This week at tech we made coasters my coasters have native fish and native birds. There was an opera that visited our school yesterday. They used the crowd as an instrument and it got very loud. I had to leave it was too loud for me.

Over the last few weeks I made this code this is a link to the runner but it’s now blocked https://codepen.io/toni-leigh/pen/gOZrXw?editors=0010 

I used some of this code but I made some code too.

Next week, I will work on my gift coasters

@import “compass/css3”;

*,
*:after,
*:before
{
-moz-box-sizing: border-box;
-webkit-box-sizing: border-box;
box-sizing: border-box;
background-repeat: no-repeat;
position: relative;
}

$cell-size:20px;
$grid-width:($cell-size * 10) + 2px;
$grid-height:($cell-size * 20) + 2px;
$preview-size:($cell-size * 5) + 2px;

/* needs to correspond to piece.js */
$colours:
(‘white’,#f0f0f0),
(‘blue’,#3498db),
(‘yellow’,#f1c40f),
(‘green’,#2ecc71),
(‘red’,#e74c3c),
(‘grey’,#95a5a6),
(‘black’,#34495e),
(‘purple’,#9b59b6),
(‘white’,#ecf0f1),
(‘orange’,#e67e22),
(‘turquoise’,#1abc9c);

@each $colour, $hex in $colours
{
.#{$colour}
{
background-color:$hex;
border:1px solid darken($hex,20);
box-shadow:inset 0 0 1px 1px lighten($hex,20);
}
}

body { background-color:#222; }

.event-counter
{
width:$grid-width;
height:20px;
margin:20px auto;
font-size:10px;
text-align:center;
color:#f0f0f0;
opacity:0;
}

.score,
.level
{
position:fixed;
left:463px;
z-index:1;
width:$grid-width;
height:40px;
margin:10px auto;
font-size:20px;
text-align:center;
font-family: Consolas, monaco, monospace;
color:#f0f0f0;
}

.score
{
top:150px;
font-weight:bold;
&:before
{
content:’score: ‘;
}
}

.level
{
top:175px;
&:before
{
content:’level: ‘;
}
}

.grid
{
width:$grid-width;
height:$grid-height;
position:fixed;
top:50px;
left:300px;
border:1px solid darken(#f0f0f0,20);
box-shadow:0 0 200px 0 #000;
}

.preview-cells
{
width:$preview-size;
height:$preview-size;
position:fixed;
top:50px;
left:520px;
border:1px solid darken(#f0f0f0,20);
}

.cell
{
width:$cell-size;
height:$cell-size;
display:inline-block;
float:left;
}

<div id=’js-event-counter’ class=’event-counter’>0</div>

<div id=’js-score’ class=’score’>0</div>

<div id=’js-level’ class=’level’>0</div>

<div id=’js-tetris’ class=’grid’ data-component=’grid’></div>

<div id=’js-next-piece’ class=’preview-cells’></div><div id=’js-event-counter’ class=’event-counter’>0</div>

