score = null;
            if (workingPieceIndex == (workingPieces.length - 1)) {
                score = -this.heightWeight * _grid.aggregateHeight() + this.linesWeight * _grid.lines() - this.holesWeight * _grid.holes() - this.bumpinessWeight * _grid.bumpiness();
            }else{
                score = this._best(_grid, workingPieces, workingPieceIndex + 1).score;
            }

            if (score > bestScore || bestScore == null){
                bestScore = score;
                best = _piece.clone();
            }

            _piece.column++;
        }
    }

    return {piece:best, score:bestScore};
};

AI.prototype.best = function(grid, workingPieces){
    return this._best(grid, workingPieces, 0).piece;
};

4. game_manager.js

function GameManager(){
    var gridCanvas = document.getElementById('grid-canvas');
    var nextCanvas = document.getElementById('next-canvas');
    var scoreContainer = document.getElementById("score-container");
    var resetButton = document.getElementById('reset-button');
    var aiButton = document.getElementById('ai-button');
    var gridContext = gridCanvas.getContext('2d');
    var nextContext = nextCanvas.getContext('2d');
    document.addEventListener('keydown', onKeyDown);

    var grid = new Grid(22, 10);
    var rpg = new RandomPieceGenerator();
    var ai = new AI(0.510066, 0.760666, 0.35663, 0.184483);
    var workingPieces = [null, rpg.nextPiece()];
    var workingPiece = null;
    var isAiActive = true;
    var isKeyEnabled = false;
    var gravityTimer = new Timer(onGravityTimerTick, 500);
    var score = 0;

    // Graphics
    function intToRGBHexString(v){
        return 'rgb(' + ((v >> 16) & 0xFF) + ',' + ((v >> 8) & 0xFF) + ',' + (v & 0xFF) + ')';
    }

    function redrawGridCanvas(workingPieceVerticalOffset = 0){
        gridContext.save();

        // Clear
        gridContext.clearRect(0, 0, gridCanvas.width, gridCanvas.height);

        // Draw grid
        for(var r = 2; r < grid.rows; r++){
            for(var c = 0; c < grid.columns; c++){
                if (grid.cells[r][c] != 0){
                    gridContext.fillStyle= intToRGBHexString(grid.cells[r][c]);
                    gridContext.fillRect(20 * c, 20 * (r - 2), 20, 20);
                    gridContext.strokeStyle="#FFFFFF";
                    gridContext.strokeRect(20 * c, 20 * (r - 2), 20, 20);
                }
            }
        }

        // Draw working piece
        for(var r = 0; r < workingPiece.dimension; r++){
            for(var c = 0; c < workingPiece.dimension; c++){
                if (workingPiece.cells[r][c] != 0){
                    gridContext.fillStyle = intToRGBHexString(workingPiece.cells[r][c]);
                    gridContext.fillRect(20 * (c + workingPiece.column), 20 * ((r + workingPiece.row) - 2) + workingPieceVerticalOffset, 20, 20);
                    gridContext.strokeStyle="#FFFFFF";
                    gridContext.strokeRect(20 * (c + workingPiece.column), 20 * ((r + workingPiece.row) - 2) + workingPieceVerticalOffset, 20, 20);
                }
            }
        }

        gridContext.restore();
    }

    function redrawNextCanvas(){
        nextContext.save();

        nextContext.clearRect(0, 0, nextCanvas.width, nextCanvas.height);
        var next = workingPieces[1];
        var xOffset = next.dimension == 2 ? 20 : next.dimension == 3 ? 10 : next.dimension == 4 ? 0 : null;
        var yOffset = next.dimension == 2 ? 20 : next.dimension == 3 ? 20 : next.dimension == 4 ? 10 : null;
        for(var r = 0; r < next.dimension; r++){
            for(var c = 0; c < next.dimension; c++){
                if (next.cells[r][c] != 0){
                    nextContext.fillStyle = intToRGBHexString(next.cells[r][c]);
                    nextContext.fillRect(xOffset + 20 * c, yOffset + 20 * r, 20, 20);
                    nextContext.strokeStyle = "#FFFFFF";
                    nextContext.strokeRect(xOffset + 20 * c, yOffset + 20 * r, 20, 20);
                }
            }
        }

        nextContext.restore();
    }

    function updateScoreContainer(){
        scoreContainer.innerHTML = score.toString();
    }

