code-katas/snake/snake.js

403 lines
14 KiB
JavaScript

(function() {
var S = window.Snake = {};
// True constants
var SPACE = 0; var WALL = 1; var SNAKE = 2; var FOOD = 3;
// Fake constants (constant after board initialization).
var ROWS = S.ROWS = 50;
var COLS = S.COLS = 50;
var tileWidth, tileHeight;
// The current game board.
var board;
// The starting game board.
var startBoard;
var startGrowthFactor = 2; // When we eat food, how many turns do we grow?
var startGFIncrease=0; // When we eat, how much should the GF increase?
var targetScore = 0; // How many pieces of food must we eat to win?
var body = new Array(); // Queue of body indices.
var headCur; // Index of the head's current position.
var direction = 1; // Current movement direction.
var foodEaten = false; // Did we eat food this turn?
var growthFactor // When we eat food, how many turns do we grow?
var growthCounter; // How many remaining turns should we grow?
var score = 0; // How many pieces of food have we eaten?
// HTML Elements
var canvas;
var g;
var editorControls;
var editorDataTextarea;
var cursorIdx;
var cursorBlock;
// Flags
var editor = false;
var dead = true;
var pause = false;
// Time-management
var skipTicks;
var nextGameTick;
var cmdQueue = new Array();
var handers = new Array();
function coord2idx(row, col) { return (COLS * row) + col; }
function idx2row(idx) { return Math.floor(idx/COLS); }
function idx2col(idx) { return idx % COLS; }
function initialize(options) {
if (!options) options = {};
// Store our own copy of the canvas and get a 2D graphics context.
if (options.canvas) canvas = options.canvas;
else canvas = document.getElementsByTagName("canvas")[0];
g = S.graphicsContext = canvas.getContext("2d");
// Remove any existing handlers
canvas.removeEventListener('keydown', handleGameKey);
canvas.removeEventListener('keydown', handleEditorKey);
canvas.removeEventListener('click', handleEditorClick);
// Read in the board dimensions.
if (options.rows) S.ROWS = ROWS = options.rows;
if (options.cols) S.COLS = COLS = options.cols;
if (options.board) startBoard = options.board;
else {
// Wipe the board and draw the walls.
startBoard = new Array(ROWS * COLS);
var i;
for (i = 0; i < startBoard.length; i++ ) {
if (Math.floor(i / COLS) == 0 || (i % COLS) == 0) startBoard[i] = WALL
else if (Math.floor(i / COLS) == (ROWS - 1) ||
(i % COLS) == (COLS - 1)) startBoard[i] = WALL
else startBoard[i] = SPACE; } }
// Figure out how big each game tile is.
tileWidth = Math.ceil(canvas.width / COLS);
tileHeight = Math.ceil(canvas.height / ROWS);
console.log("canvas.width: " + canvas.width);
console.log("canvas.height: " + canvas.height);
console.log("ROWS: " + ROWS);
console.log("COLS: " + COLS);
console.log("Tile Width: " + tileWidth);
console.log("Tile Height: " + tileHeight);
// Mark the player as dead. This is primarily for the case where a
// player re-initializes the board during a game in progress. It
// causes any scheduled logic to quit without affecting out game state.
dead = true;
// Read in the growth factor and increase.
if (options.growthFactor) startGrowthFactor = options.growthFactor;
else startGrowthFactor = 2;
if (options.growthFactorIncrease)
startGFIncrease = options.growthFactorIncrease;
else startGFIncrease = 1;
// Check for a target score to consider this level "won."
if (options.targetScore) targetScore = option.targetScore;
else options.targetScore = 0; // 0 = no target, play indefinitely.