<div id=’js-score’ class=’score’>0</div>

<div id=’js-level’ class=’level’>0</div>

<div id=’js-tetris’ class=’grid’ data-component=’grid’></div>

<div id=’js-next-piece’ class=’preview-cells’></div>

Config = {
size:{
‘width’:10,
‘height’:20
},
levels:{
0:{
‘interval’:750,
‘threshold’:25
},
1:{
‘interval’:725,
‘threshold’:50
},
2:{
‘interval’:700,
‘threshold’:75
},
3:{
‘interval’:675,
‘threshold’:100
},
4:{
‘interval’:650,
‘threshold’:125
},
5:{
‘interval’:625,
‘threshold’:150
},
6:{
‘interval’:600,
‘threshold’:175
},
7:{
‘interval’:580,
‘threshold’:200
},
8:{
‘interval’:560,
‘threshold’:225
},
9:{
‘interval’:540,
‘threshold’:250
},
10:{
‘interval’:520,
‘threshold’:275
},
11:{
‘interval’:500,
‘threshold’:300
},
12:{
‘interval’:480,
‘threshold’:325
},
13:{
‘interval’:460,
‘threshold’:350
},
14:{
‘interval’:440,
‘threshold’:375
},
15:{
‘interval’:420,
‘threshold’:400
},
16:{
‘interval’:400,
‘threshold’:425
},
17:{
‘interval’:380,
‘threshold’:450
},
18:{
‘interval’:360,
‘threshold’:475
},
19:{
‘interval’:340,
‘threshold’:500
},
20:{
‘interval’:320,
‘threshold’:525
},
21:{
‘interval’:300,
‘threshold’:550
},
22:{
‘interval’:285,
‘threshold’:575
},
23:{
‘interval’:270,
‘threshold’:600
},
24:{
‘interval’:255,
‘threshold’:625
},
25:{
‘interval’:240,
‘threshold’:650
},
26:{
‘interval’:225,
‘threshold’:675
},
27:{
‘interval’:210,
‘threshold’:700
},
28:{
‘interval’:195,
‘threshold’:725
},
29:{
‘interval’:180,
‘threshold’:750
},
30:{
‘interval’:165,
‘threshold’:775
},
31:{
‘interval’:155,
‘threshold’:825
},
32:{
‘interval’:145,
‘threshold’:880
},
33:{
‘interval’:140,
‘threshold’:950
},
34:{
‘interval’:135,
‘threshold’:1050
},
35:{
‘interval’:130,
‘threshold’:1150
},
36:{
‘interval’:125,
‘threshold’:1250
},
37:{
‘interval’:120,
‘threshold’:1350
},
38:{
‘interval’:115,
‘threshold’:1500
},
39:{
‘interval’:110,
‘threshold’:2000
},
40:{
‘interval’:100,
‘threshold’:5000
}
}
}

 

;(function() {

‘use strict’;

function Grid(gridDiv) {

this.gridDiv=document.getElementById(gridDiv);

this.inititialiseCells();

this.previewDiv=document.getElementById(‘js-next-piece’);

this.initialisePreviewCells();

this.timer=new window.Timer(this);

this.keyListener=new window.KeyListener(this);

this.startGame();

}

Grid.prototype = {

// initial grid size
size:Config.size,

// the div this grid appears in
gridDiv:{},

// an array of cells, based on size
cells:[],

// current level
level:0,

// level definitions, such as interval, score thresh-hold etc
levels:Config.levels,

// the currently generated pieces
pieces:[],

// preview panel
previewCells:[],
previewDiv:{},

// the running score total
score:0,

/**
* inititialiseCells() – builds an array of cell objects
*/
inititialiseCells:function()
{

for (var y=0;y<this.size.height;y++)
{
this.cells[y]=[];

for (var x=0;x<this.size.width;x++)
{
this.cells[y][x]=new window.Cell(x,y);

this.cells[y][x].buildCellHtml()
this.cells[y][x].appendCell(this.gridDiv);
}
}

},

/**
* initialisePreviewCells() – sets up the piece preview cells
*/
initialisePreviewCells: function()
{

for (var y=0; y<5; y++)
{

this.previewCells[y]=[];

for (var x=0; x<5; x++)
{

this.previewCells[y][x]=new window.Cell(x,y);

this.previewCells[y][x].buildCellHtml()
this.previewCells[y][x].appendCell(this.previewDiv);

}

}

},

/**
* startGame() – triggers a game, including piece generation and timing
*/
startGame:function()
{

this.addPieceToGame();

this.addPieceToGame();

this.pieces[0].displayPreviewPiece(this.previewCells);

this.pieces[1].displayPiece(this.cells);

this.timer.startTimer();

},

/**
* addPieceToGame() – generates a new piece object for play
*/
addPieceToGame:function()
{

this.pieces.unshift(new Piece());

},

/**
* outputScore() – put the score on the screen
*/
outputScore: function()
{

document.getElementById(“js-score”).innerHTML=this.score;

},

/**
* outputLevel() – put the level on the screen
*/
outputLevel: function()
{

document.getElementById(“js-level”).innerHTML=this.level;

},

/**
* findCompletedRows() – looks for completed rows now this piece is stopped
*/
findCompletedRows: function(piecePosition)
{

// get the rows this piece occupies
var rowsToCheck={};
for (var index in piecePosition)
{

rowsToCheck[piecePosition[index].y]=1;

}

// iterate over those rows checking for a full set of states
var removeRows={};
for (var row in rowsToCheck)
{

var cellCount=0;

for (var x=0; x<this.size.width; x++)
{

cellCount+=this.cells[row][x].state;

}

if (cellCount === this.size.width)
{

removeRows[row]=1;

