Merge branch 'master' of github.com:h7x4ABk3g/IT2
This commit is contained in:
@@ -16,6 +16,13 @@
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<canvas id="game"></canvas>
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<button class="big" id="start">Start game</button>
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<button class="big" id="reset">Reset</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 = 30;
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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 ctx = canvas.getContext('2d');
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const startButton = document.getElementById('start');
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const resetButton = document.getElementById('reset');
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const scoreSpan = document.getElementById('score');
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const highscoreSpan = document.getElementById('highscore');
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const pixelAmountInput = document.getElementById('pixelAmount');
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const pixelAmountForm = document.getElementById('pixelAmountForm');
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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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scoreSpan.innerHTML = score;
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highscoreSpan.innerHTML = highscore;
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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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@@ -29,24 +30,11 @@ const snake = {
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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 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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deadTail: [0, 0],
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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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@@ -61,47 +49,196 @@ const 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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this.deadTail = this.tail.pop();
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},
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/* Draw the snake by the tail array */
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draw() {
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ctx.fillStyle = this.color;
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const clearPosition = this.deadTail.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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ctx.fillRect(realPosition[0], realPosition[1], pixelSize, pixelSize);
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}
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},
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addTail() {
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this.tail.push[this.deadTail];
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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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/* Sets position to the middle based on pixelAmount */
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setStartPosition() {
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this.position = [Math.floor(pixelAmount / 2), Math.floor(pixelAmount / 2)];
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},
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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 = game.getClearSpotRandom(); //TODO: Switch between the functions based on how much the snake has eaten
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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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setTimeout(() => {
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window.requestAnimationFrame(gameLoop);
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gameUpdate();
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}, 1000 / snake.speed);
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}
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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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hasEnded: false,
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isPaused: false,
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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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/* Game init function */
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init() {
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apple.draw();
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},
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if (snake.tail[0] === apple.position) {
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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 (snake.tail[0].toString() === apple.position.toString()) {
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console.debug('Snake ate apple');
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score += 1;
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scoreSpan.innerHTML = score;
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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.hasEnded = true;
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}
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},
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reset() {
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/*TODO: get board size from localstorage */
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snake.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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snake.direction = 'right';
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apple.setStartPosition();
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game.hasEnded = false;
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ctx.fillStyle = '#ffffff';
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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},
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/* Function to determine whether a coordinate hits the snake
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* Retuns a bool
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*/
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hitsSnake(coordinate) {
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return snake.tail
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.map(snakeCoordinate => snakeCoordinate.toString()) //TODO: Rewrite
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.toString()
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.includes(coordinate.toString());
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},
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/* Function to be used if the snake is covering a small part of the map
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* Returns a coordinate array
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*/
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getClearSpotRandom() {
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while (true) {
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const coordinate = Array.from({length: 2}, () =>
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Math.floor(Math.random() * pixelAmount)
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);
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if (!this.hitsSnake(coordinate)) {
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return coordinate;
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}
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}
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},
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/* Function to be used if the snake is covering a big part of the map
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* Returns a coordinate array
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*/
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getClearSpotForce() {
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clearSpots = [];
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for (let x = 0; x < pixelAmount; x++) {
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for (let y = 0; y < pixelAmount; y++) {
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if (!this.hitsSnake([x, y])) {
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clearSpots.push([x, y]);
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}
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}
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}
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return clearSpots[Math.floor(Math.random() * clearSpots.length)];
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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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if (!game.hasEnded) {
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setTimeout(() => {
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window.requestAnimationFrame(getLoop);
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game.loop();
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}, 1000 / game.fps);
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} else {
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console.debug('Game over');
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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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}
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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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resetButton.addEventListener('click', game.reset, false);
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pixelAmountForm.addEventListener('submit', updatePixelAmount, false);
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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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apple.setStartPosition();
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}
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/* Clear higscore from localStorage */
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const clearHighscore = () => (window.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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@@ -134,4 +271,6 @@ function updateDirection(evt) {
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}
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break;
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}
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//TODO: Add pause function
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}
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Reference in New Issue
Block a user