    // Drop animation
    var workingPieceDropAnimationStopwatch = null;

    function startWorkingPieceDropAnimation(callback = function(){}){
        // Calculate animation height
        animationHeight = 0;
        _workingPiece = workingPiece.clone();
        while(_workingPiece.moveDown(grid)){
            animationHeight++;
        }

        var stopwatch = new Stopwatch(function(elapsed){
            if(elapsed >= animationHeight * 20){
                stopwatch.stop();
                redrawGridCanvas(20 * animationHeight);
                callback();
                return;
            }

            redrawGridCanvas(20 * elapsed / 20);
        });

        workingPieceDropAnimationStopwatch = stopwatch;
    }

    function cancelWorkingPieceDropAnimation(){
        if(workingPieceDropAnimationStopwatch === null){
            return;
        }
        workingPieceDropAnimationStopwatch.stop();
        workingPieceDropAnimationStopwatch = null;
    }

    // Process start of turn
    function startTurn(){
        // Shift working pieces
        for(var i = 0; i < workingPieces.length - 1; i++){
            workingPieces[i] = workingPieces[i + 1];
        }
        workingPieces[workingPieces.length - 1] = rpg.nextPiece();
        workingPiece = workingPieces[0];

        // Refresh Graphics
        redrawGridCanvas();
        redrawNextCanvas();

        if(isAiActive){
            isKeyEnabled = false;
            workingPiece = ai.best(grid, workingPieces);
            startWorkingPieceDropAnimation(function(){
                while(workingPiece.moveDown(grid)); // Drop working piece
                if(!endTurn()){
                    alert('Game Over!');
                    return;
                }
                startTurn();
            })
        }else{
            isKeyEnabled = true;
            gravityTimer.resetForward(500);
        }
    }

    // Process end of turn
    function endTurn(){
        // Add working piece
        grid.addPiece(workingPiece);

        // Clear lines
        score += grid.clearLines();

        // Refresh graphics
        redrawGridCanvas();
        updateScoreContainer();

        return !grid.exceeded();
    }

    // Process gravity tick
    function onGravityTimerTick(){
        // If working piece has not reached bottom
        if(workingPiece.canMoveDown(grid)){
            workingPiece.moveDown(grid);
            redrawGridCanvas();
            return;
        }

        // Stop gravity if working piece has reached bottom
        gravityTimer.stop();

        // If working piece has reached bottom, end of turn has been processed
        // and game cannot continue because grid has been exceeded
        if(!endTurn()){
            isKeyEnabled = false;
            alert('Game Over!');
            return;
        }

        // If working piece has reached bottom, end of turn has been processed
        // and game can still continue.
        startTurn();
    }

    // Process keys
    function onKeyDown(event){
        if(!isKeyEnabled){
            return;
        }
        switch(event.which){
            case 32: // spacebar
                isKeyEnabled = false;
                gravityTimer.stop(); // Stop gravity
                startWorkingPieceDropAnimation(function(){ // Start drop animation
                    while(workingPiece.moveDown(grid)); // Drop working piece
                    if(!endTurn()){
                        alert('Game Over!');
                        return;
                    }
                    startTurn();
                });
                break;
            case 40: // down
                gravityTimer.resetForward(500);
                break;
            case 37: //left
                if(workingPiece.canMoveLeft(grid)){
                    workingPiece.moveLeft(grid);
                    redrawGridCanvas();
                }
                break;
            case 39: //right
                if(workingPiece.canMoveRight(grid)){
                    workingPiece.moveRight(grid);
                    redrawGridCanvas();
                }
                break;
            case 38: //up
                workingPiece.rotate(grid);
                redrawGridCanvas();
                break;
        }
    }

