57 Commits

Author SHA1 Message Date
Nathan DECHER 5775f6c96c added actual level 5 2020-04-08 16:31:40 +02:00
Nathan DECHER 363f85c06c updated help 2020-04-08 16:11:54 +02:00
Nathan DECHER 5cd4ac2dfe updated README.md 2020-04-08 15:59:29 +02:00
Nathan DECHER a5efd14fc8 added repo link 2020-04-08 15:35:06 +02:00
Nathan DECHER 03cb1b83b9 updated README.md 2020-04-08 15:32:00 +02:00
Nathan DECHER 5bf5f49f03 added a cancel option to popups (closes #28) 2020-04-08 15:12:50 +02:00
Nathan DECHER edd9d5c15a added Dockerfile (closes #27) 2020-04-07 20:09:02 +02:00
Nathan DECHER ea79ba1dfa added flammable tiles (closes #1) 2020-04-07 14:37:15 +02:00
Nathan DECHER a87b4679f4 added help page (closes #15) 2020-04-06 22:03:20 +02:00
Nathan DECHER e34e7e07bd removed Versus entry in level list 2020-04-06 21:56:46 +02:00
Nathan DECHER 0923ad56dd added config editor (closes #19) 2020-04-06 20:16:28 +02:00
Nathan DECHER 65b33afa05 fixed #21 2020-04-06 18:39:34 +02:00
Nathan DECHER 530260ac54 added decaying fruit 2020-04-06 15:17:21 +02:00
Nathan DECHER bf06218815 added super fruit (closes #8) 2020-04-06 14:40:48 +02:00
Nathan DECHER 2a9418c9c4 joystick overlay only appears on first touch 2020-04-06 14:01:08 +02:00
Nathan DECHER 338934866b added border and number timer (closes #14) 2020-04-06 13:56:36 +02:00
Nathan DECHER 23535d17d8 better ux for quick restart button 2020-04-06 12:05:36 +02:00
Nathan DECHER db655feedb fixed duplicate games (closes #20) 2020-04-06 12:02:22 +02:00
Nathan DECHER 6edd23f25f added joystick guide (closes #17) 2020-04-06 11:49:36 +02:00
Nathan DECHER 0578bfb6ad fixed broken watcher 2020-04-06 11:12:45 +02:00
Nathan DECHER d339dd0a06 added config manager (closes #18) and fixed crash at win 2020-04-06 10:58:44 +02:00
Nathan DECHER a7e2d1c201 fixed retry 2020-04-05 22:22:11 +02:00
Nathan DECHER 3a571a9c30 added quick restart and crosspad grid 2020-04-05 20:58:35 +02:00
Nathan DECHER b12ac2fab9 removed console.log which flooded the whole console 2020-04-05 18:31:06 +02:00
Nathan DECHER 2a67ab40ee added optional grid 2020-04-05 18:23:11 +02:00
Nathan DECHER 7dd95f262c fixed input 2020-04-05 18:22:37 +02:00
Nathan DECHER 4746f34537 refactored code and added win/lose popups 2020-04-05 16:14:39 +02:00
Nathan DECHER 40ec4fa09a updated default config 2020-04-05 00:46:24 +02:00
Nathan DECHER fe22b85387 added meta config 2020-04-05 00:35:56 +02:00
Nathan DECHER 41cb894ef9 added swipe mode 2020-04-05 00:35:40 +02:00
Nathan DECHER 3997e94a68 added win popup 2020-04-04 22:59:50 +02:00
Nathan DECHER 76f1765be7 added less as a dependency and updated docs 2020-03-27 18:16:48 +01:00
Nathan DECHER 45ab40ebcb fire animation should require less ressources 2020-03-27 00:09:19 +01:00
Nathan DECHER e34c6c75bb updated fire asset to make it look better 2020-03-26 20:12:31 +01:00
Nathan DECHER c5b94b59c5 animations are no longer all in sync 2020-03-26 20:12:19 +01:00
Nathan DECHER 02e72795cc added fire and a stub for level 5 2020-03-26 19:26:47 +01:00
Nathan DECHER f050baafbc it's a "simple" snake now 2020-03-26 18:20:48 +01:00
Nathan DECHER 0e0cd3a7d1 added level 4, which introduces the player to holes 2020-03-26 18:10:37 +01:00
Nathan DECHER fc50821ff0 added holes to the game 2020-03-26 18:05:12 +01:00
Nathan DECHER 95751be63e added config file 2020-03-26 12:54:23 +01:00
Nathan DECHER 93ba24a53a touchscreen is now in 45% quadrants and not the window diagonals 2020-03-26 12:17:54 +01:00
Nathan DECHER 352c3aa16d touchscreen input no longer buffers 2020-03-26 12:04:18 +01:00
Nathan DECHER 86cd935f03 added level 3, with the same layout as survival 2020-03-26 12:04:02 +01:00
Nathan DECHER 4bf204cae4 survival now has walls 2020-03-26 12:03:41 +01:00
Nathan DECHER bb932ff863 slowed down level 2 2020-03-26 12:03:29 +01:00
Nathan DECHER 6b7ff7e86d added touchscreen support 2020-03-26 10:47:22 +01:00
Nathan DECHER 1df62ff1fe added timed and improved survival 2020-03-26 10:47:10 +01:00
Nathan DECHER 10585fef98 fixed engine to limit input buffering in time 2020-03-26 10:46:50 +01:00
Nathan DECHER de390dff8a upgraded engine with input buffering and added arcade & survival 2020-03-25 19:29:55 +01:00
Nathan DECHER 03e0c97280 fixed engine and added level2 2020-03-25 18:29:28 +01:00
Nathan DECHER beb9598f69 base game working 2020-03-25 15:57:20 +01:00
Nathan DECHER daef55781e added progress bar 2020-03-24 13:01:24 +01:00
Nathan DECHER bd6d9f3399 added JS merger 2020-03-24 10:46:01 +01:00
Nathan DECHER 7362b4dc5c added core Snake code 2020-03-23 20:11:39 +01:00
Nathan DECHER fe2902cdea added icon as asset 2020-03-23 00:01:00 +01:00
Nathan DECHER becfaf9eaf added project structure 2020-03-22 23:57:39 +01:00
Nathan DECHER 7de127b93e updated README.md 2020-03-22 23:22:00 +01:00
51 changed files with 3640 additions and 1 deletions
+8
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node_modules/
public/assets/*.png
public/assets/*.json
public/css/*.css
public/js/*.js
public/favicon.ico
build/*.png
+3
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@@ -0,0 +1,3 @@
FROM alpine:3.11.5
RUN apk add --no-cache nodejs npm git imagemagick make && git clone https://gitdab.com/Codinget/Snek /snek && cd /snek && npm i && make && apk del git make imagemagick && printf '#!/bin/sh\ncd /snek\nnpm start\n' > start.sh && chmod +x start.sh
CMD /snek/start.sh
+72
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@@ -0,0 +1,72 @@
.PHONY: all clean
FIRE_ANIM = $(foreach angle, $(shell seq 0 6 359), build/fire$(angle).png)
PEACH_DECAY_ANIM = $(foreach percent, $(shell seq 99 -1 0), build/peach-decay$(percent).png)
PEACH_RAINBOW_ANIM = $(foreach percent, $(shell seq 100 2 299), build/peach-rainbow$(percent).png)
IMAGES = $(foreach name, apple wall oil, public/assets/$(name)32.png)
TILESETS = $(foreach name, hole, public/assets/$(name)-ts.png)
ANIMATIONS = $(foreach name, fire peach-decay peach-rainbow, public/assets/$(name)-anim.png)
JSON = $(foreach name, snake levelList config metaConfig, public/assets/$(name).json)
ICON = public/assets/icon32.png public/assets/icon256.png public/favicon.ico
CSS = public/css/snek.css
JS = public/js/snek.js
OUTPUT = $(IMAGES) $(TILESETS) $(ANIMATIONS) $(JSON) $(ICON) $(CSS) $(JS)
all: images tilesets animations json icon css js
images: $(IMAGES)
tilesets: $(TILESETS)
animations: $(ANIMATIONS)
json: $(JSON)
icon: $(ICON)
css: $(CSS)
js: $(JS)
public/favicon.ico: assets/icon.jpg
convert $^ -resize 32x $@
public/assets/%32.png: assets/%.png
convert $^ -resize 32x $@
public/assets/%256.png: assets/%.png
convert $^ -resize 256x $@
public/assets/%32.png: assets/%.jpg
convert $^ -resize 32x $@
public/assets/%256.png: assets/%.jpg
convert $^ -resize 256x $@
public/assets/%-ts.png: assets/%.png
convert $^ -scale 32x $@
public/assets/fire-anim.png: $(FIRE_ANIM)
convert $^ -append $@
