added flammable tiles (closes #1)
This commit is contained in:
@@ -5,6 +5,7 @@ const assetSpecs=[
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{ name: 'superFruit', filename: 'peach-rainbow-anim.png', type: 'image' },
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{ name: 'decayFruit', filename: 'peach-decay-anim.png', type: 'image' },
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{ name: 'wall', filename: 'wall32.png', type: 'image' },
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{ name: 'flammable', filename: 'oil32.png', type: 'image' },
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{ name: 'hole', filename: 'hole-ts.png', type: 'image' },
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{ name: 'fire', filename: 'fire-anim.png', type: 'image' },
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{ name: 'snake', filename: 'snake.json', type: 'json' },
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+51
-22
@@ -1,4 +1,4 @@
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const [EMPTY, FOOD, SUPER_FOOD, DECAY_FOOD, WALL, FIRE, HOLE, HOLE_S, SNAKE]=Array(255).keys();
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const [EMPTY, FOOD, SUPER_FOOD, DECAY_FOOD, WALL, FIRE, FLAMMABLE, FLAMMABLE_S, HOLE, HOLE_S, SNAKE]=Array(255).keys();
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class SnekGame {
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constructor(settings, canvas, rules) {
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@@ -22,6 +22,7 @@ class SnekGame {
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case 'w': return WALL;
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case 'o': return HOLE;
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case 'i': return FIRE;
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case 'I': return FLAMMABLE;
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}
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})();
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}
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@@ -65,8 +66,9 @@ class SnekGame {
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// add the holes
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if(settings.holes) settings.holes.forEach(([x, y]) => this.world[x][y]=HOLE);
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// add the fires
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// add the fires and flammable tiles
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if(settings.fires) settings.fires.forEach(([x, y]) => this.world[x][y]=FIRE);
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if(settings.flammable) settings.flammable.forEach(([x, y]) => this.world[x][y]=FLAMMABLE);
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// add the food
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settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
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@@ -117,7 +119,7 @@ class SnekGame {
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worldWrap: true,
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winCondition: 'none',
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scoreSystem: 'fruit',
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netPlay: false,
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fireTickSpeed: 10,
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autoSizeGrow: false,
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autoSpeedIncrease: false
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}, rules, settings.rules || {});
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@@ -127,6 +129,19 @@ class SnekGame {
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return Date.now()-this.firstStep;
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}
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getTilesOfType(type) {
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return this
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.world
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.map(
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(l, x) => l
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.map(
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(r, y) => r==type?[x,y]:null
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).filter(
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a => a
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)
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).flat();
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}
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draw() {
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const assets=require('assets');
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const config=require('config');
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@@ -170,6 +185,7 @@ class SnekGame {
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const wall=assets.get('wall');
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const hole=assets.get('hole');
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const fire=assets.get('fire');
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const flammable=assets.get('flammable');
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const superFruit=assets.get('superFruit');
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const decayFruit=assets.get('decayFruit');
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const putTile=(x, y, tile) => this.ctx.drawImage(
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@@ -221,6 +237,11 @@ class SnekGame {
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// however, the tileset only handles convex shapes
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}
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case FLAMMABLE:
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case FLAMMABLE_S:
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putTile(x, y, flammable);
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break;
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case SUPER_FOOD:
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putTileAnim(x, y, superFruit);
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break;
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@@ -228,12 +249,12 @@ class SnekGame {
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}
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}
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// draw our decaying fruits
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// draw our decaying fruits (they have more information than just XY, so they need to be drawn here
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this.decayFood.forEach(([x, y, birth]) =>
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putTileAnimPercent(x, y, decayFruit, (this.playTime-birth)/2000)
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);
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// draw our snake
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// draw our snake (it gets drawn completely differently, so here it goes)
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const snake=assets.get('snake');
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this.ctx.fillStyle=snake.color;
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this.ctx.strokeStyle=snake.color;
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@@ -367,6 +388,9 @@ class SnekGame {
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case HOLE_S:
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this.world[tail[0]][tail[1]]=HOLE;
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break;
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case FLAMMABLE_S:
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this.world[tail[0]][tail[1]]=FLAMMABLE;
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break;
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default:
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this.world[tail[0]][tail[1]]=EMPTY;
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}
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@@ -416,9 +440,8 @@ class SnekGame {
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// you eat, you grow
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case FOOD:
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// re-grow the snake
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// re-grow the snake partially (can't hit the tail, but it's there for all other intents and purposes
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this.snake.push(tail);
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this.world[tail[0]][tail[1]]=SNAKE;
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this.length++;
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// remove the fruit from existence
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@@ -430,21 +453,9 @@ class SnekGame {
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// increase score
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this.score++;
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// list empty cells
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const getEmptyCells=() =>
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this.world
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.map(
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(l, x) => l
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.map(
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(r, y) => r==EMPTY?[x,y]:null
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).filter(
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a => a
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)
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).flat();
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// custom rules
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if(this.rules.fruitRegrow) {
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const emptyCells=getEmptyCells();
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const emptyCells=this.getTilesOfType(EMPTY);
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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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@@ -453,7 +464,7 @@ class SnekGame {
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if(this.rules.superFruitGrow) {
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if(Math.random()<.1) { // 10% chance
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const emptyCells=getEmptyCells();
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const emptyCells=this.getTilesOfType(EMPTY);
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const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
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this.world[cell[0]][cell[1]]=SUPER_FOOD;
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}
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@@ -461,7 +472,7 @@ class SnekGame {
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if(this.rules.decayingFruitGrow) {
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if(Math.random()<.2) { // 20% chance
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const emptyCells=getEmptyCells();
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const emptyCells=this.getTilesOfType(EMPTY);
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const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
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this.world[cell[0]][cell[1]]=DECAY_FOOD;
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this.decayFood.push([cell[0], cell[1], this.playTime]);
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@@ -479,6 +490,9 @@ class SnekGame {
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case HOLE:
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this.world[head[0]][head[1]]=HOLE_S;
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break;
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case FLAMMABLE:
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this.world[head[0]][head[1]]=FLAMMABLE_S;
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break;
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default:
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this.world[head[0]][head[1]]=SNAKE;
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}
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@@ -504,6 +518,21 @@ class SnekGame {
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if(this.tickId%this.rules.autoSizeGrowTicks==0) this.snake.push(tail);
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}
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// fire tick
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if(this.tickId%this.rules.fireTickSpeed==0) {
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const touchingFire=([x, y]) => {
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const surrounding=[
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this.world[x][y-1],
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this.world[x][y+1],
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(this.world[x-1]||[])[y],
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(this.world[x+1]||[])[y]
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];
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return surrounding.some(tile => tile==FIRE);
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};
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if(this.getTilesOfType(FLAMMABLE_S).some(touchingFire)) return this.die();
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this.getTilesOfType(FLAMMABLE).filter(touchingFire).forEach(([x, y]) => this.world[x][y]=FIRE);
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}
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// victory condition
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if(this.rules.winCondition=='fruit') {
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if(!this.fruits.length) return this.win();
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