# Tetris Game

*By* [*adamlubek*](https://github.com/adamlubek)

This recipe demonstrates RxJS implementation of Tetris game.

### Example Code

( [StackBlitz](https://stackblitz.com/edit/rxjs-tetris?file=index.ts) )

![Tetris Game](https://drive.google.com/uc?export=view\&id=1BjyB43WSHEU9rDbNN6uFeoYxIoEzJTZp)

#### index.ts

```js
// RxJS v6+
import { fromEvent, of, interval, combineLatest } from 'rxjs';
import {
  finalize,
  map,
  pluck,
  scan,
  startWith,
  takeWhile,
  tap
} from 'rxjs/operators';
import { score, randomBrick, clearGame, initialState } from './game';
import { render, renderGameOver } from './html-renderer';
import { handleKeyPress, resetKey } from './keyboard';
import { collide } from './collision';
import { rotate } from './rotation';
import { BRICK } from './constants';
import { State, Brick, Key } from './interfaces';

const player$ = combineLatest(
  of(randomBrick()),
  of({ code: '' }),
  fromEvent(document, 'keyup').pipe(
    startWith({ code: undefined }),
    pluck('code')
  )
).pipe(
  map(
    ([brick, key, keyCode]: [Brick, Key, string]) => (
      (key.code = keyCode), [brick, key]
    )
  )
);

const state$ = interval(1000).pipe(
  scan < number,
  State > ((state, _) => (state.x++, state), initialState)
);

const game$ = combineLatest(state$, player$).pipe(
  scan < [State, [Brick, Key]],
  [State, [Brick, Key]] >
    (([state, [brick, key]]) => (
      (state = handleKeyPress(state, brick, key)),
      (([newState, rotatedBrick]: [State, Brick]) => (
        (state = newState), (brick = rotatedBrick)
      ))(rotate(state, brick, key)),
      (([newState, collidedBrick]: [State, Brick]) => (
        (state = newState), (brick = collidedBrick)
      ))(collide(state, brick)),
      (state = score(state)),
      resetKey(key),
      [state, [brick, key]]
    )),
  tap(([state, [brick, key]]) => render(state, brick)),
  takeWhile(([state, [brick, key]]) => !state.game[1].some(c => c === BRICK)),
  finalize(renderGameOver)
);

game$.subscribe();
```

#### game.ts

```js
import { GAME_SIZE, EMPTY, BRICK } from './constants';
import { State } from './interfaces';

const bricks = [
  [
    [0, 0, 0],
    [1, 1, 1],
    [0, 0, 0]
  ],
  [
    [1, 1, 1],
    [0, 1, 0],
    [0, 1, 0]
  ],
  [
    [0, 1, 1],
    [0, 1, 0],
    [0, 1, 0]
  ],
  [
    [1, 1, 0],
    [0, 1, 0],
    [0, 1, 0]
  ],
  [
    [1, 1, 0],
    [1, 1, 0],
    [0, 0, 0]
  ]
];

export const clearGame = () =>
  Array(GAME_SIZE)
    .fill(EMPTY)
    .map(e => Array(GAME_SIZE).fill(EMPTY));
export const updatePosition = (position: number, column: number) =>
  position === 0 ? column : position;
export const validGame = (game: number[][]) =>
  game.map(r => r.filter((_, i) => i < GAME_SIZE));
export const validBrick = (brick: number[][]) =>
  brick.filter(e => e.some(b => b === BRICK));
export const randomBrick = () =>
  bricks[Math.floor(Math.random() * bricks.length)];

export const score = (state: State): State =>
  (scoreIndex =>
    scoreIndex > -1
      ? ((state.score += 1),
        state.game.splice(scoreIndex, 1),
        (state.game = [Array(GAME_SIZE).fill(EMPTY), ...state.game]),
        state)
      : state)(state.game.findIndex(e => e.every(e => e === BRICK)));

export const initialState = {
  game: clearGame(),
  x: 0,
  y: 0,
  score: 0
};
```

#### collision.ts

```js
import { GAME_SIZE, BRICK, EMPTY } from './constants';
import { validBrick, validGame, updatePosition, randomBrick } from './game';
import { State, Brick } from './interfaces';

const isGoingToLevelWithExistingBricks = (
  state: State,
  brick: Brick
): boolean => {
  const gameHeight = state.game.findIndex(r => r.some(c => c === BRICK));
  const brickBottomX = state.x + brick.length - 1;
  return gameHeight > -1 && brickBottomX + 1 > gameHeight;
};

const areAnyBricksColliding = (state: State, brick: Brick): boolean =>
  validBrick(brick).some((r, i) =>
    r.some((c, j) =>
      c === EMPTY
        ? false
        : ((x, y) => state.game[x][y] === c)(i + state.x, j + state.y)
    )
  );

const collideBrick = (
  state: State,
  brick: Brick,
  isGoingToCollide: boolean
): State => {
  const xOffset = isGoingToCollide ? 1 : 0;
  validBrick(brick).forEach((r, i) => {
    r.forEach(
      (c, j) =>
        (state.game[i + state.x - xOffset][j + state.y] = updatePosition(
          state.game[i + state.x - xOffset][j + state.y],
          c
        ))
    );
  });
  state.game = validGame(state.game);
  state.x = 0;
  state.y = GAME_SIZE / 2 - 1;
  return state;
};

export const collide = (state: State, brick: Brick): [State, Brick] => {
  const isGoingToCollide =
    isGoingToLevelWithExistingBricks(state, brick) &&
    areAnyBricksColliding(state, brick);

  const isOnBottom = state.x + validBrick(brick).length > GAME_SIZE - 1;

  if (isGoingToCollide || isOnBottom) {
    state = collideBrick(state, brick, isGoingToCollide);
    brick = randomBrick();
  }

  return [state, brick];
};
```

