snake: add most of snake, needs trim function to be fixed

This commit is contained in:
Trianta 2024-08-24 06:26:38 -05:00
parent 157b9c36fa
commit 50942522fe
2 changed files with 226 additions and 0 deletions

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@ -26,6 +26,12 @@
<p class="cardStats">Right Paddle Height: <span id="rightPaddle"></span></p>
<a class="navItem" href="https://lab.trianta.dev/Trianta/trianta.dev/src/branch/main/js/pong.js">View Code</a>
</div>
<div class="card">
<h2 class="cardTop">Snake</h2>
<canvas width="625" height="375" id="snake"></canvas>
<script src="js/snake.js"></script>
<a class="navItem" href="https://lab.trianta.dev/Trianta/trianta.dev/src/branch/main/js/snake.js">View Code</a>
</div>
</div>
</body>
</html>

220
js/snake.js Normal file
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@ -0,0 +1,220 @@
/*
bits:
0 = snake
1 = food
2 = checked (for searching algorithms)
*/
// Bit functions for ease
function isBitSet(num, bit){
return ((num >> bit) % 2 != 0)
}
function bitSet(num, bit){
return num | 1 << bit;
}
function bitClear(num, bit){
return num & ~(1 << bit);
}
class OrderedPair {
constructor(x, y) {
this.x = x;
this.y = y;
}
}
class SnakeCore {
constructor() {
// TODO: Add CSS stuff for page
this.canvas = document.getElementById('snake');
this.context = this.canvas.getContext('2d');
this.grid = 25; // size of grid squares
this.speed = 10; // 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 OrderedPair(12, 8));
this.board[8][12] = 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;
}
}
}
foodRegen() {
if (!this.foodAte)
return;
this.foodAte = false;
while (true) {
let tmp = new OrderedPair(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;
}
}
}
class Bot {
constructor() {
this.pathUntrimmed = [];
this.path = [];
}
bfs() {
var search = [snake.body.at(0)];
while (search.length !== 0) {
let current = search.pop();
if (isBitSet(snake.board[current.y][current.x], 2))
continue;
this.pathUntrimmed.push(current);
let locals = [];
for (var i = 0; i < 4; i++)
locals[i] = new OrderedPair(current.x, current.y);
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()); // Push food location
while (this.pathUntrimmed.length !== 0) {
if (!reachedSnake) {
let location = this.pathUntrimmed.shift();
if (isBitSet(snake.board[location.y][location.x], 0))
reachedSnake = true;
var delta = new OrderedPair;
let connection = this.path.at(0);
delta.x = location.x - connection.x;
delta.y = location.y - connection.y;
if ((Math.abs(delta.x) + Math.abs(delta.y)) === 1)
this.path.push(location);
} else
this.pathUntrimmed.shift();
}
}
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
*/
autoplay() {
if (this.path.length !== 0)
return;
this.bfs();
//this.trim();
this.unvisit();
/*
let delta = this.headPos - this.path.pop();
if (delta.x > 0)
return 0;
if (delta.y > 0)
return 1;
if (delta.x < 0)
return 2;
if (delta.y < 0)
return 4;
return 0; // Safety guard if above doesn't return
*/
}
}
const snake = new SnakeCore(); // Singleton for snake game
const bot = new Bot(); // Singleton for bot playing
function snakeloop() {
snake.context.clearRect(0, 0, snake.canvas.width, snake.canvas.height);
// Reset of needed
if (snake.gameover)
snake.reset();
// Input
bot.autoplay();
// Move snake
// TODO: Fix teleporting snake
let next = bot.pathUntrimmed.shift();
if (next.x < 0 || next.x > snake.width || next.y < 0 || next.y > snake.height)
snake.gameover = true;
if (isBitSet(snake.board[next.y][next.x], 0) && (snake.body.length > 1))
snake.gameover = true; // Game should end (Snake touching snake)
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 = snake.body.shift();
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();
}
// Regenerate food if needed
snake.foodRegen();
// 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);
}
}
}
// start the game
setInterval(snakeloop, snake.speed);