refactored game to separate tile management, game code and render code (closes #39)

main
Codinget 5 years ago
parent 105429a9a3
commit 3c7e7669e7
  1. 329
      src/js/renderer.js
  2. 581
      src/js/snek.js
  3. 221
      src/js/tiles.js

@ -0,0 +1,329 @@
const assets=require('assets');
const config=require('config');
const {tiles: T}=require('tiles');
// declare our tiles
let snake,
wall, hole,
fire, flammable,
fruit, superFruit, decayFruit,
portalA, portalB, portalC, portalD,
key, door,
switchTile, spikes;
// load our tiles
assets.onReady(() => {
wall=assets.get('wall');
hole=assets.get('hole');
fire=assets.get('fire');
flammable=assets.get('flammable');
superFruit=assets.get('superFruit');
decayFruit=assets.get('decayFruit');
portalA=assets.get('portalA');
portalB=assets.get('portalB');
portalC=assets.get('portalC');
portalD=assets.get('portalD');
key=assets.get('key');
door=assets.get('door');
switchTile=assets.get('switch');
spikes=assets.get('spikes');
snake=assets.get('snake');
fruit=assets.get('fruit');
});
const draw=(game, canvas=game.canvas, ctx=canvas.getContext('2d')) => {
// clear the canvas, because it's easier than having to deal with everything
ctx.clearRect(0, 0, canvas.width, canvas.height);
// get the cell size and offset
const cellSize=Math.min(
canvas.width/game.dimensions[0],
canvas.height/game.dimensions[1]
);
const offsetX=(canvas.width-cellSize*game.dimensions[0])/2;
const offsetY=(canvas.height-cellSize*game.dimensions[1])/2;
// tile draw functions
const putTile=(x, y, tile) => ctx.drawImage(
tile,
offsetX+cellSize*x,
offsetY+cellSize*y,
cellSize,
cellSize
);
const putTileAnim=(x, y, tile) => putTile(x, y, tile[
Math.floor(Date.now()/1000*60+x+y)%tile.length
]);
const putTileAnimPercent=(x, y, tile, percent) => putTile(x, y, tile[
Math.min(Math.round(percent*tile.length), tile.length-1)
]);
// adjascence check
const checkAdj=(x, y) => {
let adj={};
adj.u=game.world[x][y-1];
adj.d=game.world[x][y+1];
adj.l=(game.world[x-1] || [])[y];
adj.r=(game.world[x+1] || [])[y];
adj.ul=(game.world[x-1] || [])[y-1];
adj.ur=(game.world[x+1] || [])[y-1];
adj.dl=(game.world[x-1] || [])[y+1];
adj.dr=(game.world[x+1] || [])[y+1];
return adj;
};
// draw a grid/checkerboard if requested
if(config.getS('appearance.grid')=='grid') {
ctx.strokeStyle='rgba(0, 0, 0, 50%)';
ctx.lineCap='square';
ctx.lineWidth=1;
ctx.beginPath();
for(let x=1; x<game.dimensions[0]; x++) {
ctx.moveTo(offsetX+x*cellSize, offsetY);
ctx.lineTo(offsetX+x*cellSize, canvas.height-offsetY);
}
for(let y=1; y<game.dimensions[1]; y++) {
ctx.moveTo(offsetX, offsetY+y*cellSize);
ctx.lineTo(canvas.width-offsetX, offsetY+y*cellSize);
}
ctx.stroke();
} else if(config.getS('appearance.grid')=='checkerboard') {
ctx.fillStyle='rgba(0, 0, 0, 10%)';
for(let x=0; x<game.dimensions[0]; x++) {
for(let y=(x+1)%2; y<game.dimensions[1]; y+=2) {
ctx.fillRect(offsetX+x*cellSize, offsetY+y*cellSize, cellSize, cellSize);
}
}
}
// draw our tiles
for(let x=0; x<game.dimensions[0]; x++) {
for(let y=0; y<game.dimensions[1]; y++) {
switch(game.world[x][y]) {
case T.WALL:
putTile(x, y, wall);
break;
case T.FIRE:
putTileAnim(x, y, fire);
break;
case T.HOLE:
case T.HOLE_S: {
putTile(x, y, hole.base);
let adj=checkAdj(x, y);
Object
.keys(adj)
.filter(k => adj[k]==T.HOLE || adj[k]==T.HOLE_S)
.forEach(k => putTile(x, y, hole[k]));
} break;
case T.FLAMMABLE:
case T.FLAMMABLE_S:
putTile(x, y, flammable);
break;
case T.SUPER_FOOD:
putTileAnim(x, y, superFruit);
break;
case T.PORTAL_A:
case T.PORTAL_A_S:
putTileAnim(x, y, portalA);
break;
case T.PORTAL_B:
case T.PORTAL_B_S:
putTileAnim(x, y, portalB);
break;
case T.PORTAL_C:
case T.PORTAL_C_S:
putTileAnim(x, y, portalC);
break;
case T.PORTAL_D:
case T.PORTAL_D_S:
putTileAnim(x, y, portalD);
break;
case T.KEY:
putTile(x, y, key);
break;
case T.DOOR:
putTile(x, y, door);
break;
case T.SWITCH_ON:
case T.SWITCH_ON_S:
putTile(x, y, switchTile.on);
break;
case T.SWITCH_OFF:
case T.SWITCH_OFF_S:
putTile(x, y, switchTile.off);
break;
case T.SPIKES_ON:
putTile(x, y, spikes.on);
break;
case T.SPIKES_OFF:
case T.SPIKES_OFF_S:
putTile(x, y, spikes.off);
break;
}
}
}
// draw our decaying fruits (they have more information than just XY, so they need to be drawn here
game.decayFood.forEach(([x, y, birth]) =>
putTileAnimPercent(x, y, decayFruit, (game.playTime-birth)/2000)
