Sourcecode Game HTML Javascript yang farazinux.com kali ini bagikan adalah source code game tetris. Sebuah game jadul alias kuno atau lawas namun tetap sangat mengasikkan untuk dimainkan dalam rangka mengusir gabut dan rasa bosan.
Game tetris adalah game lawas dan sangat populer. Cara bermainnya adalah anda akan diberikan batu bata dengan beberapa bentuk yang sangat khas. Tugas anda adalah menumpuk kotak atau batu bata tersebut dengan rapi, sehingga membentuk barisan batu bata yang tidak berlobang.
Berikut ini adalah game tetris yang dibuat dengan html dan javascript. Untuk memainkannya silahkan tekan tombol spasi pada keyboard anda. Sedangkan untuk berhenti sejenak anda dapat menekan tombol esc pada keyboard.
Beberapa tombol yang diperlukan untuk memainkan game Tetris ini adalah tombol spasi, esc dan tombol panah atas, bawah, kanan dan kiri keyboard. Adapun kegunaan masing-masing tombol tersebut adalah sebagai berikut:
Untuk lebih jelasnya silahkan mainkan aplikasi game tetris berbasis html dan javascript di bawah ini.
Game tetris ini hanya menggunakan dua file yaitu html dan javascript. Untuk sourcecode game tetris berbasis html dan javascript ini silahkan perhatikan sourcecode berikut ini:
<!DOCTYPE html> <html> <head> <title>Numpuk Boto Farazinux</title> <style> body { font-family: Helvetica, sans-serif; } #tetris { margin: 1em auto; padding: 1em; border: 4px solid black; border-radius: 10px; background-color: #F8F8F8; } #stats { display: inline-block; vertical-align: top; } #canvas { display: inline-block; vertical-align: top; background: url(texture.jpg); box-shadow: 10px 10px 10px #999; border: 2px solid #333; } #menu { display: inline-block; vertical-align: top; position: relative; } #menu p { margin: 0.5em 0; text-align: center; } #menu p a { text-decoration: none; color: black; } #upcoming { display: block; margin: 0 auto; background-color: #E0E0E0; } #score { color: red; font-weight: bold; vertical-align: middle; } #rows { color: blue; font-weight: bold; vertical-align: middle; } #stats { position: absolute; bottom: 0em; right: 1em; } @media screen and (min-width: 0px) and (min-height: 0px) { #tetris { font-size: 0.75em; width: 250px; } #menu { width: 100px; height: 200px; } #upcoming { width: 50px; height: 50px; } #canvas { width: 100px; height: 200px; } } /* 10px chunks */ @media screen and (min-width: 400px) and (min-height: 400px) { #tetris { font-size: 1.00em; width: 350px; } #menu { width: 150px; height: 300px; } #upcoming { width: 75px; height: 75px; } #canvas { width: 150px; height: 300px; } } /* 15px chunks */ @media screen and (min-width: 500px) and (min-height: 500px) { #tetris { font-size: 1.25em; width: 450px; } #menu { width: 200px; height: 400px; } #upcoming { width: 100px; height: 100px; } #canvas { width: 200px; height: 400px; } } /* 20px chunks */ @media screen and (min-width: 600px) and (min-height: 600px) { #tetris { font-size: 1.50em; width: 550px; } #menu { width: 250px; height: 500px; } #upcoming { width: 125px; height: 125px; } #canvas { width: 250px; height: 500px; } } /* 25px chunks */ @media screen and (min-width: 700px) and (min-height: 700px) { #tetris { font-size: 1.75em; width: 650px; } #menu { width: 300px; height: 600px; } #upcoming { width: 150px; height: 150px; } #canvas { width: 300px; height: 600px; } } /* 30px chunks */ @media screen and (min-width: 800px) and (min-height: 800px) { #tetris { font-size: 2.00em; width: 750px; } #menu { width: 350px; height: 700px; } #upcoming { width: 175px; height: 175px; } #canvas { width: 350px; height: 700px; } } /* 35px chunks */ @media screen and (min-width: 900px) and (min-height: 900px) { #tetris { font-size: 2.25em; width: 850px; } #menu { width: 400px; height: 800px; } #upcoming { width: 200px; height: 200px; } #canvas { width: 400px; height: 800px; } } /* 40px chunks */ </style> </head> <body> <div id="tetris"> <div id="menu"> <p id="start"><a href="javascript:play();">Untuk Main Pencet Spasi, untuk jeda pencet Esc.