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Imprimer - JsTetris: Free JavaScript Awesome jeu en ligne Tetris - JavaScriptBank.com

Version compl�te: jsB@nk » Game » Tetris » JsTetris: Free JavaScript Awesome jeu en ligne Tetris
URL: https://www.javascriptbank.com/jstetris-free-awesome-javascript-online-tetris-game.html

JsTetris: Free JavaScript Awesome jeu en ligne Tetris © JavaScriptBank.comPeut-?tre que Tetris n'est pas ?trange ? quiconque en raison de son famousness, est n? en 1984 (m?me ?ge avec Mario), Tetris est un des plus anciens jeux Et maintenant, Tetris a ?t? lib?r? au cours des millions d'exemplaires 125, Tetris pr?sente sur toutes les plates-formes de jeu: PC, console, de l'environnement bas? sur le Web, mobile, etc
Jeux Tetris est ?galement disponible sur ACC @ nk tr?s t?t depuis le d?but avec des jeux Tetris JavaScript:
JavaScript Advance tetris
? Tetris JavaScript Simple
? tetris simple JavaScript

jeux Facebook, D'autres jeux sur JavaScript ACC @ nk si vous voulez ou ? jouer:
? Top 50 Most Addictive et jeux populaires mini Facebook
? 12 Awesome et Creative Jeux JavaScript vous devriez essayer
? Navigateur Croix Noire jeu Snake

Version compl�te: jsB@nk » Game » Tetris » JsTetris: Free JavaScript Awesome jeu en ligne Tetris
URL: https://www.javascriptbank.com/jstetris-free-awesome-javascript-online-tetris-game.html



CSS
<style type="text/css">/*     This script downloaded from www.JavaScriptBank.com     Come to view and download over 2000+ free javascript at www.JavaScriptBank.com*/html, body { height: 100%; margin: 0; padding: 0; }body {    background: #E1D4C0;}body, table {    font: 11px tahoma;    color: #826C55;    text-align: center;}/*** tetris 168,308 ***/#tetris {    position: relative;    width: 300px;    height: 310px;    border: 1px solid #BAA68E;    background: #ffffff;    margin: 0 auto;}/*** left ***/#tetris .left {    background: #F5EDE3;    position: absolute;    width: 130px;    height: 100%;    left: 0px;    top: 0px;}#tetris .left h1 {    font-size: 11px;    text-align: center;    margin-top: 10px;    margin-bottom: 10px;}#tetris .left h1 a {    color: #3366CC;    text-decoration: none;}#tetris .left h1 a:hover {    color: #FF6600;    text-decoration: none;}/* menu */#tetris .left .menu {    text-align: center;}#tetris .left input {    font: 10px tahoma;    color: #333333;    text-transform: uppercase;    background: #EAE0D1;}#tetris .left .menu input {    width: 90px;}/* keyboard */#tetris .left .keyboard {    position: absolute;    top: 163px;    left: 32px;    width: 85px;    height: 55px;    overflow: visible;    display: none;}#tetris .left .keyboard input {    font: 11px tahoma;    width: 25px;    height: 25px;    padding-bottom: 2px;    text-transform: none;}* html #tetris .left .keyboard input {    padding-left: 1px;}#tetris .left .keyboard .up {    position: absolute;    left: 30px;    top: 0px;    width: 30px;    height: 30px;}#tetris .left .keyboard .up input {    font: 15px tahoma;    padding-top: 3px;}#tetris .left .keyboard .down {    position: absolute;    left: 30px;    top: 30px;    width: 30px;    height: 30px;}#tetris .left .keyboard .down input {    font: 14px tahoma;}#tetris .left .keyboard .left {    position: absolute;    left: 0px;    top: 30px;    width: 30px;    height: 30px;}#tetris .left .keyboard .right {    position: absolute;    left: 60px;    top: 30px;    width: 30px;    height: 30px;}/* game over */#tetris-gameover {    position: absolute;    width: 100%;    top: 50%;    text-align: center;    font-weight: bold;    display: none;}/* next puzzle */#tetris-nextpuzzle {    position: absolute;    top: 49%;    left: 35%;    background: #ffffff;    overflow: visible;    display: none;}/* stats */#tetris .left .stats {    position: absolute;    left: 35px;    bottom: 10px;}#tetris .stats td { padding-bottom: 1px; }#tetris .stats .level { text-align: right; padding-right: 10px; }#tetris-stats-level { font-weight: bold; }#tetris .stats .time { text-align: right; padding-right: 10px; }#tetris-stats-time { font-weight: bold; }#tetris .stats .apm { text-align: right; padding-right: 10px; }#tetris-stats-apm { font-weight: bold; }#tetris .stats .lines { text-align: right; padding-right: 10px; }#tetris-stats-lines { font-weight: bold; }#tetris .stats .score { text-align: right; padding-right: 10px; }#tetris-stats-score { font-weight: bold; }/*** area ***/#tetris-area {    background: #FFFFFF;    position: absolute;    width: 168px;    height: 308px;    left: 131px;    top: 1px;    overflow: hidden;}#tetris .block0,#tetris .block1,#tetris .block2,#tetris .block3,#tetris .block4,#tetris .block5,#tetris .block6 {    position: absolute;    width: 13px;    height: 13px;    border: 0.5px solid #ffffff;    /* with margin 0.5px there were problems with offsetLeft and offsetTop */}#tetris .block0,#tetris .block1 {    background: #6699FF;}#tetris .block2,#tetris .block3 {    background: #FF6600;}#tetris .block4 {    background: #FFAC1C;}#tetris .block5 {    background: #BAA68E;}#tetris .block6 {    background: #FF0000;}/*** window ***/#tetris .window {    background: #EFE8DE;    position: absolute;    width: 168px;    height: 308px;    left: 131px;    top: 1px;    z-index: 5;    display: none;}#tetris .window .top {    position: relative;    background: #EAE0D1;    color: #666666;    font: 10px tahoma;    letter-spacing: +1px;    height: 20px;    line-height: 20px;    vertical-align: middle;    border-bottom: 1px solid #ffffff;    text-indent: 10px;}#tetris .window .top .close {    position: absolute;    background: #EAE0D1;    font: 11px verdana;    font-weight: bold;    right: 0px;    top: 0px;    height: 20px;    line-height: 19px;    text-indent: 7px;    width: 21px;    border-left: 1px solid #ffffff;    cursor: pointer;}#tetris .window .top .close:hover {    background: #EFE8DE;}#tetris .window .content {    font: 10px tahoma;    margin: 10px;}#tetris .window .content table {    font: 10px tahoma;}</style>


JavaScript