);
// draw the lines between portals
if(Object.keys(game.portals).length) {
ctx.strokeStyle='rgba(128, 128, 128, 20%)';
ctx.lineCap='round';
ctx.lineWidth=cellSize*.15;
const drawTunnel=([xa, ya], [xb, yb]) => {
const angle=(Math.floor(Date.now()/10)%360)*(Math.PI/180);
for(let i=0; i<=1; i++) {
const dx=cellSize/3*Math.cos(angle+i*Math.PI);
const dy=cellSize/3*Math.sin(angle+i*Math.PI);
ctx.beginPath();
ctx.moveTo(
offsetX+cellSize*(xa+1/2)+dx,
offsetY+cellSize*(ya+1/2)+dy
);
ctx.lineTo(
offsetX+cellSize*(xb+1/2)+dx,
offsetY+cellSize*(yb+1/2)+dy
);
ctx.stroke();
}
};
if(game.portals.a && game.portals.b) drawTunnel(game.portals.a, game.portals.b);
if(game.portals.c && game.portals.d) drawTunnel(game.portals.c, game.portals.d);
}
// draw our snake (it gets drawn completely differently, so here it goes)
{
ctx.fillStyle=snake.color;
ctx.strokeStyle=snake.color;
ctx.lineCap=snake.cap;
ctx.lineJoin=snake.join;
ctx.lineWidth=cellSize*snake.tailSize;
ctx.beginPath();
ctx.ellipse(
offsetX+cellSize*(game.snake[0][0]+1/2),
offsetY+cellSize*(game.snake[0][1]+1/2),
cellSize/2*snake.headSize,
cellSize/2*snake.headSize,
0,
0,
Math.PI*2
);
ctx.fill();
ctx.beginPath();
game.snake.forEach(([x, y], i, a) => {
ctx.lineTo(
offsetX+cellSize*(x+1/2),
offsetY+cellSize*(y+1/2)
);
if(i!=0 && Math.hypot(x-a[i-1][0], y-a[i-1][1])>1) {
ctx.lineWidth=cellSize*snake.tailWrapSize;
} else {
ctx.lineWidth=cellSize*snake.tailSize;
}
ctx.stroke();
ctx.beginPath()
ctx.moveTo(
offsetX+cellSize*(x+1/2),
offsetY+cellSize*(y+1/2)
);
});
ctx.stroke();
}
// our fruit has a nice animation to it between .8 and 1.2 scale
{
const ms=Date.now();
const fruitScale=Math.sin(ms/400*Math.PI)*.2+1
game.fruits.forEach(([x, y]) => {
ctx.drawImage(
fruit,
offsetX+cellSize*x+(1-fruitScale)*cellSize/2,
offsetY+cellSize*y+(1-fruitScale)*cellSize/2,
cellSize*fruitScale,
cellSize*fruitScale
);
});
}
// show the timer
if(game.rules.winCondition=='time') {
if(config.getS('appearance.timer')=='border' || config.getS('appearance.timer')=='both') {
let remaining=(game.rules.gameDuration-game.playTime)/game.rules.gameDuration;
const w=game.dimensions[0]*cellSize;
const h=game.dimensions[1]*cellSize;
const p=w*2+h*2;
const wp=w/p;
const hp=h/p;
const pdst=(st, ed, frac) =>
(ed-st)*frac+st;
ctx.strokeStyle='#930a16';
ctx.lineJoin='miter';
ctx.lineCap='round';
ctx.lineWidth=5;
ctx.beginPath();
ctx.moveTo(canvas.width/2, offsetY+2);
let sp=Math.min(wp/2, remaining);
remaining-=sp;
ctx.lineTo(pdst(canvas.width/2, w+offsetX-2, sp/wp*2), offsetY+2);
if(remaining) {
sp=Math.min(hp, remaining);
remaining-=sp;
ctx.lineTo(w+offsetX-2, pdst(offsetY+2, offsetY+h-2, sp/hp));
}
if(remaining) {
sp=Math.min(wp, remaining);
remaining-=sp;
ctx.lineTo(pdst(w+offsetX-2, offsetX+2, sp/wp), offsetY+h-2);
}
if(remaining) {
sp=Math.min(hp, remaining);
remaining-=sp;
ctx.lineTo(offsetX+2, pdst(offsetY+h-2, offsetY+2, sp/hp));
}
if(remaining) {
ctx.lineTo(pdst(offsetX+2, canvas.width/2, remaining/wp*2), offsetY+2);
}
ctx.stroke();
}
if(config.getS('appearance.timer')=='number' || config.getS('appearance.timer')=='both') {
let remaining=''+Math.ceil((game.rules.gameDuration-game.playTime)/1000);
while(remaining.length<(''+game.rules.gameDuration/1000).length) remaining='0'+remaining;
ctx.fillStyle='#930a16';
ctx.textAlign='center';
ctx.textBaseline='middle';
ctx.font='4rem "Fira Code"';
ctx.fillText(remaining, canvas.width/2, canvas.height/2);
}
}
// draw the border around our game area
{
ctx.fillStyle='black';
ctx.fillRect(0, 0, canvas.width, offsetY);
ctx.fillRect(0, 0, offsetX, canvas.height);
ctx.fillRect(offsetX+cellSize*game.dimensions[0], 0, offsetX, canvas.height);
ctx.fillRect(0, offsetY+cellSize*game.dimensions[1], canvas.width, offsetY);
}
};
return module.exports={
draw
};

@ -1,13 +1,10 @@
const [
EMPTY, SNAKE,
FOOD, SUPER_FOOD, DECAY_FOOD,
WALL,
FIRE, FLAMMABLE, FLAMMABLE_S,
HOLE, HOLE_S,
PORTAL_A, PORTAL_A_S, PORTAL_B, PORTAL_B_S, PORTAL_C, PORTAL_C_S, PORTAL_D, PORTAL_D_S,
KEY, DOOR,
SWITCH_ON, SWITCH_ON_S, SWITCH_OFF, SWITCH_OFF_S, SPIKES_OFF, SPIKES_OFF_S, SPIKES_ON
]=Array(255).keys();
const {
tiles: T,
forChar,
getType,
isPortal,
snakeVersion, nonSnakeVersion
}=require('tiles');
class SnekGame {
constructor(settings, canvas, rules) {
@ -25,27 +22,7 @@ class SnekGame {