// Check to see if they want to use the editor or the game.
editor = Boolean(options.editor);
// Clear the canvas.
g.fillStyle = "white";
g.fillRect(0, 0, canvas.width, canvas.height);
// They want the game
if (!editor) {
canvas.addEventListener('keydown', handleGameKey);
g.font = "24px sans-serif";
g.fillStyle = "black";
g.fillText("Press Space to begin.", 50, Math.floor(canvas.height/2), canvas.width - 100);
if (options.fps) skipTicks = Math.ceil(1000 / options.fps);
else skipTicks = 150; }
// They want the editor
else {
canvas.addEventListener('keydown', handleEditorKey);
canvas.addEventListener('click', handleEditorClick);
editorControls = document.getElementById("editorControls")
editorDataTextarea = document.querySelector("#editorControls textarea");
startEditor(); }
canvas.focus(); }
function startGame() {
while (body.length > 0) body.pop();
while (cmdQueue.length > 0) cmdQueue.pop();
direction = 1;
dead = pause = false;
score = growthCounter = 0;
nextGameTick = (new Date).getTime() + skipTicks;
growthFactor = startGrowthFactor;
growthFactorIncrease = startGFIncrease;
// Copy over a fresh board.
board = new Array(startBoard.length);
for (var i = 0; i < board.length; i++) board[i] = startBoard[i];
// Create a new food item and add it to the board.
board[randomEmptySpace()] = FOOD;
// Find or write the initial body segment onto the board.
for (headCur = -1, i = 0; i < board.length; i++)
if (board[i] == SNAKE) headCur = i;
if (headCur < 0) headCur = randomEmptySpace();
body.push(headCur);
board[headCur] = SNAKE;
// Draw the board
paintBoard();
gameLoop(); }
function startEditor() {
board = new Array(ROWS * COLS);
cursorBlock = SPACE;
cursorIdx = headCur = coord2idx(
Math.floor((ROWS - 1) / 2), Math.floor((COLS - 1) / 2));
// Wipe the board and draw the walls.
var i;
for (i = 0; i < board.length; i++ ) {
if (Math.floor(i / COLS) == 0 || (i % COLS) == 0) board[i] = WALL
else if (Math.floor(i / COLS) == (ROWS - 1) ||
(i % COLS) == (COLS - 1)) board[i] = WALL
else board[i] = SPACE; }
board[headCur] = SNAKE;
document.getElementById("editorControls").style.display = "inline-block";
paintBoard(); }
function gameLoop() {
// Break the game loop if the player died or paused.
if (dead || pause) return;
if ((new Date).getTime() > nextGameTick) {
updateAndDraw();
nextGameTick += skipTicks; }
requestAnimationFrame(gameLoop); }
// For this game I want the game logic and the refresh rate to be tied
// together. The snake moves one step per animation frame. We do limit the
// animation frame to a given fps. This works because there are no other
// elements being animated other than the snake and no partial animation
// states.
function updateAndDraw() {
if (!g) return false;
foodEaten = false;
// 1. Read up to one command from the user.
if (cmdQueue.length > 0) {
var cmd = cmdQueue.shift();
if (cmd == 37) direction = -1; // Left
else if (cmd == 38) direction = -COLS; // Up
else if (cmd == 39) direction = 1; // Right
else if (cmd == 40) direction = COLS; /* Down */ }
// 2. Find the head's next spot.
headCur = headCur + direction;
// 3. First check to see if we've eaten food (since it will affect
// collision detection for the body). This is also where growth
// happens via not moving the tail.
if (board[headCur] == FOOD) {
foodEaten = true;
growthCounter += growthFactor;
growthFactor += growthFactorIncrease; }
// 4. Remove the tail.
if (growthCounter == 0) {
var tailIdx = body.shift();
board[tailIdx] = SPACE
paintIdx(tailIdx); }
else growthCounter -= 1;
// 5. Detect wall and snake collisions
if (board[headCur] == WALL || board[headCur] == SNAKE) {
die(); return }
// 6. Move the head
body.push(headCur);
board[headCur] = SNAKE;
paintIdx(headCur);
// 7. Create more food if needed.
if (foodEaten) {
var foodLoc = randomEmptySpace();
board[foodLoc] = FOOD;
paintIdx(foodLoc); } }
// Find a new location for a piece of food.
function randomEmptySpace() {
// Find all the spaces on the board that are not occupied
var emptySpaces = new Array();
for (var i = 0; i < board.length; i++)
if (board[i] == SPACE) emptySpaces.push(i);
// Choose one of those spaces at random.
return emptySpaces[Math.floor(Math.random() * emptySpaces.length)] }
function die() {
paintIdxColor(headCur, "red");
dead = true;
//g.fillStyle = "white";
//g.fillRect(0, 0, canvas.width, canvas.height);
g.font = "24px sans-serif";
g.fillStyle = "red";
g.fillText("Press Space to retry.", 50, Math.floor(canvas.height/2), canvas.width - 100); }
function handleGameKey(ke) {
var key = ke.keyCode ? ke.keyCode : ke.which;
// We will only intercept key events which we care about. This makes it
// safe to attach the handler to the window or anywhere else without
// worrying about the game becoming a black-hole for events.
var dontCare = false;
// Space, start a new game.
if (key == 32) {
dead = true;
requestAnimationFrame(startGame); }
// Pause, pause or unpause the game.
else if (key == 19) {
if (pause == true) {
pause = false;
nextGameTick = (new Date).getTime();
gameLoop(); }
else pause = true; }
// Queue directions in the command queue
else if ((key > 36) && (key < 41)) cmdQueue.push(key);
// Anything else we don't care about.
else dontCare = true;
// If we *do* care about this key, consume it and prevent it from
// bubbling up.
if (!dontCare) ke.preventDefault();
return false; }
// Handle input for the game editor. The editor is entirely input driven.
// All of it's actions and logic are in response to user input. There is no
// "game" loop and most of the editor's logic happens in this function.
function handleEditorKey(ke) {
var key = ke.keyCode ? ke.keyCode : ke.which;
// Again, we will pass along input we are not interested in.
var dontCare = false;
switch (key) {
// Space or Enter: place a tile.
case 32: case 13: board[cursorIdx] = cursorBlock; break;
// Direction keys: move the cursor.
case 37: cursorIdx -= 1; break; // Left
case 38: cursorIdx -= COLS; break; // Up
case 39: cursorIdx += 1; break; // Right
case 40: cursorIdx += COLS; break; // Down
// Number keys: select a tile type.
case 49: case 97: cursorBlock = SPACE; break; // 1
case 50: case 98: cursorBlock = WALL; break; // 2
case 51: case 99: cursorBlock = SNAKE; break; // 3
case 52: case 100: cursorBlock = FOOD; break; // 4
default: dontCare = true;
}
// Our board may have changed, let's spit out the data.
emitEditorLevelData();
// Redraw the board.
paintBoard();
// Draw the current cursor position.
g.strokeStyle = "solid 4px gray";
g.strokeRect(
(cursorIdx % COLS) * tileWidth,
Math.floor(cursorIdx / COLS) * tileHeight,
tileWidth, tileHeight);
// Consume events we care about and prevent them from bubbling up.
if (!dontCare) ke.preventDefault(); }
function handleEditorClick(ke) {
}
// Write out the editor level data as a JSON string to the textarea.
function emitEditorLevelData() {
editorDataTextarea.value = JSON.stringify({
board: board,
rows: ROWS,
cols: COLS,
growthFactor: startGrowthFactor,
growthFactorIncrease: startGFIncrease,
targetScore: targetScore,
fps: Math.ceil(1000 / skipTicks)}); }
// Load the editor data as a JSON string from the textarea.
function loadEditorLevelData() { }
// Draw the entire board.
function paintBoard() {
for (i = 0; i < board.length; i++) { paintIdx(i); } }
function paintCoord(row, col) {
var idx = coord2idx(row, col);
if (board[idx] == WALL) g.fillStyle = "black";
else if (board[idx] == FOOD) g.fillStyle = "green";
else if (board[idx] == SNAKE) g.fillStyle = "blue";
else g.fillStyle = "white";
g.fillRect(col, row, tileWidth, tileHeight); }
function paintIdxColor(idx, color) {
g.fillStyle = color;
g.fillRect(
(idx % COLS) * tileWidth,
Math.floor(idx / COLS) * tileHeight,
tileWidth, tileHeight); }
function paintIdx(idx) {
if (board[idx] == WALL) g.fillStyle = "black";
else if (board[idx] == FOOD) g.fillStyle = "green";
else if (board[idx] == SNAKE) g.fillStyle = "blue";
else g.fillStyle = "white";
g.fillRect(
(idx % COLS) * tileWidth,
Math.floor(idx / COLS) * tileHeight,
tileWidth, tileHeight); }
S.initialize = initialize;
})();