build/fire%.png: assets/fire.png
convert $^ -distort ScaleRotateTranslate $(shell echo $@ | sed 's/[^0-9]*//g') -resize 32x $@
public/assets/peach-decay-anim.png: $(PEACH_DECAY_ANIM)
convert $^ -append $@
build/peach-decay%.png: assets/peach.png
convert $^ -modulate 100,$(shell echo $@ | sed 's/[^0-9]*//g') -resize 32x $@
public/assets/peach-rainbow-anim.png: $(PEACH_RAINBOW_ANIM)
convert $^ -append $@
build/peach-rainbow%.png: assets/peach.png
convert $^ -modulate 100,100,$(shell echo $@ | sed 's/[^0-9]*//g') -resize 32x $@
public/assets/%.json: assets/%.json
cp $^ $@
public/css/snek.css: src/less/snek.less $(wildcard src/less/*.less)
node_modules/.bin/lessc $< $@
public/js/snek.js: $(wildcard src/js/*.js)
node mergejs.js $^ > $@
clean:
rm -f build/*.*
rm -f $(OUTPUT)
+35 -1
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@@ -1,3 +1,37 @@
# Snek # Snek
![Snek icon, Miia from Mon Musu](assets/icon.jpg)
A simple Snake, done as my final JS class project A "simple" Snake, done as my final JS class project
[Original subject](https://perso.liris.cnrs.fr/pierre-antoine.champin/enseignement/intro-js/s6.html)
## Features
- 60 FPS 2D animations
- arcade and speedrun game modes
- touchscreen and controller support
- playable at [snek.codinget.me](https://snek.codinget.me)
## Dev dependencies
- All the POSIX tools, most importantly a POSIX-compliant shell, `echo`, `rm`, `seq` and `sed`
- Busybox is known to work
- GNU Coreutils are known to work
- On Windows, WSL is known to work
- Imagemagick, with the `convert` tool in the PATH
- Make
- Node.js and npm, both in the PATH
- Node.js 10 and 12 are known to work
## Running the game (dev)
- `git clone` this repo
- `npm install` the dependencies
- `make` the ressources
- `npm start` the server
## Running the game (prod)
- Get the [Dockerfile](https://gitdab.com/Codinget/Snek/raw/branch/master/Dockerfile)
- `docker build` it
- `docker run -it -p80:3000` the container
- ideally, put it behind a reverse proxy
## License
[MIT](https://opensource.org/licenses/MIT)
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+21
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{
"input.touchscreen.crosspad.enabled": false,
"input.touchscreen.crosspad.overlay": true,
"input.touchscreen.joystick.enabled": true,
"input.touchscreen.joystick.overlay": true,
"input.touchscreen.joystick.deadzone": 10,
"input.touchscreen.swipe.enabled": false,
"input.touchscreen.swipe.deadzone": 50,
"input.gamepad.enabled": true,
"input.gamepad.deadzone": 0.5,
"input.keyboard.enabled": true,
"input.buffer": false,
"appearance.grid": "none",
"appearance.timer": "both"
}
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+41
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{
"speedrun": {
"desc": "Get all the fruits as fast as possible without touching the walls",
"rules": {
"fruitRegrow": false,
"speedIncrease": false,
"worldWrap": false,
"winCondition": "fruit",
"scoreSystem": "speedrun"
},
"levelFilename": "level<n>.json",
"levelDisplay": "Level <n>",
"levels": [
1, 2, 3, 4, 5
],
"nextLevel": true
},
"arcade": {
"desc": "Have fun just like in the good ol' days, walls wrap around, fruits respawn and speed increases",
"rules": {
"fruitRegrow": true,
"speedIncrease": true,
"speedMultiplier": 0.9,
"speedCap": 50,
"worldWrap": true
},
"levelFilename": "arcade-<l>.json",
"levelDisplay": "<n>",
"levels": [
"Arcade",
"Timed",
"Survival"
],
"nextLevel": false,
"levelDesc": [
"The old classic, try to get as high as a score as you can",
"Get a score as high as you can in 30 seconds",
"Survive for as long as you can in an increasingly difficult game"
]
}
}
+133
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{
"input": {
"name": "Input settings"
},
"input.buffer": {
"name": "Enable input buffering",
"type": "boolean"
},
"input.touchscreen": {
"name": "Touchscreen settings"
},
"input.touchscreen.crosspad": {
"name": "Crosspad mode"
},
"input.touchscreen.crosspad.enabled": {
"name": "Enable crosspad",
"type": "boolean",
"excludes": [
"input.touchscreen.joystick.enabled",
"input.touchscreen.swipe.enabled"
]
},
"input.touchscreen.crosspad.overlay": {
"name": "Show overlay",
"type": "boolean",
"parent": "input.touchscreen.crosspad.enabled"
},
"input.touchscreen.joystick": {
"name": "Joystick mode"
},
"input.touchscreen.joystick.enabled": {
"name": "Enable joystick",
"type": "boolean",
"excludes": [
"input.touchscreen.crosspad.enabled",
"input.touchscreen.swipe.enabled"
]
},
"input.touchscreen.joystick.overlay": {
"name": "Show overlay",
"type": "boolean",
"parent": "input.touchscreen.joystick.enabled"
},
"input.touchscreen.joystick.deadzone": {
"name": "Deadzone",
"type": "number",
"parent": "input.touchscreen.joystick.enabled",
"bounds": {
"min": 1,
"max": 100,
"inc": 1
}
},
"input.touchscreen.swipe": {
"name": "Swipe mode"
},
"input.touchscreen.swipe.enabled": {
"name": "Enable swipe",
"type": "boolean",
"excludes": [
"input.touchscreen.crosspad.enabled",
"input.touchscreen.joystick.enabled"
]
},
"input.touchscreen.swipe.deadzone": {
"name": "Deadzone",
"type": "number",
"parent": "input.touchscreen.swipe.enabled",
"bounds": {
"min": 1,
"max": 100,
"inc": 1
}
},
"input.gamepad": {
"name": "Gamepad settings"
},
"input.gamepad.enabled": {
"name": "Enable gamepad",
"type": "boolean"
},
"input.gamepad.deadzone": {
"name": "Deadzone",
"type": "number",
"parent": "input.gamepad.enabled",
"bounds": {
"min": 0,
"max": 1,
"inc": 0.1
}
},
"input.keyboard": {
"name": "Keyboard settings"
},
"input.keyboard.enabled": {
"name": "Enable keyboard",
"type": "boolean"
},
"appearance": {
"name": "Appearance"
},
"appearance.grid": {
"name": "Grid type",
"type": "choice",
"bounds": {
"choices": [
"none",
"grid",
"checkerboard"
]
}
},
"appearance.timer": {
"name": "Timer display",
"type": "choice",
"bounds": {
"choices": [
"none",
"border",
"number",
"both"
]
}
}
}
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+8
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{
"color": "#fba49b",
"join": "round",
"cap": "round",
"headSize": 0.8,
"tailSize": 0.4,
"tailWrapSize": 0.1
}
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+10
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const express=require('express');
const app=express();
const PORT=process.env.PORT || 3000;
app.use(express.static('public'));
app.listen(PORT, () => {
console.log(`Listening on 0.0.0.0:${PORT}`);
});
+16
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{
"dimensions": [32, 32],
"delay": 200,
"food": [
[16, 16]
],
"snake": [
[16, 12],
[16, 11],
[16, 10]
],
"rules": {
"superFruitGrow": true,
"decayingFruitGrow": true
}
}
+49
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@@ -0,0 +1,49 @@
{
"world": [
" w ",
" w ",
" wwwwwww w wwwwwww ",
" w w ",
" w w ",
" w wwwwwwwwwwwww w ",
" w w ",
