Snek/src/js/snek.js

480 lines
13 KiB
JavaScript

const {
tiles: T,
forChar,
getType,
isPortal,
snakeVersion, nonSnakeVersion
}=require('tiles');
class SnekGame {
constructor(settings, canvas, rules) {
// setup the delay
this.delay=settings.delay || Infinity;
// score starts at 0
this.score=0;
// 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]=forChar(settings.world[y][x]);
}
}
// extract the dimensions
this.dimensions=[this.world.length, this.world[0].length];
// extract the fruits
this.fruits=this.getTilesOfType(T.FOOD);
// extract the decaying fruits
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
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(T.EMPTY);
}
// add the walls
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]=T.HOLE);
// add the fires and flammable tiles
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]=T.FOOD);
this.fruits=[...settings.food];
// add the 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]=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]=T.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,
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() {
return Date.now()-this.firstStep;
}
get speed() {
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
.map(
(l, x) => l
.map(
(r, y) => r==type?[x,y]:null
).filter(
a => a
)
).flat();
}
replaceTilesOfType(type, newType) {
this.world.forEach(l =>
l.forEach((t, i) => {
if(t==type) l[i]=newType;
})
);
}
draw() {
require('renderer').draw(this, this.canvas, this.ctx);
}
step() {
this.tickId++;
this.lastDirection=this.direction;
// compute our new head
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();
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]) {
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("literally fell out of the world", "exited the grid");
}
}
let tile=this.getTileA(head);
switch(getType(tile)) {
// you hit, you die
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':
if(
this.snake.length==0 ||
this.snake.length==1 &&
this.getTileA(this.snake[0])==T.HOLE_S ||
this.snake.length>=2 &&
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 '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 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
this.snake.push(tail);
this.putTileA(tail, snakeVersion(this.getTileA(tail)));
this.length++;
// remove the fruit from existence
this.putTileA(head, T.EMPTY);
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(T.EMPTY);
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.fruits.push(cell);
this.putTileA(cell, T.FOOD);
}
if(this.rules.superFruitGrow) {
if(Math.random()<.1) { // 10% chance
const emptyCells=this.getTilesOfType(T.EMPTY);
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.putTileA(cell, T.SUPER_FOOD);
}
}
if(this.rules.decayingFruitGrow) {
if(Math.random()<.2) { // 20% chance
const emptyCells=this.getTilesOfType(T.EMPTY);
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.putTileA(cell, T.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
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.putTile(x, y, T.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.getTile(x, y-1),
this.getTile(x, y+1),
this.getTile(x-1, y),
this.getTile(x-1, y)
];
return surrounding.some(tile => tile==T.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
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();
}
if(this.rules.scoreSystem=='moves') {
if(this.score) this.score--;
}
}
tick() {
if(!this.playing) return;
if(!this.lastStep) this.lastStep=this.firstStep;
this.draw();
if(this.callback) this.callback('tick');
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());
}
win() {
this.playing=false;
this.endPlayTime=this.playTime;
if(this.callback) this.callback('win');
}
die(message='died', reason='died') {
this.playing=false;
this.endPlayTime=this.playTime;
this.death={message, reason};
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;
requestAnimationFrame(() => this.tick());
}
}
return module.exports=SnekGame;