5da6033704
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
172 lines
4.2 KiB
JavaScript
172 lines
4.2 KiB
JavaScript
// Main Application - Ties everything together
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let localGame = null;
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let renderer = null;
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let lastTime = 0;
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// Initialize when DOM is ready
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document.addEventListener('DOMContentLoaded', () => {
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// Connect to server
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network.connect();
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// Initialize renderer
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renderer = new TetrisRenderer('battle-grid');
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// Setup network listeners
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setupNetworkListeners();
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// Setup keyboard controls
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setupKeyboardControls();
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});
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function setupNetworkListeners() {
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// Player joined lobby
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network.setListener('player-joined', (player) => {
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ui.updatePlayerList(network.getAllPlayers());
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});
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// Player left lobby
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network.setListener('player-left', (playerId) => {
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ui.updatePlayerList(network.getAllPlayers());
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});
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// Game started
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network.setListener('game-started', (players, states) => {
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ui.showScreen('game');
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ui.displays.gameRoomName.textContent = network.currentRoom;
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// Clear old boards
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renderer.clearAll();
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// Create boards for all players
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states.forEach((state) => {
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const player = network.getPlayer(state.playerId);
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renderer.createPlayerBoard(state.playerId, player.name);
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// Initialize local game for current player
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if (state.playerId === network.currentPlayerId) {
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localGame = new TetrisGame(state.playerId);
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localGame.loadState(state);
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}
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});
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// Set up battle grid layout
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updateBattleGridLayout(players.length);
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// Start game loop
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lastTime = performance.now();
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requestAnimationFrame(gameLoop);
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});
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// State update during game
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network.setListener('state-update', (states) => {
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// Update local game if it's our state
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const localState = states.find(s => s.playerId === network.currentPlayerId);
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if (localState) {
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localGame.loadState(localState);
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}
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// Check for game over
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const allStates = network.getAllGameStates();
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const activePlayers = Object.values(allStates).filter(s => !s.eliminated);
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if (activePlayers.length <= 1) {
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endGame(allStates);
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}
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});
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// Game over
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network.setListener('game-over', (data) => {
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endGame(data.states);
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});
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}
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function setupKeyboardControls() {
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document.addEventListener('keydown', (e) => {
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if (ui.screens.game.classList.contains('active') && localGame) {
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switch (e.key) {
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case 'ArrowLeft':
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network.sendMove('left');
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e.preventDefault();
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break;
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case 'ArrowRight':
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network.sendMove('right');
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e.preventDefault();
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break;
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case 'ArrowDown':
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network.sendDrop();
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e.preventDefault();
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break;
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case 'ArrowUp':
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network.sendRotate();
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e.preventDefault();
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break;
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case ' ':
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network.sendHardDrop();
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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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}
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function updateBattleGridLayout(playerCount) {
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ui.displays.battleGrid.classList.remove('grid-2x2', 'grid-2x4');
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if (playerCount <= 4) {
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ui.displays.battleGrid.classList.add('grid-2x2');
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} else {
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ui.displays.battleGrid.classList.add('grid-2x4');
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}
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}
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function endGame(states) {
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// Find winner
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const activePlayers = Object.values(states).filter(s => !s.eliminated);
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const eliminatedPlayers = Object.values(states).filter(s => s.eliminated);
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let winner = null;
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let scores = {};
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if (activePlayers.length === 1) {
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const winnerState = activePlayers[0];
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const winnerPlayer = network.getPlayer(winnerState.playerId);
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winner = winnerPlayer.name;
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}
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// Build scores list
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Object.values(states).forEach(state => {
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const player = network.getPlayer(state.playerId);
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if (player) {
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scores[player.name] = state.score;
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}
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});
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ui.showGameOver(winner, scores);
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}
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function gameLoop(currentTime) {
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if (!ui.screens.game.classList.contains('active')) {
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return;
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}
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const deltaTime = currentTime - lastTime;
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lastTime = currentTime;
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// Update local game
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if (localGame) {
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localGame.update(deltaTime);
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}
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// Render all players
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const allStates = network.getAllGameStates();
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Object.values(allStates).forEach(state => {
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renderer.renderPlayer(state.playerId, state);
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});
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// Set active player highlight
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renderer.setActivePlayer(network.currentPlayerId);
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requestAnimationFrame(gameLoop);
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}
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