</a></p> <p><canvas id="upcoming"></canvas></p> <p>score <span id="score">00000</span></p> <p>rows <span id="rows">0</span></p> <p>Untuk donasi atau Nyawer <a href="https://saweria.co/ipunx"><span id="score">Klik di sini</span></a> </p> </div> <canvas id="canvas"> Sorry, this example cannot be run because your browser does not support the <canvas> element </canvas> </div> <script src="stats.js"></script> <script> //------------------------------------------------------------------------- // base helper methods //------------------------------------------------------------------------- function get(id) { return document.getElementById(id); } function hide(id) { get(id).style.visibility = 'hidden'; } function show(id) { get(id).style.visibility = null; } function html(id, html) { get(id).innerHTML = html; } function timestamp() { return new Date().getTime(); } function random(min, max) { return (min + (Math.random() * (max - min))); } function randomChoice(choices) { return choices[Math.round(random(0, choices.length - 1))]; } if (!window.requestAnimationFrame) { // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ window.requestAnimationFrame = window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback, element) { window.setTimeout(callback, 1000 / 60); } } //------------------------------------------------------------------------- // game constants //------------------------------------------------------------------------- var KEY = { ESC: 27, SPACE: 32, LEFT: 37, UP: 38, RIGHT: 39, DOWN: 40 }, DIR = { UP: 0, RIGHT: 1, DOWN: 2, LEFT: 3, MIN: 0, MAX: 3 }, stats = new Stats(), canvas = get('canvas'), ctx = canvas.getContext('2d'), ucanvas = get('upcoming'), uctx = ucanvas.getContext('2d'), speed = { start: 0.6, decrement: 0.005, min: 0.1 }, // how long before piece drops by 1 row (seconds) nx = 10, // width of tetris court (in blocks) ny = 20, // height of tetris court (in blocks) nu = 5; // width/height of upcoming preview (in blocks) //------------------------------------------------------------------------- // game variables (initialized during reset) //------------------------------------------------------------------------- var dx, dy, // pixel size of a single tetris block blocks, // 2 dimensional array (nx*ny) representing tetris court - either empty block or occupied by a 'piece' actions, // queue of user actions (inputs) playing, // true|false - game is in progress dt, // time since starting this game current, // the current piece next, // the next piece score, // the current score vscore, // the currently displayed score (it catches up to score in small chunks - like a spinning slot machine) rows, // number of completed rows in the current game step; // how long before current piece drops by 1 row //------------------------------------------------------------------------- // tetris pieces // // blocks: each element represents a rotation of the piece (0, 90, 180, 270) // each element is a 16 bit integer where the 16 bits represent // a 4x4 set of blocks, e.g. j.blocks[0] = 0x44C0 // // 0100 = 0x4 << 3 = 0x4000 // 0100 = 0x4 << 2 = 0x0400 // 1100 = 0xC << 1 = 0x00C0 // 0000 = 0x0 << 0 = 0x0000 // ------ // 0x44C0 // //------------------------------------------------------------------------- var i = { size: 4, blocks: [0x0F00, 0x2222, 0x00F0, 0x4444], color: 'cyan' }; var j = { size: 3, blocks: [0x44C0, 0x8E00, 0x6440, 0x0E20], color: 'blue' }; var l = { size: 3, blocks: [0x4460, 0x0E80, 0xC440, 0x2E00], color: 'orange' }; var o = { size: 2, blocks: [0xCC00, 0xCC00, 0xCC00, 0xCC00], color: 'yellow' }; var s = { size: 3, blocks: [0x06C0, 0x8C40, 0x6C00, 0x4620], color: 'green' }; var t = { size: 3, blocks: [0x0E40, 0x4C40, 0x4E00, 0x4640], color: 'purple' }; var z = { size: 3, blocks: [0x0C60, 0x4C80, 0xC600, 0x2640], color: 'red' }; //------------------------------------------------ // do the bit manipulation and iterate through each // occupied block (x,y) for a given piece //------------------------------------------------ function eachblock(type, x, y, dir, fn) { var bit, result, row = 0, col = 0, blocks = type.blocks[dir]; for (bit = 0x8000; bit > 0; bit = bit >> 1) { if (blocks & bit) { fn(x + col, y + row); } if (++col === 