}

}

// if completed then trigger completed row function
var score=Object.keys(removeRows).length * Object.keys(removeRows).length;
this.score+=score;
this.outputScore();
for (var removeRow in removeRows)
{

// set all cells in the row to white and state=0
for (var x=0; x<this.size.width; x++)
{

this.cells[removeRow][x].unmarkCell();

// look up this column setting colour and state
for (var y=removeRow; y>=0; y–)
{

if ((y-1)>=0)
{

if (1==this.cells[y-1][x].state)
{

this.cells[y][x].markCell(this.cells[y-1][x].colour);

}
else
{

this.cells[y][x].unmarkCell();

}

}

}

}

}

}

};

window.Grid = Grid;

}());

 

;(function() {

‘use strict’;

function Piece() {

this.currentPosition={};

this.selectShape();

this.selectColour();

this.allowedMoves={
‘left’:true,
‘right’:true,
‘down’:true,
‘rotate’:true
};

this.stopped=false;

this.devOutput();

}

Piece.prototype = {

// stores what moves can be made from the current piece position
allowedMoves:{
‘left’:true,
‘right’:true,
‘down’:true,
‘rotate’:true
},

// stores the colour of this piece
colour:”,

// the set of colours this piece may take, needs to correspond to _colours.scss
colours:{
0:’blue’,
1:’green’,
2:’yellow’,
3:’red’,
4:’grey’,
5:’black’,
6:’purple’,
7:’orange’,
8:’turquoise’
},

// the current set of co-ordinates for this piece, four x/ys
currentPosition:{},

// the current orientation of this piece
currentOrientation:0,

// as above two but for next
nextPosition:{},
nextOrientation:0,

// the shape of this piece
shape:{},

// shapes including their initial positions on a ten wide grid
// positions can be centred for other grid widths by incrementing
// or decrementing all x co-ordinates
shapes:{
// I 0123456789 0123456789
// 0 …..#…. ……….
// 1 …..#…. …####…
// 2 …..#…. ……….
// 3 …..#…. ……….
0:
{
0:{0:{x:5,y:0},1:{x:5,y:1},2:{x:5,y:2},3:{x:5,y:3}},
1:{0:{x:3,y:1},1:{x:4,y:1},2:{x:5,y:1},3:{x:6,y:1}}
},
// J 0123456789 0123456789 0123456789 0123456789
// 0 …..#…. ….#….. …..##… ……….
// 1 …..#…. ….###… …..#…. ….###…
// 2 ….##…. ………. …..#…. ……#…
// 3 ………. ………. ………. ……….
1:
{
0:{0:{x:5,y:0},1:{x:5,y:1},2:{x:4,y:2},3:{x:5,y:2}},
1:{0:{x:4,y:0},1:{x:4,y:1},2:{x:5,y:1},3:{x:6,y:1}},
2:{0:{x:5,y:0},1:{x:6,y:0},2:{x:5,y:1},3:{x:5,y:2}},
3:{0:{x:4,y:1},1:{x:5,y:1},2:{x:6,y:1},3:{x:6,y:2}}
},
// L 0123456789 0123456789 0123456789 0123456789
// 0 …..#…. ………. ….##…. ……#…
// 1 …..#…. ….###… …..#…. ….###…
// 2 …..##… ….#….. …..#…. ……….
// 3 ………. ………. ………. ……….
2:
{
0:{0:{x:5,y:0},1:{x:5,y:1},2:{x:5,y:2},3:{x:6,y:2}},
1:{0:{x:4,y:1},1:{x:5,y:1},2:{x:6,y:1},3:{x:4,y:2}},
2:{0:{x:4,y:0},1:{x:5,y:0},2:{x:5,y:1},3:{x:5,y:2}},
3:{0:{x:6,y:0},1:{x:4,y:1},2:{x:5,y:1},3:{x:6,y:1}}
},
// O 0123456789
// 0 ….##….
// 1 ….##….
// 2 ……….
// 3 ……….
3:
{
0:{0:{x:4,y:0},1:{x:5,y:0},2:{x:4,y:1},3:{x:5,y:1}}
},
// S 0123456789 0123456789
// 0 …..##… ….#…..
// 1 ….##…. ….##….
// 2 ………. …..#….
// 3 ………. ……….
4:
{
0:{0:{x:5,y:0},1:{x:6,y:0},2:{x:4,y:1},3:{x:5,y:1}},
1:{0:{x:4,y:0},1:{x:4,y:1},2:{x:5,y:1},3:{x:5,y:2}}
},
// T 0123456789 0123456789 0123456789 0123456789
// 0 ………. …..#…. …..#…. …..#….
// 1 ….###… ….##…. ….###… …..##…
// 2 …..#…. …..#…. ………. …..#….
// 3 ………. ………. ………. ……….
5:
{
0:{0:{x:4,y:1},1:{x:5,y:1},2:{x:6,y:1},3:{x:5,y:2}},
1:{0:{x:5,y:0},1:{x:4,y:1},2:{x:5,y:1},3:{x:5,y:2}},
2:{0:{x:5,y:0},1:{x:4,y:1},2:{x:5,y:1},3:{x:6,y:1}},
3:{0:{x:5,y:0},1:{x:5,y:1},2:{x:6,y:1},3:{x:5,y:2}}
},
// Z 0123456789 0123456789
// 0 ….##…. …..#….
// 1 …..##… ….##….
// 2 ………. ….#…..
// 3 ………. ……….
6:
{
0:{0:{x:4,y:0},1:{x:5,y:0},2:{x:5,y:1},3:{x:6,y:1}},
1:{0:{x:5,y:0},1:{x:4,y:1},2:{x:5,y:1},3:{x:4,y:2}}
}
},

