trianta.dev/src/snake.ts

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/*
bits:
0 = snake
1 = food
2 = checked (for searching algorithms)
*/
// Bit functions for ease
function isBitSet(value: number, bit: number): boolean {
return ((value >> bit) % 2 != 0)
}
function bitSet(value: number, bit: number): number {
return value | 1 << bit;
}
function bitClear(value: number, bit: number): number {
return value & ~(1 << bit);
}
class Point {
x: number;
y: number;
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
copy(other: Point) {
this.x = other.x;
this.y = other.y;
}
add(other: Point) {
var result = new Point;
result.x = this.x + other.x;
result.y = this.y + other.y;
return result;
}
subtract(other: Point) {
var result = new Point;
result.x = this.x - other.x;
result.y = this.y - other.y;
return result;
}
}
class SnakeCore {
canvas: HTMLCanvasElement;
context: CanvasRenderingContext2D;
grid: number;
timeout: number;
width: number;
height: number;
board: number[][];
body: Point[];
gameover: boolean;
foodAte: boolean;
constructor() {
// TODO: Add CSS stuff for page
this.canvas = document.getElementById('snake') as HTMLCanvasElement;
this.context = this.canvas.getContext('2d') as CanvasRenderingContext2D;
this.grid = 25; // size of grid squares
this.timeout = 100; // speed in ms
this.width = 25;
this.height = 15;
this.board = [];
for (let i = 0; i < this.height; i++) {
this.board.push(new Array(this.width));
for (let j = 0; j < this.width; j++) {
this.board[i][j] = 0;
}
}
this.body = [];
this.gameover = false;
this.foodAte = true;
this.body.push(new Point(12, 8));
this.board[8][12] = 1;
}
get head(): Point {
return this.body[this.body.length - 1];
}
reset() {
snake.gameover = false;
snake.foodAte = true;
for (let i = 0; i < this.height; i++) {
for (let j = 0; j < this.width; j++) {
this.board[i][j] = 0;
}
}
snake.context.fillStyle = "black";
for (let i = 0; i < snake.height; i++) {
for (let j = 0; j < snake.width; j++) {
snake.context.fillRect(j * snake.grid, i * snake.grid, snake.grid, snake.grid);
}
}
}
foodRegen() {
if (!this.foodAte)
return;
this.foodAte = false;
while (true) {
let tmp = new Point(Math.floor(Math.random() * this.width), Math.floor(Math.random() * this.height));
if (isBitSet(this.board[tmp.y][tmp.x], 0))
continue;
this.board[tmp.y][tmp.x] = bitSet(this.board[tmp.y][tmp.x], 1);
return;
}
}
// Simulate game logic
simulate() {
// Move snake
// TODO: Fix teleporting snake
let next: Point = new Point;
next.copy(bot.nextMove());
if (next.x < 0 || next.x > snake.width || next.y < 0 || next.y > snake.height) {
snake.gameover = true;
return;
}
if (isBitSet(snake.board[next.y][next.x], 0) && (snake.body.length > 1)) {
snake.gameover = true; // Game should end (Snake touching snake)
return;
}
snake.board[next.y][next.x] = bitSet(snake.board[next.y][next.x], 0);
snake.body.push(next);
if (!isBitSet(snake.board[next.y][next.x], 1)) {
let old: Point = snake.body.shift() as Point;
snake.board[old.y][old.x] = bitClear(snake.board[old.y][old.x], 0);
} else {
snake.board[next.y][next.x] = bitClear(snake.board[next.y][next.x], 1);
snake.foodAte = true;
while (bot.path.length > 0)
bot.path.pop();
}
}
// Draw game to canvas
draw() {
// Clear the screen
snake.context.clearRect(0, 0, snake.canvas.width, snake.canvas.height);
// Draw game
for (let i = 0; i < snake.height; i++) {
for (let j = 0; j < snake.width; j++) {
if (isBitSet(snake.board[i][j], 0))
snake.context.fillStyle = "green";
else if (isBitSet(snake.board[i][j], 1))
snake.context.fillStyle = "red";
else
snake.context.fillStyle = "black";
snake.context.fillRect(j * snake.grid, i * snake.grid, snake.grid, snake.grid);
}
}
}
}
class Bot {
pathUntrimmed: Point[];
path: Point[];
constructor() {
this.pathUntrimmed = [];
this.path = [];
}
bfs() {
var search: Point[] = [snake.head];
while (search.length !== 0) {
let current: Point = search.shift() as Point;
if (isBitSet(snake.board[current.y][current.x], 2))
continue;
this.pathUntrimmed.push(current);
let locals: Point[] = new Array(4);
for (var i = 0; i < 4; i++) {
locals[i] = new Point;
locals[i].copy(current);
}
locals[0].y += 1;
locals[1].x += 1;
locals[2].y -= 1;
locals[3].x -= 1;
for (const local of locals) {
if (local.x < 0 || local.x > snake.width - 1 || local.y < 0 || local.y > snake.height - 1) {
continue;
}
let value = snake.board[local.y][local.x];
if (isBitSet(value, 1)) {
this.pathUntrimmed.push(local);
return;
}
if (isBitSet(value, 2))
continue;
if (isBitSet(value, 0))
continue;
search.push(local);
}
snake.board[current.y][current.x] = bitSet(snake.board[current.y][current.x], 2);
}
}
// TODO: Fix trim function
trim() {
let reachedSnake = false;
this.path.push(this.pathUntrimmed.pop() as Point); // Push food location
while (this.pathUntrimmed.length !== 0) {
if (!reachedSnake) {
let location: Point = new Point;
location.copy(this.pathUntrimmed[this.pathUntrimmed.length - 1]);
if (isBitSet(snake.board[location.y][location.x], 0))
reachedSnake = true;
var delta = new Point;
delta = location.subtract(this.path[this.path.length - 1]);
if ((Math.abs(delta.x) + Math.abs(delta.y)) === 1)
this.path.push(location);
}
this.pathUntrimmed.pop();
}
}
unvisit() {
for (let i = 0; i < snake.height; i++) {
for (let j = 0; j < snake.width; j++) {
snake.board[i][j] = bitClear(snake.board[i][j], 2);
}
}
}
/*
values:
0 = left
1 = up
2 = right
4 = down
*/
nextMove() {
var next: Point = new Point;
next.copy(this.path.pop());
var delta = new Point;
delta = next.subtract(snake.head);
if (delta.x > 1) {
console.log("[ERR] delta.x > 1");
} else if (delta.x < -1) {
console.log("[ERR] delta.x < 1");
}
if (delta.y > 1) {
console.log("[ERR] delta.y > 1");
} else if (delta.y < -1) {
console.log("[ERR] delta.y < 1");
}
return next;
}
autoplay() {
if (this.path.length > 0)
return;
this.bfs();
this.trim();
this.unvisit();
}
}
const snake: SnakeCore = new SnakeCore(); // Singleton for snake game
const bot: Bot = new Bot(); // Singleton for bot playing
// game loop
function snakeloop() {
// Reset of needed
if (snake.gameover)
snake.reset();
// Input
bot.autoplay();
snake.simulate();
// Regenerate food if needed
snake.foodRegen();
snake.draw();
}
// start the game
setInterval(snakeloop, snake.timeout);