21 Commits

Author SHA1 Message Date
Nathan DECHER 46ac7bbf27 updated help.html 2020-04-17 12:09:20 +02:00
Nathan DECHER 71eace6ad8 updated README.md 2020-04-17 12:08:25 +02:00
Nathan DECHER a34318b4f2 updated README.md 2020-04-15 12:39:13 +02:00
Nathan DECHER 3c32dd5aed updated Dockerfile 2020-04-15 12:15:02 +02:00
Nathan DECHER 5cf47cd241 fixed install script crash 2020-04-15 12:13:34 +02:00
Nathan DECHER 200c716393 updated README.md 2020-04-15 12:10:28 +02:00
Nathan DECHER 142024a315 added built assets 2020-04-15 12:08:21 +02:00
Nathan DECHER 3e8eb69329 refactored game to separate tile management, game code and render code (closes #39) 2020-04-15 11:39:15 +02:00
Nathan DECHER 45e7a0d323 updated Dockerfile 2020-04-15 02:39:03 +02:00
Nathan DECHER 7df0f14e99 fixed Make clean 2020-04-15 02:30:55 +02:00
Nathan DECHER 1cfa5e38f3 added dependency on bc to readme 2020-04-15 02:27:17 +02:00
Nathan DECHER 17356e0d8f cut down even more on build times with shrink step for animations 2020-04-15 02:21:22 +02:00
Nathan DECHER fb1653e231 cut down 75% of build time for portals (closes #41) 2020-04-15 02:04:09 +02:00
Nathan DECHER 7121c230fc added switches and spikes (closes #6) and puzzle 3 (closes #34) 2020-04-14 18:21:07 +02:00
Nathan DECHER 7b20b0e8ec updated help 2020-04-14 16:41:08 +02:00
Nathan DECHER 3d50bf805d configEditor, explain why input is disabled 2020-04-14 16:31:11 +02:00
Nathan DECHER bbb34e63b6 configEditor, only show keys in debug mode 2020-04-14 16:26:47 +02:00
Nathan DECHER 7d97132aa1 progressbar, centered percentage 2020-04-14 16:26:22 +02:00
Nathan DECHER c850d9ffa9 fixed loading bar colors 2020-04-14 15:54:14 +02:00
Nathan DECHER c90bfd5103 added keys and doors (closes #5) with temp assets 2020-04-14 15:43:00 +02:00
Nathan DECHER a27b8fcd9e added portals (closes #4) and first level of puzzle mode 2020-04-14 14:32:45 +02:00
46 changed files with 930 additions and 357 deletions
-3
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@@ -1,9 +1,6 @@
node_modules/
public/assets/*.png
public/assets/*.json
public/css/*.css
public/js/*.js
public/favicon.ico
build/*.png
db.sqlite
+1 -1
View File
@@ -1,3 +1,3 @@
FROM alpine:3.11.5
RUN apk add --no-cache nodejs npm git imagemagick make python3 python2 alpine-sdk && npm i -g node-gyp && git clone https://gitdab.com/Codinget/Snek /snek && cd /snek && npm i --unsafe-perm && apk del git make imagemagick python2 python3 alpine-sdk && printf '#!/bin/sh\ncd /snek\nnpm start\n' > start.sh && chmod +x start.sh
RUN apk add --no-cache nodejs npm git python3 python2 alpine-sdk && npm i -g node-gyp && git clone https://gitdab.com/Codinget/Snek /snek && cd /snek && npm i --unsafe-perm && apk del git python2 python3 alpine-sdk && printf '#!/bin/sh\ncd /snek\nnpm start\n' > start.sh && chmod +x start.sh
CMD /snek/start.sh
+36 -12
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@@ -1,12 +1,16 @@
.PHONY: all clean
.PHONY: all clean mrproper
SIZE = 32
TEMPSIZE = $(shell echo $(SIZE) '*4' | bc)
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)
PORTAL_ANIM = $(foreach angle, $(shell seq 0 6 359), build/portal-a$(angle).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)
IMAGES = $(foreach name, apple wall oil key door, public/assets/$(name)$(SIZE).png)
TILESETS = $(foreach name, hole switch spikes, public/assets/$(name)-ts.png)
ANIMATIONS = $(foreach name, fire peach-decay peach-rainbow portal-a portal-b portal-c portal-d, public/assets/$(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
@@ -31,35 +35,54 @@ public/assets/%32.png: assets/%.png
convert $^ -resize 32x $@
public/assets/%256.png: assets/%.png
convert $^ -resize 256x $@
public/assets/%$(SIZE).png: assets/%.png
convert $^ -resize $(SIZE)x $@
public/assets/%32.png: assets/%.jpg
