core: move files to src and convert snake to ts
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eb6c023578
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@ -125,8 +125,11 @@ a.button {
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border-top-left-radius: 18px;
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border-top-right-radius: 18px;
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animation: card 3s linear infinite;
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max-width: 800px;
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width: 800px;
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height: 800px;
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margin: 0px auto;
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margin-top: 25px;
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margin-bottom: 25px;
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}
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.cardTop {
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@ -6,30 +6,58 @@
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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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function isBitSet(value: number, bit: number): boolean {
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return ((value >> 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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function bitSet(value: number, bit: number): number {
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return value | 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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function bitClear(value: number, bit: number): number {
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return value & ~(1 << bit);
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}
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class OrderedPair {
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constructor(x, y) {
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class Point {
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x: number;
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y: number;
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constructor(x = 0, y = 0) {
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this.x = x;
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this.y = y;
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}
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add(other: Point) {
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var result = new Point;
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result.x = this.x + other.x;
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result.y = this.y + other.y;
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return result;
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}
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subtract(other: Point) {
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var result = new Point;
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result.x = this.x - other.x;
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result.y = this.y - other.y;
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return result;
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}
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}
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class SnakeCore {
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canvas: HTMLCanvasElement;
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context: CanvasRenderingContext2D;
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grid: number;
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speed: number;
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width: number;
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height: number;
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board: number[][];
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body: Point[];
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gameover: boolean;
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foodAte: boolean;
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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.canvas = document.getElementById('snake') as HTMLCanvasElement;
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this.context = this.canvas.getContext('2d') as CanvasRenderingContext2D;
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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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@ -44,10 +72,14 @@ class SnakeCore {
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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.body.push(new Point(12, 8));
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this.board[8][12] = 1;
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}
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get head(): Point {
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return this.body[this.body.length - 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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@ -63,7 +95,7 @@ class SnakeCore {
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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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let tmp = new Point(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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@ -73,21 +105,24 @@ class SnakeCore {
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}
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class Bot {
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pathUntrimmed: Point[];
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path: Point[];
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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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var search: Point[] = [snake.head];
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while (search.length !== 0) {
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let current = search.pop();
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let current: Point = search.shift() as Point;
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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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let locals: Point[] = new Array[4];
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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[i] = new Point(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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@ -114,20 +149,20 @@ class Bot {
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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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this.path.push(this.pathUntrimmed.pop() as Point); // 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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let location = this.pathUntrimmed[this.pathUntrimmed.length - 1];
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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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var delta = new Point;
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let connection = this.path[this.path.length - 1];
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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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this.pathUntrimmed.pop();
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}
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}
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@ -146,12 +181,34 @@ class Bot {
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2 = right
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4 = down
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*/
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nextMove() {
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var next: Point = this.path.pop() as Point;
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var head: Point = snake.head;
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var delta = new Point(0, 0);
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delta = next.subtract(head);
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if (delta.x > 1) {
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delta.x = 1;
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console.log("[ERR] delta.x > 1, clamping");
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} else if (delta.x < -1) {
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delta.x = -1;
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console.log("[ERR] delta.x < 1, clamping");
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}
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if (delta.y > 1) {
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delta.y = 1;
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console.log("[ERR] delta.y > 1, clamping");
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} else if (delta.y < -1) {
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delta.y = -1;
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console.log("[ERR] delta.y < 1, clamping");
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}
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return delta;
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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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if (this.path.length === 0)
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this.bfs();
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this.trim();
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this.unvisit();
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return this.nextMove();
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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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@ -167,8 +224,8 @@ class Bot {
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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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const snake: SnakeCore = new SnakeCore(); // Singleton for snake game
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const bot: 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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@ -180,8 +237,7 @@ function snakeloop() {
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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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let next = bot.nextMove().add(snake.head);
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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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@ -190,7 +246,7 @@ function snakeloop() {
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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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let old: Point = snake.body.shift() as Point;
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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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