tetris-almost-from-scratch

This is an attempt of making the game Tetris using modern programming languages. The idea is to time the development and track the progress and the time it took to get in each stage in this document. If possible I want to finish this project in under 24 h.

Tetris is the first software to be exported from the USSR to the US and became and not only became one of the most famous computer games, it has been released for nearly every videogame console and computer operating system.

For this project, I’ll be using the engine built for the asteroids-almost-from-scratch. I’ll try to improve it and try to draw only characters on screen. The idea is to simulate the original game and also show an improved view using the same engine.

original tetris

The game is based in html5/canvas, CSS and ES6 javascript.

Check it out here

Goals

  • Add LICENSE.md and README.md
  • Host somewhere
  • Copy TETRIS project base
  • Cleanup the old game
  • Create the board
  • Update drawing/writing functions
  • Create the ‘block’ class
  • Create “gravity” and game timing
  • Tweak the user input mechanics
  • Implement rotation mechanics
  • Create collision mechanics
  • Create line destruction mechanics
  • Create levels/scoring
  • Create game over mechanics and screen
  • Create “next piece” display
  • Create Menu screen and Credits screen
  • Create high-scores
  • Add sounds
  • Fix playtesters requests
  • Finished!

Progress reports

00:00 - START! Well, now it’s 6th of June 2017 and I’m a little drunk already. I’m not going to work that much today but at least it’s a beginning.

00:30 - Copied files from TETRIS project and hosted the page

Well, I’m quite slow today, but the foundations have been built. The game should be available already using gh-pages

00:45 - Cleanup the old game

It was quite easy to cleanup the old game, now I have a clean canvas to start working.

01:30 - Creating the board

Aaaaand two years later we’re back

The idea to render the game, is to use fixed character positions and draw layers of characters over this grid. The background layer should be the board and any other data from sides of the board. I used a mono spaced font and intend to use a black square ■ from UTF-8 as the building blocks for the tetrominoes. One problem, is that using a regular space between the lines results in a weird board shape: board regular spacing The original developer, Alexey Pajitnov, solved this problem by using two characters for each block in the tetrominoes. Since these almost-from-scratch projects always have a few twists, I will compress the lines and draw the blocks with a single character. board compressed spacing

03:45 - Update drawing/writing functions

First of all, I had to change the structure of the project because of some annoying messages in my editor about variables out of scope. I renamed the files to use them as modules and use the import statement.

modules

Then, I proceeded to creating the drawing functions. First I wrote the data for the tetrominoes. They’re just some ■ characters in the correct position.

tetrominoes

We also need to rotate the tetrominoes, I did not put much tought in for the rotation for now. The final result looks like this:

rotation

04:00 - Create the ‘block’ class

With the drawing functions in place, it was quite easy to draw the blocks. We don’t have the collision mechanics nor the user input, that will change the class quite a bit.

moving

04:20 - Create “gravity” and game timing

Gravity was quite simple to implement, just move the block down at a certain interval. Then, this interval was added to a variable to set the level of difficulty afterwards.

06:30 - Tweak the user input mechanics

First of all, I had to rewrite the gameloop. The old version was very confusing and hard to tweak. Now it’s simpler and I wrote using ES6 class notation. This refactoring took quite some time.

game class

I have deleted the old user input, so we’re going to make it again. I salvaged some of the old code, but to summarize I made a class that listen for the keyup and keydown events and stores the pressed buttons in an object. I also implemented three handful methods:

  • isDown - Checks if the current key is pressed
  • isActive - Checks if the current may be triggered again. The key gets active again if the player releases it.
  • isHolding - Checks if the current key is being held for an specified time interval. This is useful to make the tetrominoes move when the player holds the key.

After this refactoring we can move the pieces!!

input

7:00 - Implement rotation mechanics

Looking up in the interwebs, I found that the rotation mechanics has a name, it’s called Super Rotation System or SRS for short.

pieces rotation map

Fortunately, the simple rotation method that I implemented previously is exactly the SRS, So I don’t need to change it:

srs

11:40 - Create collision mechanics

Now we need to know when the pieces are touching the borders of the board. There are two checks that needs to be done:

  1. Check for collision with the walls and bottom.
  2. Check for collision in spinning moves and Wall Kick the tetromino when applicable.