for(let x=0; x<this.world.length; x++) {
this.world[x]=Array(settings.world.length);
for(let y=0; y<this.world[x].length; y++) {
this.world[x][y]=(() => {
switch(settings.world[y][x]) {
case ' ': return EMPTY;
case 'f': return FOOD;
case 'F': return SUPER_FOOD;
case 'd': return DECAY_FOOD;
case 'w': return WALL;
case 'o': return HOLE;
case 'i': return FIRE;
case 'I': return FLAMMABLE;
case 'A': return PORTAL_A;
case 'B': return PORTAL_B;
case 'C': return PORTAL_C;
case 'D': return PORTAL_D;
case 'k': return KEY;
case 'K': return DOOR;
case 's': return SWITCH_OFF;
case 'S': return SPIKES_ON;
case 't': return SPIKES_OFF;
}
})();
this.world[x][y]=forChar(settings.world[y][x]);
}
}
@ -53,19 +30,19 @@ class SnekGame {
this.dimensions=[this.world.length, this.world[0].length];
// extract the fruits
this.fruits=this.getTilesOfType(FOOD);
this.fruits=this.getTilesOfType(T.FOOD);
// extract the decaying fruits
this.decayFood=this.getTilesOfType(DECAY_FOOD);
this.decayFood=this.getTilesOfType(T.DECAY_FOOD);
// extract the portals
this.portals={};
this.world.forEach((l, x) =>
l.forEach((c, y) => {
if(c==PORTAL_A) this.portals.a=[x, y];
if(c==PORTAL_B) this.portals.b=[x, y];
if(c==PORTAL_C) this.portals.c=[x, y];
if(c==PORTAL_D) this.portals.d=[x, y];
if(c==T.PORTAL_A) this.portals.a=[x, y];
if(c==T.PORTAL_B) this.portals.b=[x, y];
if(c==T.PORTAL_C) this.portals.c=[x, y];
if(c==T.PORTAL_D) this.portals.d=[x, y];
})
);
} else { // dimension and objects
@ -77,29 +54,29 @@ class SnekGame {
this.world=Array(settings.dimensions[0]);
for(let i=0; i<settings.dimensions[0]; i++) {
this.world[i]=Array(settings.dimensions[1]);
this.world[i].fill(EMPTY);
this.world[i].fill(T.EMPTY);
}
// add the walls
if(settings.walls) settings.walls.forEach(([x, y]) => this.world[x][y]=WALL);
if(settings.walls) settings.walls.forEach(([x, y]) => this.world[x][y]=T.WALL);
// add the holes
if(settings.holes) settings.holes.forEach(([x, y]) => this.world[x][y]=HOLE);
if(settings.holes) settings.holes.forEach(([x, y]) => this.world[x][y]=T.HOLE);
// add the fires and flammable tiles
if(settings.fires) settings.fires.forEach(([x, y]) => this.world[x][y]=FIRE);
if(settings.flammable) settings.flammable.forEach(([x, y]) => this.world[x][y]=FLAMMABLE);
if(settings.fires) settings.fires.forEach(([x, y]) => this.world[x][y]=T.FIRE);
if(settings.flammable) settings.flammable.forEach(([x, y]) => this.world[x][y]=T.FLAMMABLE);
// add the food
settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
settings.food.forEach(([x, y]) => this.world[x][y]=T.FOOD);
this.fruits=[...settings.food];
// add the super food
if(settings.superFood) settings.superFood.forEach(([x, y]) => this.world[x][y]=SUPER_FOOD);
if(settings.superFood) settings.superFood.forEach(([x, y]) => this.world[x][y]=T.SUPER_FOOD);
// add the decaying food
if(settings.decayFood) {
settings.decayFood.forEach(([x, y]) => this.world[x][y]=DECAY_FOOD);
settings.decayFood.forEach(([x, y]) => this.world[x][y]=T.DECAY_FOOD);
this.decayFood=settings.decayFood.map(([x, y]) => [x, y, 0]);
} else {
this.decayFood=[];
@ -107,31 +84,31 @@ class SnekGame {
// add the portals
if(settings.portals) {
if(settings.portals.a) this.world[settings.portals.a[0]][settings.portals.a[1]]=PORTAL_A;
if(settings.portals.b) this.world[settings.portals.b[0]][settings.portals.b[1]]=PORTAL_B;
if(settings.portals.c) this.world[settings.portals.c[0]][settings.portals.c[1]]=PORTAL_C;
if(settings.portals.d) this.world[settings.portals.d[0]][settings.portals.d[1]]=PORTAL_D;
if(settings.portals.a) this.world[settings.portals.a[0]][settings.portals.a[1]]=T.PORTAL_A;
if(settings.portals.b) this.world[settings.portals.b[0]][settings.portals.b[1]]=T.PORTAL_B;
if(settings.portals.c) this.world[settings.portals.c[0]][settings.portals.c[1]]=T.PORTAL_C;
if(settings.portals.d) this.world[settings.portals.d[0]][settings.portals.d[1]]=T.PORTAL_D;
this.portals={...settings.portals};
} else {
this.portals={};
}
// add the keys
if(settings.keys) settings.keys.forEach(([x, y]) => this.world[x][y]=KEY);
if(settings.keys) settings.keys.forEach(([x, y]) => this.world[x][y]=T.KEY);
// add the doors
if(settings.doors) settings.doors.forEach(([x, y]) => this.world[x][y]=DOOR);
if(settings.doors) settings.doors.forEach(([x, y]) => this.world[x][y]=T.DOOR);
// add the switches
