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1분 만에 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
A small trainer for practicing Tetris techniques: T-spins, S/Z/L/J/I spins, perfect clears and popular openers,
plus a classic Marathon.
Each drill gives you a board and a queue. Pull off the required clear and you get a new board; miss it and you retry the same one.
Plain HTML + JavaScript + canvas. No libraries and no build step.
Play online at the link above, or open index.html locally in a browser.
On a phone, use Add to Home screen (Chrome: ⋮ menu → Add to Home screen / Install app): it installs as an
app that opens without the browser's address bar, and keeps working offline.README 전문 보기 ↗A small trainer for practicing Tetris techniques: T-spins, S/Z/L/J/I spins, perfect clears and popular openers, plus a classic Marathon. Each drill gives you a board and a queue. Pull off the required clear and you get a new board; miss it and you retry the same one.
Plain HTML + JavaScript + canvas. No libraries and no build step.
▶ Play: https://andrewemets.github.io/TetrisWorkout/
Play online at the link above, or open index.html locally in a browser.
On a phone, use Add to Home screen (Chrome: ⋮ menu → Add to Home screen / Install app): it installs as an app that opens without the browser's address bar, and keeps working offline.
Pick a Mode (Spin, Opener, Perfect Clear, Marathon) in the toolbar; the selects next to it are that mode's options. Each mode remembers its last selection.
Spins: T-spin Mini / Single / Double / Triple, plus S, Z, L, J and I spins (single to triple). Boards come from a library of wells: named setups (TSD, TSS, TST) plus a few hundred mined ones. The well is drawn in color and the rest of the stack in gray. Setup pieces (0–3) make you build the last pieces of the well yourself. Every setup piece is needed: the spin isn't possible before the last one is placed, or with any one of them kept in hold.
Perfect clear: 2-line or 4-line, with 2–8 pieces.
Openers: TKI, DT Cannon, Hachispin, PCO and MKO. Bag orders are 7-bag sequences checked to be buildable. Start picks the stage: from the first bag, or from a later bag with the earlier ones already built (on a random side), e.g. DT Cannon from bag 2 or just its T-Spin Triple, PCO / MKO from the second-bag perfect clear. PCO and MKO can also start from the last 3, 2 or 1 pieces of the perfect clear; any perfect clear counts, not just the one the solver found. The shape is outlined on the board while you build it (toggle with Outline or T). Only the key pieces (the spin well and its overhangs) have a fixed spot. In the last building step, filler pieces can go anywhere, as long as the spin still works (for TKI: fill the two rows the TSD clears). In earlier steps the next bag builds on the exact shape, so fillers have to fill it, in any arrangement and order. A piece off the shape doesn't fail the drill: you go on off the shape (the outline goes away), where pieces can go anywhere and only the spins and the perfect clear count. A spin made before the rest of the shape is placed counts too. After every piece a solver checks that the opener can still be finished, on either side; off the shape it checks the next spin only, so you still get to make it when a later one is no longer possible (DT Cannon: the TSD works, but the TST doesn't). You fail when the check proves a spin impossible or a spin misses. Every opener can also be built mirrored: queues are checked to work on both sides, and the outline switches to the side you are building.
Marathon: an endless 7-bag game for 150 or 300 lines, or endless, from a chosen start level. The level goes up every 10 lines and gravity grows by the same factor each level (a straight line on a log scale), from 0.02 G at level 1 to 20 G at level 20. Lines per level and the speed curve are in ⚙ Settings → Game. Garbage keeps 1–12 gray rows on the board, each with 1–5 holes at random columns. Cleared rows come back after the next piece that doesn't clear a line. Guideline scoring (spins, back-to-back, combos, perfect clears); the best score, lines and time are kept for each setup.
Every drill board is checked by a solver before you see it. Some queues come in an order that only works with hold (set how often under ⚙ Settings → Game). Use Hint to see the next placement (for a spin, the spot to rotate from and the rotation to do, with the final spot fainter), or Watch solution for an animated walkthrough. The walkthrough explains wall kicks and why a rotation counts as a spin.
◀ Prev goes back to earlier boards. ☆ saves a board to Favorites so you can replay it later; favorites are stored in your browser.
On a phone or tablet, play on the board area:
The gestures are covered by tests: node tools/test-touch.js (the pre-commit hook runs them).
On a phone the toolbar folds under the ☰ button; retry and next stay next to it. The board area fills the screen and takes gestures everywhere, even around the board; the goal, guide and stats open with the ℹ button. On narrow screens next, the Marathon stats and hold (at the bottom, level with the floor) move into one column right of the field, so the field gets more of the width.
Mechanics follow TETR.IO:
Gravity is off by default.
Under ⚙ Settings you can:
Settings are saved in the browser.
Default keys: ← → move, ↓ soft drop, Space hard drop, Z / X rotate, A 180°, C hold, R retry, B previous board, N next / new board, H hint, F favorite.
js/wells-data.js is generated. To rebuild it (Node.js):
node tools/mine-wells.js [templates per drill type] [seconds per drill type]
icons/ is generated by node tools/make-icons.js.
index.html loads every script with a ?v=<hash> stamp so browsers pick up new versions.
tools/stamp-versions.js updates the stamps; enable the pre-commit hook that runs it with:
git config core.hooksPath tools