upgraded engine with input buffering and added arcade & survival
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parent
03e0c97280
commit
de390dff8a
5 changed files with 74 additions and 18 deletions
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@ -20,6 +20,7 @@
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"fruitRegrow": true,
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"speedIncrease": true,
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"speedMultiplier": 0.9,
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"speedCap": 50,
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"worldWrap": true
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},
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"levelFilename": "arcade-<l>.json",
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@ -3,5 +3,6 @@
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"join": "round",
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"cap": "round",
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"headSize": 0.8,
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"tailSize": 0.4
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"tailSize": 0.4,
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"tailWrapSize": 0.1
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}
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12
levels/arcade-arcade.json
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12
levels/arcade-arcade.json
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@ -0,0 +1,12 @@
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{
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"dimensions": [32, 32],
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"delay": 200,
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"food": [
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[16, 16]
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],
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"snake": [
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[16, 12],
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[16, 11],
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[16, 10]
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]
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}
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16
levels/arcade-survival.json
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16
levels/arcade-survival.json
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@ -0,0 +1,16 @@
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{
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"dimensions": [32, 32],
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"delay": 200,
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"food": [],
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"snake": [
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[16, 12],
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[16, 11],
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[16, 10]
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],
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"rules": {
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"autoSpeedIncrease": true,
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"autoSpeadIncreaseTicks": 10,
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"autoSizeGrow": true,
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"autoSizeGrowTicks": 100
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}
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}
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@ -1,5 +1,3 @@
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const assets=require('assets');
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const [EMPTY, FOOD, WALL, SNAKE]=Array(4).keys();
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const ifNaN=(v, r) => isNaN(v)?r:v;
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@ -51,7 +49,7 @@ class SnekGame {
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}
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// add the walls
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settings.walls.forEach(([x, y]) => this.world[x][y]=WALL);
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if(settings.walls) settings.walls.forEach(([x, y]) => this.world[x][y]=WALL);
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// add the food
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settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
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@ -68,6 +66,7 @@ class SnekGame {
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ifNaN(settings.snake[0][0]-settings.snake[1][0], 1),
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ifNaN(settings.snake[0][1]-settings.snake[1][1], 0)
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];
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this.lastDirection=this.direction
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// store the snake
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this.snake=[...settings.snake];
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@ -75,7 +74,6 @@ class SnekGame {
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// get our canvas, like, if we want to actually draw
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this.canvas=canvas;
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this.ctx=canvas.getContext('2d');
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//TODO this.gl=canvas.getContext('webgl');
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// load the custom rules
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this.rules=Object.assign({
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@ -93,6 +91,8 @@ class SnekGame {
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}
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draw() {
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const assets=require('assets');
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// clear the canvas, because it's easier than having to deal with everything
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this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
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@ -150,11 +150,22 @@ class SnekGame {
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this.ctx.fill();
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this.ctx.beginPath();
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this.snake.forEach(([x, y], i) => {
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this.snake.forEach(([x, y], i, a) => {
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this.ctx.lineTo(
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offsetX+cellSize*(x+1/2),
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offsetY+cellSize*(y+1/2)
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);
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if(i!=0 && Math.hypot(x-a[i-1][0], y-a[i-1][1])>1) {
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this.ctx.lineWidth=cellSize*snake.tailWrapSize;
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} else {
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this.ctx.lineWidth=cellSize*snake.tailSize;
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}
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this.ctx.stroke();
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this.ctx.beginPath()
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this.ctx.moveTo(
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offsetX+cellSize*(x+1/2),
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offsetY+cellSize*(y+1/2)
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);
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});
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this.ctx.stroke();
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@ -174,6 +185,9 @@ class SnekGame {
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}
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step() {
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this.tickId++;
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this.lastDirection=this.direction;
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// compute our new head
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const head=[
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this.snake[0][0]+this.direction[0],
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@ -227,12 +241,27 @@ class SnekGame {
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this.fruits.push(cell);
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this.world[cell[0]][cell[1]]=FOOD;
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}
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if(this.rules.speedIncrease) {
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this.delay*=this.rules.speedMultiplier;
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if(this.delay<this.rules.speedCap) this.delay=this.rules.speedCap;
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}
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}
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// move our head forward
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this.world[head[0]][head[1]]=SNAKE;
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this.snake.unshift(head);
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// automatic speed increase
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if(this.rules.autoSpeedIncrease) {
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if(this.delay>50 && this.tickId%this.rules.autoSpeadIncreaseTicks==0) this.delay--;
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}
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// automatic size grow
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if(this.rules.autoSizeGrow) {
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if(this.tickId%this.rules.autoSizeGrowTicks==0) this.snake.push(tail);
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}
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// victory condition
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if(this.rules.winCondition=='fruit') {
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if(!this.fruits.length) return this.win();
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@ -271,23 +300,20 @@ class SnekGame {
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handleInputs(inputs) {
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const trySet=(dir) => {
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if(!(this.direction[0]==-dir[0] && this.direction[1]==-dir[1])) this.direction=dir;
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if(!dir.every((e, i) => e==this.lastDirection[i] || e==-this.lastDirection[i])) {
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this.direction=dir;
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return true;
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}
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if(inputs.left) {
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trySet([-1, 0]);
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} else if(inputs.right) {
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trySet([ 1, 0]);
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} else if(inputs.up) {
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trySet([ 0,-1]);
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} else if(inputs.down) {
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trySet([ 0, 1]);
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}
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Object.keys(inputs).forEach(k => delete inputs[k]);
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if(inputs.left && trySet([-1, 0])) return delete inputs.left;
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else if(inputs.right && trySet([ 1, 0])) return delete inputs.right;
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else if(inputs.up && trySet([ 0,-1])) return delete inputs.up;
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else if(inputs.down && trySet([ 0, 1])) return delete inputs.down;
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}
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start() {
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this.firstStep=Date.now();
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this.tickId=0;
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this.playing=true;
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requestAnimationFrame(() => this.tick());
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}
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