if(settings.switches) settings.switches.forEach(([x, y]) => this.world[x][y]=SWITCH_OFF);
if(settings.switches) settings.switches.forEach(([x, y]) => this.world[x][y]=T.SWITCH_OFF);
// add the spikes
if(settings.spikesOn) settings.spikesOn.forEach(([x, y]) => this.world[x][y]=SPIKES_ON);
if(settings.spikesOff) settings.spikesOff.forEach(([x, y]) => this.world[x][y]=SPIKES_OFF);
if(settings.spikesOn) settings.spikesOn.forEach(([x, y]) => this.world[x][y]=T.SPIKES_ON);
if(settings.spikesOff) settings.spikesOff.forEach(([x, y]) => this.world[x][y]=T.SPIKES_OFF);
}
// add the snake to the world
settings.snake.forEach(([x, y]) => this.world[x][y]=SNAKE);
settings.snake.forEach(([x, y]) => this.world[x][y]=T.SNAKE);
// get the head and initial direction
@ -189,6 +166,19 @@ class SnekGame {
return Math.round(1000/this.delay);
}
getTile(x, y) {
return (this.world[x]||[])[y];
}
getTileA([x, y]) {
return (this.world[x]||[])[y];
}
putTile(x, y, t) {
this.world[x][y]=t;
}
putTileA([x, y], t) {
this.world[x][y]=t;
}
getTilesOfType(type) {
return this
.world
@ -201,310 +191,16 @@ class SnekGame {
)
).flat();
}
draw() {
const assets=require('assets');
const config=require('config');
// clear the canvas, because it's easier than having to deal with everything
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
// get the cell size and offset
const cellSize=Math.min(
this.canvas.width/this.dimensions[0],
this.canvas.height/this.dimensions[1]
);
const offsetX=(this.canvas.width-cellSize*this.dimensions[0])/2;
const offsetY=(this.canvas.height-cellSize*this.dimensions[1])/2;
// draw a grid/checkerboard if requested
if(config.getS('appearance.grid')=='grid') {
this.ctx.strokeStyle='rgba(0, 0, 0, 50%)';
this.ctx.lineCap='square';
this.ctx.lineWidth=1;
this.ctx.beginPath();
for(let x=1; x<this.dimensions[0]; x++) {
this.ctx.moveTo(offsetX+x*cellSize, offsetY);
this.ctx.lineTo(offsetX+x*cellSize, this.canvas.height-offsetY);
}
for(let y=1; y<this.dimensions[1]; y++) {
this.ctx.moveTo(offsetX, offsetY+y*cellSize);
this.ctx.lineTo(this.canvas.width-offsetX, offsetY+y*cellSize);
}
this.ctx.stroke();
} else if(config.getS('appearance.grid')=='checkerboard') {
this.ctx.fillStyle='rgba(0, 0, 0, 10%)';
for(let x=0; x<this.dimensions[0]; x++) {
for(let y=(x+1)%2; y<this.dimensions[1]; y+=2) {
this.ctx.fillRect(offsetX+x*cellSize, offsetY+y*cellSize, cellSize, cellSize);
}
}
}
// draw our tiles
const wall=assets.get('wall');
const hole=assets.get('hole');
const fire=assets.get('fire');
const flammable=assets.get('flammable');
const superFruit=assets.get('superFruit');
const decayFruit=assets.get('decayFruit');
const portalA=assets.get('portalA');
const portalB=assets.get('portalB');
const portalC=assets.get('portalC');
const portalD=assets.get('portalD');
const key=assets.get('key');
const door=assets.get('door');
const switchTile=assets.get('switch');
const spikes=assets.get('spikes');
const putTile=(x, y, tile) => this.ctx.drawImage(
tile,
offsetX+cellSize*x,
offsetY+cellSize*y,
cellSize,
cellSize
);
const putTileAnim=(x, y, tile) => putTile(x, y, tile[
Math.floor(Date.now()/1000*60+x+y)%tile.length
]);
const putTileAnimPercent=(x, y, tile, percent) => putTile(x, y, tile[
Math.min(Math.round(percent*tile.length), tile.length-1)
]);
const checkAdj=(x, y) => {
let adj={};
adj.u=this.world[x][y-1];
adj.d=this.world[x][y+1];
adj.l=(this.world[x-1] || [])[y];
adj.r=(this.world[x+1] || [])[y];
adj.ul=(this.world[x-1] || [])[y-1];
adj.ur=(this.world[x+1] || [])[y-1];
adj.dl=(this.world[x-1] || [])[y+1];
adj.dr=(this.world[x+1] || [])[y+1];
return adj;
};
for(let x=0; x<this.dimensions[0]; x++) {
for(let y=0; y<this.dimensions[1]; y++) {
switch(this.world[x][y]) {
case WALL:
putTile(x, y, wall);
break;
case FIRE:
putTileAnim(x, y, fire);
break;
case HOLE:
case HOLE_S: {
putTile(x, y, hole.base);
let adj=checkAdj(x, y);
Object
.keys(adj)
.filter(k => adj[k]==HOLE || adj[k]==HOLE_S)
.forEach(k => putTile(x, y, hole[k]));
break;
// technically, this works for all shapes
// however, the tileset only handles convex shapes
}
case FLAMMABLE:
case FLAMMABLE_S:
putTile(x, y, flammable);
break;
case SUPER_FOOD:
putTileAnim(x, y, superFruit);
break;
case PORTAL_A:
case PORTAL_A_S:
putTileAnim(x, y, portalA);
break;
case PORTAL_B:
case PORTAL_B_S:
putTileAnim(x, y, portalB);
break;
case PORTAL_C:
case PORTAL_C_S:
putTileAnim(x, y, portalC);
break;
case PORTAL_D:
case PORTAL_D_S:
putTileAnim(x, y, portalD);
break;
case KEY:
putTile(x, y, key);
break;
case DOOR:
putTile(x, y, door);
break;
case SWITCH_ON:
case SWITCH_ON_S:
putTile(x, y, switchTile.on);
break;
case SWITCH_OFF:
case SWITCH_OFF_S:
putTile(x, y, switchTile.off);
break;
case SPIKES_ON:
putTile(x, y, spikes.on);
break;
case SPIKES_OFF:
case SPIKES_OFF_S:
putTile(x, y, spikes.off);
break;
}
}
}
// draw our decaying fruits (they have more information than just XY, so they need to be drawn here
this.decayFood.forEach(([x, y, birth]) =>
putTileAnimPercent(x, y, decayFruit, (this.playTime-birth)/2000)
);
// draw the lines between portals
if(Object.keys(this.portals).length) {
this.ctx.strokeStyle='rgba(128, 128, 128, 20%)';
this.ctx.lineCap='round';
this.ctx.lineWidth=cellSize*.15;
const drawTunnel=([xa, ya], [xb, yb]) => {
const angle=(Math.floor(Date.now()/10)%360)*(Math.PI/180);
for(let i=0; i<=1; i++) {
const dx=cellSize/3*Math.cos(angle+i*Math.PI);
const dy=cellSize/3*Math.sin(angle+i*Math.PI);
this.ctx.beginPath();
this.ctx.moveTo(
offsetX+cellSize*(xa+1/2)+dx,
offsetY+cellSize*(ya+1/2)+dy
);
this.ctx.lineTo(
offsetX+cellSize*(xb+1/2)+dx,
offsetY+cellSize*(yb+1/2)+dy
);
this.ctx.stroke();
}
};
if(this.portals.a && this.portals.b) drawTunnel(this.portals.a, this.portals.b);
if(this.portals.c && this.portals.d) drawTunnel(this.portals.c, this.portals.d);
}
// draw our snake (it gets drawn completely differently, so here it goes)
const snake=assets.get('snake');
this.ctx.fillStyle=snake.color;
this.ctx.strokeStyle=snake.color;
this.ctx.lineCap=snake.cap;
this.ctx.lineJoin=snake.join;
this.ctx.lineWidth=cellSize*snake.tailSize;
this.ctx.beginPath();
this.ctx.ellipse(
offsetX+cellSize*(this.snake[0][0]+1/2),
offsetY+cellSize*(this.snake[0][1]+1/2),
cellSize/2*snake.headSize,
cellSize/2*snake.headSize,
0,
0,
Math.PI*2
);
this.ctx.fill();
this.ctx.beginPath();
this.snake.forEach(([x, y], i, a) => {
this.ctx.lineTo(
offsetX+cellSize*(x+1/2),
offsetY+cellSize*(y+1/2)
);
if(i!=0 && Math.hypot(x-a[i-1][0], y-a[i-1][1])>1) {
this.ctx.lineWidth=cellSize*snake.tailWrapSize;
} else {
this.ctx.lineWidth=cellSize*snake.tailSize;
}
this.ctx.stroke();
this.ctx.beginPath()
this.ctx.moveTo(
offsetX+cellSize*(x+1/2),
offsetY+cellSize*(y+1/2)
);
});
this.ctx.stroke();
// our fruit has a nice animation to it between .8 and 1.2 scale
const ms=Date.now();
const fruitScale=Math.sin(ms/400*Math.PI)*.2+1
const fruit=assets.get('fruit');
this.fruits.forEach(([x, y]) => {
this.ctx.drawImage(
fruit,
offsetX+cellSize*x+(1-fruitScale)*cellSize/2,
offsetY+cellSize*y+(1-fruitScale)*cellSize/2,
cellSize*fruitScale,
cellSize*fruitScale
replaceTilesOfType(type, newType) {
this.world.forEach(l =>
l.forEach((t, i) => {
if(t==type) l[i]=newType;
})
);
});
// show the timer
if(this.rules.winCondition=='time') {
if(config.getS('appearance.timer')=='border' || config.getS('appearance.timer')=='both') {
let remaining=(this.rules.gameDuration-this.playTime)/this.rules.gameDuration;
const w=this.dimensions[0]*cellSize;
const h=this.dimensions[1]*cellSize;
const p=w*2+h*2;
const wp=w/p;
const hp=h/p;
const pdst=(st, ed, frac) =>
(ed-st)*frac+st;
this.ctx.strokeStyle='#930a16';
this.ctx.lineJoin='miter';
this.ctx.lineCap='round';
this.ctx.lineWidth=5;
this.ctx.beginPath();
this.ctx.moveTo(this.canvas.width/2, offsetY+2);
let sp=Math.min(wp/2, remaining);
remaining-=sp;
this.ctx.lineTo(pdst(this.canvas.width/2, w+offsetX-2, sp/wp*2), offsetY+2);
if(remaining) {
sp=Math.min(hp, remaining);
remaining-=sp;
this.ctx.lineTo(w+offsetX-2, pdst(offsetY+2, offsetY+h-2, sp/hp));
}
if(remaining) {
sp=Math.min(wp, remaining);
remaining-=sp;
this.ctx.lineTo(pdst(w+offsetX-2, offsetX+2, sp/wp), offsetY+h-2);
}
if(remaining) {
sp=Math.min(hp, remaining);
remaining-=sp;
this.ctx.lineTo(offsetX+2, pdst(offsetY+h-2, offsetY+2, sp/hp));
}
if(remaining) {
this.ctx.lineTo(pdst(offsetX+2, this.canvas.width/2, remaining/wp*2), offsetY+2);
}
this.ctx.stroke();
}
if(config.getS('appearance.timer')=='number' || config.getS('appearance.timer')=='both') {
let remaining=''+Math.ceil((this.rules.gameDuration-this.playTime)/1000);
while(remaining.length<(''+this.rules.gameDuration/1000).length) remaining='0'+remaining;
this.ctx.fillStyle='#930a16';