<script type="text/javascript">// Created by: Cezary Tomczak | http://gosu.pl// Licensed under: BSD// This script downloaded from www.JavaScriptBank.com/* * PROJECT:  JsTetris * VERSION:  1.1.0 * LICENSE:  BSD (revised) * AUTHOR:   (c) 2004 Cezary Tomczak * LINK:     http://gosu.pl/dhtml/JsTetris.html * * This script can be used freely as long as all * copyright messages are intact. *//** * Tetris Game * Initializes the buttons automatically, no additional actions required * * Score: * 1) puzzle speed = 80+700/level * 2) if puzzles created in current level >= 10+level*2 then increase level * 3) after puzzle falling score is increased by 1000*level*linesRemoved * 4) each down action increases score by 5+level * * API: * * public - method can be called outside of the object * event - method is used as event, "this" refers to html object, "self" refers to javascript object * * class Tetris * ------------ * public event void start() * public event void reset() * public event void gameOver() * public event void up() * public event void down() * public event void left() * public event void right() * public event void space() * * class Window * ------------ * event void activate() * event void close() * public bool isActive() * * class Keyboard * -------------- * public void set(int key, function func) * event void event(object e) * * class Stats * ----------- * public void start() * public void stop() * public void reset() * public event void incTime() * public void setScore(int i) * public void setLevel(int i) * public void setLines(int i) * public void setPuzzles(int i) * public void setActions(int i) * public int getScore() * public int getLevel() * public int getLines() * public int getPuzzles() * public int getActions() * * class Area * ---------- * public Constructor(int unit, int x, int y, string id) * public void destroy() * public int removeFullLines() * public bool isLineFull(int y) * public void removeLine(int y) * public mixed getBlock(int y, int x) * public void addElement(htmlObject el) * * class Puzzle * ------------ * public Constructor(object area) * public void reset() * public bool isRunning() * public bool isStopped() * public int getX() * public int getY() * public bool mayPlace() * public void place() * public void destroy() * private array createEmptyPuzzle(int y, int x) * event void fallDown() * public event void forceMoveDown() * public void stop() * public bool mayRotate() * public void rotate() * public bool mayMoveDown() * public void moveDown() * public bool mayMoveLeft() * public void moveLeft() * public bool mayMoveRight() * public void moveRight() * * class Highscores * ---------------- * public Constructor(maxscores) * public void load() * public void save() * public bool mayAdd(int score) * public void add(string name, int score) * public array getScores() * public string toHtml() * private void sort() * * class Cookie * ------------ * public string get(string name) * public void set(string name, string value, int seconds, string path, string domain, bool secure) * public void del(string name) * * TODO: * document.getElementById("tetris-nextpuzzle") cache ? * */function Tetris() {    var self = this;    this.stats = new Stats();    this.puzzle = null;    this.area = null;    this.unit  = 20; // unit = x pixels    this.areaX = 20; // area width = x units    this.areaY = 20; // area height = y units    this.highscores = new Highscores(10);    /**     * @return void     * @access public event     */    this.start = function() {        self.reset();        self.stats.start();        document.getElementById("tetris-nextpuzzle").style.display = "block";        self.area = new Area(self.unit, self.areaX, self.areaY, "tetris-area");        self.puzzle = new Puzzle(self, self.area);        if (self.puzzle.mayPlace()) {            self.puzzle.place();        } else {            self.gameOver();        }    }    /**     * @return void     * @access public event     */    this.reset = function() {        if (self.puzzle) {            self.puzzle.destroy();            self.puzzle = null;        }        if (self.area) {            self.area.destroy();            self.area = null;        }        document.getElementById("tetris-gameover").style.display = "none";        document.getElementById("tetris-nextpuzzle").style.display = "none";        self.stats.reset();    }    /**     * End game.     * Stop stats, ...     * @return void     * @access public event     */    this.gameOver = function() {        self.stats.stop();        self.puzzle.stop();        document.getElementById("tetris-nextpuzzle").style.display = "none";        document.getElementById("tetris-gameover").style.display = "block";        if (this.highscores.mayAdd(this.stats.getScore())) {            var name = prompt("Game Over !\nEnter your name:", "");            if (name && name.trim().length) {                this.highscores.add(name, this.stats.getScore());            }        }    }    /**     * @return void     * @access public event     */    this.up = function() {        if (self.puzzle && self.puzzle.isRunning() && !self.puzzle.isStopped()) {            if (self.puzzle.mayRotate()) {                self.puzzle.rotate();                self.stats.setActions(self.stats.getActions() + 1);            }        }    }    /**     * @return void     * @access public event     */    this.down = function() {        if (self.puzzle && self.puzzle.isRunning() && !self.puzzle.isStopped()) {            if (self.puzzle.mayMoveDown()) {                self.stats.setScore(self.stats.getScore() + 5 + self.stats.getLevel());                self.puzzle.moveDown();                self.stats.setActions(self.stats.getActions() + 1);            }        }    }    /**     * @return void     * @access public event     */    this.left = function() {        if (self.puzzle && self.puzzle.isRunning() && !self.puzzle.isStopped()) {            if (self.puzzle.mayMoveLeft()) {                self.puzzle.moveLeft();                self.stats.setActions(self.stats.getActions() + 1);            }        }    }    /**     * @return void     * @access public event     */    this.right = function() {        if (self.puzzle && self.puzzle.isRunning() && !self.puzzle.isStopped()) {            if (self.puzzle.mayMoveRight()) {                self.puzzle.moveRight();                self.stats.setActions(self.stats.getActions() + 1);            }        }    }    /**     * @return void     * @access public event     */    this.space = function() {        if (self.puzzle && self.puzzle.isRunning() && !self.puzzle.isStopped()) {            