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17 changes: 13 additions & 4 deletions index.html
Original file line number Diff line number Diff line change
@@ -1,14 +1,23 @@
<!DOCTYPE html>
<html lang="en">
<html lang="ru">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Tetris</title>
<title>Солнечный счётчик</title>
<link rel="stylesheet" href="style.css" />
</head>
<body>
<canvas id="board" width="240" height="480"></canvas>
<div id="score">0</div>
<main class="counter">
<h1 class="counter__title">Простой браузерный счётчик</h1>
<p class="counter__value" id="counterValue" aria-live="polite">0</p>

<div class="counter__controls">
<button class="counter__button" id="decreaseBtn" type="button">−</button>
<button class="counter__button counter__button--reset" id="resetBtn" type="button">Сброс</button>
<button class="counter__button" id="increaseBtn" type="button">+</button>
</div>
</main>

<script src="script.js" defer></script>
</body>
</html>
247 changes: 22 additions & 225 deletions script.js
Original file line number Diff line number Diff line change
@@ -1,233 +1,30 @@
const canvas = document.getElementById('board');
const context = canvas.getContext('2d');
const scoreElem = document.getElementById('score');
const counterValue = document.getElementById('counterValue');
const increaseBtn = document.getElementById('increaseBtn');
const decreaseBtn = document.getElementById('decreaseBtn');
const resetBtn = document.getElementById('resetBtn');

const scale = 24;
context.scale(scale, scale);
let value = 0;

function arenaSweep() {
outer: for (let y = arena.length - 1; y > 0; --y) {
for (let x = 0; x < arena[y].length; ++x) {
if (arena[y][x] === 0) {
continue outer;
}
}
const row = arena.splice(y, 1)[0].fill(0);
arena.unshift(row);
++y;
player.score += 10;
}
function renderCounter() {
counterValue.textContent = value;
counterValue.classList.remove('counter__value--pulse');
void counterValue.offsetWidth;
counterValue.classList.add('counter__value--pulse');

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P2 Badge Clear pulse state after rendering

The pulse effect is applied with counter__value--pulse on every render but never removed afterward, so after the initial renderCounter() call the value remains permanently scaled/colored instead of briefly pulsing on updates. This makes the UI stay in the highlighted state and prevents a true pulse cycle on each increment/decrement/reset.

Useful? React with 👍 / 👎.

}

function collide(arena, player) {
const [m, o] = [player.matrix, player.pos];
for (let y = 0; y < m.length; ++y) {
for (let x = 0; x < m[y].length; ++x) {
if (m[y][x] !== 0 &&
(arena[y + o.y] && arena[y + o.y][x + o.x]) !== 0) {
return true;
}
}
}
return false;
}

function createMatrix(w, h) {
const matrix = [];
while (h--) {
matrix.push(new Array(w).fill(0));
}
return matrix;
}

function createPiece(type) {
switch (type) {
case 'T':
return [
[0, 0, 0],
[1, 1, 1],
[0, 1, 0],
];
case 'O':
return [
[2, 2],
[2, 2],
];
case 'L':
return [
[0, 3, 0],
[0, 3, 0],
[0, 3, 3],
];
case 'J':
return [
[0, 4, 0],
[0, 4, 0],
[4, 4, 0],
];
case 'I':
return [
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0],
[0, 5, 0, 0],
];
case 'S':
return [
[0, 6, 6],
[6, 6, 0],
[0, 0, 0],
];
case 'Z':
return [
[7, 7, 0],
[0, 7, 7],
[0, 0, 0],
];
default:
return [];
}
}

function drawMatrix(matrix, offset) {
matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
context.fillStyle = colors[value];
context.fillRect(x + offset.x, y + offset.y, 1, 1);
}
});
});
}

function draw() {
context.fillStyle = '#000';
context.fillRect(0, 0, canvas.width, canvas.height);
drawMatrix(arena, { x: 0, y: 0 });
drawMatrix(player.matrix, player.pos);
}

function merge(arena, player) {
player.matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value !== 0) {
arena[y + player.pos.y][x + player.pos.x] = value;
}
});
});
}

function playerDrop() {
player.pos.y++;
if (collide(arena, player)) {
player.pos.y--;
merge(arena, player);
playerReset();
arenaSweep();
updateScore();
}
dropCounter = 0;
}

function playerMove(dir) {
player.pos.x += dir;
if (collide(arena, player)) {
player.pos.x -= dir;
}
}

function playerReset() {
const pieces = 'ILJOTSZ';
player.matrix = createPiece(pieces[(pieces.length * Math.random()) | 0]);
player.pos.y = 0;
player.pos.x = ((arena[0].length / 2) | 0) -
((player.matrix[0].length / 2) | 0);
if (collide(arena, player)) {
arena.forEach(row => row.fill(0));
player.score = 0;
updateScore();
}
}