convert $^ -resize 32x $@
public/assets/%256.png: assets/%.jpg
convert $^ -resize 256x $@
public/assets/%$(SIZE).png: assets/%.jpg
convert $^ -resize $(SIZE)x $@
build/%-smol.png: assets/%.png
convert $^ -resize $(TEMPSIZE)x\> $@
public/assets/%-ts.png: assets/%.png
convert $^ -scale 32x $@
convert $^ -scale $(SIZE)x $@
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 $@
build/fire%.png: build/fire-smol.png
convert $^ -distort ScaleRotateTranslate $(shell echo $@ | sed 's/[^0-9]*//g') -resize $(SIZE)x $@
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 $@
build/peach-decay%.png: build/peach-smol.png
convert $^ -modulate 100,$(shell echo $@ | sed 's/[^0-9]*//g') -resize $(SIZE)x $@
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 $@
build/peach-rainbow%.png: build/peach-smol.png
convert $^ -modulate 100,100,$(shell echo $@ | sed 's/[^0-9]*//g') -resize $(SIZE)x $@
build/portal-a%.png: build/portal-smol.png
convert $^ -distort ScaleRotateTranslate $(shell echo $@ | sed 's/[^0-9]*//g') -resize $(SIZE)x $@
public/assets/portal-a-anim.png: $(PORTAL_ANIM)
convert $^ -append $@
public/assets/portal-b-anim.png: public/assets/portal-a-anim.png
convert $^ -modulate 100,100,200 $@
public/assets/portal-c-anim.png: public/assets/portal-a-anim.png
convert $^ -modulate 100,100,150 $@
public/assets/portal-d-anim.png: public/assets/portal-a-anim.png
convert $^ -modulate 100,100,50 $@
public/assets/%.json: assets/%.json
cp $^ $@
ln -s ../../$^ $@
public/css/snek.css: src/less/snek.less $(wildcard src/less/*.less)
node_modules/.bin/lessc $< $@
@@ -69,4 +92,5 @@ public/js/snek.js: $(wildcard src/js/*.js)
clean:
rm -f build/*.*
mrproper: clean
rm -f $(OUTPUT)
+20 -3
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@@ -7,7 +7,7 @@ A "simple" Snake, done as my final JS class project
## Features
- 60 FPS 2D animations
- arcade and speedrun game modes
- arcade, speedrun and puzzle game modes
- touchscreen and controller support
- playable at [snek.codinget.me](https://snek.codinget.me)
@@ -17,21 +17,38 @@ A "simple" Snake, done as my final JS class project
- GNU Coreutils are known to work
- On Windows, WSL is known to work
- Imagemagick, with the `convert` tool in the PATH
- `bc`
- Make
- Node.js and npm, both in the PATH
- Node.js 10 and 12 are known to work
- node-gyp and python are required for the database
- (if you have already used native modules, you have them)
## Prod dependencies (direct)
- Node.js and npm, both in the PATH
- Node.js 10 and 12 are known to work
- node-gyp and python are required for the database
- (if you have already used native modules, you have them)
## Prod dependencies (docker)
- Docker
## Running the game (dev)
- `git clone` this repo
- `npm install` the dependencies (this will also build the ressources and initialize the database)
- `npm install` the dependencies (this will also build the less and js and initialize the database)
- `npm start` the server
- `make` every time you change something
## Running the game (prod)
## Running the game (prod, docker)
- 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
## Running the game (prod, direct)
- `git clone` this repo
- `npm install` the dependencies (this will also build the less and js and initialize the database)
- `npm start` the server
## License
[MIT](https://opensource.org/licenses/MIT)
+1 -1
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@@ -78,7 +78,7 @@ api.post('/leaderboards/:category/:id', (req, res) => {
err: 'Invalid time'
});
const speed=req.body.speed;
if((typeof speed)!='number' || speed%1 || speed<1) return res.status(400).json({
if((typeof speed)!='number' || speed%1 || speed<0) return res.status(400).json({
ok: false,
err: 'Invalid speed'
});
+2
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@@ -1,4 +1,6 @@