    aiButton.onclick = function(){
        if (isAiActive){
            isAiActive = false;
            aiButton.style.backgroundColor = "#f9f9f9";
        }else{
            isAiActive = true;
            aiButton.style.backgroundColor = "#e9e9ff";

            isKeyEnabled = false;
            gravityTimer.stop();
            startWorkingPieceDropAnimation(function(){ // Start drop animation
                while(workingPiece.moveDown(grid)); // Drop working piece
                if(!endTurn()){
                    alert('Game Over!');
                    return;
                }
                startTurn();
            });
        }
    }

    resetButton.onclick = function(){
        gravityTimer.stop();
        cancelWorkingPieceDropAnimation();
        grid = new Grid(22, 10);
        rpg = new RandomPieceGenerator();
        workingPieces = [null, rpg.nextPiece()];
        workingPiece = null;
        score = 0;
        isKeyEnabled = true;
        updateScoreContainer();
        startTurn();
    }

    aiButton.style.backgroundColor = "#e9e9ff";
    startTurn();
}

5. grid.js

function Grid(rows, columns){
    this.rows = rows;
    this.columns = columns;

    this.cells = new Array(rows);
    for (var r = 0; r < this.rows; r++) {
        this.cells[r] = new Array(this.columns);
        for(var c = 0; c < this.columns; c++){
            this.cells[r][c] = 0;
        }
    }
};

Grid.prototype.clone = function(){
    var _grid = new Grid(this.rows, this.columns);
    for (var r = 0; r < this.rows; r++) {
        for(var c = 0; c < this.columns; c++){
            _grid.cells[r][c] = this.cells[r][c];
        }
    }
    return _grid;
};

Grid.prototype.clearLines = function(){
    var distance = 0;
    var row = new Array(this.columns);
    for(var r = this.rows - 1; r >= 0; r--){
        if (this.isLine(r)){
            distance++;
            for(var c = 0; c < this.columns; c++){
                this.cells[r][c] = 0;
            }
        }else if (distance > 0){
            for(var c = 0; c < this.columns; c++){
                this.cells[r + distance][c] = this.cells[r][c];
                this.cells[r][c] = 0;
            }
        }
    }
    return distance;
};

Grid.prototype.isLine = function(row){
    for(var c = 0; c < this.columns; c++){
        if (this.cells[row][c] == 0){
            return false;
        }
    }
    return true;
};

Grid.prototype.isEmptyRow = function(row){
    for(var c = 0; c < this.columns; c++){
        if (this.cells[row][c] != 0){
            return false;
        }
    }
    return true;
};

Grid.prototype.exceeded = function(){
    return !this.isEmptyRow(0) || !this.isEmptyRow(1);
};

Grid.prototype.height = function(){
    var r = 0;
    for(; r < this.rows && this.isEmptyRow(r); r++);
    return this.rows - r;
};

Grid.prototype.lines = function(){
    var count = 0;
    for(var r = 0; r < this.rows; r++){
        if (this.isLine(r)){
            count++;
        }
    }
    return count;
};

Grid.prototype.holes = function(){
    var count = 0;
    for(var c = 0; c < this.columns; c++){
        var block = false;
        for(var r = 0; r < this.rows; r++){
            if (this.cells[r][c] != 0) {
                block = true;
            }else if (this.cells[r][c] == 0 && block){
                count++;
            }
        }
    }
    return count;
};

Grid.prototype.blockades = function(){
    var count = 0;
    for(var c = 0; c < this.columns; c++){
        var hole = false;
        for(var r = this.rows - 1; r >= 0; r--){
            if (this.cells[r][c] == 0){
                hole = true;
            }else if (this.cells[r][c] != 0 && hole){
                count++;
            }
        }
    }
    return count;
}

