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NEON TETRIS EXTREME

Overview

Build an ultra-polished Tetris game called "NEON TETRIS" with explosive cyberpunk aesthetics and over-the-top visual effects.

Technical Requirements

  • Pure HTML + CSS + JS (no frameworks)
  • Single HTML file OR separate files (HTML/CSS/JS)
  • Canvas for game rendering
  • requestAnimationFrame for smooth 60fps
  • Particle system: Object pool for performance (max 500 particles)
  • LocalStorage for high score persistence
  • Responsive: Scales proportionally for smaller screens

Core Visual Identity

Background

  • Animated deep space (#050510) with:
    • Slow-moving grid lines (cyan, parallax scrolling upward)
    • Distant floating particles (tiny cyan/pink dots, drifting)
    • Subtle scanline overlay (CRT retro effect, very faint)
    • Vignette (darker edges)

Color Palette

  • Cyan: #00f5ff
  • Hot Pink: #ff2bbf
  • Purple: #8b5cf6
  • Electric Blue: #3b82f6
  • Emerald: #10b981
  • Red: #f43f5e
  • Orange: #f97316

Block Design (MAXIMUM GLOW)

Each tetromino piece:

  • I-piece: Cyan (#00f5ff) with bright white core
  • O-piece: Hot Pink (#ff2bbf)
  • T-piece: Purple (#8b5cf6)
  • S-piece: Emerald (#10b981)
  • Z-piece: Red (#f43f5e)
  • J-piece: Blue (#3b82f6)
  • L-piece: Orange (#f97316)

Block rendering (for each cell):

  • Inner gradient (lighter center to darker edge)
  • Outer glow: 20px blur in block's color
  • Subtle inner border (white, 10% opacity)
  • When moving: Motion blur trail (3 ghost images, fading)

Layout

  • Center: Game board (10×20), 30px per cell, total 300×600
  • Right panel (240px): HUD with glassmorphism cards
  • Header: Large "NEON TETRIS" title with animated glow pulse
  • Background behind board: Subtle blue gradient spotlight

HUD Panel (Right Side)

All cards have glassmorphism (blur, transparency, gradient border):

1. SCORE Card

  • Large number with counting animation
  • Glows brighter when score increases
  • Format: 000,000

2. LEVEL Card

  • Current level (starts at 1)
  • Progress bar to next level (fills as lines clear)
  • Pulses when level up

3. LINES Card

  • Total lines cleared
  • Small "+X" popup when lines clear

4. NEXT Card

  • 4×4 preview grid
  • Next piece shown with full glow effects
  • Subtle rotation animation (piece slowly spins)

5. COMBO Card (appears during combos)

  • Shows current combo multiplier: "x2", "x3", etc.
  • Larger and more intense glow with higher combo
  • Shakes at x4+

6. HIGH SCORE Card

  • Stored in localStorage
  • Crown icon if current score beats it
  • "NEW RECORD!" animation

Visual Effects

Line Clear Effects

Single Line (1 line)

  • White flash on cleared row
  • Row explodes into particles (block color)
  • Small screen shake (2px, 100ms)
  • Particles: 20-30 per block, scatter with gravity

Double (2 lines)

  • All of Single effects, plus:
  • Lightning bolt strikes down through cleared rows
  • Bigger particle burst

Triple (3 lines)

  • All of Double effects, plus:
  • Screen flash (white, 50ms)
  • Slow motion effect (0.5x speed for 300ms)
  • Electric arcs between cleared rows

TETRIS (4 lines) - THE BIG ONE

  • Full screen white flash (100ms)
  • "TETRIS!" text slams onto screen (huge, cyan glow, shakes)
  • Rainbow wave ripples across board
  • Maximum slow motion (0.3x for 500ms)
  • Explosion particles from all 4 rows
  • Screen shake (5px, 300ms)
  • All remaining blocks briefly pulse
  • Background grid intensifies color

Combo System Effects

  • Combo counter appears on successful back-to-back clears
  • x2: Cyan glow
  • x3: Green glow + slight shake
  • x4: Orange glow + continuous shake
  • x5+: Pink/magenta glow + intense shake + "UNSTOPPABLE!" text

Hard Drop Effect

  • Piece leaves vertical light trail as it drops
  • Impact shockwave (circular, expands outward)
  • Small dust particles at landing spot
  • Brief camera push (zoom in 2%, snap back)

Level Up Sequence

  • "LEVEL UP!" text zooms in with glow
  • Background grid color shifts (more intense)
  • All HUD cards pulse
  • Speed increase is visible (drop interval shortens)
  • New level number slams into HUD card

Game Over Sequence

  • Pieces gray out from bottom to top (wave effect)
  • Each row makes small explosion as it grays
  • Slow zoom out effect
  • "GAME OVER" fades in (large, red glow)
  • Final stats appear one by one:
    • Score: [animated count up]
    • Lines: [value]
    • Level: [value]
    • Best Combo: [value]
  • If high score: "NEW HIGH SCORE!" with fireworks
  • "Press ENTER to restart" pulses at bottom

Start Screen

  • "NEON TETRIS" title with electric flicker effect
  • Subtitle "CYBERPUNK EDITION" types out letter by letter
  • Background: Demo tetris playing itself (AI)
  • "PRESS ENTER TO START" pulses
  • High score displayed

Pause Screen

  • Game board blurs
  • "PAUSED" with glitch effect
  • "Press P to resume"

Gameplay Mechanics

  • Standard Tetris: 10×20 board
  • 7 tetrominoes with standard rotations
  • Wall kicks enabled
  • Ghost piece enabled
  • Soft drop: Arrow Down (1 point per cell)
  • Hard drop: Space (2 points per cell)
  • Move: Arrow Left/Right
  • Rotate: Arrow Up (clockwise)
  • Pause: P

Scoring

  • Single: 100 × level
  • Double: 300 × level
  • Triple: 500 × level
  • Tetris: 800 × level
  • Combo multiplier: x1, x1.5, x2, x2.5, x3...
  • Soft drop: 1 point per cell
  • Hard drop: 2 points per cell

Speed Progression

  • Level 1: 1000ms
  • Level 2: 925ms
  • Level 3: 850ms
  • ... (−75ms per level)
  • Level 13+: 100ms (max speed)
  • Level up every 10 lines

Audio (Web Audio API - simple, impactful)

  • Move: Short blip
  • Rotate: Higher blip
  • Soft drop: Whoosh
  • Hard drop: Heavy impact thud
  • Line clear: Satisfying "ding" (pitch increases with more lines)
  • Tetris: Epic synth chord + explosion sound
  • Combo: Rising tone with each combo level
  • Level up: Triumphant fanfare (short)
  • Game over: Descending dramatic tone
  • Optional: Background music toggle (simple synthwave loop)

Performance Considerations

  • Particle count limit with object pooling
  • Efficient collision detection
  • RequestAnimationFrame-based game loop
  • Canvas optimization (dirty rect rendering if needed)

File Output

  • Single file: neon_tetris.html
  • No external resources
  • Works in modern browsers (Chrome, Firefox, Safari, Edge)