{
"debug": false,
"player.name": "Player",
"player.leaderboards": false,
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+20
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@@ -41,5 +41,25 @@
"Get a score as high as you can in 30 seconds",
"Survive for as long as you can in an increasingly difficult game"
]
},
"puzzle": {
"desc": "Time doesn't flow in these puzzles. Try getting the fruits in as little moves as possible",
"rules": {
"fruitRegrow": false,
"timeFlow": false,
"speedIncrease": false,
"worldWrap": false,
"winCondition": "fruit",
"scoreSystem": "moves",
"moveCount": 50,
"uploadOnDeath": false,
"leaderboardsSort": "score"
},
"levelFilename": "puzzle<n>.json",
"levelDisplay": "Level <n>",
"levels": [
1, 2, 3
],
"nextLevel": true
}
}
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+14
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@@ -1,5 +1,19 @@
const DB=require('better-sqlite3');
const fs=require('fs');
const child_process=require('child_process');
// prepare database
console.log('Preparing database');
if(fs.existsSync('db.sqlite')) fs.unlinkSync('db.sqlite');
const db=new DB('db.sqlite');
db.exec(fs.readFileSync('init.sql', 'utf8'));
// compile less
console.log('Compiling less');
child_process.execFileSync('node_modules/.bin/lessc', ['src/less/snek.less', 'public/css/snek.css']);
// merge js
console.log('Merging js');
const jsFiles=fs.readdirSync('src/js').map(f => 'src/js/'+f);
const merged=child_process.execFileSync('node', ['mergejs.js', ...jsFiles]);
fs.writeFileSync('public/js/snek.js', merged);
+21
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@@ -0,0 +1,21 @@
{
"dimensions": [15, 10],
"walls": [
[5, 0], [5, 1], [5, 2], [5, 3], [5, 4], [5, 5], [5, 6], [5, 7], [5, 8], [5, 9],
[10, 0], [10, 1], [10, 2], [10, 3], [10, 4], [10, 5], [10, 6], [10, 7], [10, 8], [10, 9]
],
"food": [
[4, 5],
[8, 7],
[14, 9]
],
"snake": [
[0, 0]
],
"portals": {
"a": [4, 9],
"b": [6, 0],
"c": [9, 9],
"d": [11, 0]
}
}
+13
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@@ -0,0 +1,13 @@
{
"world": [
"k wA wf",
" w wB",
" w ww",
" fw ",
" w ",
" K f"
],
"snake": [
[0, 5]
]
}
+22
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@@ -0,0 +1,22 @@
{
"world": [
"A i B",
" i s",
" Cik ",
"SSSSSSSSSSSiiiii",
" i f",
" i ",
" s itttt",
" t wKKKK",
" w ",
" wD "
],
"snake": [
[0, 9],
[1, 9],
[2, 9]
],
"rules": {
"moveCount": 60
}
}
+1 -1
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@@ -5,7 +5,7 @@
"main": "index.js",
"scripts": {
"start": "node index.js",
"prepare": "rm -f db.sqlite && make clean all && node install.js"
"prepare": "node install.js"
},
"repository": {
"type": "git",
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@@ -0,0 +1 @@
../../assets/config.json
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@@ -0,0 +1 @@
../../assets/levelList.json
+1
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@@ -0,0 +1 @@
../../assets/metaConfig.json
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@@ -0,0 +1 @@
../../assets/snake.json
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+19
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@@ -47,6 +47,22 @@
A timed game only lasts for 30 seconds, and the goal is to get as high a score as possible.
</p>
</section>
<section>
<h3>Survival</h3>
<p>
In survival mode, the playfield doesn't loop, fruits don't spawn, and you can't win.<br>
This modes get progressively harder, with speed increases, and snake growth.<br>
At first, this process is slow, but it gets faster with time.
</p>
</section>
<section>
<h3>Puzzle mode</h3>
<p>
In puzzle mode, time doesn't flow until you move.<br>
Weird tiles make their debut, like portals, keys, etc.<br>
Your goal is to get the fruits in as little moves as you can.