self.puzzle.stop();            self.puzzle.forceMoveDown();        }    }    // windows    var helpwindow = new Window("tetris-help");    var highscores = new Window("tetris-highscores");    // game menu    document.getElementById("tetris-menu-start").onclick = function() { helpwindow.close(); highscores.close(); self.start(); this.blur(); }    document.getElementById("tetris-menu-reset").onclick = function() { helpwindow.close(); highscores.close(); self.reset(); this.blur(); }    // help    document.getElementById("tetris-menu-help").onclick = function() { highscores.close(); helpwindow.activate(); this.blur(); }    document.getElementById("tetris-help-close").onclick = helpwindow.close;    // highscores    document.getElementById("tetris-menu-highscores").onclick = function() {        helpwindow.close();        document.getElementById("tetris-highscores-content").innerHTML = self.highscores.toHtml();        highscores.activate();        this.blur();    }    document.getElementById("tetris-highscores-close").onclick = highscores.close;    // keyboard - buttons    document.getElementById("tetris-keyboard-up").onclick = function() { self.up(); this.blur(); }    document.getElementById("tetris-keyboard-down").onclick = function() { self.down(); this.blur(); }    document.getElementById("tetris-keyboard-left").onclick = function () { self.left(); this.blur(); }    document.getElementById("tetris-keyboard-right").onclick = function() { self.right(); this.blur(); }    // keyboard    var keyboard = new Keyboard();    keyboard.set(keyboard.n, this.start);    keyboard.set(keyboard.r, this.reset);    keyboard.set(keyboard.up, this.up);    keyboard.set(keyboard.down, this.down);    keyboard.set(keyboard.left, this.left);    keyboard.set(keyboard.right, this.right);    keyboard.set(keyboard.space, this.space);    document.onkeydown = keyboard.event;    /**     * Window replaces game area, for example help window     * @param string id     */    function Window(id) {        this.id = id;        this.el = document.getElementById(this.id);        var self = this;        /**         * Activate or deactivate a window - update html         * @return void         * @access event         */        this.activate = function() {            self.el.style.display = (self.el.style.display == "block" ? "none" : "block");        }        /**         * Close window - update html         * @return void         * @access event         */        this.close = function() {            self.el.style.display = "none";        }        /**         * @return bool         * @access public         */        this.isActive = function() {            return (self.el.style.display == "block");        }    }    /**     * Assigning functions to keyboard events     * When key is pressed, searching in a table if any function has been assigned to this key, execute the function.     */    function Keyboard() {        this.up = 38;        this.down = 40;        this.left = 37;        this.right = 39;        this.n = 78;        this.r = 82;        this.space = 32;        this.f12 = 123;        this.escape = 27;        this.keys = [];        this.funcs = [];        var self = this;        /**         * @param int key         * @param function func         * @return void         * @access public         */        this.set = function(key, func) {            this.keys.push(key);            this.funcs.push(func);        }        /**         * @param object e         * @return void         * @access event         */        this.event = function(e) {            if (!e) { e = window.event; }            for (var i = 0; i < self.keys.length; i++) {                if (e.keyCode == self.keys[i]) {                    self.funcs[i]();                }            }        }    }    /**     * Live game statistics     * Updating html     */    function Stats() {        this.level;        this.time;        this.apm;        this.lines;        this.score;        this.puzzles; // number of puzzles created on current level        this.actions;        this.el = {            "level": document.getElementById("tetris-stats-level"),            "time":  document.getElementById("tetris-stats-time"),            "apm":   document.getElementById("tetris-stats-apm"),            "lines": document.getElementById("tetris-stats-lines"),            "score": document.getElementById("tetris-stats-score")        }        this.timerId = null;        var self = this;        /**         * Start counting statistics, reset stats, turn on the timer         * @return void         * @access public         */        this.start = function() {            this.reset();            this.timerId = setInterval(this.incTime, 1000);        }        /**         * Stop counting statistics, turn off the timer         * @return void         * @access public         */        this.stop = function() {            if (this.timerId) {                clearInterval(this.timerId);            }        }        /**         * Reset statistics - update html         * @return void         * @access public         */        this.reset = function() {            this.stop();            this.level = 1;            this.time  = 0;            this.apm   = 0;            this.lines = 0;            this.score = 0;            this.puzzles = 0;            this.actions = 0;            this.el.level.innerHTML = this.level;            this.el.time.innerHTML  = this.time;            this.el.apm.innerHTML   = this.apm;            this.el.lines.innerHTML = this.lines;            this.el.score.innerHTML = this.score;        }        /**         * Increase time, update apm - update html         * This func is called by setInterval()         * @return void         * @access public event         */        this.incTime = function() {            self.time++;            self.el.time.innerHTML = self.time;            self.apm = parseInt((self.actions / self.time) * 60);            self.el.apm.innerHTML = self.apm;        }        /**         * Set score - update html         * @param int i         * @return void         * @access public         */        this.setScore = function(i) {            this.score = i;            this.el.score.innerHTML = this.score;        }        /**         * Set level - update html         * @param int