Add hold piece feature
- Added holdPiece and canHold state to TetrisGame class - Implemented hold() method to swap current piece with held piece - Added player-hold socket event on server - Added HOLD preview canvas showing held piece (grayed when unavailable) - Added C key keyboard shortcut and touch button for hold - Fixed canHold reset on piece spawn for proper swap functionality Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,73 @@
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# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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Multiplayer Tetris Battle Royale game with 2-8 player real-time battles via WebSocket. Players clear rows to send garbage to opponents; last player standing wins.
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## Commands
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```bash
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# Install dependencies
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cd server && npm install
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# Start server
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cd server && npm start
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# or
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cd server && node index.js
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# Server runs on http://localhost:3000 (or PORT env variable)
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```
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## Architecture
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### Server-Client Model
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- **Server** (`server/index.js`): Express + Socket.io handles all game logic authoritatively
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- Manages single global lobby with `lobby.players` Map
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- Game tick runs at 50ms intervals via `gameTick()`
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- Broadcasts state updates to all connected clients via `broadcastState()`
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- Tetromino definitions and board constants are duplicated on server
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- **Client** (`public/js/`): Vanilla JavaScript with module pattern
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- `network.js`: Socket.io client wrapper, manages player/game state caching
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- `game.js`: `TetrisGame` class for local game state (mirrors server)
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- `renderer.js`: `TetrisRenderer` class - Canvas rendering for all player boards
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- `ui.js`: `UIManager` class - screen transitions, DOM manipulation
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- `app.js`: Entry point, ties modules together, game loop via `requestAnimationFrame`
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### Game Flow
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1. **Lobby**: Players join global lobby via `join-lobby` socket event
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2. **Ready**: All players click READY; game starts when all ready (2-8 players)
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3. **Game**: Server authoritative - client inputs sent via socket, server broadcasts state
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4. **Elimination**: Player eliminated when piece locks at top or garbage fills board
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5. **Victory**: Game ends when 1 active player remains
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### Key Constants
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- `BOARD_WIDTH = 10`, `BOARD_HEIGHT = 20`, `CELL_SIZE = 24`
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- `LOBBY_ROOM = 'global-lobby'` - Socket.io room for all players
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- Garbage rules: 2 lines cleared -> 1 garbage row, 3 -> 2, 4 (Tetris) -> 4 rows
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### Socket Events
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| Event | Direction | Payload |
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|-------|-----------|---------|
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| `join-lobby` | Client->Server | `{ playerName }` |
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| `ready` | Client->Server | - |
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| `player-move` | Client->Server | `{ playerId, direction }` |
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| `player-rotate` | Client->Server | `{ playerId }` |
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| `player-drop` | Client->Server | `{ playerId, hard }` |
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| `player-joined` | Server->Client | `{ player, players }` |
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| `player-left` | Server->Client | `{ playerId, players }` |
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| `game-started` | Server->Client | `{ players, states }` |
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| `state-update` | Server->Client | `states[]` |
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| `game-over` | Server->Client | `{ states }` |
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### Rendering
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- Each player gets a dynamically created board with canvas + info divs
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- `renderer.setActivePlayer()` marks current player's board as `.main`, others as `.spectator`
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- Battle grid layout classes: `.single-player`, `.two-players`, `.multi-player`
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@@ -289,6 +289,19 @@ button:active {
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border: 1px solid #333;
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}
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/* Hold and Next piece previews side by side */
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.board-info:has(canvas) {
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justify-content: center;
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gap: 20px;
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padding: 8px 5px;
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}
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.board-info canvas {
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border: 1px solid #333;
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background: #000;
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}
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}
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#game-header {
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display: flex;
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justify-content: space-between;
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@@ -399,3 +412,111 @@ button:active {
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.player-board.flash {
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animation: flash 0.3s ease-in-out;
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}