</p>
</section>
</article>
<article>
<h2>Tiles</h2>
@@ -58,6 +74,9 @@
<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>
<li><em>Portals</em> teleport you to the corresponding portal</li>
<li><em>Keys</em> make <em>Doors</em> disappear</li>
<li><em>Switches</em> enable or disable <em>Spikes</em></li>
</ul>
</article>
</main>
+19 -5
View File
@@ -8,6 +8,14 @@ const assetSpecs=[
{ name: 'flammable', filename: 'oil32.png', type: 'image' },
{ name: 'hole', filename: 'hole-ts.png', type: 'image' },
{ name: 'fire', filename: 'fire-anim.png', type: 'image' },
{ name: 'portalA', filename: 'portal-a-anim.png', type: 'image' },
{ name: 'portalB', filename: 'portal-b-anim.png', type: 'image' },
{ name: 'portalC', filename: 'portal-c-anim.png', type: 'image' },
{ name: 'portalD', filename: 'portal-d-anim.png', type: 'image' },
{ name: 'key', filename: 'key32.png', type: 'image' },
{ name: 'door', filename: 'door32.png', type: 'image' },
{ name: 'switch', filename: 'switch-ts.png', type: 'image' },
{ name: 'spikes', filename: 'spikes-ts.png', type: 'image' },
{ name: 'snake', filename: 'snake.json', type: 'json' },
{ name: 'levelList', filename: 'levelList.json', type: 'json' },
{ name: 'config', filename: 'config.json', type: 'json' },
@@ -15,10 +23,16 @@ const assetSpecs=[
];
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: 'hole', type: 'tileset', steps: 1, tiles: ['base', 'ul', 'dr', 'dl', 'ur', 'l', 'r', 'd', 'u'] },
{ from: 'fire', type: 'animation', steps: 3 },
{ from: 'portalA', type: 'animation', steps: 3 },
{ from: 'portalB', type: 'animation', steps: 3 },
{ from: 'portalC', type: 'animation', steps: 3 },
{ from: 'portalD', type: 'animation', steps: 3 },
{ from: 'superFruit', type: 'animation', steps: 5 },
{ from: 'decayFruit', type: 'animation', steps: 5 }
{ from: 'decayFruit', type: 'animation', steps: 5 },
{ from: 'switch', type: 'tileset', steps: 1, tiles: ['on', 'off'] },
{ from: 'spikes', type: 'tileset', steps: 1, tiles: ['off', 'on'] }
];
const cvs=document.createElement('canvas');
@@ -28,8 +42,8 @@ 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, '#930a16', '#23090d'));
bar.draw(cvs, '#930a16', '#23090d');
bar.addUpdateListener(() => bar.draw(cvs, '#fba49b', '#930a16'));
bar.draw(cvs, '#fba49b', '#930a16');
document.body.appendChild(cvs);
setTimeout(() => cvs.classList.remove('hiddenBottom'), 0);
+3 -3
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@@ -22,7 +22,7 @@ class ConfigEditor extends Popup {
let id='cfgInput-'+(lastCEId++)+'-'+key.replace(/\./g, '-');
let label=span.appendChild(document.createElement('label'));
label.innerText=data.name;
label.title=key;
if(config.getB('debug')) label.title=key;
let input;
if(data.type=='boolean') {
@@ -67,7 +67,7 @@ class ConfigEditor extends Popup {
input.disabled=
data.excludes
.some(key => config.getB(key));
input.title=input.disabled?`Disable ${data.excludes.join(',')} to enable`:'';
input.title=input.disabled?`Disable '${data.excludes.map(k => metaConfig[k].name).join('\', \'')}' to enable`:'';
};
setEnabled();
@@ -78,7 +78,7 @@ class ConfigEditor extends Popup {
} else if(data.parent) {
const setEnabled=() => {
input.disabled=!config.getB(data.parent);
input.title=input.disabled?`Enable ${data.parent} to enable`:'';
input.title=input.disabled?`Enable '${metaConfig[data.parent].name}' to enable`:'';
};
setEnabled();
+1 -1
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@@ -34,7 +34,7 @@ class ProgressBar {
ctx.fillRect(0, 0, canvas.width*this.completeCount/this.taskCount, canvas.height);
ctx.fillStyle=textColor;
ctx.textAlign='center';
ctx.textBaseline='center';
ctx.textBaseline='middle';
ctx.font=`${canvas.height/2}px 'Fira Code'`;
ctx.fillText(this.percent+'%', canvas.width/2, canvas.height/2);
}
+329
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@@ -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
};
+183 -327
View File
@@ -1,9 +1,18 @@
const [EMPTY, FOOD, SUPER_FOOD, DECAY_FOOD, WALL, FIRE, FLAMMABLE, FLAMMABLE_S, HOLE, HOLE_S, SNAKE]=Array(255).keys();
const {
tiles: T,
forChar,
getType,
isPortal,
snakeVersion, nonSnakeVersion
}=require('tiles');
class SnekGame {
constructor(settings, canvas, rules) {
// setup the delay
this.delay=settings.delay;
this.delay=settings.delay || Infinity;