4) { col = 0; ++row; } } } //----------------------------------------------------- // check if a piece can fit into a position in the grid //----------------------------------------------------- function occupied(type, x, y, dir) { var result = false eachblock(type, x, y, dir, function (x, y) { if ((x < 0) || (x >= nx) || (y < 0) || (y >= ny) || getBlock(x, y)) result = true; }); return result; } function unoccupied(type, x, y, dir) { return !occupied(type, x, y, dir); } //----------------------------------------- // start with 4 instances of each piece and // pick randomly until the 'bag is empty' //----------------------------------------- var pieces = []; function randomPiece() { if (pieces.length == 0) pieces = [i, i, i, i, j, j, j, j, l, l, l, l, o, o, o, o, s, s, s, s, t, t, t, t, z, z, z, z]; var type = pieces.splice(random(0, pieces.length - 1), 1)[0]; return { type: type, dir: DIR.UP, x: Math.round(random(0, nx - type.size)), y: 0 }; } //------------------------------------------------------------------------- // GAME LOOP //------------------------------------------------------------------------- function run() { showStats(); // initialize FPS counter addEvents(); // attach keydown and resize events var last = now = timestamp(); function frame() { now = timestamp(); update(Math.min(1, (now - last) / 1000.0)); // using requestAnimationFrame have to be able to handle large delta's caused when it 'hibernates' in a background or non-visible tab draw(); stats.update(); last = now; requestAnimationFrame(frame, canvas); } resize(); // setup all our sizing information reset(); // reset the per-game variables frame(); // start the first frame } function showStats() { stats.domElement.id = 'stats'; get('menu').appendChild(stats.domElement); } function addEvents() { document.addEventListener('keydown', keydown, false); window.addEventListener('resize', resize, false); } function resize(event) { canvas.width = canvas.clientWidth; // set canvas logical size equal to its physical size canvas.height = canvas.clientHeight; // (ditto) ucanvas.width = ucanvas.clientWidth; ucanvas.height = ucanvas.clientHeight; dx = canvas.width / nx; // pixel size of a single tetris block dy = canvas.height / ny; // (ditto) invalidate(); invalidateNext(); } function keydown(ev) { var handled = false; if (playing) { switch (ev.keyCode) { case KEY.LEFT: actions.push(DIR.LEFT); handled = true; break; case KEY.RIGHT: actions.push(DIR.RIGHT); handled = true; break; case KEY.UP: actions.push(DIR.UP); handled = true; break; case KEY.DOWN: actions.push(DIR.DOWN); handled = true; break; case KEY.ESC: lose(); handled = true; break; } } else if (ev.keyCode == KEY.SPACE) { play(); handled = true; } if (handled) ev.preventDefault(); // prevent arrow keys from scrolling the page (supported in IE9+ and all other browsers) } //------------------------------------------------------------------------- // GAME LOGIC //------------------------------------------------------------------------- function play() { hide('start'); reset(); playing = true; } function lose() { show('start'); setVisualScore(); playing = false; } function setVisualScore(n) { vscore = n || score; invalidateScore(); } function setScore(n) { score = n; setVisualScore(n); } function addScore(n) { score = score + n; } function clearScore() { setScore(0); } function clearRows() { setRows(0); } function setRows(n) { rows = n; step = Math.max(speed.min, speed.start - (speed.decrement * rows)); invalidateRows(); } function addRows(n) { setRows(rows + n); } function getBlock(x, y) { return (blocks && blocks[x] ? blocks[x][y] : null); } function setBlock(x, y, type) { blocks[x] = blocks[x] || []; blocks[x][y] = type; invalidate(); } function clearBlocks() { blocks = []; invalidate(); } function clearActions() { actions = []; } function setCurrentPiece(piece) { current = piece || randomPiece(); invalidate(); } function setNextPiece(piece) { next = piece || randomPiece(); invalidateNext(); } function reset() { dt = 0; clearActions(); clearBlocks(); clearRows(); clearScore(); setCurrentPiece(next); setNextPiece(); } function