#### rotation.ts

```js
import { GAME_SIZE, BRICK_SIZE, EMPTY } from './constants';
import { State, Brick, Key } from './interfaces';

const rightOffsetAfterRotation = (
  state: State,
  brick: Brick,
  rotatedBrick: Brick
) =>
  state.y + rotatedBrick.length === GAME_SIZE + 1 &&
  brick.every(e => e[2] === EMPTY)
    ? 1
    : 0;

const leftOffsetAfterRotation = (game: State) => (game.y < 0 ? 1 : 0);
const emptyBrick = (): Brick =>
  Array(BRICK_SIZE)
    .fill(EMPTY)
    .map(e => Array(BRICK_SIZE).fill(EMPTY));

const rotateBrick = (
  state: State,
  brick: Brick,
  rotatedBrick: Brick
): [State, Brick] => (
  brick.forEach((r, i) =>
    r.forEach((c, j) => (rotatedBrick[j][brick[0].length - 1 - i] = c))
  ),
  (state.y -= rightOffsetAfterRotation(state, brick, rotatedBrick)),
  (state.y += leftOffsetAfterRotation(state)),
  [state, rotatedBrick]
);

export const rotate = (state: State, brick: Brick, key: Key): [State, Brick] =>
  key.code === 'ArrowUp'
    ? rotateBrick(state, brick, emptyBrick())
    : [state, brick];
```

#### keyboard.ts

```js
import { GAME_SIZE } from './constants';
import { State, Brick, Key } from './interfaces';

const xOffset = (brick: Brick, columnIndex: number) =>
  brick.every(e => e[columnIndex] === 0) ? 1 : 0;

export const handleKeyPress = (state: State, brick: Brick, key: Key): State => (
  (state.x += key.code === 'ArrowDown' ? 1 : 0),
  (state.y +=
    key.code === 'ArrowLeft' && state.y > 0 - xOffset(brick, 0)
      ? -1
      : key.code === 'ArrowRight' && state.y < GAME_SIZE - 3 + xOffset(brick, 2)
      ? 1
      : 0),
  state
);

export const resetKey = key => (key.code = undefined);
```

#### html-renderer.ts

```js
import { BRICK } from './constants';
import { State, Brick } from './interfaces';
import { updatePosition, validGame, validBrick, clearGame } from './game';

const createElem = (column: number): HTMLElement =>
  (elem => (
    (elem.style.display = 'inline-block'),
    (elem.style.marginLeft = '3px'),
    (elem.style.height = '6px'),
    (elem.style.width = '6px'),
    (elem.style['background-color'] = column === BRICK ? 'green' : 'aliceblue'),
    elem
  ))(document.createElement('div'));

export const render = (state: State, brick: Brick): void => {
  const gameFrame = clearGame();

  state.game.forEach((r, i) => r.forEach((c, j) => (gameFrame[i][j] = c)));
  validBrick(brick).forEach((r, i) =>
    r.forEach(
      (c, j) =>
        (gameFrame[i + state.x][j + state.y] = updatePosition(
          gameFrame[i + state.x][j + state.y],
          c
        ))
    )
  );

  document.body.innerHTML = `score: ${state.score} <br/>`;
  validGame(gameFrame).forEach(r => {
    const rowContainer = document.createElement('div');
    r.forEach(c => rowContainer.appendChild(createElem(c)));
    document.body.appendChild(rowContainer);
  });
};

export const renderGameOver = () =>
  (document.body.innerHTML += '<br/>GAME OVER!');
```

#### interfaces.ts

```js
export interface State {
  game: number[][];
  x: number;
  y: number;
  score: number;
}

export interface Key {
  code: string;
}

export type Brick = number[][];
```

#### constants.ts

```js
export const GAME_SIZE = 10;
export const BRICK_SIZE = 3;
export const EMPTY = 0;
export const BRICK = 1;
```

### Operators Used

* [combineLatest](/learn-rxjs/operators/combination/combinelatest.md)
* [finalize](/learn-rxjs/operators/utility/finalize.md)
* [fromEvent](/learn-rxjs/operators/creation/fromevent.md)
* [interval](/learn-rxjs/operators/creation/interval.md)
* [map](/learn-rxjs/operators/transformation/map.md)
* [of](/learn-rxjs/operators/creation/of.md)
* [pluck](/learn-rxjs/operators/transformation/pluck.md)
* [scan](/learn-rxjs/operators/transformation/scan.md)
* [startWith](/learn-rxjs/operators/combination/startwith.md)
* [takeWhile](/learn-rxjs/operators/filtering/takewhile.md)
* [tap](/learn-rxjs/operators/utility/do.md)


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://www.learnrxjs.io/learn-rxjs/recipes/tetris-game.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
