mirror of
https://github.com/cmclark00/tetris-3d.git
synced 2025-05-17 15:15:20 +01:00
Improve mobile touch controls with gesture-based system, remove on-screen buttons
This commit is contained in:
parent
8f46f381c5
commit
6285492580
2 changed files with 173 additions and 199 deletions
237
script.js
237
script.js
|
@ -1821,44 +1821,70 @@ function handleResize() {
|
|||
const gameContainer = document.querySelector('.game-container');
|
||||
const gameWrapper = document.querySelector('.game-wrapper');
|
||||
|
||||
if (isMobile) {
|
||||
if (isMobile || forceMobileControls) {
|
||||
// Scale the canvas to fit mobile screen
|
||||
const viewportWidth = Math.min(window.innerWidth, document.documentElement.clientWidth);
|
||||
const viewportHeight = Math.min(window.innerHeight, document.documentElement.clientHeight);
|
||||
|
||||
// Calculate optimal scale while maintaining aspect ratio
|
||||
const scaleWidth = (viewportWidth * 0.85) / (COLS * BLOCK_SIZE);
|
||||
const scaleHeight = (viewportHeight * 0.6) / (ROWS * BLOCK_SIZE);
|
||||
const scale = Math.min(scaleWidth, scaleHeight, 1); // Don't scale up beyond 1
|
||||
// Detect orientation
|
||||
const isPortrait = viewportHeight > viewportWidth;
|
||||
|
||||
// Apply scale transform to canvas
|
||||
canvas.style.transform = `scale(${scale})`;
|
||||
canvas.style.transformOrigin = 'top left';
|
||||
// Calculate available game area (accounting for UI elements)
|
||||
const titleHeight = 40; // Estimate for title
|
||||
const scoreHeight = isPortrait ? 120 : 0; // In portrait, score is above/below game
|
||||
const availableHeight = viewportHeight - titleHeight - scoreHeight;
|
||||
|
||||
// Adjust container width based on scaled canvas
|
||||
if (gameWrapper) {
|
||||
gameWrapper.style.width = `${(COLS * BLOCK_SIZE) * scale}px`;
|
||||
gameWrapper.style.height = `${(ROWS * BLOCK_SIZE) * scale}px`;
|
||||
// For portrait: maximize width, maintain aspect ratio
|
||||
if (isPortrait) {
|
||||
// Use 95% of viewport width
|
||||
const targetWidth = viewportWidth * 0.95;
|
||||
const targetHeight = (targetWidth / COLS) * ROWS;
|
||||
|
||||
// If height is too tall, scale down
|
||||
if (targetHeight > availableHeight * 0.9) {
|
||||
const scaleFactor = (availableHeight * 0.9) / targetHeight;
|
||||
canvas.style.width = `${targetWidth * scaleFactor}px`;
|
||||
canvas.style.height = `${targetHeight * scaleFactor}px`;
|
||||
} else {
|
||||
canvas.style.width = `${targetWidth}px`;
|
||||
canvas.style.height = `${targetHeight}px`;
|
||||
}
|
||||
}
|
||||
// For landscape: maximize height, maintain aspect ratio
|
||||
else {
|
||||
// Use 80% of available height
|
||||
const targetHeight = availableHeight * 0.8;
|
||||
const targetWidth = (targetHeight / ROWS) * COLS;
|
||||
|
||||
// If width is too wide, scale down
|
||||
if (targetWidth > viewportWidth * 0.6) {
|
||||
const scaleFactor = (viewportWidth * 0.6) / targetWidth;
|
||||
canvas.style.width = `${targetWidth * scaleFactor}px`;
|
||||
canvas.style.height = `${targetHeight * scaleFactor}px`;
|
||||
} else {
|
||||
canvas.style.width = `${targetWidth}px`;
|
||||
canvas.style.height = `${targetHeight}px`;
|
||||
}
|
||||
}
|
||||
|
||||
// Scale next piece preview
|
||||
// Scale next piece preview to match
|
||||
if (nextPieceCanvas) {
|
||||
const scale = parseInt(canvas.style.width) / (COLS * BLOCK_SIZE);
|
||||
nextPieceCanvas.style.transform = `scale(${scale})`;
|
||||
nextPieceCanvas.style.transformOrigin = 'top left';
|
||||
}
|
||||
|
||||
// Show touch controls
|
||||
// Show touch controls mode
|
||||
document.body.classList.add('mobile-mode');
|
||||
} else {
|
||||
// Reset to desktop layout
|
||||
canvas.style.transform = 'none';
|
||||
if (gameWrapper) {
|
||||
gameWrapper.style.width = '';
|
||||
gameWrapper.style.height = '';
|
||||
}
|
||||
canvas.style.width = '';
|
||||
canvas.style.height = '';
|
||||
|
||||
if (nextPieceCanvas) {
|
||||
nextPieceCanvas.style.transform = 'none';
|
||||
}
|
||||
|
||||