" w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
"www w wwwwwwwwwwwwwww w www",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w ",
" w w ",
" w wwwwwwwwwwwww w ",
" w w ",
" w w ",
" wwwwwww w wwwwwww ",
" w ",
" w "
],
"delay": 200,
"snake": [
[16, 3],
[15, 3],
[14, 3]
],
"rules": {
"worldWrap": false,
"autoSpeedIncrease": true,
"autoSpeadIncreaseTicks": 10,
"autoSizeGrow": true,
"autoSizeGrowTicks": 100,
"scoreSystem": "survival"
}
}
+17
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@@ -0,0 +1,17 @@
{
"dimensions": [32, 32],
"delay": 100,
"food": [
[16, 5]
],
"snake": [
[16, 12],
[16, 11],
[16, 10]
],
"rules": {
"speedMultiplier": 0.8,
"gameDuration": 30000,
"winCondition": "time"
}
}
+15
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@@ -0,0 +1,15 @@
{
"dimensions": [80, 40],
"delay": 200,
"walls": [
[5,5], [5,6], [5,7], [5,8], [70, 35], [71, 35], [72, 35]
],
"food": [
[10,10]
],
"snake": [
[60,20],
[60,19],
[60,18]
]
}
+23
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@@ -0,0 +1,23 @@
{
"world": [
" ",
" f ",
" fw w wf ",
" ",
" ",
" ",
" ",
" ",
" ",
" ",
" w ",
" f "
],
"snake": [
[6,6],
[6,7],
[6,8],
[6,9]
],
"delay": 150
}
+41
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@@ -0,0 +1,41 @@
{
"world": [
" w ",
" w ",
" wwwwwww w wwwwwww ",
" w f w ",
" w w ",
" w wwwwwwwwwwwww w ",
" w w ",
" w f w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
"wwwf w fwwwwwwwwwwwwwwwf w fwww",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w w w ",
" w f w ",
" w w ",
" w wwwwwwwwwwwww w ",
" w w ",
" w f w ",
" wwwwwww w wwwwwww ",
" w ",
" w "
],
"delay": 200,
"snake": [
[16, 4],
[15, 4],
[14, 4]
]
}
+39
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@@ -0,0 +1,39 @@
{
"world": [
" o ",
" o ",
" ooooo o ooooo ",
" f ",
" o o ",
" o ooooooooooooo o ",
" o o ",
" o f o ",
" o o o ",
" o o o ",
" o o o ",
" o o o ",
" o o o ",
" o o o ",
" o o ",
"ooof o foooooo oooooof o fooo",
" o o ",
" o o o ",
" o o o ",
" o o o ",
" o o o ",
" o o o ",
" o o o ",
" o f o ",
" o o ",
" o ooooooooooooo o ",
" o o ",
" f ",
" ooooo o ooooo ",
" o ",
" o "
],
"delay": 100,
"snake": [
[16, 4]
]
}
+17
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@@ -0,0 +1,17 @@
{
"world": [
" f f",
" o ",
" o ",
" w ",
"wwwooowwiIIIIIf",
" f I ",
" I ",
" I ",
" i f"
],
"delay": 200,
"snake": [
[0, 0]
]
}
+30
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@@ -0,0 +1,30 @@
const fs=require('fs');
const requireFn=`
const require=function require(name) {
if(require.cache[name]) return require.cache[name];
if(!require.source[name]) throw new Error("Cannot require "+name+": not found");
require.cache[name]=require.source[name]({}) || true;
return require.cache[name];
};
require.cache=Object.create(null);
require.source=Object.create(null);
window.require=require;
`;
let outputCode=[requireFn];
process.argv
.slice(2)
.map(a => [a, a.match(/([a-zA-Z_][a-zA-Z0-9_-]*).js$/)[1]])
.forEach(([modFile, modName]) => {
const modSource=fs.readFileSync(modFile, 'utf8');
outputCode.push(`
require.source['${modName}']=(a => a.bind(a)) (function ${modName}(module) {
'use strict';
${modSource}
});
`);
});
fs.writeSync(1, outputCode.map(a => a.trim()).join('\n'));
+817
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@@ -0,0 +1,817 @@
{
"name": "snek",
"version": "1.0.0",
"lockfileVersion": 1,
"requires": true,
"dependencies": {
"accepts": {
"version": "1.3.7",
"resolved": "https://registry.npmjs.org/accepts/-/accepts-1.3.7.tgz",
"integrity": "sha512-Il80Qs2WjYlJIBNzNkK6KYqlVMTbZLXgHx2oT0pU/fjRHyEp+PEfEPY0R3WCwAGVOtauxh1hOxNgIf5bv7dQpA==",
"requires": {
"mime-types": "~2.1.24",
"negotiator": "0.6.2"
}
},
"ajv": {
"version": "6.12.0",
"resolved": "https://registry.npmjs.org/ajv/-/ajv-6.12.0.tgz",
"integrity": "sha512-D6gFiFA0RRLyUbvijN74DWAjXSFxWKaWP7mldxkVhyhAV3+SWA9HEJPHQ2c9soIeTFJqcSdFDGFgdqs1iUU2Hw==",
"optional": true,
"requires": {
"fast-deep-equal": "^3.1.1",
"fast-json-stable-stringify": "^2.0.0",
"json-schema-traverse": "^0.4.1",
"uri-js": "^4.2.2"
}
},
"array-flatten": {
"version": "1.1.1",
"resolved": "https://registry.npmjs.org/array-flatten/-/array-flatten-1.1.1.tgz",
"integrity": "sha1-ml9pkFGx5wczKPKgCJaLZOopVdI="
},
"asap": {
"version": "2.0.6",
"resolved": "https://registry.npmjs.org/asap/-/asap-2.0.6.tgz",
"integrity": "sha1-5QNHYR1+aQlDIIu9r+vLwvuGbUY=",
"optional": true
},
"asn1": {
"version": "0.2.4",
"resolved": "https://registry.npmjs.org/asn1/-/asn1-0.2.4.tgz",
"integrity": "sha512-jxwzQpLQjSmWXgwaCZE9Nz+glAG01yF1QnWgbhGwHI5A6FRIEY6IVqtHhIepHqI7/kyEyQEagBC5mBEFlIYvdg==",
"optional": true,
"requires": {
"safer-buffer": "~2.1.0"
}
},
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+21
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@@ -0,0 +1,21 @@
{
"name": "snek",
"version": "1.0.0",
"description": "A simple Snake",
"main": "index.js",
"scripts": {
"build": "make",
"start": "node index.js",
"test": "echo \"Error: no test specified\" && exit 1"
},
"repository": {
"type": "git",
"url": "git@ssh.gitdab.com:Codinget/Snek.git"
},
"author": "Codinget",
"license": "MIT",
"dependencies": {
"express": "^4.17.1",
"less": "^3.11.1"
}
}
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View File
+65
View File
@@ -0,0 +1,65 @@
<!DOCTYPE html>
<html>
<head>
<title>Snek - Help</title>
<meta charset="UTF-8">
<link rel="favicon" href="favicon.ico">
<link rel="stylesheet" href="css/snek.css">
</head>
<body>
<main class="help">
<article>
<h2>Controls</h2>
<p>
On keyboard, the game is played with the arrow keys.<br>
You can use the <code>f</code> key to go fullscreen.<br>
You can also use the <code>r</code> key to quickly restart a game.<br>
</p>
<p>
On mobile or with a touchscreen, the game can be played in 3 modes.<br>
In crosspad mode, the screen is divided into 4 regions, and each one corresponds to a direction.<br>
In joystick mode, the point where you press your finger is the center of a virtual joystick, and moving it will trigger the directions.<br>
In swipe mode, you just swipe to move.
</p>
</article>
<article>
<h2>Game modes</h2>
<section>
<h3>Speedrun mode</h3>
<p>
In speedrun mode, the goal is to collect all the fruits as fast as possible.<br>
Attempting to go through the edge of the playfield will kill you.<br>
Each level introduces a new mechanic.
</p>
</section>
<section>
<h3>Arcade</h3>
<p>
Arcade mode is mostly like the classics.<br>
In arcade mode, you can go through the edge of the playfield and come out on the other side.<br>
Super fruits and decaying fruits may also appear. They are worth <em>10</em> and <em>5</em> points respectively.
</p>
</section>
<section>
<h3>Timed</h3>
<p>
Timed mode is a bare-bones mode with a looping playfield.<br>
A timed game only lasts for 30 seconds, and the goal is to get as high a score as possible.