function rotate(matrix, dir) {
for (let y = 0; y < matrix.length; ++y) {
for (let x = 0; x < y; ++x) {
[matrix[x][y], matrix[y][x]] = [matrix[y][x], matrix[x][y]];
}
}
if (dir > 0) {
matrix.forEach(row => row.reverse());
} else {
matrix.reverse();
}
}

function playerRotate(dir) {
const pos = player.pos.x;
let offset = 1;
rotate(player.matrix, dir);
while (collide(arena, player)) {
player.pos.x += offset;
offset = -(offset + (offset > 0 ? 1 : -1));
if (offset > player.matrix[0].length) {
rotate(player.matrix, -dir);
player.pos.x = pos;
return;
}
}
}

let dropCounter = 0;
let dropInterval = 1000;

let lastTime = 0;
function update(time = 0) {
const deltaTime = time - lastTime;
lastTime = time;
dropCounter += deltaTime;
if (dropCounter > dropInterval) {
playerDrop();
}
draw();
requestAnimationFrame(update);
}

function updateScore() {
scoreElem.innerText = player.score;
}

const colors = [
null,
'#FF0D72',
'#0DC2FF',
'#0DFF72',
'#F538FF',
'#FF8E0D',
'#FFE138',
'#3877FF',
];
increaseBtn.addEventListener('click', () => {
value += 1;
renderCounter();
});

const arena = createMatrix(10, 20);
const player = {
pos: { x: 0, y: 0 },
matrix: null,
score: 0,
};
decreaseBtn.addEventListener('click', () => {
value -= 1;
renderCounter();
});

document.addEventListener('keydown', event => {
if (event.key === 'ArrowLeft') {
playerMove(-1);
} else if (event.key === 'ArrowRight') {
playerMove(1);
} else if (event.key === 'ArrowDown') {
playerDrop();
} else if (event.key === 'q') {
playerRotate(-1);
} else if (event.key === 'w') {
playerRotate(1);
}
resetBtn.addEventListener('click', () => {
value = 0;
renderCounter();
});

playerReset();
updateScore();
update();
renderCounter();
90 changes: 79 additions & 11 deletions style.css
Original file line number Diff line number Diff line change
@@ -1,18 +1,86 @@
:root {
--bg-start: #f4f2ee;
--bg-end: #e4ddcf;
--card: #fefcf6;
--text-main: #5c5951;
--text-soft: #848076;
--accent: #d8b75f;
--accent-hover: #cba84a;
--shadow: rgba(125, 113, 86, 0.2);
}

* {
box-sizing: border-box;
}

body {
margin: 0;
min-height: 100vh;
display: grid;
place-items: center;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
color: var(--text-main);
background: radial-gradient(circle at top, #fff9e9 0%, var(--bg-start) 45%, var(--bg-end) 100%);
}

.counter {
width: min(92vw, 420px);
padding: 2rem;
border-radius: 20px;
text-align: center;
background: linear-gradient(180deg, #fffef9, var(--card));
box-shadow: 0 18px 45px -20px var(--shadow);
}

.counter__title {
margin: 0;
font-size: 1.4rem;
color: var(--text-soft);
}

.counter__value {
margin: 1.2rem 0;
font-size: 4rem;
font-weight: 700;
color: var(--text-main);
transition: transform 220ms ease, color 220ms ease;
}

.counter__value--pulse {
transform: scale(1.08);
color: #76673f;
}

.counter__controls {
display: flex;
flex-direction: column;
align-items: center;
margin-top: 20px;
background: #111;
color: #fff;
font-family: sans-serif;
gap: 0.7rem;
justify-content: center;
}

.counter__button {
border: none;
border-radius: 12px;
min-width: 64px;
padding: 0.8rem 1rem;
font-size: 1.2rem;
font-weight: 600;
cursor: pointer;
color: #4f4a3d;
background: linear-gradient(180deg, #f7dc97, var(--accent));
transition: transform 170ms ease, box-shadow 170ms ease, background 170ms ease;
}

.counter__button:hover {
transform: translateY(-1px);
background: linear-gradient(180deg, #f3d487, var(--accent-hover));
box-shadow: 0 10px 18px -12px var(--shadow);
}

#board {
border: 2px solid #555;
background: #000;
.counter__button:active {
transform: translateY(1px);
}

#score {
margin-top: 10px;
.counter__button--reset {
min-width: 96px;
background: linear-gradient(180deg, #e6e1d6, #d6cec0);
}