Initial commit: Tetris Battle Royale multiplayer game

Features:
- 2-8 player multiplayer via Socket.io WebSocket
- Real-time board synchronization - all players see all boards
- Battle royale mechanic: clearing rows sends garbage to opponents
- Classic Tetris gameplay with all 7 tetrominoes
- Retro visual styling with CRT scanlines and pixel font
- Automatic level progression and speed increase
- Player elimination and winner announcement

Files:
- server/index.js: Node.js + Socket.io game server
- public/js/: Frontend game logic, rendering, network, and UI
- public/css/style.css: Retro Tetris styling
- README.md: Setup and usage instructions
- PLAN.md: Implementation plan with all phases completed
This commit is contained in:
2026-03-20 00:34:06 -07:00
commit 5da6033704
13 changed files with 3203 additions and 0 deletions
+184
View File
@@ -0,0 +1,184 @@
# Tetris Battle Royale - Implementation Plan
## Context
Build a multiplayer Tetris Battle Royale game where 2-8 players compete. When a player clears rows, those rows are garbage-dumped onto random opponents' boards. Players see all other boards in real-time. Uses WebSocket for multiplayer and classic retro aesthetics.
## Architecture
### Tech Stack
- **Frontend**: HTML5 Canvas, CSS3, Vanilla JavaScript
- **Backend**: Node.js + Socket.io for real-time WebSocket communication
- **No frameworks** - pure vanilla implementation
### File Structure
```
tetris-battle-royale/
├── server/
│ ├── index.js # Socket.io server, game state management
│ └── package.json
├── public/
│ ├── index.html # Game UI with player grids
│ ├── css/
│ │ └── style.css # Retro pixel-art styling
│ └── js/
│ ├── game.js # Core Tetris logic
│ ├── renderer.js # Canvas rendering
│ ├── network.js # Socket.io client
│ ├── ui.js # HUD and game messages
│ └── app.js # Main application
└── README.md
```
---
## Phase 1: Server Setup & Multiplayer Infrastructure [DONE]
**Goal**: Get a working Node.js server with Socket.io that handles rooms and player connections.
### Todos
- [x] Initialize Node.js project with `package.json`
- [x] Install dependencies: `express`, `socket.io`, `uuid`
- [x] Create basic Express server serving static files from `public/`
- [x] Implement Socket.io room system:
- `join-room` event - player joins with username
- `leave-room` event - player leaves
- Broadcast `player-joined` / `player-left` to room
- [x] Track players in room with IDs, names, ready status
- [x] Create simple HTML page to test connection
**Success criteria**: Can open 2+ browser tabs, join same room, see player list update.
---
## Phase 2: Core Tetris Game Logic [DONE]
**Goal**: Implement single-player Tetris mechanics on the client side.
### Todos
- [x] Create `public/js/game.js` with:
- 10x20 grid data structure
- Tetromino definitions (I, O, T, S, Z, J, L shapes and colors)
- Piece spawning at top center
- Movement: left, right, soft drop
- Rotation with wall kick (basic SRS)
- Hard drop (instant place)
- Row clearing detection
- Game over detection (piece collides at spawn)
- [x] Create `public/js/renderer.js` with:
- Canvas setup per player board
- Draw grid, active piece, locked pieces
- Classic Tetris colors for each piece type
- [x] Wire keyboard controls (arrow keys + space for hard drop)
- [x] Game loop with adjustable speed (starts slow, speeds up with lines)
**Success criteria**: Single-player Tetris works smoothly with all piece types and controls.
---
## Phase 3: Multiplayer Game State Sync [DONE]
**Goal**: Connect multiple players and sync game state in real-time.
### Todos
- [x] Server: Add game state tracking per room
- Active pieces, board states, scores
- Game running/paused/over status
- [x] Client `public/js/network.js`:
- Send player actions to server (`move-piece`, `rotate`, `drop`)
- Receive state updates and apply locally
- [x] Server: Broadcast state at ~20fps to all room players
- [x] Server: Handle `start-game` when 2+ players ready
- [x] Client: Use networked state
- [x] Sync piece positions, board state, scores across all players
**Success criteria**: 2+ players can play simultaneously, all see each other's boards and piece movements in real-time.
---
## Phase 4: Garbage Battle System [DONE]
**Goal**: Implement the battle royale mechanic - clearing rows sends garbage to opponents.
### Todos
- [x] Server: Track lines cleared per player
- [x] Implement garbage row calculation:
- 1 line → 0 garbage rows
- 2 lines → 1 garbage row to random opponent
- 3 lines → 2 garbage rows to random opponent(s)
- 4 lines (Tetris) → 4 garbage rows
- [x] Garbage row representation (filled row with 1 random gap)
- [x] Server: Pick random target(s) when garbage sent
- [x] Client: Receive garbage, shift board up, add garbage at bottom
- [x] Visual: Garbage rows have distinct color (gray/black)
- [x] Elimination: Player loses when garbage reaches top
**Success criteria**: Clearing rows visibly adds garbage rows to opponent boards.
---
## Phase 5: Retro UI Polish [IN PROGRESS]
**Goal**: Classic Tetris aesthetic with multi-board layout.
### Todos
- [x] `public/css/style.css`:
- Import Press Start 2P font from Google Fonts
- CSS Grid layout for player boards (adaptive 2x2 or 2x4)
- Retro color scheme (dark background, bright pieces)
- CRT scanline overlay effect
- Pixelated canvas rendering (`image-rendering: pixelated`)
- [x] `public/js/ui.js`:
- Player info HUD (name, score, lines)
- Player list sidebar with status (playing/eliminated)
- Room join screen with username input
- "Ready" button and countdown before game start
- Game over screen with winner announcement
- Next piece preview panel
- [ ] Visual effects:
- [x] Row clear flash animation
- [x] Garbage receiving shake effect
- [ ] Player color indicators per board
**Success criteria**: Game looks like classic Tetris with all boards visible and polished UI.
---
## Phase 6: Polish & Edge Cases [PENDING]
**Goal**: Handle real-world scenarios and add final touches.
### Todos
- [x] Player disconnect handling:
- Remove from room, update player list
- Continue game with remaining players or end if <2
- [ ] Rejoin support (optional): Allow disconnected player to rejoin
- [x] Score tracking and leaderboard
- [x] Level system: Speed increases every 10 lines
- [ ] Combo system: Bonus for consecutive clears
- [ ] Sound effects (optional): Clear, garbage receive, game over
- [ ] Settings menu: Speed, sound toggle, controls
- [ ] README with setup instructions
**Success criteria**: Game handles disconnections gracefully, full feature set working.
---
## Dependencies
```json
{
"dependencies": {
"express": "^4.18.2",
"socket.io": "^4.7.2",
"uuid": "^9.0.0"
}
}
```
## Verification
1. `npm install` then `node server/index.js`
2. Open `http://localhost:3000` in 2-8 tabs
3. Join same room, click Ready, verify countdown
4. Play and verify garbage rows appear on opponents
5. Test disconnects, game over, winner announcement