</p>
</section>
</article>
<article>
<h2>Tiles</h2>
<ul>
<li><em>Walls</em> kill you if you touch them</li>
<li><em>Fruits</em> give you one point and make you grow. In arcade gamemodes, they also make the game go faster</li>
<li><em>Holes</em> kill you if the entire snake is over a hole, or the head and 3 subsequent tiles are over a hole</li>
<li><em>Fire</em> kills you if you touch it</li>
<li><em>Oil</em> is flammable and will periodically catch on fire, which will kill you. It is otherwise perfectly safe</li>
<li><em>Super fruits</em> give you 10 points, and sometimes spawn in arcade mode</li>
<li><em>Decaying fruits</em> give you 5 points and sometimes spawn in arcade mode, but they also decay after 2 seconds and disappear</li>
</ul>
</article>
</main>
</body>
</html>
+35
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@@ -0,0 +1,35 @@
<!DOCTYPE html>
<html>
<head>
<title>Snek</title>
<meta charset="UTF-8">
<link rel="favicon" href="favicon.ico">
<link rel="stylesheet" href="css/snek.css">
<script src="js/snek.js"></script>
<script>
window.addEventListener('load', () => require('main'));
</script>
</head>
<body>
<header>
<a href="#"><img src="assets/icon256.png"></a>
<h1>Snek</h1>
<h2>A "simple" Snake</h2>
<ul>
<li><a href="#">Menu</a></li>
<li><a href="#settings">Config</a></li>
<li><a href="#help">Help</a></li>
</ul>
</header>
<main>
<nav></nav>
<canvas class="hidden"></canvas>
<div id="hud" class="hidden"></div>
</main>
<footer>
<img src="assets/icon32.png">
<p>Snek by <a href="https://codinget.me">Codinget</a> on <a href="https://gitdab.com/Codinget/Snek">GitDab</a></p>
<p>Original <a href="https://perso.liris.cnrs.fr/pierre-antoine.champin/enseignement/intro-js/s6.html">subject</a> by <a href="https://perso.liris.cnrs.fr/pierre-antoine.champin/">P.A. Champin</a></p>
</footer>
</body>
</html>
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+1
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@@ -0,0 +1 @@
../levels/
+128
View File
@@ -0,0 +1,128 @@
const ProgressBar=require('progress');
const assetSpecs=[
{ name: 'fruit', filename: 'apple32.png', type: 'image' },
{ name: 'superFruit', filename: 'peach-rainbow-anim.png', type: 'image' },
{ name: 'decayFruit', filename: 'peach-decay-anim.png', type: 'image' },
{ name: 'wall', filename: 'wall32.png', type: 'image' },
{ name: 'flammable', filename: 'oil32.png', type: 'image' },
{ name: 'hole', filename: 'hole-ts.png', type: 'image' },
{ name: 'fire', filename: 'fire-anim.png', type: 'image' },
{ name: 'snake', filename: 'snake.json', type: 'json' },
{ name: 'levelList', filename: 'levelList.json', type: 'json' },
{ name: 'config', filename: 'config.json', type: 'json' },
{ name: 'metaConfig', filename: 'metaConfig.json', type: 'json' }
];
const tasks=[
{ from: 'hole', type: 'tileset', steps: 3, tiles: ['base', 'ul', 'dr', 'dl', 'ur', 'l', 'r', 'd', 'u'] },
{ from: 'fire', type: 'animation', steps: 6 },
{ from: 'superFruit', type: 'animation', steps: 5 },
{ from: 'decayFruit', type: 'animation', steps: 5 }
];
const cvs=document.createElement('canvas');
cvs.width=400;
cvs.height=50;
cvs.classList.add('progressBar');
cvs.classList.add('hiddenBottom');
const bar=new ProgressBar(assetSpecs.length*2+tasks.reduce((a, t) => a+t.steps, 0));
bar.addUpdateListener(() => bar.draw(cvs));
bar.draw(cvs);
document.body.appendChild(cvs);
setTimeout(() => cvs.classList.remove('hiddenBottom'), 0);
bar.addReadyListener(() => {
cvs.classList.add('hiddenBottom');
setTimeout(() => document.body.removeChild(cvs), 1000);
});
//XXX purposefully slow down asset loading
const sleep=(ms=500) => new Promise(ok => setTimeout(ok, ms*Math.random()));
const loadAsset=async (asset) => {
const response=await fetch('assets/'+asset.filename);
await sleep();
bar.update();
let result;
switch(asset.type) {
case 'json':
result=await response.json();
break;
case 'image':
result=await createImageBitmap(await response.blob());
break;
}
await sleep();
bar.update();
return [asset.name, result];
};
let assets=Object.create(null);
let ready=false;
let readyListeners=[];
(async () => {
let arr=await Promise
.all(
assetSpecs.map(a => loadAsset(a))
);
arr.forEach(([name, value]) => {
assets[name]=value;
});
for(let task of tasks) {
const source=assets[task.from];
switch(task.type) {
case 'tileset': {
let asset=assets[task.from]=Object.create(null);
for(let tId in task.tiles) {
const tName=task.tiles[tId];
asset[tName]=await createImageBitmap(source, 0, source.width*tId, source.width, source.width);
if(tId%(task.tiles.length/task.steps)==0) {
await sleep(100);
bar.update();
}
}
break;
}
case 'animation': {
let anim=assets[task.from]=[];
let frameCount=source.height/source.width;
for(let i=0; i<frameCount; i++) {
anim[i]=await createImageBitmap(source, 0, source.width*i, source.width, source.width);
if(i%(frameCount/task.steps)==0) {
await sleep(100);
bar.update();
}
}
break;
}
}
}
ready=true;
readyListeners.forEach(fn => fn.bind(fn)());
readyListeners=null;
})();
const onReady=(fn) => {
if(ready) fn.bind(fn)();
else readyListeners.push(fn);
};
const get=(name) => {
let asset=assets[name];
if(!asset) throw new Error("Unknown asset: "+name);
return asset;
};
return {
onReady, get
};
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const assets=require('assets');
let watchers=Object.create(null);
let lastWatchCode=1;
const toBoolean=v => {
if(v=='false' || v==false) return false;
return true;
};
const notify=(key, value) => {
const interested=watchers[key];
if(interested) Object
.keys(interested)
.map(key => interested[key])
.forEach(fn => fn(key, value));
};
const get=key => {
let confVal=localStorage.getItem('config.'+key);
if(confVal===null) return assets.get('config')[key];
return confVal;
};
const getB=key => toBoolean(get(key));
const getN=key => +get(key);
const getS=key => ''+get(key);
const set=(key, value) => {
localStorage.setItem('config.'+key, value);
notify(key, value);
};
const remove=key => {
localStorage.removeItem('config.'+key, value);
notify(key, assets.get('config')[key]);
};
const clear=() =>
Object
.keys(assets.get('config'))
.forEach(remove);
const watch=(key, fn) => {
if(!watchers[key]) watchers[key]=[];
const code='w'+lastWatchCode++;
watchers[key][code]=fn;
return code;
};
const watchB=(key, fn) => watch(key, (k, v) => fn(k, toBoolean(v)));
const watchN=(key, fn) => watch(key, (k, v) => fn(k, +v));
const watchS=(key, fn) => watch(key, (k, v) => fn(k, ''+v));
const unwatch=(key, code) => {
if(!watchers[key]) return;
delete watchers[key][code];
};
const list=() =>
Object
.keys(assets.get('config'));
const dict=() => {
let dict=Object.create(null);
Object
.keys(assets.get('config'))
.forEach(
key => dict[key]={
raw: get(key),
b: getB(key),
n: getN(key),
s: getS(key)
}
);
return dict;
};
return module.exports={
get, getB, getN, getS,
set,
remove, clear,
watch, watchB, watchN, watchS,
unwatch,
list, dict
};
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const config=require('config');
const assets=require('assets');
const Popup=require('popup');
let lastCEId=0;
class ConfigEditor extends Popup {
constructor() {
super("Config editor", [], {ok: "OK"});
const metaConfig=assets.get('metaConfig');
this.watchers=[];
for(let key in metaConfig) {
const level=Array.from(key).reduce((a, c) => a+c=='.', 0)+2;
const data=metaConfig[key];
if(!data.type) {
this.addHeading(data.name);
} else {
let span=document.createElement('span');
let id='cfgInput-'+(lastCEId++)+'-'+key.replace(/\./g, '-');
let label=span.appendChild(document.createElement('label'));
label.innerText=data.name;
label.title=key;
let input;
if(data.type=='boolean') {
input=document.createElement('input');
input.type='checkbox';
input.checked=config.getB(key);
input.addEventListener('change', () => config.set(key, input.checked));
} else if(data.type=='choice') {
input=document.createElement('select');
data.bounds.choices.forEach(choice => {
let option=document.createElement('option');
option.value=choice;
option.innerText=choice;
input.appendChild(option);
});
input.value=config.getS(key);