Grid.prototype.aggregateHeight = function(){
    var total = 0;
    for(var c = 0; c < this.columns; c++){
        total += this.columnHeight(c);
    }
    return total;
};

Grid.prototype.bumpiness = function(){
    var total = 0;
    for(var c = 0; c < this.columns - 1; c++){
        total += Math.abs(this.columnHeight(c) - this.columnHeight(c+ 1));
    }
    return total;
}

Grid.prototype.columnHeight = function(column){
    var r = 0;
    for(; r < this.rows && this.cells[r][column] == 0; r++);
    return this.rows - r;
};

Grid.prototype.addPiece = function(piece) {
    for(var r = 0; r < piece.cells.length; r++) {
        for (var c = 0; c < piece.cells[r].length; c++) {
            var _r = piece.row + r;
            var _c = piece.column + c;
            if (piece.cells[r][c] != 0 && _r >= 0){
                this.cells[_r][_c] = piece.cells[r][c];
            }
        }
    }
};

Grid.prototype.valid = function(piece){
    for(var r = 0; r < piece.cells.length; r++){
        for(var c = 0; c < piece.cells[r].length; c++){
            var _r = piece.row + r;
            var _c = piece.column + c;
            if (piece.cells[r][c] != 0){
                if(_r < 0 || _r >= this.rows){
                    return false;
                }
                if(_c < 0 || _c >= this.columns){
                    return false;
                }
                if (this.cells[_r][_c] != 0){
                    return false;
                }
            }
        }
    }
    return true;
};

6. piece.js

function Piece(cells){
    this.cells = cells;

    this.dimension = this.cells.length;
    this.row = 0;
    this.column = 0;
};

Piece.fromIndex = function(index){
    var piece;
    switch (index){
        case 0:// O
            piece = new Piece([
                [0x0000AA, 0x0000AA],
                [0x0000AA, 0x0000AA]
            ]);
            break;
        case 1: // J
            piece = new Piece([
                [0xC0C0C0, 0x000000, 0x000000],
                [0xC0C0C0, 0xC0C0C0, 0xC0C0C0],
                [0x000000, 0x000000, 0x000000]
            ]);
            break;
        case 2: // L
            piece = new Piece([
                [0x000000, 0x000000, 0xAA00AA],
                [0xAA00AA, 0xAA00AA, 0xAA00AA],
                [0x000000, 0x000000, 0x000000]
            ]);
            break;
        case 3: // Z
            piece = new Piece([
                [0x00AAAA, 0x00AAAA, 0x000000],
                [0x000000, 0x00AAAA, 0x00AAAA],
                [0x000000, 0x000000, 0x000000]
            ]);
            break;
        case 4: // S
            piece = new Piece([
                [0x000000, 0x00AA00, 0x00AA00],
                [0x00AA00, 0x00AA00, 0x000000],
                [0x000000, 0x000000, 0x000000]
            ]);
            break;
        case 5: // T
            piece = new Piece([
                [0x000000, 0xAA5500, 0x000000],
                [0xAA5500, 0xAA5500, 0xAA5500],
                [0x000000, 0x000000, 0x000000]
            ]);
            break;
        case 6: // I
            piece = new Piece([
                [0x000000, 0x000000, 0x000000, 0x000000],
                [0xAA0000, 0xAA0000, 0xAA0000, 0xAA0000],
                [0x000000, 0x000000, 0x000000, 0x000000],
                [0x000000, 0x000000, 0x000000, 0x000000]
            ]);
            break;

    }
    piece.row = 0;
    piece.column = Math.floor((10 - piece.dimension) / 2); // Centralize
    return piece;
};

