480 lines
13 KiB
JavaScript
480 lines
13 KiB
JavaScript
const {
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tiles: T,
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forChar,
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getType,
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isPortal,
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snakeVersion, nonSnakeVersion
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}=require('tiles');
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class SnekGame {
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constructor(settings, canvas, rules) {
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// setup the delay
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this.delay=settings.delay || Infinity;
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// score starts at 0
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this.score=0;
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// world is given in the level
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if(settings.world) { // explicitly
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// convert the world
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this.world=Array(settings.world[0].length);
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for(let x=0; x<this.world.length; x++) {
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this.world[x]=Array(settings.world.length);
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for(let y=0; y<this.world[x].length; y++) {
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this.world[x][y]=forChar(settings.world[y][x]);
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}
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}
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// extract the dimensions
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this.dimensions=[this.world.length, this.world[0].length];
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// extract the fruits
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this.fruits=this.getTilesOfType(T.FOOD);
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// extract the decaying fruits
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this.decayFood=this.getTilesOfType(T.DECAY_FOOD);
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// extract the portals
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this.portals={};
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this.world.forEach((l, x) =>
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l.forEach((c, y) => {
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if(c==T.PORTAL_A) this.portals.a=[x, y];
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if(c==T.PORTAL_B) this.portals.b=[x, y];
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if(c==T.PORTAL_C) this.portals.c=[x, y];
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if(c==T.PORTAL_D) this.portals.d=[x, y];
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})
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);
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} else { // dimension and objects
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// get the dimensions
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this.dimensions=[...settings.dimensions];
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// build an empty world
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this.world=Array(settings.dimensions[0]);
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for(let i=0; i<settings.dimensions[0]; i++) {
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this.world[i]=Array(settings.dimensions[1]);
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this.world[i].fill(T.EMPTY);
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}
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// add the walls
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if(settings.walls) settings.walls.forEach(([x, y]) => this.world[x][y]=T.WALL);
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// add the holes
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if(settings.holes) settings.holes.forEach(([x, y]) => this.world[x][y]=T.HOLE);
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// add the fires and flammable tiles
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if(settings.fires) settings.fires.forEach(([x, y]) => this.world[x][y]=T.FIRE);
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if(settings.flammable) settings.flammable.forEach(([x, y]) => this.world[x][y]=T.FLAMMABLE);
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// add the food
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settings.food.forEach(([x, y]) => this.world[x][y]=T.FOOD);
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this.fruits=[...settings.food];
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// add the super food
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if(settings.superFood) settings.superFood.forEach(([x, y]) => this.world[x][y]=T.SUPER_FOOD);
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// add the decaying food
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if(settings.decayFood) {
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settings.decayFood.forEach(([x, y]) => this.world[x][y]=T.DECAY_FOOD);
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this.decayFood=settings.decayFood.map(([x, y]) => [x, y, 0]);
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} else {
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this.decayFood=[];
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}
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// add the portals
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if(settings.portals) {
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if(settings.portals.a) this.world[settings.portals.a[0]][settings.portals.a[1]]=T.PORTAL_A;
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if(settings.portals.b) this.world[settings.portals.b[0]][settings.portals.b[1]]=T.PORTAL_B;
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if(settings.portals.c) this.world[settings.portals.c[0]][settings.portals.c[1]]=T.PORTAL_C;
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if(settings.portals.d) this.world[settings.portals.d[0]][settings.portals.d[1]]=T.PORTAL_D;
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this.portals={...settings.portals};
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} else {
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this.portals={};
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}
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// add the keys
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if(settings.keys) settings.keys.forEach(([x, y]) => this.world[x][y]=T.KEY);
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// add the doors
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if(settings.doors) settings.doors.forEach(([x, y]) => this.world[x][y]=T.DOOR);
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// add the switches
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if(settings.switches) settings.switches.forEach(([x, y]) => this.world[x][y]=T.SWITCH_OFF);
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// add the spikes
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if(settings.spikesOn) settings.spikesOn.forEach(([x, y]) => this.world[x][y]=T.SPIKES_ON);
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if(settings.spikesOff) settings.spikesOff.forEach(([x, y]) => this.world[x][y]=T.SPIKES_OFF);
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}
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// add the snake to the world
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settings.snake.forEach(([x, y]) => this.world[x][y]=T.SNAKE);
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// get the head and initial direction
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this.head=[...settings.snake[0]];
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if(settings.snake.length>=2) this.direction=[
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settings.snake[0][0]-settings.snake[1][0],
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settings.snake[0][1]-settings.snake[1][1]
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];
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else this.direction=[
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1,
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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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this.length=this.snake.length;
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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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// load the custom rules
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this.rules=Object.assign({
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fruitRegrow: true,
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superFruitGrow: false,
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decayingFruitGrow: false,
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speedIncrease: true,
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worldWrap: true,
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winCondition: 'none',
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scoreSystem: 'fruit',
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fireTickSpeed: 10,
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autoSizeGrow: false,
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autoSpeedIncrease: false,
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timeFlow: true
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}, rules, settings.rules || {});
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// reset direction if time doesn't flow
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if(!this.rules.timeFlow) {
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this.lastDirection=[0, 0];
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this.direction=[0, 0];