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/* Touch Controls */
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#touch-controls {
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display: none;
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width: 100%;
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max-width: 400px;
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margin-top: 20px;
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gap: 20px;
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justify-content: center;
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align-items: flex-end;
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padding-bottom: 20px;
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}
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#touch-dpad {
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display: grid;
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grid-template-columns: repeat(3, 70px);
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grid-template-rows: repeat(2, 70px);
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gap: 8px;
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}
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#btn-left {
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grid-column: 1;
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grid-row: 2;
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}
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#btn-down {
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grid-column: 2;
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grid-row: 2;
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}
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#btn-right {
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grid-column: 3;
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grid-row: 2;
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}
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#touch-actions {
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display: grid;
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grid-template-columns: repeat(2, 70px);
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grid-template-rows: repeat(2, 70px);
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gap: 8px;
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}
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#btn-rotate {
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grid-column: 1;
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grid-row: 1;
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}
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#btn-drop {
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grid-column: 2;
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grid-row: 1;
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}
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#btn-hold {
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grid-column: 1;
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grid-row: 2;
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}
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.touch-btn {
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width: 70px;
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height: 70px;
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font-size: 1.5rem;
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background: #333;
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border: 3px solid #555;
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border-radius: 10px;
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padding: 0;
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display: flex;
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justify-content: center;
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align-items: center;
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user-select: none;
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-webkit-user-select: none;
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touch-action: manipulation;
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}
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.touch-btn:active {
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background: #0ff;
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color: #000;
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transform: scale(0.95);
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}
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.touch-btn.action-btn {
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background: #444;
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}
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.touch-btn.drop-btn {
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background: #ff00ff;
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border-color: #ff00ff;
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}
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.touch-btn.hold-btn {
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background: #ff8800;
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border-color: #ff8800;
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font-size: 0.9rem;
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}
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/* Show touch controls on mobile only */
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@media (max-width: 768px) and (hover: none) {
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#touch-controls {
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display: flex;
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}
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#battle-grid {
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height: 60vh;
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}
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.player-board.spectator {
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display: none;
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}
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}
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+19
-6
@@ -7,7 +7,7 @@
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<link rel="preconnect" href="https://fonts.googleapis.com">
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<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
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<link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap" rel="stylesheet">
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<link rel="stylesheet" href="css/style.css?v=2">
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<link rel="stylesheet" href="css/style.css?v=6">
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</head>
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<body>
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<div id="app">
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@@ -36,6 +36,19 @@
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</div>
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<div id="battle-grid"></div>
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<div id="game-status"></div>
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<!-- Touch Controls -->
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<div id="touch-controls">