Piece.prototype.clone = function(){
    var _cells = new Array(this.dimension);
    for (var r = 0; r < this.dimension; r++) {
        _cells[r] = new Array(this.dimension);
        for(var c = 0; c < this.dimension; c++){
            _cells[r][c] = this.cells[r][c];
        }
    }

    var piece = new Piece(_cells);
    piece.row = this.row;
    piece.column = this.column;
    return piece;
};

Piece.prototype.canMoveLeft = function(grid){
    for(var r = 0; r < this.cells.length; r++){
        for(var c = 0; c < this.cells[r].length; c++){
            var _r = this.row + r;
            var _c = this.column + c - 1;
            if (this.cells[r][c] != 0){
                if (!(_c >= 0 && grid.cells[_r][_c] == 0)){
                    return false;
                }
            }
        }
    }
    return true;
};

Piece.prototype.canMoveRight = function(grid){
    for(var r = 0; r < this.cells.length; r++){
        for(var c = 0; c < this.cells[r].length; c++){
            var _r = this.row + r;
            var _c = this.column + c + 1;
            if (this.cells[r][c] != 0){
                if (!(_c >= 0 && grid.cells[_r][_c] == 0)){
                    return false;
                }
            }
        }
    }
    return true;
};


Piece.prototype.canMoveDown = function(grid){
    for(var r = 0; r < this.cells.length; r++){
        for(var c = 0; c < this.cells[r].length; c++){
            var _r = this.row + r + 1;
            var _c = this.column + c;
            if (this.cells[r][c] != 0 && _r >= 0){
                if (!(_r < grid.rows && grid.cells[_r][_c] == 0)){
                    return false;
                }
            }
        }
    }
    return true;
};

Piece.prototype.moveLeft = function(grid){
    if(!this.canMoveLeft(grid)){
        return false;
    }
    this.column--;
    return true;
};

Piece.prototype.moveRight = function(grid){
    if(!this.canMoveRight(grid)){
        return false;
    }
    this.column++;
    return true;
};

Piece.prototype.moveDown = function(grid){
    if(!this.canMoveDown(grid)){
        return false;
    }
    this.row++;
    return true;
};

Piece.prototype.rotateCells = function(){
      var _cells = new Array(this.dimension);
      for (var r = 0; r < this.dimension; r++) {
          _cells[r] = new Array(this.dimension);
      }

      switch (this.dimension) { // Assumed square matrix
          case 2:
              _cells[0][0] = this.cells[1][0];
              _cells[0][1] = this.cells[0][0];
              _cells[1][0] = this.cells[1][1];
              _cells[1][1] = this.cells[0][1];
              break;
          case 3:
              _cells[0][0] = this.cells[2][0];
              _cells[0][1] = this.cells[1][0];
              _cells[0][2] = this.cells[0][0];
              _cells[1][0] = this.cells[2][1];
              _cells[1][1] = this.cells[1][1];
              _cells[1][2] = this.cells[0][1];
              _cells[2][0] = this.cells[2][2];
              _cells[2][1] = this.cells[1][2];
              _cells[2][2] = this.cells[0][2];
              break;
          case 4:
              _cells[0][0] = this.cells[3][0];
              _cells[0][1] = this.cells[2][0];
              _cells[0][2] = this.cells[1][0];
              _cells[0][3] = this.cells[0][0];
              _cells[1][3] = this.cells[0][1];
              _cells[2][3] = this.cells[0][2];
              _cells[3][3] = this.cells[0][3];
              _cells[3][2] = this.cells[1][3];
              _cells[3][1] = this.cells[2][3];
              _cells[3][0] = this.cells[3][3];
              _cells[2][0] = this.cells[3][2];
              _cells[1][0] = this.cells[3][1];

              _cells[1][1] = this.cells[2][1];
              _cells[1][2] = this.cells[1][1];
              _cells[2][2] = this.cells[1][2];
              _cells[2][1] = this.cells[2][2];
              break;
      }

      this.cells = _cells;
};