this.ctx.textAlign='center';
this.ctx.textBaseline='middle';
this.ctx.font='4rem "Fira Code"';
this.ctx.fillText(remaining, this.canvas.width/2, this.canvas.height/2);
}
}
// draw the border around our game area
this.ctx.fillStyle='black';
this.ctx.fillRect(0, 0, this.canvas.width, offsetY);
this.ctx.fillRect(0, 0, offsetX, this.canvas.height);
this.ctx.fillRect(offsetX+cellSize*this.dimensions[0], 0, offsetX, this.canvas.height);
this.ctx.fillRect(0, offsetY+cellSize*this.dimensions[1], this.canvas.width, offsetY);
draw() {
require('renderer').draw(this, this.canvas, this.ctx);
}
step() {
@ -513,12 +209,12 @@ class SnekGame {
// compute our new head
let head;
if(!this.portaled && [PORTAL_A_S, PORTAL_B_S, PORTAL_C_S, PORTAL_D_S].includes(this.world[this.snake[0][0]][this.snake[0][1]])) {
const tile=this.world[this.snake[0][0]][this.snake[0][1]];
if(tile==PORTAL_A_S) head=this.portals.b;
if(tile==PORTAL_B_S) head=this.portals.a;
if(tile==PORTAL_C_S) head=this.portals.d;
if(tile==PORTAL_D_S) head=this.portals.c;
if(!this.portaled && isPortal(this.getTileA(this.snake[0]))) {
const tile=this.getTileA(this.snake[0]);
if(tile==T.PORTAL_A_S) head=this.portals.b;
if(tile==T.PORTAL_B_S) head=this.portals.a;
if(tile==T.PORTAL_C_S) head=this.portals.d;
if(tile==T.PORTAL_D_S) head=this.portals.c;
this.portaled=true;
} else {
head=[
@ -530,37 +226,7 @@ class SnekGame {
// get our tail out of the way
const tail=this.snake.pop();
switch(this.world[tail[0]][tail[1]]) {
case HOLE_S:
this.world[tail[0]][tail[1]]=HOLE;
break;
case FLAMMABLE_S:
this.world[tail[0]][tail[1]]=FLAMMABLE;
break;
case PORTAL_A_S:
this.world[tail[0]][tail[1]]=PORTAL_A;
break;
case PORTAL_B_S:
this.world[tail[0]][tail[1]]=PORTAL_B;
break;
case PORTAL_C_S:
this.world[tail[0]][tail[1]]=PORTAL_C;
break;
case PORTAL_D_S:
this.world[tail[0]][tail[1]]=PORTAL_D;
break;
case SWITCH_ON_S:
this.world[tail[0]][tail[1]]=SWITCH_ON;
break;
case SWITCH_OFF_S:
this.world[tail[0]][tail[1]]=SWITCH_OFF;
break;
case SPIKES_OFF_S:
this.world[tail[0]][tail[1]]=SPIKES_OFF;
break;
default:
this.world[tail[0]][tail[1]]=EMPTY;
}
this.putTileA(tail, nonSnakeVersion(this.getTileA(tail)));
// check for out of world conditions
if(head[0]<0 || head[0]>=this.dimensions[0] || head[1]<0 || head[1]>=this.dimensions[1]) {
@ -572,74 +238,72 @@ class SnekGame {
}
}
switch(this.world[head[0]][head[1]]) {
let tile=this.getTileA(head);
switch(getType(tile)) {
// you hit, you die
case WALL: return this.die("thought walls were edible", "hit a wall");
case FIRE: return this.die("burned to a crisp", "hit fire");
case DOOR: return this.die("forgot to OPEN the door", "hit a door");
case SPIKES_ON: return this.die("thought they were a girl's drink in a nightclub", "hit spikes");
case 'wall':
switch(tile) {
case T.WALL: return this.die("thought walls were edible", "hit a wall");
case T.FIRE: return this.die("burned to a crisp", "hit fire");
case T.DOOR: return this.die("forgot to OPEN the door", "hit a door");
case T.SPIKES_ON: return this.die("thought they were a girl's drink in a nightclub", "hit spikes");
}
// congratilations, you played yourself!
case SNAKE:
case HOLE_S:
case FLAMMABLE_S:
case PORTAL_A_S:
case PORTAL_B_S:
case PORTAL_C_S:
case PORTAL_D_S:
case SWITCH_OFF_S:
case SWITCH_ON_S:
case SPIKES_OFF_S:
case 'snake':
return this.die("achieved every dog's dream", "ate their own tail");
// if either 3 consecutive segments or the whole snake is on a hole, you die
case HOLE:
case 'hole':
if(
this.snake.length==0 ||
this.snake.length==1 &&
this.world[this.snake[0][0]][this.snake[0][1]]==HOLE_S ||
this.getTileA(this.snake[0])==T.HOLE_S ||
this.snake.length>=2 &&
this.world[this.snake[0][0]][this.snake[0][1]]==HOLE_S &&
this.world[this.snake[1][0]][this.snake[1][1]]==HOLE_S
this.getTileA(this.snake[0])==T.HOLE_S &&
this.getTileA(this.snake[1])==T.HOLE_S
) return this.die("fell harder than their grades", "fell in a hole");
break;
// you eat, you get a massive score boost
case SUPER_FOOD:
case 'bonus':
this.putTileA(head, T.EMPTY);
switch(tile) {
case T.SUPER_FOOD:
this.score+=10;
break;
// you eat, you get a small score boost
case DECAY_FOOD:
case T.DECAY_FOOD:
this.score+=5;
this.decayFood=this.decayFood.filter(
([x, y, _]) => !(x==head[0] && y==head[1])
);
break;
} break;
// you eat, you destroy all doors
case KEY:
