Implement DAS/ARR for smooth horizontal piece movement

This commit is contained in:
2026-03-24 17:59:55 -07:00
parent 36965dc887
commit 3a307dbc80
11 changed files with 338 additions and 26 deletions
+77 -12
View File
@@ -4,6 +4,17 @@ let localGame = null;
let renderer = null;
let lastTime = 0;
// Keyboard state for continuous movement (DAS - Delayed Auto Shift)
const keyState = {
ArrowLeft: false,
ArrowRight: false,
ArrowDown: false,
};
let dasCounter = 0;
const DAS_DELAY = 100; // ms before auto-repeat starts
const ARR_SPEED = 30; // ms between auto-repeat moves
// Initialize when DOM is ready
document.addEventListener('DOMContentLoaded', () => {
// Connect to server
@@ -26,10 +37,18 @@ function setupNetworkListeners() {
// Show lobby screen if we're on the login screen
if (ui.screens.room.classList.contains('active')) {
ui.showScreen('lobby');
// Play lobby music when first entering lobby
if (typeof audio !== 'undefined') {
audio.playLobby();
}
}
// Reset lobby state when returning from game over (player is null indicates game over reset)
if (!player) {
ui.resetLobbyState();
// Resume lobby music after game ends
if (typeof audio !== 'undefined') {
audio.playLobby();
}
}
});
@@ -43,6 +62,11 @@ function setupNetworkListeners() {
ui.showScreen('game');
ui.displays.gameRoomName.textContent = 'GLOBAL LOBBY';
// Start game music - will play continuously until game ends
if (typeof audio !== 'undefined') {
audio.playGame();
}
// Clear old boards
renderer.clearAll();
@@ -88,6 +112,11 @@ function setupNetworkListeners() {
ui.showScreen('game');
ui.showSpectatorMode();
// Start game music for spectators too
if (typeof audio !== 'undefined') {
audio.playGame();
}
// Clear old boards
renderer.clearAll();
@@ -122,19 +151,16 @@ function setupKeyboardControls() {
if (network.isSpectator) return;
if (ui.screens.game.classList.contains('active') && localGame) {
// Track held keys for movement
if (keyState.hasOwnProperty(e.key)) {
keyState[e.key] = true;
dasCounter = 0; // Reset DAS counter when key pressed
e.preventDefault();
return;
}
// One-time actions
switch (e.key) {
case 'ArrowLeft':
network.sendMove('left');
e.preventDefault();
break;
case 'ArrowRight':
network.sendMove('right');
e.preventDefault();
break;
case 'ArrowDown':
network.sendDrop();
e.preventDefault();
break;
case 'ArrowUp':
network.sendRotate();
e.preventDefault();
@@ -147,10 +173,22 @@ function setupKeyboardControls() {
network.sendHold();
e.preventDefault();
break;
case 'a':
case 'A':
network.sendZoneActivate();
e.preventDefault();
break;
}
}
});
document.addEventListener('keyup', (e) => {
if (keyState.hasOwnProperty(e.key)) {
keyState[e.key] = false;
dasCounter = 0;
}
});
// Touch controls for mobile
const btnLeft = document.getElementById('btn-left');
const btnRight = document.getElementById('btn-right');
@@ -158,6 +196,7 @@ function setupKeyboardControls() {
const btnRotate = document.getElementById('btn-rotate');
const btnDrop = document.getElementById('btn-drop');
const btnHold = document.getElementById('btn-hold');
const btnZone = document.getElementById('btn-zone');
const handleTouch = (e, action) => {
e.preventDefault();
@@ -176,6 +215,7 @@ function setupKeyboardControls() {
btnRotate.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendRotate()));
btnDrop.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendHardDrop()));
btnHold.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendHold()));
btnZone.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendZoneActivate()));
// Prevent double-tap zoom
btnLeft.addEventListener('touchstart', (e) => e.preventDefault());
@@ -184,6 +224,7 @@ function setupKeyboardControls() {
btnRotate.addEventListener('touchstart', (e) => e.preventDefault());
btnDrop.addEventListener('touchstart', (e) => e.preventDefault());
btnHold.addEventListener('touchstart', (e) => e.preventDefault());
btnZone.addEventListener('touchstart', (e) => e.preventDefault());
}
function updateBattleGridLayout(playerCount) {
@@ -224,6 +265,8 @@ function endGame(states) {
}
});
// Game music will continue during game over screen, then transition back to lobby music via resetLobbyState
// Reset spectator mode for next round
network.isSpectator = false;
ui.hideSpectatorMode();
@@ -239,6 +282,21 @@ function gameLoop(currentTime) {
const deltaTime = currentTime - lastTime;
lastTime = currentTime;
// Handle DAS (Delayed Auto Shift) for continuous movement
if (!network.isSpectator && (keyState.ArrowLeft || keyState.ArrowRight || keyState.ArrowDown)) {
dasCounter += deltaTime;
// Send initial move immediately, then auto-repeat after DAS_DELAY
if (dasCounter >= DAS_DELAY) {
const autoRepeatCounter = (dasCounter - DAS_DELAY) % ARR_SPEED;
if (autoRepeatCounter < (deltaTime || 0)) {
if (keyState.ArrowLeft) network.sendMove('left');
if (keyState.ArrowRight) network.sendMove('right');
if (keyState.ArrowDown) network.sendDrop();
}
}
}
// Update local game
if (localGame) {
localGame.update(deltaTime);
@@ -250,6 +308,13 @@ function gameLoop(currentTime) {
renderer.renderPlayer(state.playerId, state);
});
// Update Zone button state for current player
const btnZone = document.getElementById('btn-zone');
const localState = allStates[network.currentPlayerId];
if (btnZone && localState) {
btnZone.disabled = localState.zoneMeter < 100 || localState.zoneActive;
}
// Set active player highlight (or null for spectators to show all boards equally)
renderer.setActivePlayer(network.isSpectator ? null : network.currentPlayerId);