Snek/public/js/snek.js

193 lines
4.6 KiB
JavaScript

const [EMPTY, FOOD, WALL, SNAKE]=Array(4).keys();
const ifNaN=(v, r) => isNaN(v)?r:v;
class SnekGame {
constructor(settings, canvas) {
// build the world
this.dimensions=[...settings.dimensions];
this.world=Array(settings.dimensions[0])
.forEach((_, i, a) => a[i]=Array(settings.dimensions[1]).fill(EMPTY));
settings.walls.forEach(([x, y]) => this.world[x][y]=WALL);
settings.food.forEach(([x, y]) => this.world[x][y]=FOOD);
settings.snake.forEach(([x, y]) => this.world[x][y]=SNAKE);
// setup the delay
this.delay=settings.delay;
// get the head and initial direction
this.head=[...settings.snake[0]];
this.direction=[
ifNaN(settings.snake[1][0]-settings.snake[0][0], 1),
ifNaN(settings.snake[1][1]-settings.snake[0][1], 0)
];
// get the snake and the fruits themselves
this.snake=[...settings.snake];
this.fruits=[...settings.food];
// get our canvas, like, if we want to actually draw
this.canvas=canvas;
this.ctx=canvas.getContext('2d');
//TODO this.gl=canvas.getContext('webgl');
}
draw() {
// clear the canvas, because it's easier than having to deal with everything
this.ctx.clearRect(0, 0, this.canvas.with, this.canvas.height);
// get the cell size and offset
const cellSize=Math.min(
this.canvas.with/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 our walls
const wall=Assets.get('wall');
for(let x=0; x<this.dimensions[0]; x++) {
for(let y=0; x<this.dimensions[1]; y++) {
switch(this.world[x][y]) {
case WALL:
this.ctx.drawImage(
wall,
offsetX+cellSize*x,
offsetY+cellSize*y,
cellSize,
cellSize
);
break;
}
}
}
// draw our snake
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) => {
this.ctx.lineTo(
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/1000*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*x+(1-fruitScale)*cellSize/2,
cellSize*fruitScale,
cellSize*fruitScale
);
});
}
step() {
// compute our new head
const head=[
this.snake[0][0]+this.direction[0],
this.snake[0][1]+this.direction[1]
];
// get our tail out of the way
const tail=this.snake.pop();
this.world[tail[0]][tail[1]]=EMPTY;
switch(this.world[head[0]][head[1]]) {
// you hit, you die
case WALL:
case SNAKE:
return this.die();
// you eat, you don't die
case FRUIT:
// re-grow the snake
this.snake.push(tail);
this.world[tail[0]][tail[1]]=SNAKE;
// remove the fruit from existence
this.world[head[0]][head[1]]=SNAKE;
this.fruits.splice(
this.fruits.find(
([x, y]) => x==head[0] && y==head[1]
),
1
);
// custom rules
if(this.rules.regrowFruits) {
const emptyCells=this.world
.map(
(l, x) => l
.map(
(r, y) => r==EMPTY?[x,y]:null
).filter(
a => a
)
).flat();
const cell=emptyCells[Math.floor(Math.random()*emptyCells.length)];
this.fruits.push(cell);
this.world[cell[0]][cell[1]]=FRUIT;
}
}
// move our head forward
this.world[head[0]][head[1]]=SNAKE;
this.snake.unshift(head);
// victory condition
if(!this.fruits.length) return this.win();
}
tick() {
if(!this.lastStep) this.lastStep=this.firstStep;
if(this.lastStep+delay<Date.now()) {
this.lastStep+=delay;
this.step();
}
this.draw();
requestAnimationFrame(() => this.tick());
}
win() {
this.playing=false;
// you gud lol
console.log("You gud lol");
console.log(`Won in ${(Date.now()-this.firstStep)/1000} seconds`);
}
die() {
this.playing=false;
// you bad lol
console.log("You bad lol");
}
start() {
this.firstStep=Date.now();
requestAnimationFrame(() => this.tick());
}
}