input.addEventListener('change', () => config.set(key, input.value));
} else if(data.type=='number') {
input=document.createElement('input');
input.type='number';
if(data.bounds) {
input.setAttribute('min', data.bounds.min);
input.setAttribute('max', data.bounds.max);
input.setAttribute('step', data.bounds.inc);
}
input.value=config.getN(key);
input.addEventListener('change', () => config.set(key, input.value));
}
input.setAttribute('id', id);
span.appendChild(input);
label.setAttribute('for', id);
this.addContent(span);
if(data.excludes) {
const setEnabled=() =>
input.disabled=
data.excludes
.some(key => config.getB(key))
setEnabled();
data.excludes.forEach(key => {
let c=config.watchB(key, setEnabled);
this.watchers.push([key, c]);
});
}
if(data.parent) {
input.disabled=!config.getB(data.parent);
let c=config.watchB(data.parent, (k, v) => input.disabled=!v);
this.watchers.push([data.parent, c]);
}
}
}
this.large=true;
}
discard() {
this.watchers.forEach(([k, c]) => config.unwatch(k, c));
}
};
return module.exports={
show: async () => {
let editor=new ConfigEditor();
await editor.display();
editor.discard();
}
};
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const config=require('config');
let currentInputs={};
let handlers=[];
let hud;
const toAngleMagnitude=(x, y) => {
return {
angle: ((Math.atan2(x, y)+2*Math.PI)%(2*Math.PI))/Math.PI,
magnitude: Math.hypot(x, y)
};
};
const handleAngleMagnitude=(x, y, threshold=0, fn=null) => {
const {angle, magnitude}=toAngleMagnitude(x, y);
if(magnitude>threshold) {
let inputs=currentInputs;
if(angle>.25 && angle <.75) inputs.right=true;
else if(angle>.75 && angle<1.25) inputs.up=true;
else if(angle>1.25 && angle<1.75) inputs.left=true;
else inputs.down=true;
if(fn) fn(angle, magnitude);
}
};
const removeChild=(parent, child) => {
if(child.parentNode==parent) parent.removeChild(child);
};
const handleCrosspad=(() => {
const ns='http://www.w3.org/2000/svg';
const cross=document.createElementNS(ns, 'svg');
cross.classList.add('crosspadOverlay');
cross.setAttribute('width', 1000);
cross.setAttribute('height', 1000);
let dr=document.createElementNS(ns, 'line');
dr.setAttribute('x1', 0);
dr.setAttribute('y1', 0);
dr.setAttribute('x2', 1000);
dr.setAttribute('y2', 1000);
dr.setAttribute('stroke', 'black');
cross.appendChild(dr);
let dl=document.createElementNS(ns, 'line');
dl.setAttribute('x1', 1000);
dl.setAttribute('y1', 0);
dl.setAttribute('x2', 0);
dl.setAttribute('y2', 1000);
dl.setAttribute('stroke', 'black');
cross.appendChild(dl);
let useOverlay=false;
let enabled=false;
const displayOverlay=() => {
if(useOverlay && enabled) hud.appendChild(cross);
else removeChild(hud, cross);
};
config.watchB('input.touchscreen.crosspad.overlay', (k, v) => {
useOverlay=v;
displayOverlay();
});
const fn=e =>
handleAngleMagnitude(
e.touches[0].clientX-window.innerWidth/2,
e.touches[0].clientY-window.innerHeight/2,
0,
null
);
const init=() => {
useOverlay=config.getB('input.touchscreen.crosspad.overlay');
enabled=true;
displayOverlay();
};
const fini=() => {
enabled=false;
displayOverlay();
};
return {
touchstart: fn,
touchmove: fn,
init, fini
};
})();
const handleKeyboard={
keydown: e => {
let inputs=currentInputs;
if(e.key=='ArrowUp') inputs.up=true;
else if(e.key=='ArrowDown') inputs.down=true;
else if(e.key=='ArrowLeft') inputs.left=true;
else if(e.key=='ArrowRight') inputs.right=true;
}
};
const handleJoystick=(() => {
let cvs=document.createElement('canvas');
cvs.classList.add('joystickOverlay');
let ctx=cvs.getContext('2d');
let enabled=false;
let useOverlay=false;
let firstTouch=false;
let center={
x: 0,
y: 0
};
let deadzone;
const displayOverlay=() => {
if(!enabled || !useOverlay || !firstTouch) return removeChild(hud, cvs);
cvs.width=cvs.height=4*deadzone+120;
hud.appendChild(cvs);
ctx.clearRect(0, 0, cvs.width, cvs.width);
ctx.strokeStyle='black';
ctx.lineWidth=1;
ctx.beginPath();
const rad=2*deadzone+50;
ctx.moveTo(rad*Math.cos(Math.PI/4)+cvs.width/2, rad*Math.sin(Math.PI/4)+cvs.width/2);
ctx.lineTo(rad*Math.cos(Math.PI/4+Math.PI)+cvs.width/2, rad*Math.sin(Math.PI/4+Math.PI)+cvs.width/2);
ctx.moveTo(rad*Math.cos(-Math.PI/4)+cvs.width/2, rad*Math.sin(-Math.PI/4)+cvs.width/2);
ctx.lineTo(rad*Math.cos(-Math.PI/4+Math.PI)+cvs.width/2, rad*Math.sin(-Math.PI/4+Math.PI)+cvs.width/2);
ctx.stroke();
ctx.strokeStyle='gray';
ctx.lineWidth=2;
ctx.beginPath();
ctx.ellipse(cvs.width/2, cvs.width/2, deadzone, deadzone, 0, 0, Math.PI*2);
ctx.stroke();
ctx.lineWidth=3;
ctx.beginPath();
ctx.ellipse(cvs.width/2, cvs.width/2, deadzone*2+50, deadzone*2+50, 0, 0, Math.PI*2);
ctx.stroke();
cvs.style.left=center.x+'px';
cvs.style.top=center.y+'px';
};
const init=() => {
enabled=true;
deadzone=config.getN('input.touchscreen.joystick.deadzone');
useOverlay=config.getB('input.touchscreen.joystick.overlay');
displayOverlay();
};
const fini=() => {
enabled=false;
displayOverlay();
};
config.watchN('input.touchscreen.joystick.deadzone', (k, v) => {
deadzone=v;
displayOverlay();
});
config.watchB('input.touchscreen.joystick.overlay', (k, v) => {
useOverlay=v;
displayOverlay();
});
return {
init, fini,
touchstart: e => {
center.x=e.touches[0].clientX;
center.y=e.touches[0].clientY;
firstTouch=true;
displayOverlay();
},
touchmove: e =>
handleAngleMagnitude(
e.touches[0].clientX-center.x,
e.touches[0].clientY-center.y,
deadzone,
null
)
}
})();
const handleSwipe=(() => {
let center={
x: 0,
y: 0
};
let deadzone;
let resetCenter=e => {
center.x=e.touches[0].clientX;
center.y=e.touches[0].clientY;
};
const init=() => {
deadzone=config.getN('input.touchscreen.swipe.deadzone');
};
config.watchN('input.touchscreen.swipe.deadzone', (k, v) => {
deadzone=v;
});
return {
init,
touchstart: resetCenter,
touchmove: e =>
handleAngleMagnitude(
e.touches[0].clientX-center.x,
e.touches[0].clientY-center.y,
deadzone,
() => resetCenter(e)
)
}
})();
const handleGamepads=(() => {
let deadzone;
const init=() => {
deadzone=config.getN('input.touchscreen.swipe.deadzone');
};
config.watchN('input.touchscreen.swipe.deadzone', (k, v) => {
deadzone=v;
});
return {
init,
frame: () => {
const gp=navigator.getGamepads()[0];
let inputs=currentInputs;
if(!gp || !gp.axes) return;
handleAngleMagnitude(
gp.axes[0],
gp.axes[1],
deadzone,
null
);
}
};
})();
const handleEvent=(type, evt) => {
for(let handler of handlers) {
let fn=handler[type];
if(fn) fn(evt);
}
};
const enableHandler=handler => {
if(!handlers.includes(handler)) {
handlers.push(handler);
if(handler.init) handler.init();
}
};
const disableHandler=handler => {
let idx=handlers.indexOf(handler);
if(idx!=-1) {
handlers.splice(idx, 1);
if(handler.fini) handler.fini();
}
};
const linkHandler=(handler, key) => {
if(config.getB(key)) enableHandler(handler);
config.watchB(key, (k, v) => {
if(v) enableHandler(handler);
else disableHandler(handler);
});
};
const init=({hud: hudElem}) => {
hud=hudElem;
linkHandler(handleCrosspad, 'input.touchscreen.crosspad.enabled');
linkHandler(handleJoystick, 'input.touchscreen.joystick.enabled');
linkHandler(handleSwipe, 'input.touchscreen.swipe.enabled');
linkHandler(handleGamepads, 'input.gamepad.enabled');
linkHandler(handleKeyboard, 'input.keyboard.enabled');
};
const clear=() =>
Object
.keys(currentInputs)
.forEach(key => delete currentInputs[key]);
for(let type of ['keydown', 'touchstart', 'touchmove']) {
window.addEventListener(type, handleEvent.bind(null, type));
}
return module.exports={
inputs: currentInputs,
clear,
framefn: handleEvent.bind(null, 'frame'),
init
};
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const cache=Object.create(null);
const get=async filename => {
if(cache[filename]) return cache[filename];
const req=await fetch('levels/'+filename);
const json=await req.json();
return cache[filename]=json;
};
const clearCache=() =>
Object
.keys(cache)
.forEach(key => delete cache[key]);
return module.exports={
get,
clearCache
};
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(async () => {
// load modules
const assets=require('assets');
const Popup=require('popup');