// is this piece stopped, ie rached as far down as it will go and so a new piece is required
stopped:false,

/**
* countElements() – count the elements in an object
*
* @param count – integer count of object properties
*/
countElements: function(obj)
{

return Object.keys(obj).length;

},

/**
* selectShape() – selects a shape and orientation
*/
selectShape:function()
{

// select one of seven pieces at random
this.shape=this.shapes[this.selectRandom(this.shapes)];

// select a current orientation from that shape
this.currentOrientation=this.selectRandom(this.shape);

// clone that orientation into the current position property so
// shapes array is not edited on piece move
this.cloneOrientation();

},

/**
* selectColour() – selects a colour for this piece
*/
selectColour:function()
{

this.colour=this.colours[this.selectRandom(this.colours)];

},

/**
* selectRandom() – randomly selects a ref num from a count of object properties
*
* @param count – integer count of object properties
*/
selectRandom: function (obj)
{

return Math.floor(Math.random() * this.countElements(obj));

},

/**
* cloneOrientation() – copy the orientation into the object from the shapes
*/
cloneOrientation: function()
{
this.currentPosition={
0:{
x:this.shape[this.currentOrientation][0].x,
y:this.shape[this.currentOrientation][0].y
},
1:{
x:this.shape[this.currentOrientation][1].x,
y:this.shape[this.currentOrientation][1].y
},
2:{
x:this.shape[this.currentOrientation][2].x,
y:this.shape[this.currentOrientation][2].y
},
3:{
x:this.shape[this.currentOrientation][3].x,
y:this.shape[this.currentOrientation][3].y
}
}
},

/**
* getNextOrientation() – looks at the next orientation for this piece
*/
getNextOrientation: function()
{

var count=this.countElements(this.shape);

if (this.currentOrientation === (count – 1))
{

var orientation=this.shape[0];

this.nextOrientation=0;

return orientation;

}
else
{

var orientation=this.shape[this.currentOrientation + 1];

this.nextOrientation=this.currentOrientation + 1;

return orientation;

}

},

/**
* displayPiece() – set the current piece to be visible on the screen in its current
* position
* @param cells – the array of cells
*/
displayPiece:function(cells)
{

for (var index in this.currentPosition)
{

var coordinates=this.currentPosition[index];

cells[coordinates.y][coordinates.x].markCell(this.colour);

}

},

/**
* displayPreviewPiece() – place a piece in the preview window
*/
displayPreviewPiece: function(previewCells)
{

for (var y=0; y<5; y++)
{

for (var x=0; x<5; x++)
{

previewCells[y][x].unmarkCell();

}

}

for (var index in this.currentPosition)
{

var coordinates=this.currentPosition[index];

previewCells[coordinates.y+1][coordinates.x-3].markCell(this.colour);

