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@ -5,11 +5,15 @@ const [EMPTY, FOOD, WALL, SNAKE]=Array(4).keys(); |
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const ifNaN=(v, r) => isNaN(v)?r:v; |
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class SnekGame { |
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constructor(settings, canvas) { |
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constructor(settings, canvas, rules) { |
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// build the world
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this.dimensions=[...settings.dimensions]; |
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this.world=Array(settings.dimensions[0]) |
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.forEach((_, i, a) => a[i]=Array(settings.dimensions[1]).fill(EMPTY)); |
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this.world=Array(settings.dimensions[0]); |
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for(let i=0; i<settings.dimensions[0]; i++) { |
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this.world[i]=Array(settings.dimensions[1]); |
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this.world[i].fill(EMPTY); |
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} |
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console.log(this); |
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settings.walls.forEach(([x, y]) => this.world[x][y]=WALL); |
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settings.food.forEach(([x, y]) => this.world[x][y]=FOOD); |
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settings.snake.forEach(([x, y]) => this.world[x][y]=SNAKE); |
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@ -20,8 +24,8 @@ class SnekGame { |
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// get the head and initial direction
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this.head=[...settings.snake[0]]; |
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this.direction=[ |
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ifNaN(settings.snake[1][0]-settings.snake[0][0], 1), |
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ifNaN(settings.snake[1][1]-settings.snake[0][1], 0) |
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ifNaN(settings.snake[0][0]-settings.snake[1][0], 1), |
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ifNaN(settings.snake[0][1]-settings.snake[1][1], 0) |
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]; |
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// get the snake and the fruits themselves
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@ -32,24 +36,40 @@ class SnekGame { |
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this.canvas=canvas; |
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this.ctx=canvas.getContext('2d'); |
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//TODO this.gl=canvas.getContext('webgl');
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// load the custom rules
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this.rules=Object.assign({ |
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fruitRegrow: true, |
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speedIncrease: true, |
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worldWrap: true, |
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winCondition: 'none', |
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scoreSystem: 'fruit' |
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}, rules, settings); |
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} |
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draw() { |
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// clear the canvas, because it's easier than having to deal with everything
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this.ctx.clearRect(0, 0, this.canvas.with, this.canvas.height); |
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); |
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// get the cell size and offset
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const cellSize=Math.min( |
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this.canvas.with/this.dimensions[0], |
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this.canvas.width/this.dimensions[0], |
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this.canvas.height/this.dimensions[1] |
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); |
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const offsetX=(this.canvas.width-cellSize*this.dimensions[0])/2; |
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const offsetY=(this.canvas.height-cellSize*this.dimensions[1])/2; |
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// draw the border around our game area
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this.ctx.fillStyle='black'; |
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this.ctx.fillRect(0, 0, this.canvas.width, offsetY); |
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this.ctx.fillRect(0, 0, offsetX, this.canvas.height); |
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this.ctx.fillRect(offsetX+cellSize*this.dimensions[0], 0, offsetX, this.canvas.height); |
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this.ctx.fillRect(0, offsetY+cellSize*this.dimensions[1], this.canvas.width, offsetY); |
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// draw our walls
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const wall=assets.get('wall'); |
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for(let x=0; x<this.dimensions[0]; x++) { |
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for(let y=0; x<this.dimensions[1]; y++) { |
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for(let y=0; y<this.dimensions[1]; y++) { |
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switch(this.world[x][y]) { |
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case WALL: |
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this.ctx.drawImage( |
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@ -95,7 +115,7 @@ class SnekGame { |
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// our fruit has a nice animation to it between .8 and 1.2 scale
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const ms=Date.now(); |
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const fruitScale=Math.sin(ms/1000*Math.PI)*.2+1 |
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const fruitScale=Math.sin(ms/400*Math.PI)*.2+1 |
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const fruit=assets.get('fruit'); |
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this.fruits.forEach(([x, y]) => { |
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this.ctx.drawImage( |
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@ -119,6 +139,16 @@ class SnekGame { |
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const tail=this.snake.pop(); |
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this.world[tail[0]][tail[1]]=EMPTY; |
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// check for out of world conditions
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if(head[0]<0 || head[0]>=this.dimensions[0] || head[1]<0 || head[1]>=this.dimensions[1]) { |
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if(this.rules.worldWrap) { |
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head[0]=(head[0]+this.dimensions[0])%this.dimensions[0]; |
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head[1]=(head[1]+this.dimensions[1])%this.dimensions[1]; |
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} else { |
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return this.die(); |
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} |
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} |
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switch(this.world[head[0]][head[1]]) { |
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// you hit, you die
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case WALL: |
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@ -126,7 +156,7 @@ class SnekGame { |
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return this.die(); |
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// you eat, you don't die
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case FRUIT: |
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case FOOD: |
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// re-grow the snake
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this.snake.push(tail); |
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this.world[tail[0]][tail[1]]=SNAKE; |
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@ -141,7 +171,7 @@ class SnekGame { |
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); |
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// custom rules
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if(this.rules.regrowFruits) { |
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if(this.rules.fruitRegrow) { |
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const emptyCells=this.world |
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.map( |
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(l, x) => l |
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@ -153,7 +183,7 @@ class SnekGame { |
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).flat(); |
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const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)]; |
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this.fruits.push(cell); |
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this.world[cell[0]][cell[1]]=FRUIT; |
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this.world[cell[0]][cell[1]]=FOOD; |
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} |
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} |
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@ -166,12 +196,14 @@ class SnekGame { |
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} |
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tick() { |
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if(!this.playing) return; |
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if(!this.lastStep) this.lastStep=this.firstStep; |
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if(this.lastStep+delay<Date.now()) { |
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this.lastStep+=delay; |
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this.draw(); |
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if(this.callback) this.callback(); |
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if(this.lastStep+this.delay<Date.now()) { |
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this.lastStep+=this.delay; |
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this.step(); |
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} |
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this.draw(); |
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requestAnimationFrame(() => this.tick()); |
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} |
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@ -188,8 +220,26 @@ class SnekGame { |
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console.log("You bad lol"); |
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} |
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handleInputs(inputs) { |
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const trySet=(dir) => { |
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if(!(this.direction[0]==-dir[0] && this.direction[1]==-dir[1])) this.direction=dir; |
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} |
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if(inputs.left) { |
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trySet([-1, 0]); |
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} else if(inputs.right) { |
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trySet([ 1, 0]); |
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} else if(inputs.up) { |
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trySet([ 0,-1]); |
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} else if(inputs.down) { |
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trySet([ 0, 1]); |
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} |
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Object.keys(inputs).forEach(k => delete inputs[k]); |
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} |
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start() { |
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this.firstStep=Date.now(); |
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this.playing=true; |
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requestAnimationFrame(() => this.tick()); |
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} |
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} |
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