const SnekGame=require('snek');
const configEditor=require('configEditor');
const input=require('input');
const levels=require('levels');
const config=require('config');
// get a known state
await new Promise(ok => assets.onReady(ok));
location.hash='menu';
// get our DOM in check
const main=document.querySelector('main');
const nav=main.querySelector('nav');
const canvas=main.querySelector('canvas');
const hud=main.querySelector('#hud');
// load data from server
const levelList=assets.get('levelList');
// get our global variables
let currentGame=null;
// forward-declare functions
let resizeCanvas, getLevel, startGame, stopGame, handleWin, handleDeath, menu, help, settings, restart;
// handle window resize and fullscreen
resizeCanvas=() => {
if(document.fullscreenElement) {
canvas.width=screen.width;
canvas.height=screen.height;
} else {
canvas.width=main.clientWidth;
canvas.height=main.clientHeight;
}
};
resizeCanvas();
window.addEventListener('resize', resizeCanvas);
window.addEventListener('keydown', async e => {
if(e.key=='f') {
if(document.fullscreenElement) await document.exitFullscreen();
else await main.requestFullscreen();
resizeCanvas();
}
});
// get a level for a category and an id
getLevel=(category, id) => {
const cat=levelList[category];
id=''+id;
const displayName=cat.levelDisplay
.replace(/<n>/g, id)
.replace(/<l>/g, id.toLowerCase());
const fileName=cat.levelFilename
.replace(/<n>/g, id)
.replace(/<l>/g, id.toLowerCase());
const levelString=category+'/'+id+'/'+fileName;
return {
displayName,
fileName,
levelString
};
};
// buid menu from level list
Object.keys(levelList).forEach(category => {
const cat=levelList[category];
const section=nav.appendChild(document.createElement('section'));
const h1=section.appendChild(document.createElement('h1'));
h1.innerText=category[0].toUpperCase()+category.slice(1)+" Mode";
const p=section.appendChild(document.createElement('p'));
p.innerText=cat.desc;
const ul=section.appendChild(document.createElement('ul'));
cat.levels.forEach((level, i) => {
const {displayName, fileName, levelString}=getLevel(category, level);
const li=ul.appendChild(document.createElement('li'));
const a=li.appendChild(document.createElement('a'));
a.href='#'+levelString;
a.innerText=displayName;
if(cat.levelDesc) {
const span=li.appendChild(document.createElement('span'));
span.innerText=cat.levelDesc[i];
}
});
});
// stop a running game
stopGame=() => {
if(currentGame) {
// stop the actual game
currentGame.playing=false;
// setup the DOM
nav.classList.remove('hidden');
canvas.classList.add('hidden');
hud.classList.add('hidden');
}
};
// start a new game
startGame=async (category, levelId, filename) => {
// stop any running games and clear popups
stopGame();
Popup.dismiss();
// load rules and level from cache or server
const rules=levelList[category].rules || {};
const level=await levels.get(filename);
// stop any running games and clear popups again
stopGame();
Popup.dismiss();
// create the game and attach the callbacks and config
const snek=currentGame=new SnekGame(level, canvas, rules);
snek.callback=evt => {
if(evt=='tick') {
input.framefn();
snek.handleInputs(input.inputs);
} else if(evt=='win') {
handleWin(snek);
} else if(evt=='die') {
handleDeath(snek);
}
};
// setup the DOM
nav.classList.add('hidden');
canvas.classList.remove('hidden');
hud.classList.remove('hidden');
// push some userdata to the snake
snek.userdata={
category,
levelId,
filename
};
// reset the inputs
input.clear();
// start the actual game
snek.start();
};
// return to the menu
menu=() => {
stopGame();
Popup.dismiss();
};
// show config editor
settings=async () => {
stopGame();
Popup.dismiss();
await configEditor.show();
location.hash='menu';
};
// show help page
help=async () => {
stopGame();
Popup.dismiss();
let iframe=document.createElement('iframe');
iframe.src='help.html';
iframe.style.width='100%';
iframe.style.height='100%';
await new Popup(
"Help",
[iframe],
{ok: "OK"},
true
).display();
location.hash='menu';
};
// display the win popup
handleWin=async snek => {
// hide the HUD
hud.classList.add('hidden');
// fetch userdata from the game
const {category, levelId, filename}=snek.userdata;
// create and configure popup
let popup=new Popup("Finished!");
popup.addStrong("You won!");
popup.addContent({
"Time": snek.playTime/1000+'s',
"Score": snek.score,
"Final length": snek.length
});
popup.buttons={
retry: "Retry",
menu: "Main menu"
};
if(levelList[category].nextLevel) {
let nextId=(+levelId)+1;
if(levelList[category].levels.includes(nextId)) popup.buttons.next="Next level";
}
// show the actual popup
let result=await popup.display(main);
// act on it
if(result=='retry') {
startGame(category, levelId, filename);
} else if(result=='menu') {
location.hash='menu';
} else if(result=='next') {
const {category, levelId}=snek.userdata;
let nextId=(+levelId)+1;
let {levelString}=getLevel(category, nextId)
location.hash=levelString;
}
};
// display the death popup
handleDeath=async snek => {
// hide the HUD
hud.classList.add('hidden');
// create and configure popup
let popup=new Popup("Finished!");
popup.addStrong("You died...");
popup.addContent({
"Time": snek.playTime/1000+'s',
"Score": snek.score,
"Final length": snek.length
});
popup.buttons={
retry: "Retry",
menu: "Main menu"
};
// show the actual popup
let result=await popup.display(main);
// act on it
if(result=='retry') {
const {category, levelId, filename}=snek.userdata;
startGame(category, levelId, filename);
} else if(result=='menu') {
location.hash='menu';
}
};
// quick restart
restart=() => {
if(currentGame && currentGame.playing) {
const {category, levelId, filename}=currentGame.userdata;
startGame(category, levelId, filename);
}
}
window.addEventListener('keydown', e => {
if(e.key=='r') restart();
});
(() => {
let restartbtn=hud.appendChild(document.createElement('span'));
restartbtn.classList.add('restart');
restartbtn.addEventListener('click', restart);
restartbtn.addEventListener('touchend', restart);
})();
// handle page navigation
window.addEventListener('hashchange', () => {
const hash=location.hash.substr(1);
if(hash=='' || hash=='menu') return menu();
else if(hash=='help') return help();
else if(hash=='settings') return settings();
const [_, category, levelId, filename]=location.hash.match(/([a-zA-Z0-9_-]+?)\/([a-zA-Z0-9_-]+?)\/(.+)/);
startGame(category, levelId, filename);
});
// enable input methods overlay
input.init({hud});
})();
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const objToDom=obj => {
if(obj instanceof Node) {
return obj;
} else if(obj[Popup.EM]) {
let em=document.createElement('em');
em.appendChild(document.createTextNode(obj[Popup.EM]));
return em;
} else if(obj[Popup.STRONG]) {
let em=document.createElement('strong');
em.appendChild(document.createTextNode(obj[Popup.STRONG]));
return em;
} else if(typeof obj=='string' || typeof obj=='number') {
return document.createTextNode(obj+'');
} else if(Array.isArray(obj)) {
let ul=document.createElement('ul');
obj.forEach(elem => ul.appendChild(objToDom(elem)));
return ul;
} else {
let table=document.createElement('table');
Object
.keys(obj)
.forEach(key => {
let tr=table.appendChild(document.createElement('tr'));
tr.appendChild(document.createElement('th')).appendChild(document.createTextNode(key));
tr.appendChild(document.createElement('td')).appendChild(objToDom(obj[key]));
});
return table;
}
}
class Popup {
constructor(title, content=[], buttons={}, large=false) {
this.title=title;
this.content=content.map(objToDom);
this.buttons={...buttons};
this.large=large;
}
addContent(cnt) {
this.content.push(objToDom(cnt));
}
addText(cnt) {
this.content.push(document.createTextNode(cnt));
}
addEm(cnt) {
this.content.push(objToDom({[Popup.EM]: cnt}));
}
addStrong(cnt) {
this.content.push(objToDom({[Popup.STRONG]: cnt}));
}
addHeading(cnt, level=2) {
let hn=document.createElement('h'+level);
hn.innerText=cnt;
this.content.push(hn);
}
async display(parent=document.body) {
let outer=document.createElement('div');
outer.classList.add('popup');