}

},

/**
* movePiece() – moves a piece one cell in the given direction
* @param cells – array of cells for redrawing
* @param direction – left, right or down
* @param interval – timing interval for pausing set stopped action
*/
movePiece:function(cells,direction,interval)
{

if (false === this.checkMove(‘down’) &&
‘down’ === direction)
{
// delay set stopped so that piece can be moved either side
var pauseInterval=interval-1; // remove one millisecond so as not to interfere with next interval

var t=this;

setTimeout(function() { t.setStopped(); },pauseInterval);

}
else
{

if (true === this.checkMove(direction))
{

for (var index in this.currentPosition)
{

var coordinates=this.currentPosition[index];

cells[coordinates.y][coordinates.x].unmarkCell();

this.setNewCoordinates(coordinates,direction);

}

this.setAllowedMoves(cells);

this.displayPiece(cells);

}

}

},

/**
* setNewCoordinates() – sets the new coordinates based on direction
* @param currentCoordinates – the cell coordinates to work on
* @param direction – direction the piece should move
*/
setNewCoordinates:function (currentCoordinates,direction)
{

switch(direction)
{
case ‘left’:
currentCoordinates.x–;
break;
case ‘right’:
currentCoordinates.x++;
break;
case ‘down’:
currentCoordinates.y++;
break;
}

},

/**
* rotate() – rotate the current piece clockwise
*/
rotate:function(cells)
{

if (true === this.checkMove(‘rotate’))
{
// get the next orientation
this.nextPosition=this.getNextOrientation();

// compute cell differences, i.e. the relationship between current and next
// use the original orientation
var compareOrientation=this.shape[this.currentOrientation];

// get x and y offset from the original orientation position
var xoffset=this.currentPosition[0].x – compareOrientation[0].x;
var yoffset=this.currentPosition[0].y – compareOrientation[0].y;

for (var index in this.currentPosition)
{

var coordinates=this.currentPosition[index];

cells[coordinates.y][coordinates.x].unmarkCell();

this.currentPosition[index].x=(this.nextPosition[index].x + xoffset);
this.currentPosition[index].y=(this.nextPosition[index].y + yoffset);

}

this.setAllowedMoves(cells);

this.displayPiece(cells);

this.currentOrientation=this.nextOrientation;

}

},

/**
* setStopped() – set this piece as stopped, this is checked by the interval timer
* and used to generate the new pieces
*/
setStopped: function ()
{

this.stopped=true;

},

/**
* resetAllowedMoves() – sets all allowed moves to true – required so that a piece
* move made before into an unmovable position doesn’t block a legal move now
*/
resetAllowedMoves: function()
{

this.allowedMoves[‘left’]=true;
this.allowedMoves[‘right’]=true;
this.allowedMoves[‘down’]=true;
this.allowedMoves[‘rotate’]=true;

},

/**
* setAllowedMoves() – takes the current position and checks for the allowed moves
* @param cells – the array of cells
*/
setAllowedMoves: function(cells)
{

this.resetAllowedMoves();

for (var index in this.currentPosition)
{

var coordinates=this.currentPosition[index];

if (0 === coordinates.x ||
1 === cells[coordinates.y][(coordinates.x – 1)].state)
{

this.allowedMoves[‘left’]=false;

}

if ((Config.size.width – 1) === coordinates.x ||
1 === cells[coordinates.y][(coordinates.x + 1)].state)
{

this.allowedMoves[‘right’]=false;

}

if ((Config.size.height – 1) === coordinates.y ||
1 === cells[(coordinates.y + 1)][coordinates.x].state)
{

this.allowedMoves[‘down’]=false;

}

}

// rotate
// get the next orientation
var nextPositionTest=this.getNextOrientation();

// compute cell differences, i.e. the relationship between current and next
// use the original orientation
var compareOrientation=this.shape[this.currentOrientation];

// get x and y offset from the original orientation position
var xoffset=this.currentPosition[0].x – compareOrientation[0].x;
var yoffset=this.currentPosition[0].y – compareOrientation[0].y;

for (var index in this.currentPosition)
{

var coordinates=this.currentPosition[index];

var nextPosX=nextPositionTest[index].x + xoffset;
var nextPosY=nextPositionTest[index].y + yoffset;

if (nextPosX<0 ||
nextPosX>=Config.size.width)
{

this.allowedMoves[‘rotate’]=false;

break;