Piece.prototype.computeRotateOffset = function(grid){
    var _piece = this.clone();
    _piece.rotateCells();
    if (grid.valid(_piece)) {
        return { rowOffset: _piece.row - this.row, columnOffset: _piece.column - this.column };
    }

    // Kicking
    var initialRow = _piece.row;
    var initialCol = _piece.column;

    for (var i = 0; i < _piece.dimension - 1; i++) {
        _piece.column = initialCol + i;
        if (grid.valid(_piece)) {
            return { rowOffset: _piece.row - this.row, columnOffset: _piece.column - this.column };
        }

        for (var j = 0; j < _piece.dimension - 1; j++) {
            _piece.row = initialRow - j;
            if (grid.valid(_piece)) {
                return { rowOffset: _piece.row - this.row, columnOffset: _piece.column - this.column };
            }
        }
        _piece.row = initialRow;
    }
    _piece.column = initialCol;

    for (var i = 0; i < _piece.dimension - 1; i++) {
        _piece.column = initialCol - i;
        if (grid.valid(_piece)) {
            return { rowOffset: _piece.row - this.row, columnOffset: _piece.column - this.column };
        }

        for (var j = 0; j < _piece.dimension - 1; j++) {
            _piece.row = initialRow - j;
            if (grid.valid(_piece)) {
                return { rowOffset: _piece.row - this.row, columnOffset: _piece.column - this.column };
            }
        }
        _piece.row = initialRow;
    }
    _piece.column = initialCol;

    return null;
};

Piece.prototype.rotate = function(grid){
    var offset = this.computeRotateOffset(grid);
    if (offset != null){
        this.rotateCells(grid);
        this.row += offset.rowOffset;
        this.column += offset.columnOffset;
    }
};

7. polyfill.js

// Credits: https://gist.github.com/paulirish/1579671

(function() {
    var lastTime = 0;
    var vendors = ['webkit', 'moz'];
    for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
        window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
        window.cancelAnimationFrame =
          window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
    }

    if (!window.requestAnimationFrame)
        window.requestAnimationFrame = function(callback, element) {
            var currTime = new Date().getTime();
            var timeToCall = Math.max(0, 16 - (currTime - lastTime));
            var id = window.setTimeout(function() { callback(currTime + timeToCall); },
              timeToCall);
            lastTime = currTime + timeToCall;
            return id;
        };

    if (!window.cancelAnimationFrame)
        window.cancelAnimationFrame = function(id) {
            clearTimeout(id);
        };
}());

8. random_piece_generator.js

function RandomPieceGenerator(){
    Math.seed
    this.bag = [0, 1, 2, 3, 4, 5, 6];
    this.shuffleBag();
    this.index = -1;
};

RandomPieceGenerator.prototype.nextPiece = function(){
    this.index++;
    if (this.index >= this.bag.length){
        this.shuffleBag();
        this.index = 0;
    }
    return Piece.fromIndex(this.bag[this.index]);
};

RandomPieceGenerator.prototype.shuffleBag = function() {
    var currentIndex = this.bag.length
        , temporaryValue
        , randomIndex
        ;

    // While there remain elements to shuffle...
    while (0 !== currentIndex) {

        // Pick a remaining element...
        randomIndex = Math.floor(Math.random() * currentIndex);
        currentIndex -= 1;

        // And swap it with the current element.
        temporaryValue = this.bag[currentIndex];
        this.bag[currentIndex] = this.bag[randomIndex];
        this.bag[randomIndex] = temporaryValue;
    }
};