let popup=outer.appendChild(document.createElement('div'));
popup.classList.add('content');
if(this.large) popup.classList.add('large');
let title=popup.appendChild(document.createElement('h1'));
title.innerText=this.title;
let contentSection=popup.appendChild(document.createElement('section'));
this.content.forEach(elem => contentSection.appendChild(elem));
let buttonSection=popup.appendChild(document.createElement('section'));
let buttons=Object.keys(this.buttons).map(btn => {
let button=document.createElement('button');
button.innerText=this.buttons[btn];
button.dataset.code=btn;
return button;
});
buttons.forEach(btn => buttonSection.appendChild(btn));
parent.appendChild(outer);
Popup.displayed.push(this);
const btnActions=buttons.map(btn => new Promise(ok => {
btn.addEventListener('click', e => {
e.preventDefault();
return ok(btn.dataset.code);
});
}));
const dismissAction=new Promise(ok => this.dismiss=ok);
const code=await Promise.race(btnActions.concat([dismissAction]));
parent.removeChild(outer);
Popup.displayed.splice(Popup.displayed.indexOf(this), 1);
return code;
}
}
Popup.EM=Symbol('EM');
Popup.STRONG=Symbol('STRONG');
Popup.displayed=[];
Popup.dismiss=arg => {
Popup.displayed.forEach(p => p.dismiss(arg));
};
return module.exports=Popup;
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class ProgressBar {
constructor(taskCount) {
this.taskCount=taskCount;
this.completeCount=0;
this.updateListeneres=[];
}
get percent() {
return Math.floor(this.completeCount/this.taskCount*100);
}
get ready() {
return this.completeCount==this.taskCount;
}
addUpdateListener(fn) {
this.updateListeneres.push(fn.bind(this));
}
addReadyListener(fn) {
this.updateListeneres.push(() => {
if(this.ready) fn.bind(this)();
});
}
update() {
this.completeCount++;
this.updateListeneres.forEach(l => l(this));
}
draw(canvas, bgColor='red', textColor='black') {
let ctx=canvas.getContext('2d');
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle=bgColor;
ctx.fillRect(0, 0, canvas.width*this.completeCount/this.taskCount, canvas.height);
ctx.fillStyle=textColor;
ctx.textAlign='center';
ctx.textBaseline='center';
ctx.font=`${canvas.height/2}px 'Fira Code'`;
ctx.fillText(this.percent+'%', canvas.width/2, canvas.height/2);
}
}
return ProgressBar;
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const [EMPTY, FOOD, SUPER_FOOD, DECAY_FOOD, WALL, FIRE, FLAMMABLE, FLAMMABLE_S, HOLE, HOLE_S, SNAKE]=Array(255).keys();
class SnekGame {
constructor(settings, canvas, rules) {
// setup the delay
this.delay=settings.delay;
// world is given in the level
if(settings.world) { // explicitly
// convert the world
this.world=Array(settings.world[0].length);
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;
}
})();
}
}
// extract the dimensions
this.dimensions=[this.world.length, this.world[0].length];
// extract the fruits
this.fruits=[];
this.world
.forEach((l, x) => l.forEach(
(c, y) => {
if(c==FOOD) this.fruits.push([x, y]);
}
));
// extract the decaying fruits
this.decayFood=[];
this.world
.forEach((l, x) => l.forEach(
(c, y) => {
if(c==DECAY_FOOD) this.decaying.push([x, y, 0]);
}
));
} else { // dimension and objects
// get the dimensions
this.dimensions=[...settings.dimensions];
// build an empty world
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);
}
// add the walls
if(settings.walls) settings.walls.forEach(([x, y]) => this.world[x][y]=WALL);
// add the holes
if(settings.holes) settings.holes.forEach(([x, y]) => this.world[x][y]=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);
// add the food
settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
this.fruits=[...settings.food];
// add the super food
if(settings.superFood) settings.superFood.forEach(([x, y]) => this.world[x][y]=SUPER_FOOD);
// add the decaying food
if(settings.decayFood) {
settings.decayFood.forEach(([x, y]) => this.world[x][y]=DECAY_FOOD);
this.decayFood=settings.decayFood.map(([x, y]) => [x, y, 0]);
} else {
this.decayFood=[];
}
}
// add the snake to the world
settings.snake.forEach(([x, y]) => this.world[x][y]=SNAKE);
// get the head and initial direction
this.head=[...settings.snake[0]];
if(settings.snake.length>=2) this.direction=[
settings.snake[0][0]-settings.snake[1][0],
settings.snake[0][1]-settings.snake[1][1]
];
else this.direction=[
1,
0
];
this.lastDirection=this.direction
// store the snake
this.snake=[...settings.snake];
this.length=this.snake.length;
// get our canvas, like, if we want to actually draw
this.canvas=canvas;
this.ctx=canvas.getContext('2d');
// load the custom rules
this.rules=Object.assign({
fruitRegrow: true,
superFruitGrow: false,
decayingFruitGrow: false,
speedIncrease: true,
worldWrap: true,
winCondition: 'none',
scoreSystem: 'fruit',
fireTickSpeed: 10,
autoSizeGrow: false,
autoSpeedIncrease: false
}, rules, settings.rules || {});
}
get playTime() {
return Date.now()-this.firstStep;
}
getTilesOfType(type) {
return this
.world
.map(
(l, x) => l
.map(
(r, y) => r==type?[x,y]:null
).filter(
a => a
)
).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 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;
}
}
}
// 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 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
);
});
// 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);
}
step() {
this.tickId++;
this.lastDirection=this.direction;
// compute our new head
const head=[
this.snake[0][0]+this.direction[0],
this.snake[0][1]+this.direction[1]
];
// 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;
default:
this.world[tail[0]][tail[1]]=EMPTY;
}
// check for out of world conditions
if(head[0]<0 || head[0]>=this.dimensions[0] || head[1]<0 || head[1]>=this.dimensions[1]) {
if(this.rules.worldWrap) {
head[0]=(head[0]+this.dimensions[0])%this.dimensions[0];
head[1]=(head[1]+this.dimensions[1])%this.dimensions[1];
} else {
return this.die();
}
}
switch(this.world[head[0]][head[1]]) {
// you hit, you die
case WALL:
case FIRE:
case SNAKE:
case HOLE_S:
return this.die();
// if either 3 consecutive segments or the whole snake is on a hole, you die
case HOLE:
if(
this.snake.length==0 ||
this.snake.length==1 &&
this.world[this.snake[0][0]][this.snake[0][1]]==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
) return this.die();
break;
// you eat, you get a massive score boost
case SUPER_FOOD:
this.score+=10;
break;
// you eat, you get a small score boost
case DECAY_FOOD:
this.score+=5;
this.decayFood=this.decayFood.filter(
([x, y, _]) => !(x==head[0] && y==head[1])
);
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
this.snake.push(tail);
this.length++;
// remove the fruit from existence
this.world[head[0]][head[1]]=SNAKE;
this.fruits=this.fruits.filter(
([x, y]) => !(x==head[0] && y==head[1])
);
// increase score
this.score++;
// custom rules
if(this.rules.fruitRegrow) {
const emptyCells=this.getTilesOfType(EMPTY);
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.fruits.push(cell);
this.world[cell[0]][cell[1]]=FOOD;
}
if(this.rules.superFruitGrow) {
if(Math.random()<.1) { // 10% chance
const emptyCells=this.getTilesOfType(EMPTY);
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.world[cell[0]][cell[1]]=SUPER_FOOD;
}
}
if(this.rules.decayingFruitGrow) {
if(Math.random()<.2) { // 20% chance
const emptyCells=this.getTilesOfType(EMPTY);
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.world[cell[0]][cell[1]]=DECAY_FOOD;
this.decayFood.push([cell[0], cell[1], this.playTime]);
}
}
if(this.rules.speedIncrease) {
this.delay*=this.rules.speedMultiplier;
if(this.delay<this.rules.speedCap) this.delay=this.rules.speedCap;
}
}
// 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;
default:
this.world[head[0]][head[1]]=SNAKE;
}
this.snake.unshift(head);
// decay decaying food
this.decayFood.forEach(
([x, y, birth]) => {
if(this.playTime>=birth+2000) this.world[x][y]=EMPTY;
}
);
this.decayFood=this.decayFood.filter(
([_, __, birth]) => this.playTime<birth+2000
);
// automatic speed increase
if(this.rules.autoSpeedIncrease) {
if(this.delay>50 && this.tickId%this.rules.autoSpeadIncreaseTicks==0) this.delay--;
