Work 19. Feb
This commit is contained in:
@@ -16,6 +16,12 @@
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<canvas id="game"></canvas>
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<button class="big" id="start">Start game</button>
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score: <span id="score"></span> Highscore: <span id="highscore"></span>
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<form id="pixelAmountForm">
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<label for="pixelAmount">Size of map:</label>
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<input type="number" id="pixelAmount" min="5" max="40" value="20">
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<input type="submit" value="Apply">
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</form>
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</div>
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@@ -1,26 +1,27 @@
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// @ts-check
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/* Initialize variables */
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const pixelSize = 20; //Cannot be odd
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const pixelAmount = 20;
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let pixelAmount = 20;
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let score = 0;
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if (localStorage.highscore) {
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var highscore = localStorage.highscore; //TODO: global let inside if statement?
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} else {
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highscore = 0;
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}
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/* Register HTML DOM elements by variables */
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const canvas = document.getElementById('game');
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const game = canvas.getContext('2d');
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const startButton = document.getElementById('start');
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/* Add event listeners */
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document.addEventListener('keydown', updateDirection, false);
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startButton.addEventListener('click', gameLoop, false);
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const ctx = canvas.getContext('2d');
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const startButton = document.getElementById('start'); //TODO: Add canvas size selector, score, higscore,
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const pixelAmountInput = document.getElementById('pixelAmount');
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const pixelAmountForm = document.getElementById('pixelAmountForm');
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/* Initialize HTML */
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canvas.style.display = 'block';
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game.canvas.width = game.canvas.height = pixelSize * pixelAmount;
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ctx.canvas.width = ctx.canvas.height = (pixelAmount + 1) * pixelSize;
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canvas.style.backgroundColor = '#ffffff';
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/* Snake object */
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const snake = {
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speed: 5, //in FPS
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direction: 'right',
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color: '#00ff00',
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tail: [
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@@ -32,21 +33,22 @@ const snake = {
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/* Draw the snake by the tail array */
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draw() {
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game.fillStyle = this.color;
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ctx.fillStyle = this.color;
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const clearPosition = this.tail.pop().map(point => point * pixelSize);
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ctx.clearRect(clearPosition[0], clearPosition[1], pixelSize, pixelSize);
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for (let tailPoint = 0; tailPoint < this.tail.length; tailPoint++) {
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/* Correct tailpoint x and y to actual size */
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const realPosition = this.tail[tailPoint].map(point => point * pixelSize);
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game.fillRect(realPosition[0], realPosition[1], pixelSize, pixelSize);
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ctx.fillRect(realPosition[0], realPosition[1], pixelSize, pixelSize);
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}
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},
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/* Generate the next tail array */
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updateTail() {
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const realPosition = this.tail.pop().map(point => point * pixelSize);
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game.clearRect(realPosition[0], realPosition[1], pixelSize, pixelSize);
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//Add new point to tail based on snake direction
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switch (this.direction) {
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case 'left':
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this.tail.unshift([this.tail[0][0] - 1, this.tail[0][1]]);
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@@ -62,46 +64,111 @@ const snake = {
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break;
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}
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},
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tailCrossing() {
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return new Set(this.tail).size !== this.tail.length; //TODO: fix function
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},
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};
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/* Apple object */
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const apple = {
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position: [20, 20],
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position: [Math.floor(pixelAmount / 2), Math.floor(pixelAmount / 2)],
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color: 'red',
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/* Generate new coordinates */
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generate() {
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this.position.map(() => Math.floor(Math.random() * pixelAmount));
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generatePosition() {
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this.position = this.position.map(
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() => Math.floor(Math.random() * pixelAmount) //TODO: Don't put the apple on top of the snake
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);
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console.debug(`%cApple position: ${this.position}`, 'color: red');
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},
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/* Draw the apple */
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draw() {
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const realPosition = this.position.map(point => point * pixelSize);
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game.fillStyle = this.color;
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game.fillRect(realPosition[0], realPosition[1], pixelSize, pixelSize);
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ctx.fillStyle = this.color;
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ctx.fillRect(realPosition[0], realPosition[1], pixelSize, pixelSize);
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},
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};
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/* Wrapper function for gameloop */
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function gameLoop() {
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/* Slow down loop by snake speed*/
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/* Handles everything that happens on the canvas */
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const game = {
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fps: 5,
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over: false,
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/* Game init function */
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init() {
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apple.draw();
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},
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/* Game loop function */
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loop() {
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/* Draw snake */
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snake.updateTail();
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snake.draw();
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if (JSON.stringify(snake.tail[0]) === JSON.stringify(apple.position)) {
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console.debug('Snake ate apple');
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score += 1;
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snake.updateTail();
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apple.generatePosition();
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apple.draw();
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}
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if (
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snake.tail[0][0] > pixelAmount ||
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snake.tail[0][1] > pixelAmount ||
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snake.tail[0][0] < 0 ||
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snake.tail[0][1] < 0 ||
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snake.tailCrossing()
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) {
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this.over = true;
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}
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},
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};
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/* Wrapper function requesting a gameloop */
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function getLoop() {
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/* Slow down loop by game fps */
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setTimeout(() => {
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window.requestAnimationFrame(gameLoop);
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gameUpdate();
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}, 1000 / snake.speed);
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window.requestAnimationFrame(getLoop);
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game.loop();
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if (game.over) {
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console.debug('Game over'); //TODO: Exit game loop properly
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if (score > highscore) {
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console.debug('New highcore');
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highscore = score;
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window.localStorage.setItem('highscore', highscore);
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}
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}
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}, 1000 / game.fps);
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}
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/* Function that is being run each tick */
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function gameUpdate() {
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/* Draw snake */
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snake.draw();
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snake.updateTail();
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/* Add event listeners */
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document.addEventListener('keydown', updateDirection, false);
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startButton.addEventListener(
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'click',
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() => {
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game.init();
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getLoop();
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},
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false
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);
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pixelAmountForm.addEventListener('submit', updatePixelAmount, false);
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if (snake.tail[0] === apple.position) {
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}
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/* Updates size of canvas */
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function updatePixelAmount(evt) {
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evt.preventDefault();
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pixelAmount = parseInt(pixelAmountInput.value);
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console.debug('Updated canvas size');
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ctx.canvas.width = ctx.canvas.height = (pixelAmount + 1) * pixelSize;
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}
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/* Clear higscore from localStorage */
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const clearHighscore = () => (localStorage.highscore = 0);
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/* Update direction for snake */
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function updateDirection(evt) {
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const key = evt.code;
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@@ -133,5 +200,7 @@ function updateDirection(evt) {
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snake.direction = 'down';
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}
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break;
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//TODO: Add pause function
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}
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}
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