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}
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// set score if move-based
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if(this.rules.scoreSystem=='moves') {
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this.score=this.rules.moveCount;
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}
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}
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get playTime() {
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return Date.now()-this.firstStep;
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}
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get speed() {
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return Math.round(1000/this.delay);
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}
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getTile(x, y) {
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return (this.world[x]||[])[y];
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}
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getTileA([x, y]) {
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return (this.world[x]||[])[y];
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}
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putTile(x, y, t) {
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this.world[x][y]=t;
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}
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putTileA([x, y], t) {
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this.world[x][y]=t;
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}
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getTilesOfType(type) {
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return this
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.world
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.map(
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(l, x) => l
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.map(
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(r, y) => r==type?[x,y]:null
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).filter(
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a => a
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)
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).flat();
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}
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replaceTilesOfType(type, newType) {
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this.world.forEach(l =>
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l.forEach((t, i) => {
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if(t==type) l[i]=newType;
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})
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);
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}
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draw() {
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require('renderer').draw(this, this.canvas, this.ctx);
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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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let head;
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if(!this.portaled && isPortal(this.getTileA(this.snake[0]))) {
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const tile=this.getTileA(this.snake[0]);
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if(tile==T.PORTAL_A_S) head=this.portals.b;
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if(tile==T.PORTAL_B_S) head=this.portals.a;
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if(tile==T.PORTAL_C_S) head=this.portals.d;
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if(tile==T.PORTAL_D_S) head=this.portals.c;
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this.portaled=true;
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} else {
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head=[
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this.snake[0][0]+this.direction[0],
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this.snake[0][1]+this.direction[1]
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];
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this.portaled=false;
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}
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// get our tail out of the way
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const tail=this.snake.pop();
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this.putTileA(tail, nonSnakeVersion(this.getTileA(tail)));
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// check for out of world conditions
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if(head[0]<0 || head[0]>=this.dimensions[0] || head[1]<0 || head[1]>=this.dimensions[1]) {
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if(this.rules.worldWrap) {
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head[0]=(head[0]+this.dimensions[0])%this.dimensions[0];
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head[1]=(head[1]+this.dimensions[1])%this.dimensions[1];
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} else {
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return this.die("literally fell out of the world", "exited the grid");
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}
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}
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let tile=this.getTileA(head);
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switch(getType(tile)) {
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// you hit, you die
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case 'wall':
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switch(tile) {
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case T.WALL: return this.die("thought walls were edible", "hit a wall");
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case T.FIRE: return this.die("burned to a crisp", "hit fire");
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case T.DOOR: return this.die("forgot to OPEN the door", "hit a door");
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case T.SPIKES_ON: return this.die("thought they were a girl's drink in a nightclub", "hit spikes");
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}
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// congratilations, you played yourself!
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case 'snake':
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return this.die("achieved every dog's dream", "ate their own tail");
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// if either 3 consecutive segments or the whole snake is on a hole, you die
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case 'hole':
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if(
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this.snake.length==0 ||
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this.snake.length==1 &&
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this.getTileA(this.snake[0])==T.HOLE_S ||
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this.snake.length>=2 &&
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this.getTileA(this.snake[0])==T.HOLE_S &&
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this.getTileA(this.snake[1])==T.HOLE_S
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) return this.die("fell harder than their grades", "fell in a hole");
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break;
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// you eat, you get a massive score boost
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case 'bonus':
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this.putTileA(head, T.EMPTY);
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switch(tile) {
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case T.SUPER_FOOD:
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this.score+=10;
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// you eat, you get a small score boost
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case T.DECAY_FOOD:
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this.score+=5;
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this.decayFood=this.decayFood.filter(
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([x, y, _]) => !(x==head[0] && y==head[1])
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);
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} break;
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// you eat, you destroy all doors
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case 'key':
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this.putTileA(head, T.EMPTY);
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this.replaceTilesOfType(T.DOOR, T.EMPTY);
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break;
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// you step on, you trigger
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case 'switch': {
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this.putTileA(head, tile==T.SWITCH_ON?T.SWITCH_OFF:T.SWITCH_ON);
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if(this.getTilesOfType(T.SPIKES_OFF_S).length) return this.die("spiked themselves", "activated spikes");
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const oldSpikes=this.getTilesOfType(T.SPIKES_ON);
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this.replaceTilesOfType(T.SPIKES_OFF, T.SPIKES_ON);
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oldSpikes.forEach(pos => this.putTileA(pos, T.SPIKES_OFF));
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} break;
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// you eat, you grow
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case 'food':
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// re-grow the snake
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this.snake.push(tail);
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this.putTileA(tail, snakeVersion(this.getTileA(tail)));
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this.length++;