}
// automatic size grow
if(this.rules.autoSizeGrow) {
if(this.tickId%this.rules.autoSizeGrowTicks==0) this.snake.push(tail);
}
// fire tick
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]
];
return surrounding.some(tile => tile==FIRE);
};
if(this.getTilesOfType(FLAMMABLE_S).some(touchingFire)) return this.die();
this.getTilesOfType(FLAMMABLE).filter(touchingFire).forEach(([x, y]) => this.world[x][y]=FIRE);
}
// victory condition
if(this.rules.winCondition=='fruit') {
if(!this.fruits.length) return this.win();
}
if(this.rules.winCondition=='time') {
if(this.playTime>=this.rules.gameDuration) return this.win();
}
if(this.rules.winCondition=='score') {
if(this.score>=this.rules.scoreObjective) return this.win();
}
}
tick() {
if(!this.playing) return;
if(!this.lastStep) this.lastStep=this.firstStep;
this.draw();
if(this.callback) this.callback('tick');
if(this.lastStep+this.delay<Date.now()) {
this.lastStep+=this.delay;
this.step();
}
requestAnimationFrame(() => this.tick());
}
win() {
this.playing=false;
this.endPlayTime=this.playTime;
if(this.callback) this.callback('win');
}
die() {
this.playing=false;
this.endPlayTime=this.playTime;
if(this.callback) this.callback('die');
}
handleInputs(inputs) {
const config=require('config');
// change direction if the input is valid
const trySet=(dir) => {
if(!dir.every((e, i) => e==this.lastDirection[i] || e==-this.lastDirection[i])) {
this.direction=dir;
return true;
}
}
// reduce buffer duration
Object
.keys(inputs)
.forEach(k => {
let v=inputs[k];
if(v===true) v=5;
v--;
if(!v) delete inputs[k];
else inputs[k]=v;
});
// try all inputs in order and unbuffer them if valid
if(inputs.left && trySet([-1, 0])) delete inputs.left;
else if(inputs.right && trySet([ 1, 0])) delete inputs.right;
else if(inputs.up && trySet([ 0,-1])) delete inputs.up;
else if(inputs.down && trySet([ 0, 1])) delete inputs.down;
// buffering might be disabled
if(!config.getB('input.buffer')) {
Object
.keys(inputs)
.forEach(k => delete inputs[k]);
}
}
start() {
this.firstStep=Date.now();
this.tickId=0;
this.playing=true;
this.score=0;
requestAnimationFrame(() => this.tick());
}
}
return module.exports=SnekGame;
+102
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/*
html5doctor.com Reset Stylesheet
v1.6.1
Last Updated: 2010-09-17
Author: Richard Clark - http://richclarkdesign.com
Twitter: @rich_clark
*/
html, body, div, span, object, iframe,
h1, h2, h3, h4, h5, h6, p, blockquote, pre,
abbr, address, cite, code,
del, dfn, em, img, ins, kbd, q, samp,
small, strong, sub, sup, var,
b, i,
dl, dt, dd, ol, ul, li,
fieldset, form, label, legend,
table, caption, tbody, tfoot, thead, tr, th, td,
article, aside, canvas, details, figcaption, figure,
footer, header, hgroup, menu, nav, section, summary,
time, mark, audio, video {
margin:0;
padding:0;
border:0;
outline:0;
font-size:100%;
vertical-align:baseline;
background:transparent;
}
body {
line-height:1;
}
article,aside,details,figcaption,figure,
footer,header,hgroup,menu,nav,section {
display:block;
}
nav ul {
list-style:none;
}
blockquote, q {
quotes:none;
}
blockquote:before, blockquote:after,
q:before, q:after {
content:'';
content:none;
}
a {
margin:0;
padding:0;
font-size:100%;
vertical-align:baseline;
background:transparent;
}
/* change colours to suit your needs */
ins {
background-color:#ff9;
color:#000;
text-decoration:none;
}
/* change colours to suit your needs */
mark {
background-color:#ff9;
color:#000;
font-style:italic;
font-weight:bold;
}
del {
text-decoration: line-through;
}
abbr[title], dfn[title] {
border-bottom:1px dotted;
cursor:help;
}
table {
border-collapse:collapse;
border-spacing:0;
}
/* change border colour to suit your needs */
hr {
display:block;
height:1px;
border:0;
border-top:1px solid #cccccc;
margin:1em 0;
padding:0;
}
input, select {
vertical-align:middle;
}
+16
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.help {
display: block;
article {
margin-bottom: 2ex;
}
section {
margin-bottom: 1ex;
}
ul {
margin-left: 2ex;
font-size: 1.6em;
}
}
+41
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@@ -0,0 +1,41 @@
#hud {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
pointer-events: none;
& > * {
position: fixed;
pointer-events: auto;
}
.restart {
top: 0;
right: 0;
cursor: pointer;
&::before {
content: '⟳';
font-size: 5vh;
opacity: .5;
color: @accentfg;
}
}
.crosspadOverlay {
pointer-events: none;
top: 50vh;
left: 50vw;
transform: translate(-50%, -50%);
opacity: .5;
}
.joystickOverlay {
pointer-events: none;
transform: translate(-50%, -50%);
opacity: .5;
}
}
+32
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nav {
flex: 1;
font-size: 1.6rem;
display: flex;
justify-content: space-evenly;
align-self: center;
section {
flex: 1;
max-width: 50vh;
margin: 2rem;
}
p {
margin-bottom: 1rem;
}
ul {
padding-left: 2rem;
}
li {
list-style-type: disc;
* {
display: block;
}
margin: .5rem;
}
}
+105
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@keyframes popupAppear {
0% {
background: rgba(0, 0, 0, 0%);
}
100% {
background: rgba(0, 0, 0, 90%);
}
}
.popup {
animation: popupAppear 1s linear;
background: rgba(0, 0, 0, 90%);
position: absolute;
top: 0;
left: 0;
height: 100%;
width: 100%;
.content {
border-radius: 2rem;
background: @bg;
text-align: center;
box-shadow: black 0 0 1rem;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
box-sizing: border-box;
padding: 2rem;
display: flex;
flex-direction: column;
font-size: 1.4rem;
&.large {
width: 80vw;
height: 80vh;
}
& > section {
margin: 1rem;
&:first-of-type {
display: flex;
flex-direction: column;
align-items: center;
overflow-y: auto;
flex: 1;
& > * {
margin: .5rem;
}
}
&:last-of-type {
display: flex;
& > * {
flex: 1;
}
}
}
table {
display: flex;
flex-direction: column;
width: 100%;
tr {
display: flex;
}
th {
text-align: right;
&::after {
content: ':';
}
}
td {
text-align: left;
}
th, td {
padding: 0 .5rem;
flex: 1;
}
}
label {
margin-right: 1ex;
}
button {
display: inline;
color: @accentfg;
background: @accentbg;
font-weight: bold;
border-radius: 1rem;
border: 0;
padding: 2rem;
margin: 1rem;
}
}
}
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.progressBar {
position: fixed;
top: 50%;
left: 50%;
background: white;
box-shadow: black 0 0 2rem;
border-radius: 100vh;
transform: translate(-50%, -50%);
transition: top .5s ease-in-out;
&.hiddenBottom {
top: 200vh;
}
}
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// full CSS reset
@import 'fullreset.less';
// load the font
@import url('https://fonts.googleapis.com/css?family=Fira+Code:400,700&display=swap');
html {
font-family: 'Fira Code', monospace;
}
// setup REM units
html {
font-size: 62.5% !important;
}
// setup the colors and styles
@accentbg: #fba49b;
@bg: #ffefdf;
@accentfg: #930a16;
@fg: #23090d;
body {
color: @fg;
}
h1, h2, h3, h4, h5, h6, strong, a {
color: @accentfg;
font-weight: bold;
}
h1, h2, h3, h4, h5, h6 {
margin-bottom: .1em;
}
p + p {
margin-top: 1em;
}
a {
text-decoration: inherit;
display: contents;
}
em {
font-style: italic;
}
code {
background: @accentbg;
font-weight: bold;
}
header, footer {
background: @accentbg;
img {
border: 4px solid @accentfg;
border-radius: 2px;
}
}
// setup the layout
html, body {
display: flex;
flex-direction: column;
height: 100%;
}
header img, footer img {
float: left;
margin-right: 1rem;
}
header img {
height: 8rem;
}
footer img {
height: 4rem;
}
header ul {
display: flex;
list-style-type: none;
li {
margin-right: 1ex;
font-size: 2rem;
a {
color: @fg;
}
}
}
header, footer, main {
padding: 2rem;
}
main {
flex: 1;
display: flex;
position: relative;
background: @bg;
canvas {
position: absolute;
top: 0;
left: 0;
}
}
h1 {
font-size: 4rem;
}
h2 {
font-size: 2rem;
}
h3 {
font-size: 1.9rem;
}
h4 {
font-size: 1.8rem;
}
h5 {
font-size: 1.7rem;
}
p {
font-size: 1.6rem;
}
.hidden {
display: none !important;
}
// setup the progress bar
@import 'progressBar';
// setup the main menu
@import 'mainMenu';
// setup the popups
@import 'popup';
// setup the hud
@import 'hud';
// setup the help file
@import 'help';