// score starts at 0
this.score=0;
// world is given in the level
if(settings.world) { // explicitly
@@ -13,18 +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;
}
})();
this.world[x][y]=forChar(settings.world[y][x]);
}
}
@@ -32,22 +30,21 @@ class SnekGame {
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]);
}
));
this.fruits=this.getTilesOfType(T.FOOD);
// 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]);
}
));
this.decayFood=this.getTilesOfType(T.DECAY_FOOD);
// extract the portals
this.portals={};
this.world.forEach((l, x) =>
l.forEach((c, 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
// get the dimensions
@@ -57,37 +54,61 @@ 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=[];
}
// add the portals
if(settings.portals) {
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]=T.KEY);
// add the doors
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]=T.SWITCH_OFF);
// add the spikes
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
@@ -121,8 +142,20 @@ class SnekGame {
scoreSystem: 'fruit',
fireTickSpeed: 10,
autoSizeGrow: false,
autoSpeedIncrease: false
autoSpeedIncrease: false,
timeFlow: true
}, rules, settings.rules || {});
// reset direction if time doesn't flow
if(!this.rules.timeFlow) {
this.lastDirection=[0, 0];
this.direction=[0, 0];
}
// set score if move-based
if(this.rules.scoreSystem=='moves') {
this.score=this.rules.moveCount;
}
}
get playTime() {
@@ -133,6 +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
@@ -145,235 +191,16 @@ class SnekGame {
)
).flat();
}
replaceTilesOfType(type, newType) {
this.world.forEach(l =>
l.forEach((t, i) => {
if(t==type) l[i]=newType;
})
);
}
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);
require('renderer').draw(this, this.canvas, this.ctx);
}
step() {
@@ -381,23 +208,25 @@ class SnekGame {
this.lastDirection=this.direction;
// compute our new head
const head=[
this.snake[0][0]+this.direction[0],
this.snake[0][1]+this.direction[1]
];
let head;
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=[
this.snake[0][0]+this.direction[0],
this.snake[0][1]+this.direction[1]
];
this.portaled=false;
}
// 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;
}
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]) {
@@ -409,48 +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 SNAKE:
case HOLE_S:
case FLAMMABLE_S:
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':
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:
this.score+=10;
case 'bonus':
this.putTileA(head, T.EMPTY);
switch(tile) {
case T.SUPER_FOOD:
this.score+=10;
// you eat, you get a small score boost
case T.DECAY_FOOD:
this.score+=5;
this.decayFood=this.decayFood.filter(
([x, y, _]) => !(x==head[0] && y==head[1])
);
} break;
// you eat, you destroy all doors
case 'key':
this.putTileA(head, T.EMPTY);
this.replaceTilesOfType(T.DOOR, T.EMPTY);
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 step on, you trigger
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])
);
@@ -460,26 +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]);
}
}
@@ -491,22 +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;
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(
@@ -527,15 +372,21 @@ 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!
if(!this.rules.timeFlow) {
this.lastDirection=[0, 0];
this.direction=[0, 0];
}
// victory condition
@@ -548,6 +399,9 @@ class SnekGame {
if(this.rules.winCondition=='score') {
if(this.score>=this.rules.scoreObjective) return this.win();
}
if(this.rules.scoreSystem=='moves') {
if(this.score) this.score--;
}
}
tick() {
@@ -555,10 +409,13 @@ class SnekGame {
if(!this.lastStep) this.lastStep=this.firstStep;
this.draw();
if(this.callback) this.callback('tick');
if(this.lastStep+this.delay<Date.now()) {
if(this.rules.timeFlow && this.lastStep+this.delay<Date.now()) {
this.lastStep+=this.delay;
this.step();
}
if(!this.rules.timeFlow && (this.direction[0]!=0 || this.direction[1]!=0)) {
this.step();
}
requestAnimationFrame(() => this.tick());
}
@@ -615,7 +472,6 @@ class SnekGame {
this.firstStep=Date.now();
this.tickId=0;
this.playing=true;
this.score=0;
requestAnimationFrame(() => this.tick());
}
}
+221
View File
@@ -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
};