9. stopwatch.js

function Stopwatch(callback) {
    var isStopped = false;
    var startDate = null;
    var self = this;

    var onAnimationFrame = function(){
        if(isStopped){
            return;
        }
        callback(Date.now() - startDate);
        requestAnimationFrame(onAnimationFrame);
    };

    this.stop = function() {
        isStopped = true;
    }

    startDate = Date.now();
    requestAnimationFrame(onAnimationFrame);
}

10. timer.js

function Timer(callback, delay) {
    var lastUpdate = null;
    var isRunning = false;

    var loop = function(){
        requestAnimationFrame(function(){
            var now = Date.now();
            if(!isRunning){
                lastUpdate = now;
                loop();
            }else{
                var elapsed = now - lastUpdate;
                if(lastUpdate === null || elapsed > delay){
                    callback();
                    lastUpdate = now - (elapsed % delay);
                }
                loop();
            }
        });
    };

    this.start = function() {
        if(isRunning){
            return;
        }
        lastUpdate = Date.now();
        isRunning = true;
    }

    this.stop = function() {
        isRunning = false;
    }

    this.reset = function(newDelay) {
        lastUpdate = Date.now();
        this.start();
    }

    this.resetForward = function(newDelay){
        callback();
        delay = newDelay;
        lastUpdate = Date.now();
        this.start();
    }

    loop();
}

11. tuner.js

function Tuner(){
    function randomInteger(min, max){
        return Math.floor(Math.random() * (max - min) + min);
    }

    function normalize(candidate){
        var norm = Math.sqrt(candidate.heightWeight * candidate.heightWeight + candidate.linesWeight * candidate.linesWeight + candidate.holesWeight * candidate.holesWeight + candidate.bumpinessWeight * candidate.bumpinessWeight);
        candidate.heightWeight /= norm;
        candidate.linesWeight /= norm;
        candidate.holesWeight /= norm;
        candidate.bumpinessWeight /= norm;
    }

    function generateRandomCandidate(){
        var candidate = {
            heightWeight: Math.random() - 0.5,
            linesWeight: Math.random() - 0.5,
            holesWeight: Math.random() - 0.5,
            bumpinessWeight: Math.random() - 0.5
        };
        normalize(candidate);
        return candidate;
    }

    function sort(candidates){
        candidates.sort(function(a, b){
            return b.fitness - a.fitness;
        });
    }

    function computeFitnesses(candidates, numberOfGames, maxNumberOfMoves){
        for(var i = 0; i < candidates.length; i++){
            var candidate = candidates[i];
            var ai = new AI(candidate.heightWeight, candidate.linesWeight, candidate.holesWeight, candidate.bumpinessWeight);
            var totalScore = 0;
            for(var j = 0; j < numberOfGames; j++){
                var grid = new Grid(22, 10);
                var rpg = new RandomPieceGenerator();
                var workingPieces = [rpg.nextPiece(), rpg.nextPiece()];
                var workingPiece = workingPieces[0];
                var score = 0;
                var numberOfMoves = 0;
                while((numberOfMoves++) < maxNumberOfMoves && !grid.exceeded()){
                    workingPiece = ai.best(grid, workingPieces);
                    while(workingPiece.moveDown(grid));
                    grid.addPiece(workingPiece);
                    score += grid.clearLines();
                    for(var k = 0; k < workingPieces.length - 1; k++){
                        workingPieces[k] = workingPieces[k + 1];
                    }
                    workingPieces[workingPieces.length - 1] = rpg.nextPiece();
                    workingPiece = workingPieces[0];
                }
                totalScore += score;
            }
            candidate.fitness = totalScore;
        }
    }

    function tournamentSelectPair(candidates, ways){
        var indices = [];
        for(var i = 0; i <  candidates.length; i++){
            indices.push(i);
        }