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// remove the fruit from existence
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this.putTileA(head, T.EMPTY);
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this.fruits=this.fruits.filter(
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([x, y]) => !(x==head[0] && y==head[1])
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);
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// increase score
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this.score++;
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// custom rules
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if(this.rules.fruitRegrow) {
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const emptyCells=this.getTilesOfType(T.EMPTY);
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const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
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this.fruits.push(cell);
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this.putTileA(cell, T.FOOD);
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}
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if(this.rules.superFruitGrow) {
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if(Math.random()<.1) { // 10% chance
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const emptyCells=this.getTilesOfType(T.EMPTY);
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const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
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this.putTileA(cell, T.SUPER_FOOD);
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}
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}
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if(this.rules.decayingFruitGrow) {
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if(Math.random()<.2) { // 20% chance
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const emptyCells=this.getTilesOfType(T.EMPTY);
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const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
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this.putTileA(cell, T.DECAY_FOOD);
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this.decayFood.push([cell[0], cell[1], this.playTime]);
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}
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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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tile=this.getTileA(head);
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this.putTileA(head, snakeVersion(tile));
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this.snake.unshift(head);
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// decay decaying food
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this.decayFood.forEach(
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([x, y, birth]) => {
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if(this.playTime>=birth+2000) this.putTile(x, y, T.EMPTY);
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}
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);
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this.decayFood=this.decayFood.filter(
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([_, __, birth]) => this.playTime<birth+2000
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);
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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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// fire tick
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if(this.tickId%this.rules.fireTickSpeed==0) {
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const touchingFire=([x, y]) => {
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const surrounding=[
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this.getTile(x, y-1),
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this.getTile(x, y+1),
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this.getTile(x-1, y),
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this.getTile(x-1, y)
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];
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return surrounding.some(tile => tile==T.FIRE);
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};
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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");
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this.getTilesOfType(T.FLAMMABLE).filter(touchingFire).forEach(pos => this.putTileA(pos, T.FIRE));
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}
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// THE WORLD!
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if(!this.rules.timeFlow) {
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this.lastDirection=[0, 0];
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this.direction=[0, 0];
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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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}
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if(this.rules.winCondition=='time') {
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if(this.playTime>=this.rules.gameDuration) return this.win();
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}
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if(this.rules.winCondition=='score') {
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if(this.score>=this.rules.scoreObjective) return this.win();
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}
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if(this.rules.scoreSystem=='moves') {
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if(this.score) this.score--;
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}
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}
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tick() {
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if(!this.playing) return;
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if(!this.lastStep) this.lastStep=this.firstStep;
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this.draw();
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if(this.callback) this.callback('tick');
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if(this.rules.timeFlow && this.lastStep+this.delay<Date.now()) {
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this.lastStep+=this.delay;
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this.step();
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}
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if(!this.rules.timeFlow && (this.direction[0]!=0 || this.direction[1]!=0)) {
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this.step();
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}
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requestAnimationFrame(() => this.tick());
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}
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win() {
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this.playing=false;
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this.endPlayTime=this.playTime;
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if(this.callback) this.callback('win');
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}
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die(message='died', reason='died') {
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this.playing=false;
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this.endPlayTime=this.playTime;
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this.death={message, reason};
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if(this.callback) this.callback('die');
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}
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handleInputs(inputs) {
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const config=require('config');
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// change direction if the input is valid
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const trySet=(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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}
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// reduce buffer duration
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Object
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.keys(inputs)
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.forEach(k => {
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let v=inputs[k];
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if(v===true) v=5;
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v--;
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if(!v) delete inputs[k];
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else inputs[k]=v;
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});
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// try all inputs in order and unbuffer them if valid
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if(inputs.left && trySet([-1, 0])) delete inputs.left;
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else if(inputs.right && trySet([ 1, 0])) delete inputs.right;
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else if(inputs.up && trySet([ 0,-1])) delete inputs.up;
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else if(inputs.down && trySet([ 0, 1])) delete inputs.down;
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// buffering might be disabled
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if(!config.getB('input.buffer')) {
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Object
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.keys(inputs)
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.forEach(k => delete inputs[k]);
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}
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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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}
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return module.exports=SnekGame;
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