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<div id="touch-dpad">
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<button id="btn-left" class="touch-btn">←</button>
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<button id="btn-down" class="touch-btn">↓</button>
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<button id="btn-right" class="touch-btn">→</button>
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</div>
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<div id="touch-actions">
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<button id="btn-rotate" class="touch-btn action-btn">↻</button>
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<button id="btn-drop" class="touch-btn drop-btn">⤓</button>
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<button id="btn-hold" class="touch-btn hold-btn">HOLD</button>
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</div>
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</div>
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</div>
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<!-- Game Over Screen (Overlay) -->
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@@ -48,10 +61,10 @@
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</div>
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<script src="/socket.io/socket.io.js"></script>
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<script src="js/network.js?v=2"></script>
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<script src="js/game.js?v=2"></script>
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<script src="js/renderer.js?v=2"></script>
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<script src="js/ui.js?v=2"></script>
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<script src="js/app.js?v=2"></script>
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<script src="js/network.js?v=3"></script>
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<script src="js/game.js?v=3"></script>
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<script src="js/renderer.js?v=3"></script>
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<script src="js/ui.js?v=3"></script>
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<script src="js/app.js?v=3"></script>
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</body>
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</html>
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@@ -109,9 +109,46 @@ function setupKeyboardControls() {
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network.sendHardDrop();
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e.preventDefault();
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break;
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case 'c':
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case 'C':
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network.sendHold();
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e.preventDefault();
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break;
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}
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}
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});
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// Touch controls for mobile
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const btnLeft = document.getElementById('btn-left');
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const btnRight = document.getElementById('btn-right');
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const btnDown = document.getElementById('btn-down');
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const btnRotate = document.getElementById('btn-rotate');
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const btnDrop = document.getElementById('btn-drop');
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const btnHold = document.getElementById('btn-hold');
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const handleTouch = (e, action) => {
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e.preventDefault();
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e.stopPropagation();
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if (ui.screens.game.classList.contains('active')) {
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action();
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}
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};
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// Use pointerdown for better touch response
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btnLeft.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendMove('left')));
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btnRight.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendMove('right')));
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btnDown.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendDrop()));
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btnRotate.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendRotate()));
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btnDrop.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendHardDrop()));
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btnHold.addEventListener('pointerdown', (e) => handleTouch(e, () => network.sendHold()));
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// Prevent double-tap zoom
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btnLeft.addEventListener('touchstart', (e) => e.preventDefault());
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btnRight.addEventListener('touchstart', (e) => e.preventDefault());
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btnDown.addEventListener('touchstart', (e) => e.preventDefault());
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btnRotate.addEventListener('touchstart', (e) => e.preventDefault());
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btnDrop.addEventListener('touchstart', (e) => e.preventDefault());
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btnHold.addEventListener('touchstart', (e) => e.preventDefault());
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}
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function updateBattleGridLayout(playerCount) {
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@@ -24,6 +24,8 @@ class TetrisGame {
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this.board = this.createEmptyBoard();
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this.currentPiece = null;
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this.nextPiece = null;
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this.holdPiece = null;
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this.canHold = true;
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this.score = 0;
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this.lines = 0;
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this.level = 1;
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@@ -51,6 +53,8 @@ class TetrisGame {
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this.gameOver = false;
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this.eliminated = false;
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this.dropInterval = 1000;
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this.holdPiece = null;
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this.canHold = true;