this.getTilesOfType(DOOR).forEach(([x, y]) => this.world[x][y]=EMPTY);
case 'key':
this.putTileA(head, T.EMPTY);
this.replaceTilesOfType(T.DOOR, T.EMPTY);
break;
// you step on, you trigger
case SWITCH_ON:
case SWITCH_OFF: {
this.world[head[0]][head[1]]=this.world[head[0]][head[1]]==SWITCH_ON?SWITCH_OFF:SWITCH_ON;
if(this.getTilesOfType(SPIKES_OFF_S).length) return this.die("spiked themselves", "activated spikes");
const oldSpikes=this.getTilesOfType(SPIKES_ON);
this.getTilesOfType(SPIKES_OFF).forEach(([x, y]) => this.world[x][y]=SPIKES_ON);
oldSpikes.forEach(([x, y]) => this.world[x][y]=SPIKES_OFF);
case 'switch': {
this.putTileA(head, tile==T.SWITCH_ON?T.SWITCH_OFF:T.SWITCH_ON);
if(this.getTilesOfType(T.SPIKES_OFF_S).length) return this.die("spiked themselves", "activated spikes");
const oldSpikes=this.getTilesOfType(T.SPIKES_ON);
this.replaceTilesOfType(T.SPIKES_OFF, T.SPIKES_ON);
oldSpikes.forEach(pos => this.putTileA(pos, T.SPIKES_OFF));
} break;
// you eat, you grow
case FOOD:
// re-grow the snake partially (can't hit the tail, but it's there for all other intents and purposes
case 'food':
// re-grow the snake
this.snake.push(tail);
this.putTileA(tail, snakeVersion(this.getTileA(tail)));
this.length++;
// remove the fruit from existence
this.world[head[0]][head[1]]=SNAKE;
this.putTileA(head, T.EMPTY);
this.fruits=this.fruits.filter(
([x, y]) => !(x==head[0] && y==head[1])
);
@ -649,26 +313,26 @@ class SnekGame {
// custom rules
if(this.rules.fruitRegrow) {
const emptyCells=this.getTilesOfType(EMPTY);
const emptyCells=this.getTilesOfType(T.EMPTY);
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.fruits.push(cell);
this.world[cell[0]][cell[1]]=FOOD;
this.putTileA(cell, T.FOOD);
}
if(this.rules.superFruitGrow) {
if(Math.random()<.1) { // 10% chance
const emptyCells=this.getTilesOfType(EMPTY);
const emptyCells=this.getTilesOfType(T.EMPTY);
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.world[cell[0]][cell[1]]=SUPER_FOOD;
this.putTileA(cell, T.SUPER_FOOD);
}
}
if(this.rules.decayingFruitGrow) {
if(Math.random()<.2) { // 20% chance
const emptyCells=this.getTilesOfType(EMPTY);
const emptyCells=this.getTilesOfType(T.EMPTY);
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.world[cell[0]][cell[1]]=DECAY_FOOD;
this.putTileA(cell, T.DECAY_FOOD);
this.decayFood.push([cell[0], cell[1], this.playTime]);
}
}
@ -680,43 +344,14 @@ class SnekGame {
}
// move our head forward
switch(this.world[head[0]][head[1]]) {
case HOLE:
this.world[head[0]][head[1]]=HOLE_S;
break;
case FLAMMABLE:
this.world[head[0]][head[1]]=FLAMMABLE_S;
break;
case PORTAL_A:
this.world[head[0]][head[1]]=PORTAL_A_S;
break;
case PORTAL_B:
this.world[head[0]][head[1]]=PORTAL_B_S;
break;
case PORTAL_C:
this.world[head[0]][head[1]]=PORTAL_C_S;
break;
case PORTAL_D:
this.world[head[0]][head[1]]=PORTAL_D_S;
break;
case SWITCH_ON:
this.world[head[0]][head[1]]=SWITCH_ON_S;
break;
case SWITCH_OFF:
this.world[head[0]][head[1]]=SWITCH_OFF_S;
break;
case SPIKES_OFF:
this.world[head[0]][head[1]]=SPIKES_OFF_S;
break;
default:
this.world[head[0]][head[1]]=SNAKE;
}
tile=this.getTileA(head);
this.putTileA(head, snakeVersion(tile));
this.snake.unshift(head);
// decay decaying food
this.decayFood.forEach(
([x, y, birth]) => {
if(this.playTime>=birth+2000) this.world[x][y]=EMPTY;
if(this.playTime>=birth+2000) this.putTile(x, y, T.EMPTY);
}
);
this.decayFood=this.decayFood.filter(
@ -737,15 +372,15 @@ class SnekGame {
if(this.tickId%this.rules.fireTickSpeed==0) {
const touchingFire=([x, y]) => {
const surrounding=[
this.world[x][y-1],
this.world[x][y+1],
(this.world[x-1]||[])[y],
(this.world[x+1]||[])[y]
this.getTile(x, y-1),
this.getTile(x, y+1),
this.getTile(x-1, y),
this.getTile(x-1, y)
];
return surrounding.some(tile => tile==FIRE);
return surrounding.some(tile => tile==T.FIRE);
};
if(this.getTilesOfType(FLAMMABLE_S).some(touchingFire)) return this.die("didn't know oil was flammable", "stood on oil when it caught on fire");
this.getTilesOfType(FLAMMABLE).filter(touchingFire).forEach(([x, y]) => this.world[x][y]=FIRE);
if(this.getTilesOfType(T.FLAMMABLE_S).some(touchingFire)) return this.die("didn't know oil was flammable", "stood on oil when it caught on fire");
this.getTilesOfType(T.FLAMMABLE).filter(touchingFire).forEach(pos => this.putTileA(pos, T.FIRE));
}
// THE WORLD!

