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
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// Network module - Socket.io client handling
class NetworkManager {
constructor() {
this.socket = null;
this.currentRoom = null;
this.currentPlayerId = null;
this.players = {};
this.gameState = {};
this.listeners = {
onPlayerJoined: null,
onPlayerLeft: null,
onGameStarted: null,
onStateUpdate: null,
onGameOver: null
};
}
connect() {
this.socket = io();
this.socket.on('connect', () => {
console.log('Connected to server');
this.currentPlayerId = this.socket.id;
});
this.socket.on('disconnect', () => {
console.log('Disconnected from server');
this.currentRoom = null;
});
this.socket.on('player-joined', ({ player, players }) => {
this.updatePlayers(players);
if (this.listeners.onPlayerJoined) {
this.listeners.onPlayerJoined(player);
}
});
this.socket.on('player-left', ({ playerId, players }) => {
delete this.players[playerId];
this.updatePlayers(players);
if (this.listeners.onPlayerLeft) {
this.listeners.onPlayerLeft(playerId);
}
});
this.socket.on('game-started', ({ players, states }) => {
this.updatePlayers(players);
this.updateStates(states);
if (this.listeners.onGameStarted) {
this.listeners.onGameStarted(players, states);
}
});
this.socket.on('state-update', (states) => {
this.updateStates(states);
if (this.listeners.onStateUpdate) {
this.listeners.onStateUpdate(states);
}
});
this.socket.on('game-over', (data) => {
if (this.listeners.onGameOver) {
this.listeners.onGameOver(data);
}
});
}
joinRoom(roomName, playerName) {
if (!this.socket) return;
this.currentRoom = roomName;
this.socket.emit('join-room', { roomName, playerName });
}
leaveRoom() {
if (!this.socket) return;
if (this.currentRoom) {
this.socket.leave(this.currentRoom);
}
this.currentRoom = null;
}
ready() {
if (!this.socket) return;
this.socket.emit('ready');
}
sendMove(direction) {
if (!this.socket || !this.currentPlayerId) return;
this.socket.emit('player-move', { playerId: this.currentPlayerId, direction });
}
sendRotate() {
if (!this.socket || !this.currentPlayerId) return;
this.socket.emit('player-rotate', { playerId: this.currentPlayerId });
}
sendDrop() {
if (!this.socket || !this.currentPlayerId) return;
this.socket.emit('player-drop', { playerId: this.currentPlayerId, hard: false });
}
sendHardDrop() {
if (!this.socket || !this.currentPlayerId) return;
this.socket.emit('player-drop', { playerId: this.currentPlayerId, hard: true });
}
updatePlayers(players) {
this.players = {};
players.forEach(p => {
this.players[p.id] = p;
});
}
updateStates(states) {
states.forEach(s => {
this.gameState[s.playerId] = s;
});
}
getPlayer(playerId) {
return this.players[playerId];
}
getGameState(playerId) {
return this.gameState[playerId];
}
getAllPlayers() {
return this.players;
}
getAllGameStates() {
return this.gameState;
}
setListener(event, callback) {
const listenerMap = {
'player-joined': 'onPlayerJoined',
'player-left': 'onPlayerLeft',
'game-started': 'onGameStarted',
'state-update': 'onStateUpdate',
'game-over': 'onGameOver'
};
if (callback) {
this.listeners[listenerMap[event]] = callback;
}
}
}
const network = new NetworkManager();