i         * @return void         * @access public         */        this.setLevel = function(i) {            this.level = i;            this.el.level.innerHTML = this.level;        }        /**         * Set lines - update html         * @param int i         * @return void         * @access public         */        this.setLines = function(i) {            this.lines = i;            this.el.lines.innerHTML = this.lines;        }        /**         * Number of puzzles created on current level         * @param int i         * @return void         * @access public         */        this.setPuzzles = function(i) {            this.puzzles = i;        }        /**         * @param int i         * @return void         * @access public         */        this.setActions = function(i) {            this.actions = i;        }        /**         * @return int         * @access public         */        this.getScore = function() {            return this.score;        }        /**         * @return int         * @access public         */        this.getLevel = function() {            return this.level;        }        /**         * @return int         * @access public         */        this.getLines = function() {            return this.lines;        }        /**         * Number of puzzles created on current level         * @return int         * @access public         */        this.getPuzzles = function() {            return this.puzzles;        }        /**         * @return int         * @access public         */        this.getActions = function() {            return this.actions;        }    }    /**     * Area consists of blocks (2 dimensional board).     * Block contains "0" (if empty) or Html Object.     * @param int x     * @param int y     * @param string id     */    function Area(unit, x, y, id) {        this.unit = unit;        this.x = x;        this.y = y;        this.el = document.getElementById(id);        this.board = [];        // create 2-dimensional board        for (var y = 0; y < this.y; y++) {            this.board.push(new Array());            for (var x = 0; x < this.x; x++) {                this.board[y].push(0);            }        }        /**         * Removing html elements from area.         * @return void         * @access public         */        this.destroy = function() {            for (var y = 0; y < this.board.length; y++) {                for (var x = 0; x < this.board[y].length; x++) {                    if (this.board[y][x]) {                        this.el.removeChild(this.board[y][x]);                        this.board[y][x] = 0;                    }                }            }        }        /**         * Searching for full lines.         * Must go from the bottom of area to the top.         * Returns the number of lines removed - needed for Stats.score.         * @see isLineFull() removeLine()         * @return void         * @access public         */        this.removeFullLines = function() {            var lines = 0;            for (var y = this.y - 1; y > 0; y--) {                if (this.isLineFull(y)) {                    this.removeLine(y);                    lines++;                    y++;                }            }            return lines;        }        /**         * @param int y         * @return bool         * @access public         */        this.isLineFull = function(y) {            for (var x = 0; x < this.x; x++) {                if (!this.board[y][x]) { return false; }            }            return true;        }        /**         * Remove given line         * Remove html objects         * All lines that are above given line move down by 1 unit         * @param int y         * @return void         * @access public         */        this.removeLine = function(y) {            for (var x = 0; x < this.x; x++) {                this.el.removeChild(this.board[y][x]);                this.board[y][x] = 0;            }            y--;            for (; y > 0; y--) {                for (var x = 0; x < this.x; x++) {                    if (this.board[y][x]) {                        var el = this.board[y][x];                        el.style.top = el.offsetTop + this.unit + "px";                        this.board[y+1][x] = el;                        this.board[y][x] = 0;                    }                }            }        }        /**         * @param int y         * @param int x         * @return mixed 0 or Html Object         * @access public         */        this.getBlock = function(y, x) {            if (y < 0) { return 0; }            if (y < this.y && x < this.x) {                return this.board[y][x];            } else {                throw "Area.getBlock("+y+", "+x+") failed";            }        }        /**         * Add Html Element to the area.         * Find (x,y) position using offsetTop and offsetLeft         * @param object el         * @return void         * @access public         */        this.addElement = function(el) {            var x = parseInt(el.offsetLeft / this.unit);            var y = parseInt(el.offsetTop / this.unit);            if (y >= 0 && y < this.y && x >= 0 && x < this.x) {                this.board[y][x] = el;            } else {                // not always an error ..            }        }    }    /**     * Puzzle consists of blocks.     * Each puzzle after rotating 4 times, returns to its primitive position.     */    function Puzzle(tetris, area) {        var self = this;        this.tetris = tetris;        this.area = area;        // timeout ids        this.fallDownID = null;        this.forceMoveDownID = null;        this.type = null; // 0..6        this.nextType = null; // next puzzle        this.position = null; // 0..3        this.speed = null;        this.running = null;        this.stopped = null;        this.board = []; // filled with html elements after placing on area        this.elements = [];        this.nextElements = []; // next board elements        // (x,y) position of the puzzle (top-left)        this.x = null;        this.y = null;        // width & height must be the same        this.puzzles = [            [                [0,0,1],                [1,1,1],                [0,0,0]            ],            [                [1,0,0],                [1,1,1],                [0,0,0]            ],            [                [0,1,1],                [1,1,0],                [0,0,0]            ],            [                [1,1,0],                [0,1,1],                [0,0,0]            ],            [                [0,1,0],                [1,1,1],                [0,0,0]            ],            [                [1,1],                [1,1]            ],            [                [0,0,0,0],                [1,1,1,1],                [0,0,0,0],                [0,0,0,0]            ]        ];        /**         * Reset puzzle. It does not destroy html elements in this.board.         * @return void         * @access public         */        this.reset = function() {            if (this.fallDownID) {                clearTimeout(this.fallDownID);            }            if (this.forceMoveDownID) {                clearTimeout(this.forceMoveDownID);            }            this.type = this.nextType;            this.nextType = random(this.puzzles.length);            this.position = 0;            this.speed = 80 + (700 / this.tetris.stats.getLevel());            this.running = false;            this.stopped = false;            this.board = [];            this.elements = [];            for (var i = 0; i < this.nextElements.length; i++) {                document.getElementById("tetris-nextpuzzle").removeChild(this.nextElements[i]);            }            this.nextElements = [];            this.x = null;            this.y = null;        }        this.nextType = random(this.puzzles.length);        this.reset();        /**         * Check whether puzzle is running.         * @return bool         * @access public         */        this.isRunning = function() {            return this.running;        }        /**         * Check whether puzzle has been stopped by user. It happens when user clicks         * "down" when puzzle is already at the bottom of area. The puzzle may still         * be running with event fallDown(). When puzzle is stopped, no actions will be         * performed when user press a key.         * @return bool         * @access public         */        this.isStopped = function() {            return this.stopped;        }        /**         * Get X position of puzzle (top-left)         * @return int         * @access public         */        this.getX = function() {            return this.x;        }        /**         * Get Y position of puzzle (top-left)         * @return int         * @access public         */        this.getY = function() {            return this.y;        }        /**         * Check whether new puzzle may be placed on the area.         * Find (x,y) in area where beginning of the puzzle will be placed.         * Check if first puzzle line (checking from the bottom) can be placed on the area.         * @return bool         * @access public         */        this.mayPlace = function() {            var puzzle = this.puzzles[this.type];            var areaStartX = parseInt((this.area.x - puzzle[0].length) / 2);            var areaStartY = 1;            var lineFound = false;            var lines = 0;            for (var y = puzzle.length - 1; y >= 0; y--) {                for (var x = 0; x < puzzle[y].length; x++) {                    if (puzzle[y][x]) {                        lineFound = true;                        if (this.area.getBlock(areaStartY, areaStartX + x)) { return false; }                    }                }                if (lineFound) {                    lines++;                }                if (areaStartY - lines < 0) {                    break;                }            }            return true;        }        /**         * Create empty board, create blocks in area - html objects, update puzzle board.         * Check puzzles on current level, increase level if needed.         * @return void         * @access public         */        this.place = function() {            // stats            this.tetris.stats.setPuzzles(this.tetris.stats.getPuzzles() + 1);            if (this.tetris.stats.getPuzzles() >= (10 + this.tetris.stats.getLevel() * 2)) {    this.tetris.stats.setLevel(this.tetris.stats.getLevel() + 1);    this.tetris.stats.setPuzzles(0);    }            // init            var puzzle = this.puzzles[this.type];            var areaStartX = parseInt((this.area.x - puzzle[0].length) / 2);            var areaStartY = 1;            var lineFound = false;            var lines = 0;            this.x = areaStartX;            this.y = 1;            this.board = this.createEmptyPuzzle(puzzle.length, puzzle[0].length);            // create puzzle            for (var y = puzzle.length - 1; y >= 0; y--) {                for (var x = 0; x < puzzle[y].length; x++) {                    if (puzzle[y][x]) {                        lineFound = true;                        var el = document.createElement("div");                        el.className = "block" + this.type;                        el.style.left = (areaStartX + x) * this.area.unit + "px";                        el.style.top = (areaStartY - lines) * this.area.unit + "px";                        this.area.el.appendChild(el);                        this.board[y][x] = el;                        this.elements.push(el);                    }                }                if (lines) {                    this.y--;                }                if (lineFound) {                    lines++;                }            }            this.running = true;            this.fallDownID = setTimeout(this.fallDown, this.speed);            // next puzzle            var nextPuzzle = this.puzzles[this.nextType];            for (var y = 0; y < nextPuzzle.length; y++) {                for (var x = 0; x < nextPuzzle[y].length; x++) {                    if (nextPuzzle[y][x]) {                        var el = document.createElement("div");                        el.className = "block" + this.nextType;                        el.style.left = (x * this.area.unit) + "px";                        el.style.top = (y * this.area.unit) + "px";                        document.getElementById("tetris-nextpuzzle").appendChild(el);                        this.nextElements.push(el);                    }                }            }        }        /**         * Remove puzzle from the area.         * Clean some other stuff, see reset()         * @return void         * @access public         */        this.destroy = function() {            for (var i = 0; i < this.elements.length; i++) {                this.area.el.removeChild(this.elements[i]);            }            this.elements = [];            this.board = [];            this.reset();        }        /**         * @param int y         * @param int x         * @return array         * @access private         */        this.createEmptyPuzzle = function(y, x) {            var puzzle = [];            for (var y2 = 0; y2 < y; y2++) {                puzzle.push(new Array());                for (var x2 = 0; x2 < x; x2++) {                    puzzle[y2].push(0);                }            }            return puzzle;        }        /**         * Puzzle fall from the top to the bottom.         * After placing a puzzle, this event will be called as long as the puzzle is running.         * @see place() stop()         * @return void         * @access event         */        this.fallDown = function() {            if (self.isRunning()) {                if (self.mayMoveDown()) {                    self.moveDown();                    self.fallDownID = setTimeout(self.fallDown, self.speed);                } else {                    // move blocks into area board                    for (var i = 0; i < self.elements.length; i++) {                        self.area.addElement(self.elements[i]);                    }                    // stats                    var lines = self.area.removeFullLines();                    if (lines) {                        self.tetris.stats.setLines(self.tetris.stats.getLines() + lines);                        self.tetris.stats.setScore(self.tetris.stats.getScore() + (1000 * self.tetris.stats.getLevel() * lines));                    }                    // reset puzzle                    self.reset();                    if (self.mayPlace()) {                        self.place();                    } else {                        self.tetris.gameOver();                    }                }            }        }        /**         * After clicking "space" the puzzle is forced to move down, no user action is performed after         * this event is called. this.running must be set to false. This func is similiar to fallDown()         * Also update score & actions - like Tetris.down()         * @see fallDown()         * @return void         * @access public event         */        this.forceMoveDown = function() {            if (!self.isRunning() && !self.isStopped()) {                if (self.mayMoveDown()) {                    // stats: score, actions                    self.tetris.stats.setScore(self.tetris.stats.getScore() + 5 + self.tetris.stats.getLevel());                    self.tetris.stats.setActions(self.tetris.stats.getActions() + 1);                    self.moveDown();                    self.forceMoveDownID = setTimeout(self.forceMoveDown, 30);                } else {                    // move blocks into area board                    for (var i = 0; i < self.elements.length; i++) {                        self.area.addElement(self.elements[i]);                    }                    // stats: lines                    var lines = self.area.removeFullLines();                    if (lines) {                        self.tetris.stats.setLines(self.tetris.stats.getLines() + lines);                        self.tetris.stats.setScore(self.tetris.stats.getScore() + (1000 * self.tetris.stats.getLevel() * lines));                    }                    // reset puzzle                    self.reset();                    if (self.mayPlace()) {                        self.place();                    } else {                        self.tetris.gameOver();                    }                }            }        }        /**         * Stop the puzzle falling         * @return void         * @access public         */        this.stop = function() {            this.running = false;        }        /**         * Check whether puzzle may be rotated.         * Check down, left, right, rotate         * @return bool         * @access public         */        this.mayRotate = function() {            for (var y = 0; y < this.board.length; y++) {                for (var x = 0; x < this.board[y].length; x++) {                    if (this.board[y][x]) {                        var newY = this.getY() + this.board.length - 1 - x;                        var newX = this.getX() + y;                        if (newY >= this.area.y) { return false; }                        if (newX < 0) { return false; }                        if (newX >= this.area.x) { return false; }                        if (this.area.getBlock(newY, newX)) { return false; }                    }                }            }            return true;        }        /**         * Rotate the puzzle to the left.         * @return void         * @access public         */        this.rotate = function() {            var puzzle = this.createEmptyPuzzle(this.board.length, this.board[0].length);            for (var y = 0; y < this.board.length; y++) {                for (var x = 0; x < this.board[y].length; x++) {                    if (this.board[y][x]) {                        var newY = puzzle.length - 1 - x;                        var newX = y;                        var el = this.board[y][x];                        var moveY = newY - y;                        var moveX = newX - x;                        el.style.left = el.offsetLeft + (moveX * this.area.unit) + "px";                        el.style.top = el.offsetTop + (moveY * this.area.unit) + "px";                        puzzle[newY][newX] = el;                    }                }            }            this.board = puzzle;        }        /**         * Check whether puzzle may be moved down.         * - is any other puzzle on the way ?         * - is it end of the area ?         * If false, then true is assigned to variable this.stopped - no user actions will be performed to this puzzle,         * so this func should be used carefully, only in Tetris.down() and Tetris.puzzle.fallDown()         * @return bool         * @access public         */        this.mayMoveDown = function() {            for (var y = 0; y < this.board.length; y++) {                for (var x = 0; x < this.board[y].length; x++) {                    if (this.board[y][x]) {                        if (this.getY() + y + 1 >= this.area.y) { this.stopped = true; return false; }                        if (this.area.getBlock(this.getY() + y + 1, this.getX() + x)) { this.stopped = true; return false; }                    }                }            }            return true;        }        /**         * Move the puzzle down by 1 unit.         * @return void         * @access public         */        this.moveDown = function() {            for (var i = 0; i < this.elements.length; i++) {                this.elements[i].style.top = this.elements[i].offsetTop + this.area.unit + "px";            }            this.y++;        }        /**         * Check whether puzzle may be moved left.         * - is any other puzzle on the way ?         * - is the end of the area         * @return bool         * @access public         */        this.mayMoveLeft = function() {            for (var y = 0; y < this.board.length; y++) {                for (var x = 0; x < this.board[y].length; x++) {                    if (this.board[y][x]) {                        if (this.getX() + x - 1 < 0) { return false; }                        if (this.area.getBlock(this.getY() + y, this.getX() + x - 1)) { return false; }                    }                }            }            return true;        }        /**         * Move the puzzle left by 1 unit         * @return void         * @access public         */        this.moveLeft = function() {            for (var i = 0; i < this.elements.length; i++) {                this.elements[i].style.left = this.elements[i].offsetLeft - this.area.unit + "px";            }            this.x--;        }        /**         * Check whether puzle may be moved right.         * - is any other puzzle on the way ?         * - is the end of the area         * @return bool         * @access public         */        this.mayMoveRight = function() {            for (var y = 0; y < this.board.length; y++) {                for (var x = 0; x < this.board[y].length; x++) {                    if (this.board[y][x]) {                        if (this.getX() + x + 1 >= this.area.x) { return false; }                        if (this.area.getBlock(this.getY() + y, this.getX() + x + 1)) { return false; }                    }                }            }            return true;        }        /**         * Move the puzzle right by 1 unit.         * @return void         * @access public         */        this.moveRight = function() {            for (var i = 0; i < this.elements.length; i++) {                this.elements[i].style.left = this.elements[i].offsetLeft + this.area.unit + "px";            }            this.x++;        }    }    /**     * Generates random number that is >= 0 and < i     * @return int     * @access private     */    function random(i) {        return Math.floor(Math.random() * i);    }    /**     * Store highscores in cookie.     */    function Highscores(maxscores) {        this.maxscores = maxscores;        this.scores = [];        /**         * Load scores from cookie.         * Note: it is automatically called when creating new instance of object Highscores.         * @return void         * @access public         */        this.load = function() {            var cookie = new Cookie();            var s = cookie.get("tetris-highscores");            this.scores = [];            if (s.length) {                var scores = s.split("|");                for (var i = 0; i < scores.length; ++i) {                    var a = scores[i].split(":");                    this.scores.push(new Score(a[0], Number(a[1])));                }            }        }        /**         * Save scores to cookie.         * Note: it is automatically called after adding new score.         * @return void         * @access public         */        this.save = function() {            var cookie = new Cookie();            var a = [];            for (var i = 0; i < this.scores.length; ++i) {                a.push(this.scores[i].name+":"+this.scores[i].score);            }            var s = a.join("|");            cookie.set("tetris-highscores", s, 3600*24*1000);        }        /**         * Is the score high enough to be able to add ?         * @return bool         * @access public         */        this.mayAdd = function(score) {            if (this.scores.length < this.maxscores) { return true; }            for (var i = this.scores.length - 1; i >= 0; --i) {                if (this.scores[i].score < score) { return true; }            }            return false;        }        /**         * @param string name         * @param int score         * @return void         * @access public         */        this.add = function(name, score) {            name = name.replace(/[;=:|]/g, "?");            name = name.replace(/</g, "<").replace(/>/g, ">");            if (this.scores.length < this.maxscores) {                this.scores.push(new Score(name, score));            } else {                for (var i = this.scores.length - 1; i >= 0; --i) {                    if (this.scores[i].score < score) {                        this.scores.removeByIndex(i);                        this.scores.push(new Score(name, score));                        break;                    }                }            }            this.sort();            this.save();        }        /**         * Get array of scores.         * @return array [Score, Score, ..]         * @access public         */        this.getScores = function() {            return this.scores;        }        /**         * All highscores returned in html friendly format.         * @return string         * @access public         */        this.toHtml = function() {            var s = '<table cellspacing="0" cellpadding="2"><tr><th></th><th>Name</th><th>Score</th></tr>';            for (var i = 0; i < this.scores.length; ++i) {                s += '<tr><td>?.</td><td>?</td><td>?</td></tr>'.format(i+1, this.scores[i].name, this.scores[i].score);            }            s += '</table>';            return s;        }        /**         * Sort table with scores.         * @return void         * @access private         */        this.sort = function() {            var scores = this.scores;            var len = scores.length;            this.scores = [];            for (var i = 0; i < len; ++i) {                var el = null, index = null;                for (var j = 0; j < scores.length; ++j) {                    if (!el || (scores[j].score > el.score)) {                        el = scores[j];                        index = j;                    }                }                scores.removeByIndex(index);                this.scores.push(el);            }        }        /* Simple score object. */        function Score(name, score) {            this.name = name;            this.score = score;        }        this.load();    }    /**     * Managing cookies.     */    function Cookie() {        /**         * @param string name         * @return string         * @access public         */        this.get = function(name) {            var cookies = document.cookie.split(";");            for (var i = 0; i < cookies.length; ++i) {                var a = cookies[i].split("=");                if (a.length == 2) {                    a[0] = a[0].trim();                    a[1] = a[1].trim();                    if (a[0] == name) {                        return unescape(a[1]);                    }                }            }            return "";        };        /**         * @param string name         * @param string value (do not use special chars like ";" "=")         * @param int seconds         * @param string path         * @param string domain         * @param bool secure         * @return void         * @access public         */        this.set = function(name, value, seconds, path, domain, secure) {            var cookie = (name + "=" + escape(value));            if (seconds) {                var date = new Date(new Date().getTime()+seconds*1000);                cookie += ("; expires="+date.toGMTString());            }            cookie += (path    ? "; path="+path : "");            cookie += (domain  ? "; domain="+domain : "");            cookie += (secure  ? "; secure" : "");            document.cookie = cookie;        };        /**         * @param name         * @return void         * @access public         */        this.del = function(name) {            document.cookie = name + "=; expires=Thu, 01-Jan-70 00:00:01 GMT";        };    }}if (!String.prototype.trim) {    String.prototype.trim = function() {        return this.replace(/^\s*|\s*$/g, "");    };}if (!Array.prototype.removeByIndex) {    Array.prototype.removeByIndex = function(index) {        this.splice(index, 1);    };}if (!String.prototype.format) {    String.prototype.format = function() {        if (!arguments.length) { throw "String.format() failed, no arguments passed, this = "+this; }        var tokens = this.split("?");        if (arguments.length != (tokens.length - 1)) { throw "String.format() failed, tokens != arguments, this = "+this; }        var s = tokens[0];        for (var i = 0; i < arguments.length; ++i) {            s += (arguments[i] + tokens[i + 1]);        }        return s;    };}</script>


HTML
<!--/*     This script downloaded from www.JavaScriptBank.com     Come to view and download over 2000+ free javascript at www.JavaScriptBank.com*/--><table cellspacing="0" cellpadding="0" width="100%" height="100%"><tr><td valign="middle"><div id="tetris">  <div class="left">    <h1>JsTetris 1.1.0</h1>    <div class="menu">      <div><input type="button" value="New Game" id="tetris-menu-start" /></div>      <div><input type="button" value="Reset" id="tetris-menu-reset" /></div>      <div><input type="button" value="Help" id="tetris-menu-help" /></div>      <div><input type="button" value="Highscores" id="tetris-menu-highscores" /></div>    </div>    <div class="keyboard">      <div class="up"><input type="button" value="^" id="tetris-keyboard-up" /></div>      <div class="down"><input type="button" value="v" id="tetris-keyboard-down" /></div>      <div class="left"><input type="button" value="<" id="tetris-keyboard-left" /></div>      <div class="right"><input type="button" value=">" id="tetris-keyboard-right" /></div>    </div>    <div id="tetris-nextpuzzle"></div>    <div id="tetris-gameover">Game Over</div>    <div class="stats">      <table cellspacing="0" cellpadding="0">      <tr>        <td class="level">Level:</td>        <td><span id="tetris-stats-level">1</span></td>      </tr>      <tr>        <td class="score">Score:</td>        <td><span id="tetris-stats-score">0</span></td>      </tr>      <tr>        <td class="lines">Lines:</td>        <td><span id="tetris-stats-lines">0</span></td>      </tr>      <tr>        <td class="apm">APM:</td>        <td><span id="tetris-stats-apm">0</span></td>      </tr>      <tr>        <td class="time">Time:</td>        <td><span id="tetris-stats-time">0</span></td>      </tr>      </table>    </div>  </div>  <div id="tetris-area"></div>  <div id="tetris-help" class="window">    <div class="top">      Help <span id="tetris-help-close" class="close">x</span>    </div>    <div class="content">      <b>Controllers:</b> <br />      up - rotate <br />      down - move down <br />      left - move left <br />      right - move right <br />      space - fall to the bottom <br />      n - new game <br />      r - reset <br />      <br />      <b>Rules:</b> <br />      1) Puzzle speed = 80+700/level miliseconds, the smaller value the faster puzzle falls <br />      2) If puzzles created in current level >= 10+level*2 then increase level <br />      3) After puzzle falling score is increased by 1000*level*linesRemoved <br />      4) Each "down" action increases score by 5+level (pressing space counts as multiple down actions)    </div>  </div>  <div id="tetris-highscores" class="window">      <div class="top">        Highscores <span id="tetris-highscores-close" class="close">x</span>      </div>      <div class="content">        <div id="tetris-highscores-content"></div>        <br />        Note: these scores are kept in cookies, they are only visible to your computer, other players that visit this page see their own scores.      </div>  </div></div></td></tr></table><script type="text/javascript">  var tetris = new Tetris();  tetris.unit = 14;  tetris.areaX = 12;  tetris.areaY = 22;</script>