}

if (nextPosY<0 ||
nextPosY>=Config.size.height)
{

this.allowedMoves[‘rotate’]=false;

break;

}

if (1 === cells[nextPosY][nextPosX].state)
{

this.allowedMoves[‘rotate’]=false;

break;

}

}

},

/**
* checkMove() – looks at allowed moves to see if the move event is viable
*/
checkMove:function(move)
{

return this.allowedMoves[move];

},

/**
* devOutput() – adds this pieces data to the piece array dev output
*/
devOutput: function()
{

var devPieceOut=document.createElement(“div”);

var coordinates=”<span class=’dev-coordinates’>”;

var c=1;

for (var coords in this.currentPosition)
{

coordinates+=c+”y:”+this.currentPosition[coords].y+” x:”+this.currentPosition[coords].x+”; “;

c++;
}

coordinates+=”</span><br/><br/>”;

devPieceOut.innerHTML=coordinates;

var allowedMoves=”<span class=’dev-allowed’>”;

for (var allowed in this.allowedMoves)
{

allowedMoves+=this.allowedMoves[allowed]+”; “;

c++;
}

allowedMoves+=”</span><br/><br/>”;

devPieceOut.innerHTML=JSON.stringify(this,null,4)+”<br/><br/>”;

//devPieceOut.innerHTML=JSON.stringify(this.shapes,null,4)+”<br/><br/>”;

//document.getElementById(“js-piece-data”).appendChild(devPieceOut);

}

};

window.Piece = Piece;

}());

 

;(function() {

‘use strict’;

function Cell(x,y) {

this.x=x;
this.y=y;

}

Cell.prototype = {

// the div for this cell, with it’s classes for colour
cellHtml:”,

// dev output to show cell state
devState:false,

// cells colour
colour:’white’,

// the piece to which this cell currently belongs
piece:{},

// is this cell filled or not, filled cells restrict moves
state:0,

// co-ordinates
x:0,
y:0,

/**
* appendCell() – adds a cell to the grid div
* @param gridDiv – the div which contains the playing grid
*/
appendCell: function(gridDiv)
{

gridDiv.appendChild(this.cellHtml);

},

/**
* buildCellHtml() – builds some html for this cell
*/
buildCellHtml: function()
{

this.cellHtml=document.createElement(“div”);

this.addDevOutput();

this.setHtmlClass();

},

/**
* markCell() – marks a cell as filled and coloured
*
* @param colour – colour to mark the cell with
*/
markCell: function(colour)
{

this.setColour(colour);

this.setState(1);

},

/**
* unmarkCell() – unmarks a cell, back to white and empty
*/
unmarkCell: function()
{

this.setColour(‘white’);

this.setState(0);

},

/**
* setColour() – sets the colour for this cell, html and
*/
setColour: function(colour)
{

this.colour=colour;

this.setHtmlClass();

},

/**
* setState() – sets a cells state
*
* @param state – Boolean part of a piece or not
*/
setState: function(state)
{

this.state=state;

if (true === this.devState)
{

document.getElementById(‘js-state-dev-‘+this.x+’-‘+this.y).innerHTML=state;

}

},

/**
* setHtmlClass() – sets the class for this cell
*/
setHtmlClass: function()
{

this.cellHtml.setAttribute(“class”,”cell “+this.colour);

},

/**
* addDevOutput() – adds x, y and state values to cells for dev work
*/
addDevOutput: function()
{

if (true === this.devState)
{

this.cellHtml.innerHTML=”<span id=’js-x-dev’ class=’cell-dev x-dev’>”+this.x+”</span><span id=’js-y-dev y-dev’ class=’cell-dev’>”+this.y+”</span><span id=’js-state-dev-“+this.x+”-“+this.y+”‘ class=’cell-dev state-dev’>”+this.state+”</span>”;

}

}

 

};

window.Cell = Cell;

}());

 

;(function() {

‘use strict’;

var t;

function KeyListener(grid,timer) {

t=this;

t.grid=grid;

t.timer=grid.timer;

t.inititialiseKeys();

}

KeyListener.prototype = {

// the grid the events happen to
grid:{},

// the timer triggering intervals
timer:{},

/**
* inititialiseKeys() – adds an event listener for keypresses
*/
inititialiseKeys:function()
{

window.addEventListener(‘keydown’,t.keyListener);