document.body.classList.remove('mobile-mode');
|
||||
}
|
||||
}
|
||||
|
@ -2132,6 +2158,10 @@ const SWIPE_THRESHOLD = 30;
|
|||
const TAP_THRESHOLD = 200; // milliseconds
|
||||
const DOUBLE_TAP_THRESHOLD = 300; // milliseconds
|
||||
let lastTapTime = 0;
|
||||
let lastMoveTime = 0;
|
||||
let touchIdentifier = null;
|
||||
let multiTouchDetected = false;
|
||||
const MOVE_COOLDOWN = 100; // ms between moves to prevent too rapid movement
|
||||
|
||||
// Initialize touch controls
|
||||
function initTouchControls() {
|
||||
|
@ -2149,11 +2179,20 @@ function handleTouchStart(event) {
|
|||
if (gameOver || paused) return;
|
||||
event.preventDefault();
|
||||
|
||||
// Track if multiple touches
|
||||
if (event.touches.length > 1) {
|
||||
multiTouchDetected = true;
|
||||
return;
|
||||
}
|
||||
|
||||
multiTouchDetected = false;
|
||||
|
||||
// Store the initial touch position
|
||||
const touch = event.touches[0];
|
||||
touchStartX = touch.clientX;
|
||||
touchStartY = touch.clientY;
|
||||
touchStartTime = Date.now();
|
||||
touchIdentifier = touch.identifier;
|
||||
}
|
||||
|
||||
// Handle touch move event
|
||||
|
@ -2161,28 +2200,44 @@ function handleTouchMove(event) {
|
|||
if (gameOver || paused) return;
|
||||
event.preventDefault();
|
||||
|
||||
// Skip if it's a multi-touch gesture
|
||||
if (multiTouchDetected || event.touches.length > 1) return;
|
||||
|
||||
const now = Date.now();
|
||||
if (now - lastMoveTime < MOVE_COOLDOWN) return;
|
||||
|
||||
if (!event.touches.length) return;
|
||||
|
||||
const touch = event.touches[0];
|
||||
// Make sure we're tracking the same touch
|
||||
if (touch.identifier !== touchIdentifier) return;
|
||||
|
||||
const diffX = touch.clientX - touchStartX;
|
||||
const diffY = touch.clientY - touchStartY;
|
||||
|
||||
// Detect horizontal swipe for movement
|
||||
if (Math.abs(diffX) > SWIPE_THRESHOLD) {
|
||||
if (diffX > 0) {
|
||||
p.moveRight();
|
||||
// Only process if movement is significant (prevent accidental moves)
|
||||
const absX = Math.abs(diffX);
|
||||
const absY = Math.abs(diffY);
|
||||
|
||||
if (absX > SWIPE_THRESHOLD || absY > SWIPE_THRESHOLD) {
|
||||
// Determine direction of swipe - if more horizontal than vertical
|
||||
if (absX > absY) {
|
||||
if (diffX > 0) {
|
||||
p.moveRight();
|
||||
} else {
|
||||
p.moveLeft();
|
||||
}
|
||||
} else {
|
||||
p.moveLeft();
|
||||
// Only handle downward swipes for soft drop
|
||||
if (diffY > 0) {
|
||||
p.moveDown();
|
||||
}
|
||||
}
|
||||
|
||||
// Reset touch start to allow for continuous movement
|
||||
touchStartX = touch.clientX;
|
||||
}
|
||||
|
||||
// Detect downward swipe for soft drop
|
||||
if (diffY > SWIPE_THRESHOLD) {
|
||||
p.moveDown();
|
||||
touchStartY = touch.clientY;
|
||||
lastMoveTime = now;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2191,6 +2246,18 @@ function handleTouchEnd(event) {
|
|||
if (gameOver || paused) return;
|
||||
event.preventDefault();
|
||||
|
||||
// Process two-finger tap
|
||||
if (multiTouchDetected) {
|
||||
// Choose either horizontal or vertical 3D rotation
|
||||
if (Math.random() > 0.5) {
|
||||
p.rotate3DX();
|
||||
} else {
|
||||
p.rotate3DY();
|
||||
}
|
||||
multiTouchDetected = false;
|
||||
return;
|
||||
}
|
||||
|
||||
const touchEndTime = Date.now();
|
||||
const touchDuration = touchEndTime - touchStartTime;
|
||||
|
||||
|
@ -2206,102 +2273,34 @@ function handleTouchEnd(event) {
|
|||
lastTapTime = touchEndTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Reset touch identifier
|
||||
touchIdentifier = null;
|
||||
}
|
||||
|
||||
// Create on-screen control buttons for mobile
|
||||
function createTouchControlButtons() {
|
||||
const controlsContainer = document.createElement('div');
|
||||
controlsContainer.className = 'touch-controls-container';
|
||||
document.body.appendChild(controlsContainer);
|
||||
// Do not create buttons - using gesture-based controls only
|
||||
|
||||
// Create left button
|
||||
const leftBtn = document.createElement('button');