There’s a third check that could be made, the T Spin. Hopefully it will occur naturally.

To do this, each update fires a function to check for the sides of the pieces, if the piece is going through a wall then it’s kicked back or rotated back (before the draw). If the bottommost side of the piece is below another piece or wall, then it’s kicked back and locked in place.

To do this it took quite some time. Sometimes the pieces would clip into each other, or rotate apparently at random. But alas it’s done. The main problems that I had were to prioritize the actions to apply to the pieces according to user input. Eg: if the user spins and the piece kicks off the wall, then by rotating it again it wouldn’t go back to it’s previous position.

collision

12:10 - Create line destruction mechanics

And we’re half way there! So far we have a playable demo, but the lines that are full doesn’t break.

The solution for this was to just filter the array that contains the placed blocks for complete rows. Then I map over the array sliding down all pieces that were above that line.

break

13:00 - Create levels/scoring

The scoring system I used was the Original Nintendo Scoring System. In summary it is a table of a base according to the number of broken lines times the current level+1.

For the levels, I chose to increase it for every 10 broken lines, as in the NES version.

To show the socores (СЧЕТ) and the level (УРОВЕНЬ) I decided to use the original words in russian.

score

15:30 - Create game over mechanics and screen

To check for a Game Over is quite simple with the Block class. I just have to ask if there’s any block above the screen. Then I had to create the screen with some options after the game is over.

Game Over

16:00 - Create “next piece” display

Finally an easy task again! For this display, we already had all the pieces in hand. The Block class provided us with the tetromino draw and the screen already had text in it, which I just edited.

nextpiece

17:00 - Create Menu screen and Credits screen

For those screens I just had to copy the Game Over screen and edit a bit the text for each one. I also created another parent class that is a screen with the background and border for those screens to inherit.

Menu and Credits

22:30 - Create high-scores

I implemented the High Scores for the Asteroids game and deployed on Heroku. I’ts quite easy to work with them but unfortunately I’m out of dynos. Because of that I had to look for another host.

I chose to host at Firebase because their free tier is quite nice. This game is not built for mobile but I intend to port it in the future. It was also a chance to learn how to use the Firebases’s services and I really enjoyed the experience. It took around 5 hours of studying and messing around and 30 minutes of coding to make the High Scores work.

In the end, Firebase takes care of a lot of complexity when setting up a database which is very nice. In the end, I just had to use their javascript client to read and write in the database and hopefully the security part is handled by them. I still don’t understand how Progressive Web Apps are meant to be built, but I know that this app is working.

High Score

Because of the Firebase studies, I’m going to extend the project’s deadline to 26 hours.

26:00 - Add sounds

Phew this took more time than I imagined. I just blew my newest deadline.

I had code from the previous games to play sounds, but I decided to investigate whats new. I found out that the Web Audio API is much better than the old <audio> tags that I used to use. I had to learn how to use it, but it feels much better than the old method that included a couple of setTimeouts.

I’m not sure if the original tetris had sounds or music. For nostalgia sake, I included the game theme in the Menu Screen. I also added some generic blip noises for other commands.

I made a class to hide the complexity of dealing with sounds:

Sound

Then I just have to call the sounds whenever they’re needed:

Calling Sound

Thanks to archive.org for the theme, n_audioman, LittleRobotSoundFactory and jeckkech for the other sounds in freesound.org and David Whittaker for the gameover sound at zxart.ee.”,

Now, I’m releasing the game for the playtesters.

27:15 - Fix playtesters requests

I deployed the game and got the following feedback

  • Confusing gap between pieces and side walls (Ule)
  • Rotate piece with ArrowUp (Ule)
  • Pause game with ESC (Ule)
  • Tetrominoes have rectangular blocks (Me)
  • Game has frozen (Kaska)
  • Menu cursor is out of place (Sofia)

27:20 - Finished

So I have finished this version of the game, unfortunately I blew the schedule but only by a small portion, also I could not reproduce a bug that happened to Pedro, whenever I have more information about it I’ll fix it.

Thanks to the playtesters Ulisses Sato, Pedro Kersten, Sofia “faifos” Faria.

Next up! Minesweeper? 🤔

License

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.

me

My name is Luiz Amaral and I like making and breaking stuff.