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Dead Code Preservation :: Archived AS3 works from wonderfl.net

Tetris

/**
 * Copyright flashrod ( http://wonderfl.net/user/flashrod )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/d3L4
 */

package {
    import flash.display.Sprite;
    import flash.text.TextField;
    import flash.events.Event;
    import flash.events.KeyboardEvent;

    public class Tetris extends Sprite {
        private const W:int = 10;
        private const H:int = 20;
        private const UNIT:int = 16;
        private const COLOR:Array =[0x000000, 0x00FFFF, 0xFFFF00, 0x22FF22, 0xFF2222, 0x4444FF, 0xFF8844, 0xFF22FF];
        private const PAT:Array =[[[1, 1, 1, 1]],
                                  [[0, 2, 0], [2, 2, 2]],
                                  [[3, 3, 0], [0, 3, 3]],
                                  [[0, 4, 4], [4, 4, 0]],
                                  [[5, 5], [5, 0], [5, 0]],
                                  [[6, 6], [0, 6], [0, 6]],
                                  [[7, 7], [7, 7]]];
        private const SPEED:Array = [30, 20, 10, 5];

        private const VK_H:int = 72; // h
        private const VK_J:int = 74; // j
        private const VK_K:int = 75; // k
        private const VK_L:int = 76; // l
        private const VK_SPC:int = 32; // space

        private var field:Array = [];
        private var piece:Array;
        private var next:Array;
        private var text:TextField = new TextField();
        private var keytable:Array = [];
        private var count:int = 0;
        private var step:int = 0;
        private var px:int;
        private var py:int;

        public function Tetris() {
            text.x = W*UNIT;
            text.text="Next:";
            addChild(text);
            var t:TextField = new TextField();
            t.x = W * UNIT;
            t.y = 8 * UNIT;
            t.text = "usage: h,j,k,l,SPACE";
            addChild(t);
            field = new Array(H).map(function():*{
                return new Array(W).map(function():*{
                    return 0;
                })
            });
            keytable[VK_H] = function():void {px -= space(px-1, py, piece)};
            keytable[VK_J] = function():void {rotate(true)};
            keytable[VK_K] = function():void {rotate(false)};
            keytable[VK_L] = function():void {px += space(px+1, py, piece)};
            keytable[VK_SPC] = function():void {drop(); pick();};
            stage.addEventListener(KeyboardEvent.KEY_DOWN, function(e:KeyboardEvent):void {
                if (keytable[e.keyCode]) {
                    keytable[e.keyCode]();
                    repaint();
                }
            });
            pick();
            pick();
            addEventListener(Event.ENTER_FRAME, function(e:Event):void {
                if (--step < 0) {
                    step=SPEED[int(count/10)];
                    if (space(px, py+1, piece)) {
                        ++py;
                        repaint();
                    } else {
                        drop();
                        pick();
                    }
                }
            });
        }

        private function rotate(clock:Boolean):void {
            var r:Array = new Array(piece[0].length).map(function():*{return [];});
            for (var j:int = 0; j<piece.length; ++j)
                for (var i:int = 0; i < r.length; ++i)
                    if (clock)
                        r[i][piece.length-1-j] = piece[j][i];
                    else
                        r[r.length-1-i][j] = piece[j][i];
            if (space(px, py, r))
                piece = r;
        }

        private function repaint():void {
            graphics.clear();
            for (var j:int = 0; j < H; ++j)
                for (var i:int = 0; i < W; ++i) {
                    var g:int = 0;
                    if (py <= j && j < (py+piece.length) && px <= i && i < (px+piece[0].length))
                        g = piece[j-py][i-px];
                    if (g == 0)
                        g = field[j][i];
                    graphics.beginFill(COLOR[g]);
                    graphics.drawRect(i*UNIT, j*UNIT, UNIT, UNIT);
                }
            for (j = 0; j < next.length; ++j)
                for (i = 0; i < next[j].length; ++i) {
                    graphics.beginFill(COLOR[next[j][i]]);
                    graphics.drawRect((i+W+1)*UNIT, (j+2)*UNIT, UNIT, UNIT);
                }
        }

        private function space(x:int, y:int, p:Array):int {
            for (var j:int = 0; j < p.length; ++j) {
                if (0 > (y+j) || (y+j) >= H)
                    return 0;
                for (var i:int = 0; i < p[j].length; ++i) {
                    if (0 > (x+i) || (x+i) >= W)
                        return 0;
                    if (p[j][i] && field[y+j][x+i])
                        return 0;
                }
            }
            return 1;
        }

        private function drop():void {
            for (; space(px, py+1, piece); py++)
                ;
            for (var j:int = 0; j < piece.length; ++j)
                for (var i:int = 0; i < piece[j].length; ++i)
                    if (piece[j][i])
                        field[py+j][px+i] = piece[j][i];
            for (j=0; j<H; ++j)
                if (field[j].indexOf(0) < 0) {
                    field.splice(j, 1);
                    field.unshift([]);
                    for (i=0; i<W; ++i)
                        field[0][i] = 0;
                }

            count++;
            if (count/10 >= SPEED.length)
                count = 0;
        }

        private function pick():void {
            piece = next;
            if (piece != null) {
                px = (W-piece[0].length)/2;
                py = 0;
                if (!space(px, py, piece))
                    text.text="GAME OVER";
            }
            next = PAT[int(Math.random()*PAT.length)];
        }
    }
}