/* 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);