},

/**
* keyListener() – responds to the key presses for game play
*/
keyListener:function(keyEvent)
{

var cells=t.grid.cells;

var inPlayPiece=t.grid.pieces[1];

switch (keyEvent.keyCode)
{

case 37:
keyEvent.preventDefault();
inPlayPiece.movePiece(cells,’left’,t.timer);
break;
case 39:
keyEvent.preventDefault();
inPlayPiece.movePiece(cells,’right’,t.timer);
break;
case 40:
keyEvent.preventDefault();
inPlayPiece.movePiece(cells,’down’,t.timer);
break;

case 32:
keyEvent.preventDefault();
inPlayPiece.rotate(cells);
break;

case 49: // 1 key for pausing
keyEvent.preventDefault();
if (true === t.timer.running)
{
t.timer.pauseTimer();
}
else
{
t.timer.startTimer();
}
break;

}

}

};

window.KeyListener = KeyListener;

}());;(function() {

‘use strict’;

var t;

function Timer(grid) {

t=this;

t.grid=grid;

t.currentInterval=t.grid.levels[0][‘interval’];

t.eventCounterSpan=document.getElementById(‘js-event-counter’);

}

Timer.prototype = {

// the current number of milliseconds between timer event
currentInterval:0,

// a counter for the number of events since game started
eventCount:0,

// a dom element for outputting event count (dev)
eventCounterSpan:{},

// stores the interval id for pausing (useful for dev)
intervalId:null,

// state, if running === true then the timer is running, else it’s paused
running:true,

/**
* startTimer() – sets the timer running in response to a game start
*/
startTimer:function()
{

t.intervalId = setInterval(t.intervalTrigger,t.currentInterval);

t.running=true;

},

/**
* pauseTimer() – pause the timer
*/
pauseTimer:function()
{

window.clearInterval(t.intervalId);

t.running=false;

},

/**
* intervalTrigger() – function called each time an interval elapsed
*/
intervalTrigger:function()
{

var pieces=t.grid.pieces;

t.eventCount++;

t.eventCounterSpan.innerHTML=t.eventCount;

pieces[1].movePiece(t.grid.cells,’down’,t.currentInterval);

if (true === pieces[1].stopped)
{

pieces[1].displayPiece(t.grid.cells);

t.grid.findCompletedRows(pieces[1].currentPosition);

pieces.unshift(new Piece());

pieces[0].displayPreviewPiece(t.grid.previewCells);

// stop game if new piece won’t fit
var gameOver=false;
for (var index in pieces[1].currentPosition)
{

var coordinates=pieces[1].currentPosition[index];

if (1 === t.grid.cells[coordinates.y][coordinates.x].state)
{

gameOver=true;

break;

}

}

if (true === gameOver)
{
t.pauseTimer();
}

}

// do levels
var levelData=t.grid.levels[t.grid.level];
if (t.eventCount>=levelData.threshold)
{

t.grid.level++;

t.grid.outputLevel();

t.pauseTimer();

t.currentInterval=levelData.interval;

t.startTimer()

}

}

};

window.Timer = Timer;

}());

 

 

window.tetris=new window.Grid(‘js-tetris’);

Today I will be talking about my week.

we had to learn about cyber safety we did this little thingy where we got a scenario of cyberbullying we had to say what we think would be best.

I did a bit of camp planning i figured out my group and what we’re eating and it was good to see me friends for the first time. the cybersafety was a challenge

maths polygons

today in math I learned about 2D shapes wich is a flat shape made up of Straight Lines across curve no interesting lines

ice Maiden

today we went to the movie Ice Maiden it was a cool movie about going on a yacht around Antarctica and she got the world record for the fastest time done she got in 90 day 27min and 27 seconds on the Bolton environmental action now  it looked cool because there was sticky notes all over it

 

Dragon Eyes

Dragon Eyes  by sam

 

On Friday afternoons, we do Action Stations. This term, I chose to make Dragon Eyes.

 

First, we read some descriptions of dragons and identified their characteristics.

 

Then we completed a planning sheet, considering what we wanted our dragon to be like. We thought about personality, colour and features.

 

I decided I wanted my dragon to Mysterious trickster And Powerful Trickster  God of Asgard Loki.

After, we used the clay.  We had to mould it into a dragon eye and then we had to  Paint it

 

Finally, we painted them.

i Painted him blue mint and Red