update(idt) { if (playing) { if (vscore < score) setVisualScore(vscore + 1); handle(actions.shift()); dt = dt + idt; if (dt > step) { dt = dt - step; drop(); } } } function handle(action) { switch (action) { case DIR.LEFT: move(DIR.LEFT); break; case DIR.RIGHT: move(DIR.RIGHT); break; case DIR.UP: rotate(); break; case DIR.DOWN: drop(); break; } } function move(dir) { var x = current.x, y = current.y; switch (dir) { case DIR.RIGHT: x = x + 1; break; case DIR.LEFT: x = x - 1; break; case DIR.DOWN: y = y + 1; break; } if (unoccupied(current.type, x, y, current.dir)) { current.x = x; current.y = y; invalidate(); return true; } else { return false; } } function rotate() { var newdir = (current.dir == DIR.MAX ? DIR.MIN : current.dir + 1); if (unoccupied(current.type, current.x, current.y, newdir)) { current.dir = newdir; invalidate(); } } function drop() { if (!move(DIR.DOWN)) { addScore(10); dropPiece(); removeLines(); setCurrentPiece(next); setNextPiece(randomPiece()); clearActions(); if (occupied(current.type, current.x, current.y, current.dir)) { lose(); } } } function dropPiece() { eachblock(current.type, current.x, current.y, current.dir, function (x, y) { setBlock(x, y, current.type); }); } function removeLines() { var x, y, complete, n = 0; for (y = ny; y > 0; --y) { complete = true; for (x = 0; x < nx; ++x) { if (!getBlock(x, y)) complete = false; } if (complete) { removeLine(y); y = y + 1; // recheck same line n++; } } if (n > 0) { addRows(n); addScore(100 * Math.pow(2, n - 1)); // 1: 100, 2: 200, 3: 400, 4: 800 } } function removeLine(n) { var x, y; for (y = n; y >= 0; --y) { for (x = 0; x < nx; ++x) setBlock(x, y, (y == 0) ? null : getBlock(x, y - 1)); } } //------------------------------------------------------------------------- // RENDERING //------------------------------------------------------------------------- var invalid = {}; function invalidate() { invalid.court = true; } function invalidateNext() { invalid.next = true; } function invalidateScore() { invalid.score = true; } function invalidateRows() { invalid.rows = true; } function draw() { ctx.save(); ctx.lineWidth = 1; ctx.translate(0.5, 0.5); // for crisp 1px black lines drawCourt(); drawNext(); drawScore(); drawRows(); ctx.restore(); } function drawCourt() { if (invalid.court) { ctx.clearRect(0, 0, canvas.width, canvas.height); if (playing) drawPiece(ctx, current.type, current.x, current.y, current.dir); var x, y, block; for (y = 0; y < ny; y++) { for (x = 0; x < nx; x++) { if (block = getBlock(x, y)) drawBlock(ctx, x, y, block.color); } } ctx.strokeRect(0, 0, nx * dx - 1, ny * dy - 1); // court boundary invalid.court = false; } } function drawNext() { if (invalid.next) { var padding = (nu - next.type.size) / 2; // half-arsed attempt at centering next piece display uctx.save(); uctx.translate(0.5, 0.5); uctx.clearRect(0, 0, nu * dx, nu * dy); drawPiece(uctx, next.type, padding, padding, next.dir); uctx.strokeStyle = 'black'; uctx.strokeRect(0, 0, nu * dx - 1, nu * dy - 1); uctx.restore(); invalid.next = false; } } function drawScore() { if (invalid.score) { html('score', ("00000" + Math.floor(vscore)).slice(-5)); invalid.score = false; } } function drawRows() { if (invalid.rows) { html('rows', rows); invalid.rows = false; } } function drawPiece(ctx, type, x, y, dir) { eachblock(type, x, y, dir, function (x, y) { drawBlock(ctx, x, y, type.color); }); } function drawBlock(ctx, x, y, color) { ctx.fillStyle = color; ctx.fillRect(x * dx, y * dy, dx, dy); ctx.strokeRect(x * dx, y * dy, dx, dy) } //------------------------------------------------------------------------- // FINALLY, lets run the game //------------------------------------------------------------------------- run(); </script> </body> </html>
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Game tetris ini dapat anda unduh lengkap file nya dalam bentuk zip. Silahkan ekstrak dan jalankan di web browser kesayangan anda. Atau anda juga dapat langsung memainkannya dengan klik tombol main.
Demikianlah game tetris ini kami bagikan untuk anda semua. Happy gaming dan happy coding ya.