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this.currentPiece = this.spawnPiece();
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this.nextPiece = this.getRandomPiece();
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@@ -172,6 +176,38 @@ class TetrisGame {
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return dropped;
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}
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hold() {
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if (this.gameOver || this.inputLocked || !this.canHold) return false;
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if (this.holdPiece === null) {
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// First hold - store current piece and spawn next
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this.holdPiece = {
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type: this.currentPiece.type,
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shape: JSON.parse(JSON.stringify(this.currentPiece.shape)),
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color: this.currentPiece.color
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};
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this.currentPiece = this.nextPiece;
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this.nextPiece = this.getRandomPiece();
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} else {
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// Swap with held piece
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const temp = {
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type: this.currentPiece.type,
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shape: JSON.parse(JSON.stringify(this.currentPiece.shape)),
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color: this.currentPiece.color
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};
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this.currentPiece = {
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...this.holdPiece,
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shape: JSON.parse(JSON.stringify(this.holdPiece.shape)),
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x: Math.floor(BOARD_WIDTH / 2) - Math.floor(this.holdPiece.shape[0].length / 2),
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y: 0
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};
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this.holdPiece = temp;
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}
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this.canHold = false;
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return true;
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}
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lockPiece() {
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if (!this.currentPiece) return false;
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@@ -205,6 +241,9 @@ class TetrisGame {
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this.eliminated = true;
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}
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// Reset canHold for the new piece
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this.canHold = true;
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return cleared;
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}
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@@ -294,6 +333,8 @@ class TetrisGame {
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board: JSON.parse(JSON.stringify(this.board)),
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currentPiece: this.currentPiece ? JSON.parse(JSON.stringify(this.currentPiece)) : null,
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nextPiece: this.nextPiece ? JSON.parse(JSON.stringify(this.nextPiece)) : null,
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holdPiece: this.holdPiece ? JSON.parse(JSON.stringify(this.holdPiece)) : null,
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canHold: this.canHold,
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score: this.score,
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lines: this.lines,
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level: this.level,
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@@ -306,6 +347,8 @@ class TetrisGame {
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this.board = JSON.parse(JSON.stringify(state.board));
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this.currentPiece = state.currentPiece ? JSON.parse(JSON.stringify(state.currentPiece)) : null;
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this.nextPiece = state.nextPiece ? JSON.parse(JSON.stringify(state.nextPiece)) : null;
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this.holdPiece = state.holdPiece ? JSON.parse(JSON.stringify(state.holdPiece)) : null;
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this.canHold = state.canHold !== undefined ? state.canHold : true;
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this.score = state.score;
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this.lines = state.lines;
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this.level = state.level;
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@@ -98,6 +98,11 @@ class NetworkManager {
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this.socket.emit('player-drop', { playerId: this.currentPlayerId, hard: true });
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}
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sendHold() {
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if (!this.socket || !this.currentPlayerId) return;
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this.socket.emit('player-hold', { playerId: this.currentPlayerId });
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}
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updatePlayers(players) {
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this.players = {};
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players.forEach(p => {
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+69
-2
@@ -43,15 +43,30 @@ class TetrisRenderer {
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nextDiv.appendChild(nextCanvas);
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boardDiv.appendChild(nextDiv);
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// Hold piece preview
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const holdDiv = document.createElement('div');
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holdDiv.className = 'board-info';
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const holdCanvas = document.createElement('canvas');
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holdCanvas.id = `hold-${playerId}`;
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holdCanvas.width = 80;
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holdCanvas.height = 80;
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holdCanvas.style.width = '80px';
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holdCanvas.style.height = '80px';
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holdDiv.innerHTML = '<span>HOLD:</span>';
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holdDiv.appendChild(holdCanvas);
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boardDiv.appendChild(holdDiv);
