snake: rename global variables

This commit is contained in:
Trianta 2024-11-05 18:17:44 -06:00
parent 7f23f4a40c
commit 61f59208a0

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@ -118,44 +118,44 @@ class SnakeCore {
// Move snake // Move snake
// TODO: Fix teleporting snake // TODO: Fix teleporting snake
let next: Point = new Point; let next: Point = new Point;
next.copy(bot.nextMove()); next.copy(g_snakebot.nextMove());
if (next.x < 0 || next.x > snake.width || next.y < 0 || next.y > snake.height) { if (next.x < 0 || next.x > g_snake.width || next.y < 0 || next.y > g_snake.height) {
snake.gameover = true; g_snake.gameover = true;
return; return;
} }
if (isBitSet(snake.board[next.y][next.x], 0) && (snake.body.length > 1)) { if (isBitSet(g_snake.board[next.y][next.x], 0) && (g_snake.body.length > 1)) {
snake.gameover = true; // Game should end (Snake touching snake) g_snake.gameover = true; // Game should end (Snake touching snake)
return; return;
} }
snake.board[next.y][next.x] = bitSet(snake.board[next.y][next.x], 0); g_snake.board[next.y][next.x] = bitSet(g_snake.board[next.y][next.x], 0);
snake.body.push(next); g_snake.body.push(next);
if (!isBitSet(snake.board[next.y][next.x], 1)) { if (!isBitSet(g_snake.board[next.y][next.x], 1)) {
let old: Point = snake.body.shift() as Point; let old: Point = g_snake.body.shift() as Point;
snake.board[old.y][old.x] = bitClear(snake.board[old.y][old.x], 0); g_snake.board[old.y][old.x] = bitClear(g_snake.board[old.y][old.x], 0);
} else { } else {
snake.board[next.y][next.x] = bitClear(snake.board[next.y][next.x], 1); g_snake.board[next.y][next.x] = bitClear(g_snake.board[next.y][next.x], 1);
snake.foodAte = true; g_snake.foodAte = true;
while (bot.path.length > 0) while (g_snakebot.path.length > 0)
bot.path.pop(); g_snakebot.path.pop();
} }
} }
// Draw game to canvas // Draw game to canvas
draw() { draw() {
// Clear the screen // Clear the screen
snake.context.clearRect(0, 0, snake.canvas.width, snake.canvas.height); g_snake.context.clearRect(0, 0, g_snake.canvas.width, g_snake.canvas.height);
// Draw game // Draw game
for (let i = 0; i < snake.height; i++) { for (let i = 0; i < g_snake.height; i++) {
for (let j = 0; j < snake.width; j++) { for (let j = 0; j < g_snake.width; j++) {
if (isBitSet(snake.board[i][j], 0)) if (isBitSet(g_snake.board[i][j], 0))
snake.context.fillStyle = "green"; g_snake.context.fillStyle = "green";
else if (isBitSet(snake.board[i][j], 1)) else if (isBitSet(g_snake.board[i][j], 1))
snake.context.fillStyle = "red"; g_snake.context.fillStyle = "red";
else else
snake.context.fillStyle = "black"; g_snake.context.fillStyle = "black";
snake.context.fillRect(j * snake.grid, i * snake.grid, snake.grid, snake.grid); g_snake.context.fillRect(j * g_snake.grid, i * g_snake.grid, g_snake.grid, g_snake.grid);
} }
} }
} }
@ -171,10 +171,10 @@ class Bot {
} }
bfs() { bfs() {
var search: Point[] = [snake.head]; var search: Point[] = [g_snake.head];
while (search.length !== 0) { while (search.length !== 0) {
let current: Point = search.shift() as Point; let current: Point = search.shift() as Point;
if (isBitSet(snake.board[current.y][current.x], 2)) if (isBitSet(g_snake.board[current.y][current.x], 2))
continue; continue;
this.pathUntrimmed.push(current); this.pathUntrimmed.push(current);
let locals: Point[] = new Array(4); let locals: Point[] = new Array(4);
@ -187,10 +187,10 @@ class Bot {
locals[2].y -= 1; locals[2].y -= 1;
locals[3].x -= 1; locals[3].x -= 1;
for (const local of locals) { for (const local of locals) {
if (local.x < 0 || local.x > snake.width - 1 || local.y < 0 || local.y > snake.height - 1) { if (local.x < 0 || local.x > g_snake.width - 1 || local.y < 0 || local.y > g_snake.height - 1) {
continue; continue;
} }
let value = snake.board[local.y][local.x]; let value = g_snake.board[local.y][local.x];
if (isBitSet(value, 1)) { if (isBitSet(value, 1)) {
this.pathUntrimmed.push(local); this.pathUntrimmed.push(local);
return; return;
@ -201,7 +201,7 @@ class Bot {
continue; continue;
search.push(local); search.push(local);
} }
snake.board[current.y][current.x] = bitSet(snake.board[current.y][current.x], 2); g_snake.board[current.y][current.x] = bitSet(g_snake.board[current.y][current.x], 2);
} }
} }
@ -213,7 +213,7 @@ class Bot {
if (!reachedSnake) { if (!reachedSnake) {
let location: Point = new Point; let location: Point = new Point;
location.copy(this.pathUntrimmed[this.pathUntrimmed.length - 1]); location.copy(this.pathUntrimmed[this.pathUntrimmed.length - 1]);
if (isBitSet(snake.board[location.y][location.x], 0)) if (isBitSet(g_snake.board[location.y][location.x], 0))
reachedSnake = true; reachedSnake = true;
var delta = new Point; var delta = new Point;
delta = location.subtract(this.path[this.path.length - 1]); delta = location.subtract(this.path[this.path.length - 1]);
@ -225,9 +225,9 @@ class Bot {
} }
unvisit() { unvisit() {
for (let i = 0; i < snake.height; i++) { for (let i = 0; i < g_snake.height; i++) {
for (let j = 0; j < snake.width; j++) { for (let j = 0; j < g_snake.width; j++) {
snake.board[i][j] = bitClear(snake.board[i][j], 2); g_snake.board[i][j] = bitClear(g_snake.board[i][j], 2);
} }
} }
} }
@ -243,7 +243,7 @@ class Bot {
var next: Point = new Point; var next: Point = new Point;
next.copy(this.path.pop()); next.copy(this.path.pop());
var delta = new Point; var delta = new Point;
delta = next.subtract(snake.head); delta = next.subtract(g_snake.head);
if (delta.x > 1) { if (delta.x > 1) {
console.log("[ERR] delta.x > 1"); console.log("[ERR] delta.x > 1");
} else if (delta.x < -1) { } else if (delta.x < -1) {
@ -266,25 +266,25 @@ class Bot {
} }
} }
const snake: SnakeCore = new SnakeCore(); // Singleton for snake game const g_snake: SnakeCore = new SnakeCore();
const bot: Bot = new Bot(); // Singleton for bot playing const g_snakebot: Bot = new Bot();
// game loop // game loop
function snakeloop() { function snakeloop() {
// Reset of needed // Reset of needed
if (snake.gameover) if (g_snake.gameover)
snake.reset(); g_snake.reset();
// Input // Input
bot.autoplay(); g_snakebot.autoplay();
snake.simulate(); g_snake.simulate();
// Regenerate food if needed // Regenerate food if needed
snake.foodRegen(); g_snake.foodRegen();
snake.draw(); g_snake.draw();
} }
// start the game // start the game
setInterval(snakeloop, snake.timeout); setInterval(snakeloop, g_snake.timeout);