@ -0,0 +1,221 @@
const [
EMPTY, SNAKE,
FOOD, SUPER_FOOD, DECAY_FOOD,
WALL,
FIRE, FLAMMABLE, FLAMMABLE_S,
HOLE, HOLE_S,
PORTAL_A, PORTAL_A_S, PORTAL_B, PORTAL_B_S, PORTAL_C, PORTAL_C_S, PORTAL_D, PORTAL_D_S,
KEY, DOOR,
SWITCH_ON, SWITCH_ON_S, SWITCH_OFF, SWITCH_OFF_S, SPIKES_OFF, SPIKES_OFF_S, SPIKES_ON
]=Array(255).keys();
const tiles={
EMPTY, SNAKE,
FOOD, SUPER_FOOD, DECAY_FOOD,
WALL,
FIRE, FLAMMABLE, FLAMMABLE_S,
HOLE, HOLE_S,
PORTAL_A, PORTAL_A_S, PORTAL_B, PORTAL_B_S, PORTAL_C, PORTAL_C_S, PORTAL_D, PORTAL_D_S,
KEY, DOOR,
SWITCH_ON, SWITCH_ON_S, SWITCH_OFF, SWITCH_OFF_S, SPIKES_OFF, SPIKES_OFF_S, SPIKES_ON
};
const tileNames=(() => {
let tileNames=[];
Object.keys(tiles).forEach(key => tileNames[tiles[key]]=key);
return tileNames;
})();
const getName=t =>
tileNames[t] || `Unknown tile ${t}`;
const forChar=c => {
switch(c) {
case ' ': return EMPTY;
case 'f': return FOOD;
case 'F': return SUPER_FOOD;
case 'd': return DECAY_FOOD;
case 'w': return WALL;
case 'o': return HOLE;
case 'i': return FIRE;
case 'I': return FLAMMABLE;
case 'A': return PORTAL_A;
case 'B': return PORTAL_B;
case 'C': return PORTAL_C;
case 'D': return PORTAL_D;
case 'k': return KEY;
case 'K': return DOOR;
case 's': return SWITCH_OFF;
case 'S': return SPIKES_ON;
case 't': return SPIKES_OFF;
}
throw TypeError(`'${c}' doesn't correspond to any tile`);
};
const charFor=t => {
switch(t) {
case EMPTY: return ' ';
case FOOD: return 'f';
case SUPER_FOOD: return 'F';
case DECAY_FOOD: return 'd';
case WALL: return 'w';
case HOLE: return 'o';
case FIRE: return 'i';
case FLAMMABLE: return 'I';
case PORTAL_A: return 'A';
case PORTAL_B: return 'B';
case PORTAL_C: return 'C';
case PORTAL_D: return 'D';
case KEY: return 'k';
case DOOR: return 'K';
case SWITCH_OFF: return 's';
case SPIKES_ON: return 'S';
case SPIKES_OFF: return 't';
}
throw TypeError(`'${getName(t)}' doesn't have a corresponding character'`);
};
const snakeVersion=t => {
switch(t) {
case EMPTY: return SNAKE;
case HOLE: return HOLE_S;
case FLAMMABLE: return FLAMMABLE_S;
case PORTAL_A: return PORTAL_A_S;
case PORTAL_B: return PORTAL_B_S;
case PORTAL_C: return PORTAL_C_S;
case PORTAL_D: return PORTAL_D_S;
case SWITCH_OFF: return SWITCH_OFF_S;
case SWITCH_ON: return SWITCH_ON_S;
case SPIKES_OFF: return SPIKES_OFF_S;
}
throw TypeError(`'${getName(t)}' doesn't have a snake version'`);
};
const nonSnakeVersion=t => {
switch(t) {
case SNAKE: return EMPTY;
case HOLE_S: return HOLE;
case FLAMMABLE_S: return FLAMMABLE;
case PORTAL_A_S: return PORTAL_A;
case PORTAL_B_S: return PORTAL_B;
case PORTAL_C_S: return PORTAL_C;
case PORTAL_D_S: return PORTAL_D;
case SWITCH_OFF_S: return SWITCH_OFF;
case SWITCH_ON_S: return SWITCH_ON;
case SPIKES_OFF_S: return SPIKES_OFF;
}
throw TypeError(`'${getName(t)}' doesn't have a non-snake version'`);
};
const isSnakeVersion=t => {
switch(t) {
case SNAKE:
case HOLE_S:
case FLAMMABLE_S:
case PORTAL_A_S: case PORTAL_B_S: case PORTAL_C_S: case PORTAL_D_S:
case SWITCH_OFF_S: case SWITCH_ON_S:
case SPIKES_OFF_S:
return true;
}
return false;
};
const isNonSnakeVersion=t => {
switch(t) {
case EMPTY:
case HOLE:
case FLAMMABLE:
case PORTAL_A: case PORTAL_B: case PORTAL_C: case PORTAL_D:
case SWITCH_OFF: case SWITCH_ON:
case SPIKES_OFF:
return true;
}
return false;
};
const isSafe=t => {
switch(t) {
case EMPTY:
case HOLE:
case FLAMMABLE:
case PORTAL_A: case PORTAL_B: case PORTAL_C: case PORTAL_D:
case SWITCH_OFF: case SWITCH_ON:
case SPIKES_OFF:
case FOOD: case SUPER_FOOD: case DECAY_FOOD:
case KEY:
return true;
}
return false;
};
const isWall=t => {
switch(t) {
case WALL:
case FIRE:
case DOOR:
case SPIKES_ON:
return true;
}
return false;
};
const getType=t => {
if(isSnakeVersion(t)) return 'snake';
if(isWall(t)) return 'wall';
switch(t) {
case EMPTY:
case FLAMMABLE:
case SPIKES_OFF:
return 'empty';
case FOOD:
return 'food';
case SUPER_FOOD:
case DECAY_FOOD:
return 'bonus';
case HOLE:
return 'hole';
case PORTAL_A:
case PORTAL_B:
case PORTAL_C:
case PORTAL_D:
return 'portal';
case KEY:
return 'key';
case SWITCH_ON:
case SWITCH_OFF:
return 'switch';
}
throw TypeError(`'${getName(t)}' isn't a valid tile`);
};
const isPortal=t => {
switch(t) {
case PORTAL_A:
case PORTAL_B:
case PORTAL_C:
case PORTAL_D:
case PORTAL_A_S:
case PORTAL_B_S:
case PORTAL_C_S:
case PORTAL_D_S:
return true;
}
return false;
};
return module.exports={
tiles,
tileNames, getName,
forChar, charFor,
snakeVersion, nonSnakeVersion, isSnakeVersion, isNonSnakeVersion,
isSafe, isWall, isPortal,
getType
};
Loading…
Cancel
Save