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this.container.appendChild(boardDiv);
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this.boards.set(playerId, {
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element: boardDiv,
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canvas: canvas,
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nextCanvas: nextCanvas,
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holdCanvas: holdCanvas,
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info: infoDiv,
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ctx: canvas.getContext('2d'),
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nextCtx: nextCanvas.getContext('2d')
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nextCtx: nextCanvas.getContext('2d'),
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holdCtx: holdCanvas.getContext('2d')
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});
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return boardDiv;
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@@ -69,7 +84,7 @@ class TetrisRenderer {
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const boardData = this.boards.get(playerId);
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if (!boardData) return;
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const { ctx, nextCtx, element, info } = boardData;
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const { ctx, nextCtx, holdCtx, element, info } = boardData;
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// Clear canvas
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ctx.fillStyle = '#000';
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@@ -93,6 +108,15 @@ class TetrisRenderer {
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this.drawNextPiece(nextCtx, gameState.nextPiece);
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}
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// Draw hold piece
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if (gameState && gameState.holdPiece) {
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this.drawHoldPiece(holdCtx, gameState.holdPiece, gameState.canHold);
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} else if (holdCtx) {
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// Clear hold canvas if no hold piece
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holdCtx.fillStyle = '#000';
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holdCtx.fillRect(0, 0, holdCtx.canvas.width, holdCtx.canvas.height);
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}
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||||
// Update stats
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if (gameState) {
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const linesSpan = info.querySelector('.lines');
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@@ -222,6 +246,49 @@ class TetrisRenderer {
|
||||
}
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||||
}
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drawHoldPiece(ctx, piece, canHold) {
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// Clear
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ctx.fillStyle = '#000';
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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if (!piece) return;
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// Gray out if cannot hold again this turn
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const alpha = canHold ? 1.0 : 0.4;
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// Center the piece
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const pieceWidth = piece.shape[0].length * 20;
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const pieceHeight = piece.shape.length * 20;
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const offsetX = (ctx.canvas.width - pieceWidth) / 2;
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const offsetY = (ctx.canvas.height - pieceHeight) / 2;
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|
||||
for (let row = 0; row < piece.shape.length; row++) {
|
||||
for (let col = 0; col < piece.shape[row].length; col++) {
|
||||
if (piece.shape[row][col]) {
|
||||
const x = offsetX + col * 20;
|
||||
const y = offsetY + row * 20;
|
||||
|
||||
ctx.fillStyle = piece.color + Math.floor(alpha * 255).toString(16).padStart(2, '0');
|
||||
ctx.fillRect(x, y, 20, 20);
|
||||
|
||||
if (canHold) {
|
||||
ctx.fillStyle = 'rgba(255,255,255,0.3)';
|
||||
ctx.fillRect(x, y, 20, 3);
|
||||
ctx.fillRect(x, y, 3, 20);
|
||||
|
||||
ctx.fillStyle = 'rgba(0,0,0,0.3)';
|
||||
ctx.fillRect(x, y + 17, 20, 3);
|
||||
ctx.fillRect(x + 17, y, 3, 20);
|
||||
|
||||
ctx.strokeStyle = 'rgba(0,0,0,0.5)';
|
||||
ctx.lineWidth = 1;
|
||||
ctx.strokeRect(x, y, 20, 20);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
setActivePlayer(playerId) {
|
||||
// Remove main class from all boards
|
||||
this.boards.forEach((boardData, id) => {
|
||||
|
||||
@@ -159,6 +159,42 @@ io.on('connection', (socket) => {
|
||||
}
|
||||
});
|
||||
|
||||
socket.on('player-hold', ({ playerId }) => {
|
||||
if (!lobby.gameStarted) return;
|
||||
|
||||
const player = lobby.players.get(playerId);
|
||||
if (!player || player.eliminated) return;
|
||||
if (!player.canHold) return;
|
||||
|
||||
if (player.holdPiece === null) {
|
||||
// First hold - store current piece and spawn next
|
||||
player.holdPiece = {
|
||||
type: player.currentPiece.type,
|
||||
shape: JSON.parse(JSON.stringify(player.currentPiece.shape)),
|
||||
color: player.currentPiece.color
|
||||
};
|
||||
player.currentPiece = player.nextPiece;
|
||||
player.nextPiece = getRandomPiece();
|
||||
} else {
|
||||
// Swap with held piece
|
||||
const temp = {
|
||||
type: player.currentPiece.type,
|
||||
shape: JSON.parse(JSON.stringify(player.currentPiece.shape)),
|
||||
color: player.currentPiece.color
|
||||
};
|
||||
player.currentPiece = {
|
||||
...player.holdPiece,
|
||||
shape: JSON.parse(JSON.stringify(player.holdPiece.shape)),
|
||||
x: Math.floor(BOARD_WIDTH / 2) - Math.floor(player.holdPiece.shape[0].length / 2),
|
||||
y: 0
|
||||
};
|
||||
player.holdPiece = temp;
|
||||
}
|
||||
|
||||
player.canHold = false;
|
||||
broadcastState();
|
||||
});
|
||||
|
||||
socket.on('disconnect', () => {
|
||||
const player = lobby.players.get(socket.id);
|
||||
if (player) {
|
||||
@@ -254,6 +290,9 @@ function lockPiece(player) {
|
||||
|
||||
if (!spawnPiece(player)) player.eliminated = true;
|
||||
|
||||
// Reset canHold for the new piece
|
||||
player.canHold = true;
|
||||
|
||||
if (rowsCleared > 0) sendGarbage(player, rowsCleared);
|
||||
|
||||
broadcastState();
|
||||
@@ -309,6 +348,8 @@ function startGame() {
|
||||
player.level = 1;
|
||||
player.eliminated = false;
|
||||
player.dropInterval = 1000;
|
||||
player.holdPiece = null;
|
||||
player.canHold = true;
|
||||
player.currentPiece = getRandomPiece();
|
||||
player.nextPiece = getRandomPiece();
|
||||
}
|
||||
@@ -351,6 +392,8 @@ function getStates() {
|
||||
board: JSON.parse(JSON.stringify(p.board)),
|
||||
currentPiece: p.currentPiece ? JSON.parse(JSON.stringify(p.currentPiece)) : null,
|
||||
nextPiece: p.nextPiece ? JSON.parse(JSON.stringify(p.nextPiece)) : null,
|
||||
holdPiece: p.holdPiece ? JSON.parse(JSON.stringify(p.holdPiece)) : null,
|
||||
canHold: p.canHold,
|
||||
score: p.score,
|
||||
lines: p.lines,
|
||||
level: p.level,
|
||||
|
||||
Reference in New Issue
Block a user