work 18. Feb 2020
This commit is contained in:
@ -1,8 +1,8 @@
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// @ts-check
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/* Initialize variables */
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const pixelSize = 20;
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const pixelAmount = 40;
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const pixelSize = 20; //Cannot be odd
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const pixelAmount = 20;
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/* Register HTML DOM elements by variables */
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const canvas = document.getElementById('game');
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@ -13,52 +13,46 @@ const startButton = document.getElementById('start');
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document.addEventListener('keydown', updateDirection, false);
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startButton.addEventListener('click', gameLoop, false);
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/* Initialize HTML with functions */
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/* Initialize HTML */
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canvas.style.display = 'block';
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canvas.style.width = canvas.style.height = `${pixelSize * pixelAmount}px`;
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game.canvas.width = game.canvas.height = pixelSize * pixelAmount;
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canvas.style.backgroundColor = '#ffffff';
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/* Snake class */
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class snake {
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constructor() {
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this.x = 0;
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this.y = 0;
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this.speed = 5;
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this.direction = 'left';
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this.tail = [
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[3, 0],
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[2, 0],
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[1, 0],
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[0, 0],
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];
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this.color = '#00ff00';
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}
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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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[3, 0],
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[2, 0],
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[1, 0],
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[0, 0],
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],
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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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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 pixelPosition = this.tail[tailPoint].map(
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point => point * pixelSize
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);
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game.fillRect(
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pixelPosition[0],
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pixelPosition[1],
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pixelPosition[0] + pixelSize,
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pixelPosition[1] + pixelSize
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);
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}
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}
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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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}
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},
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/* Generate the next tail array */
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updateTail() {
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this.tail.pop();
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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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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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this.tail.unshift([this.tail[0][0] - 1, this.tail[0][1]]);
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break;
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case 'right':
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this.tail.unshift([this.tail[0][0] - 1, this.tail[0][1]]);
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this.tail.unshift([this.tail[0][0] + 1, this.tail[0][1]]);
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break;
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case 'up':
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this.tail.unshift([this.tail[0][0], this.tail[0][1] - 1]);
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@ -67,57 +61,77 @@ class snake {
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this.tail.unshift([this.tail[0][0], this.tail[0][1] + 1]);
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break;
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}
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}
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}
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},
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};
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/* Apple class */
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class apple {
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constructor() {
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this.x = 0;
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this.y = 0;
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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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color: 'red',
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const Snake = new snake();
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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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},
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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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},
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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 */
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/* Slow down loop by snake speed*/
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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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}, 1000 / snake.speed);
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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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snake.draw();
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snake.updateTail();
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if (snake.tail[0] === apple.position) {
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}
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}
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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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console.log(key);
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console.debug(`Pressed %c${key}`, 'color: red');
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switch (key) {
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case 'ArrowLeft':
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evt.preventDefault();
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Snake.direction = 'left';
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if (snake.direction !== 'right') {
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snake.direction = 'left';
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}
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break;
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case 'ArrowRight':
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evt.preventDefault();
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Snake.direction = 'right';
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if (snake.direction !== 'left') {
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snake.direction = 'right';
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}
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break;
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case 'ArrowUp':
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evt.preventDefault();
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Snake.direction = 'up';
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if (snake.direction !== 'down') {
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snake.direction = 'up';
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}
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break;
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case 'ArrowDown':
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evt.preventDefault();
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Snake.direction = 'down';
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if (snake.direction !== 'up') {
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snake.direction = 'down';
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}
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break;
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}
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}
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