        /*
            Note that the following assumes that the candidates array is
            sorted according to the fitness of each individual candidates.
            Hence it suffices to pick the least 2 indexes out of the random
            ones picked.
        */
        var fittestCandidateIndex1 = null;
        var fittestCanddiateIndex2 = null;
        for(var i = 0; i < ways; i++){
            var selectedIndex = indices.splice(randomInteger(0, indices.length), 1)[0];
            if(fittestCandidateIndex1 === null || selectedIndex < fittestCandidateIndex1){
                fittestCanddiateIndex2 = fittestCandidateIndex1;
                fittestCandidateIndex1 = selectedIndex;
            }else if (fittestCanddiateIndex2 === null || selectedIndex < fittestCanddiateIndex2){
                fittestCanddiateIndex2 = selectedIndex;
            }
        }
        return [candidates[fittestCandidateIndex1], candidates[fittestCanddiateIndex2]];
    }

    function crossOver(candidate1, candidate2){
        var candidate = {
            heightWeight: candidate1.fitness * candidate1.heightWeight + candidate2.fitness * candidate2.heightWeight,
            linesWeight: candidate1.fitness * candidate1.linesWeight + candidate2.fitness * candidate2.linesWeight,
            holesWeight: candidate1.fitness * candidate1.holesWeight + candidate2.fitness * candidate2.holesWeight,
            bumpinessWeight: candidate1.fitness * candidate1.bumpinessWeight + candidate2.fitness * candidate2.bumpinessWeight
        };
        normalize(candidate);
        return candidate;
    }

    function mutate(candidate){
        var quantity = Math.random() * 0.4 - 0.2; // plus/minus 0.2
        switch(randomInteger(0, 4)){
            case 0:
                candidate.heightWeight += quantity;
                break;
            case 1:
                candidate.linesWeight += quantity;
                break;
            case 2:
                candidate.holesWeight += quantity;
                break;
            case 3:
                candidate.bumpinessWeight += quantity;
                break;
        }
    }

    function deleteNLastReplacement(candidates, newCandidates){
        candidates.slice(-newCandidates.length);
        for(var i = 0; i < newCandidates.length; i++){
            candidates.push(newCandidates[i]);
        }
        sort(candidates);
    }

    /*
        Population size = 100
        Rounds per candidate = 5
        Max moves per round = 200
        Theoretical fitness limit = 5 * 200 * 4 / 10 = 400
    */
    this.tune = function(){
        var candidates = [];

        // Initial population generation
        for(var i = 0; i < 100; i++){
            candidates.push(generateRandomCandidate());
        }

        console.log('Computing fitnesses of initial population...');
        computeFitnesses(candidates, 5, 200);
        sort(candidates);

        var count = 0;
        while(true){
            var newCandidates = [];
            for(var i = 0; i < 30; i++){ // 30% of population
                var pair = tournamentSelectPair(candidates, 10); // 10% of population
                //console.log('fitnesses = ' + pair[0].fitness + ',' + pair[1].fitness);
                var candidate = crossOver(pair[0], pair[1]);
                if(Math.random() < 0.05){// 5% chance of mutation
                    mutate(candidate);
                }
                normalize(candidate);
                newCandidates.push(candidate);
            }
            console.log('Computing fitnesses of new candidates. (' + count + ')');
            computeFitnesses(newCandidates, 5, 200);
            deleteNLastReplacement(candidates, newCandidates);
            var totalFitness = 0;
            for(var i = 0; i < candidates.length; i++){
                totalFitness += candidates[i].fitness;
            }
            console.log('Average fitness = ' + (totalFitness / candidates.length));
            console.log('Highest fitness = ' + candidates[0].fitness + '(' + count + ')');
            console.log('Fittest candidate = ' + JSON.stringify(candidates[0]) + '(' + count + ')');
            count++;
        }
    };
}

Download Source Code

Game Play :


  1. Untuk mode permainan ada dua tipe, yaitu manual dan auto. Mode auto jika kita ingin memainkan tetris secara otomatis (jalan sendiri).
  2. Gunakan tombol panah atas pada keyboard untuk mengubah jenis balok, tombol panah kiri dan kanan untuk menggeser balok dan tombol pana bawah untuk menurunkan balok.
  3. Tekan menu reset untuk memulai permainan baru jika sudah game over.
  4. Untuk memainkan game tetris ini, klik kanan pada file index.html dan buka dengan browser.
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