|
||||
leftBtn.className = 'touch-btn left-btn';
|
||||
leftBtn.innerHTML = '←';
|
||||
leftBtn.addEventListener('touchstart', function(e) {
|
||||
e.preventDefault();
|
||||
const moveInterval = setInterval(function() {
|
||||
if (!gameOver && !paused) p.moveLeft();
|
||||
}, 100);
|
||||
|
||||
leftBtn.addEventListener('touchend', function() {
|
||||
clearInterval(moveInterval);
|
||||
}, { once: true });
|
||||
});
|
||||
// Create touch instructions overlay
|
||||
const touchInstructions = document.createElement('div');
|
||||
touchInstructions.className = 'touch-instructions';
|
||||
touchInstructions.innerHTML = `
|
||||
<p>Swipe left/right: Move piece</p>
|
||||
<p>Swipe down: Soft drop</p>
|
||||
<p>Tap: Rotate right</p>
|
||||
<p>Double tap: Hard drop</p>
|
||||
<p>Two-finger tap: 3D rotate</p>
|
||||
`;
|
||||
document.body.appendChild(touchInstructions);
|
||||
|
||||
// Create right button
|
||||
const rightBtn = document.createElement('button');
|
||||
rightBtn.className = 'touch-btn right-btn';
|
||||
rightBtn.innerHTML = '→';
|
||||
rightBtn.addEventListener('touchstart', function(e) {
|
||||
e.preventDefault();
|
||||
const moveInterval = setInterval(function() {
|
||||
if (!gameOver && !paused) p.moveRight();
|
||||
}, 100);
|
||||
|
||||
rightBtn.addEventListener('touchend', function() {
|
||||
clearInterval(moveInterval);
|
||||
}, { once: true });
|
||||
});
|
||||
|
||||
// Create down button
|
||||
const downBtn = document.createElement('button');
|
||||
downBtn.className = 'touch-btn down-btn';
|
||||
downBtn.innerHTML = '↓';
|
||||
downBtn.addEventListener('touchstart', function(e) {
|
||||
e.preventDefault();
|
||||
const moveInterval = setInterval(function() {
|
||||
if (!gameOver && !paused) p.moveDown();
|
||||
}, 100);
|
||||
|
||||
downBtn.addEventListener('touchend', function() {
|
||||
clearInterval(moveInterval);
|
||||
}, { once: true });
|
||||
});
|
||||
|
||||
// Create rotate button
|
||||
const rotateBtn = document.createElement('button');
|
||||
rotateBtn.className = 'touch-btn rotate-btn';
|
||||
rotateBtn.innerHTML = '↻';
|
||||
rotateBtn.addEventListener('touchstart', function(e) {
|
||||
e.preventDefault();
|
||||
if (!gameOver && !paused) p.rotate('right');
|
||||
});
|
||||
|
||||
// Create 3D buttons
|
||||
const rotate3DXBtn = document.createElement('button');
|
||||
rotate3DXBtn.className = 'touch-btn rotate3d-x-btn';
|
||||
rotate3DXBtn.innerHTML = 'W';
|
||||
rotate3DXBtn.addEventListener('touchstart', function(e) {
|
||||
e.preventDefault();
|
||||
if (!gameOver && !paused) p.rotate3DX();
|
||||
});
|
||||
|
||||
const rotate3DYBtn = document.createElement('button');
|
||||
rotate3DYBtn.className = 'touch-btn rotate3d-y-btn';
|
||||
rotate3DYBtn.innerHTML = 'X';
|
||||
rotate3DYBtn.addEventListener('touchstart', function(e) {
|
||||
e.preventDefault();
|
||||
if (!gameOver && !paused) p.rotate3DY();
|
||||
});
|
||||
|
||||
// Create hard drop button
|
||||
const hardDropBtn = document.createElement('button');
|
||||
hardDropBtn.className = 'touch-btn hard-drop-btn';
|
||||
hardDropBtn.innerHTML = '⤓';
|
||||
hardDropBtn.addEventListener('touchstart', function(e) {
|
||||
e.preventDefault();
|
||||
if (!gameOver && !paused) p.hardDrop();
|
||||
});
|
||||
|
||||
// Add all buttons to the container
|
||||
controlsContainer.appendChild(leftBtn);
|
||||
controlsContainer.appendChild(rightBtn);
|
||||
controlsContainer.appendChild(downBtn);
|
||||
controlsContainer.appendChild(rotateBtn);
|
||||
controlsContainer.appendChild(rotate3DXBtn);
|
||||
controlsContainer.appendChild(rotate3DYBtn);
|
||||
controlsContainer.appendChild(hardDropBtn);
|
||||
// Show instructions briefly, then fade out
|
||||
setTimeout(() => {
|
||||
touchInstructions.classList.add('fade-out');
|
||||
setTimeout(() => {
|
||||
touchInstructions.style.display = 'none';
|
||||
}, 1000);
|
||||
}, 5000);
|
||||
}
|
||||
|
||||
// Start the game
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue