snake: add most of snake, needs trim function to be fixed
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@ -26,6 +26,12 @@
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<p class="cardStats">Right Paddle Height: <span id="rightPaddle"></span></p>
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<a class="navItem" href="https://lab.trianta.dev/Trianta/trianta.dev/src/branch/main/js/pong.js">View Code</a>
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</div>
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<div class="card">
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<h2 class="cardTop">Snake</h2>
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<canvas width="625" height="375" id="snake"></canvas>
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<script src="js/snake.js"></script>
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<a class="navItem" href="https://lab.trianta.dev/Trianta/trianta.dev/src/branch/main/js/snake.js">View Code</a>
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</div>
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</div>
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</body>
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</html>
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js/snake.js
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js/snake.js
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@ -0,0 +1,220 @@
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/*
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bits:
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0 = snake
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1 = food
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2 = checked (for searching algorithms)
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*/
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// Bit functions for ease
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function isBitSet(num, bit){
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return ((num >> bit) % 2 != 0)
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}
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function bitSet(num, bit){
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return num | 1 << bit;
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}
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function bitClear(num, bit){
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return num & ~(1 << bit);
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}
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class OrderedPair {
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constructor(x, y) {
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this.x = x;
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this.y = y;
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}
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}
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class SnakeCore {
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constructor() {
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// TODO: Add CSS stuff for page
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this.canvas = document.getElementById('snake');
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this.context = this.canvas.getContext('2d');
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this.grid = 25; // size of grid squares
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this.speed = 10; // speed in ms
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this.width = 25;
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this.height = 15;
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this.board = [];
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for (let i = 0; i < this.height; i++) {
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this.board.push(new Array(this.width));
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for (let j = 0; j < this.width; j++) {
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this.board[i][j] = 0;
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}
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}
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this.body = [];
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this.gameover = false;
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this.foodAte = true;
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this.body.push(new OrderedPair(12, 8));
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this.board[8][12] = 1;
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}
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reset() {
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snake.gameover = false;
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snake.foodAte = true;
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for (let i = 0; i < this.height; i++) {
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for (let j = 0; j < this.width; j++) {
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this.board[i][j] = 0;
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}
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}
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}
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foodRegen() {
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if (!this.foodAte)
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return;
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this.foodAte = false;
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while (true) {
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let tmp = new OrderedPair(Math.floor(Math.random() * this.width), Math.floor(Math.random() * this.height));
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if (isBitSet(this.board[tmp.y][tmp.x], 0))
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continue;
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this.board[tmp.y][tmp.x] = bitSet(this.board[tmp.y][tmp.x], 1);
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return;
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}
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}
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}
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class Bot {
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constructor() {
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this.pathUntrimmed = [];
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this.path = [];
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}
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bfs() {
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var search = [snake.body.at(0)];
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while (search.length !== 0) {
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let current = search.pop();
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if (isBitSet(snake.board[current.y][current.x], 2))
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continue;
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this.pathUntrimmed.push(current);
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let locals = [];
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for (var i = 0; i < 4; i++)
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locals[i] = new OrderedPair(current.x, current.y);
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locals[0].y += 1;
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locals[1].x += 1;
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locals[2].y -= 1;
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locals[3].x -= 1;
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for (const local of locals) {
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if (local.x < 0 || local.x > snake.width - 1 || local.y < 0 || local.y > snake.height - 1) {
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continue;
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}
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let value = snake.board[local.y][local.x];
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if (isBitSet(value, 1)) {
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this.pathUntrimmed.push(local);
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return;
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}
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if (isBitSet(value, 2))
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continue;
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if (isBitSet(value, 0))
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continue;
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search.push(local);
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}
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snake.board[current.y][current.x] = bitSet(snake.board[current.y][current.x], 2);
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}
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}
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// TODO: Fix trim function
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trim() {
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let reachedSnake = false;
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this.path.push(this.pathUntrimmed.pop()); // Push food location
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while (this.pathUntrimmed.length !== 0) {
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if (!reachedSnake) {
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let location = this.pathUntrimmed.shift();
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if (isBitSet(snake.board[location.y][location.x], 0))
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reachedSnake = true;
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var delta = new OrderedPair;
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let connection = this.path.at(0);
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delta.x = location.x - connection.x;
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delta.y = location.y - connection.y;
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if ((Math.abs(delta.x) + Math.abs(delta.y)) === 1)
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this.path.push(location);
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} else
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this.pathUntrimmed.shift();
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}
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}
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unvisit() {
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for (let i = 0; i < snake.height; i++) {
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for (let j = 0; j < snake.width; j++) {
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snake.board[i][j] = bitClear(snake.board[i][j], 2);
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}
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}
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}
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/*
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values:
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0 = left
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1 = up
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2 = right
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4 = down
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*/
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autoplay() {
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if (this.path.length !== 0)
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return;
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this.bfs();
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//this.trim();
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this.unvisit();
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/*
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let delta = this.headPos - this.path.pop();
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if (delta.x > 0)
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return 0;
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if (delta.y > 0)
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return 1;
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if (delta.x < 0)
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return 2;
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if (delta.y < 0)
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return 4;
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return 0; // Safety guard if above doesn't return
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*/
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}
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}
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const snake = new SnakeCore(); // Singleton for snake game
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const bot = new Bot(); // Singleton for bot playing
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function snakeloop() {
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snake.context.clearRect(0, 0, snake.canvas.width, snake.canvas.height);
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// Reset of needed
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if (snake.gameover)
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snake.reset();
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// Input
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bot.autoplay();
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// Move snake
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// TODO: Fix teleporting snake
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let next = bot.pathUntrimmed.shift();
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if (next.x < 0 || next.x > snake.width || next.y < 0 || next.y > snake.height)
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snake.gameover = true;
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if (isBitSet(snake.board[next.y][next.x], 0) && (snake.body.length > 1))
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snake.gameover = true; // Game should end (Snake touching snake)
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snake.board[next.y][next.x] = bitSet(snake.board[next.y][next.x], 0);
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snake.body.push(next);
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if (!isBitSet(snake.board[next.y][next.x], 1)) {
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let old = snake.body.shift();
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snake.board[old.y][old.x] = bitClear(snake.board[old.y][old.x], 0);
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} else {
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snake.board[next.y][next.x] = bitClear(snake.board[next.y][next.x], 1);
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snake.foodAte = true;
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while (bot.path.length > 0)
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bot.path.pop();
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}
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// Regenerate food if needed
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snake.foodRegen();
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// Draw game
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for (let i = 0; i < snake.height; i++) {
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for (let j = 0; j < snake.width; j++) {
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if (isBitSet(snake.board[i][j], 0))
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snake.context.fillStyle = "green";
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else if (isBitSet(snake.board[i][j], 1))
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snake.context.fillStyle = "red";
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else
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snake.context.fillStyle = "black";
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snake.context.fillRect(j * snake.grid, i * snake.grid, snake.grid, snake.grid);
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}
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}
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}
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// start the game
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setInterval(snakeloop, snake.speed);
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