// Write some text to the score area of the page. function setText(where,value) { // output new text document.all[where].innerHTML = value } // Load a new background image for the game. function loadImage() { game.images.current++ if (game.images.current==game.images.list.length) game.images.current=0 img.src = game.images.list[game.images.current] }
// Set codes for the keys used in the game. SetupGame() { this.keys = new Object() this.keys.rotleft=73 // I this.keys.rotright=75 // K this.keys.left=74 // J this.keys.right=76 // L this.keys.drop=32 // <space> } function doKeyPress() { // Get the key that was pressed. var key = event.keyCode if (game.inprocess) { if (game.keys.left==key) // Move one unit left. if ((!check(-1,false)) && boundary(-1)) offset(-1) if (game.keys.right==key) // Move one unit right. if ((!check(1,false)) && boundary(1)) offset(1) if (game.keys.rotleft==key) transform("left") if (game.keys.rotright==key) transform("right") // Drop the game piece? if (game.keys.drop==key) { clearTimeout(tm) game.temp = 5 if (!game.pause) tm=setTimeout("doTimer()",game.temp) } } }
function outScore() { // Determine game level based on score. game.level = Math.ceil((game.score+1)/10); if (game.level > 18) game.level = 18; // Maximum level reached. if (game.level > game.images.current) loadImage() // prefetch next image if (game.level-1 != game.images.display) { if (4==img.readyState) { game.images.display++ // Display the new image. document.body.background = "#000000" } } game.speed = game.speeds[game.level] // current game speed // Display current level. setText("score",game.score); setText("level",game.level) }
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