Alex A. Naanou 1d56dfbb1c refactored simple snake to a separate module...
Signed-off-by: Alex A. Naanou <alex.nanou@gmail.com>
2017-04-13 14:22:01 +03:00

386 lines
10 KiB
JavaScript
Executable File

/**********************************************************************
*
* Simple Snake
*
* This code is designed to illustrate the non-intuitive approach to an
* implementation, building a snake game as a cellular automaton rather
* than the more intuitive, a set of entities (OOP) or a number of sets
* of procedures and data structures, directly emulating the "tactile"
* perception of the game, i.e. independent field, snakes, walls, apples
* and their interactions.
*
* In this approach there are no entities, no snakes, no apples, no
* walls, just a set of cells in a field and cell behaviours per game
* step:
* - empty cells, apples and walls just sit there
* - "snake" cells:
* - decrement age
* - if age is 0 clear cell
* - if cell has direction (i.e. snake head)
* - if target cell is red (apple) increment age
* - color new cell in direction:
* - set age on to current age + 1
* - set direction to current
* - clear direction
*
* NOTE: that in the above description some details are omitted for
* clarity...
*
*
**********************************************************************/
function makeEvent(handler_attr){
return function(func){
if(func === null){
delete this[handler_attr]
} else if(func instanceof Function){
var handlers = this[handler_attr] = this[handler_attr] || []
handlers.push(func)
} else {
var that = this
var args = [].slice.call(arguments)
this[handler_attr]
&& this[handler_attr]
.forEach(function(handler){ handler.apply(that, args) })
}
return this
}
}
var Snake = {
config: {
field_size: 32,
apple_color: 'red',
wall_color: 'silver',
interval: 150,
},
_field: null,
_cells: null,
players: null,
field_size: null,
get random_point(){
var cells = this._cells
var l = cells.length
var w = this.field_size.width
do {
var i = Math.floor(Math.random() * l)
} while(cells[i].style.backgroundColor != '')
return {
x: i%w,
y: Math.floor(i/w),
}
},
get random_direction(){
return ('nesw')[Math.floor(Math.random() * 4)] },
// utils...
normalize_point: function(point){
point = point || {}
var w = this.field_size.width
var x = point.x % w
x = x < 0 ? (x + w) : x
var h = this.field_size.height
var y = point.y % h
y = y < 0 ? (y + h) : y
return { x: x, y: y }
},
_make_field: function(w){
var l = []
l.length = w || this.config.field_size
l.fill('<td/>')
this._field.innerHTML =
`<table class="field" cellspacing="0">\n${
l.map(function(){
return ` <tr> ${ l.join('') } </tr>`
}).join('\n')
}\n</table>`
},
_step: function(){
var that = this
var l = this._cells.length
var w = this.field_size.width
var h = this.field_size.height
var tick = this.__tick = (this.__tick + 1 || 0)
var directions = 'neswn'
this._cells.forEach(function(cell, i){
var color = cell.style.backgroundColor
// skip cells we touched...
if(cell.tick == tick){
return
}
// snake...
if(cell.age != null){
// handle cell age...
if(cell.age == 0){
delete cell.age
cell.style.backgroundColor = ''
} else {
cell.age -= 1
}
// head...
var direction = cell.direction
if(directions.indexOf(direction) >= 0){
// turn...
if(that.players[color] != ''){
var turn = that.players[color] || ''
var j = turn == 'left' ? directions.indexOf(direction) - 1
: directions.indexOf(direction) + 1
j = j < 0 ? 3 : j
direction = directions[j]
that.players[color] = ''
}
// next cell index...
var next =
direction == 'n' ?
(i < w ? l - w + i : i - w)
: direction == 's' ?
(i > (l-w-1) ? i - (l-w) : i + w)
: direction == 'e' ?
((i+1)%w == 0 ? i - (w-1) : i + 1)
: (i%w == 0 ? i + (w-1) : i - 1)
next = that._cells[next]
var age = cell.age
var move = false
// special case: other snake's head -> kill both...
if(next.direction){
var other = next.style.backgroundColor
next.style.backgroundColor = ''
// NOTE: we are not deleteing .direction here as
// we can have upto 4 snakes colliding...
next.direction = ''
delete next.age
that.snakeKilled(other)
that.snakeKilled(color)
// apple -> grow age...
} else if(next.style.backgroundColor == that.config.apple_color){
age += 1
move = true
that.appleEaten()
// empty -> just move...
} else if(next.style.backgroundColor == ''){
move = true
// other -> kill...
// NOTE: anything but an apple or empty will kill the snake...
} else {
that.snakeKilled(color)
}
// do the move...
if(move){
next.tick = tick
next.style.backgroundColor = color
next.age = age + 1
next.direction = direction
}
delete cell.direction
}
}
cell.tick = tick
})
},
// constructors...
snake: function(color, age, point, direction){
point = this.normalize_point(point || this.random_point)
var head = this._cells[point.x + point.y * this.field_size.width]
head.style.backgroundColor = color
head.direction = direction || this.random_direction
head.age = (age || 5) - 1
this.players[color] = ''
return this
},
apple: function(point){
point = this.normalize_point(point || this.random_point)
this._cells[point.x + point.y * this.field_size.width]
.style.backgroundColor = this.config.apple_color
return this
},
wall: function(point, direction, length){
direction = direction || this.random_direction
point = this.normalize_point(point || this.random_point)
var x = point.x
var y = point.y
length = length || 1
while(length > 0){
this._cells[x + y * this.field_size.width]
.style.backgroundColor = this.config.wall_color
x += direction == 'e' ? 1
: direction == 'w' ? -1
: 0
x = x < 0 ? this.field_size.width + x
: x % this.field_size.width
y += direction == 'n' ? -1
: direction == 's' ? 1
: 0
y = y < 0 ? this.field_size.height + y
: y % this.field_size.height
length -= 1
}
return this
},
// events...
appleEaten: makeEvent('__appleEatenHandlers'),
snakeKilled: makeEvent('__killHandlers'),
// actions...
setup: function(field, size){
this.config.field_size = size || this.config.field_size
field = field || this._field
field = this._field = typeof(field) == typeof('str') ? document.querySelector(field)
: field
this._make_field()
this._cells = [].slice.call(field.querySelectorAll('td'))
this.field_size = {
width: field.querySelector('tr').querySelectorAll('td').length,
height: field.querySelectorAll('tr').length,
}
this.players = {}
return this
.appleEaten(null)
.snakeKilled(null)
},
start: function(t){
this.__timer = this.__timer
|| setInterval(this._step.bind(this), t || this.config.interval || 200)
return this
},
stop: function(){
clearInterval(this.__timer)
delete this.__timer
delete this.__tick
return this
},
pause: function(){
return this.__timer ? this.stop() : this.start() },
left: function(color){
this.players[color || Object.keys(this.players)[0]] = 'left'
return this
},
right: function(color){
this.players[color || Object.keys(this.players)[0]] = 'right'
return this
},
// levels...
basicLevel: function(){
var a = Math.round(this.field_size.width/8)
return this
.wall({x:a*3, y:a*5}, 's', a*6)
.wall({x:a*3, y:a*3}, 'e', a*2)
.wall({x:a*5, y:a*3}, 's', a*2)
.wall({x:a*5, y:a*5}, 'e', a*6) },
randomLevel: function(){
var a = Math.round(this.field_size.width/8)
var b = Math.round(this.field_size.height/8)
return this
.wall(null, null, b*6)
.wall(null, null, b*6)
.wall(null, null, b*6) },
}
/*********************************************************************/
var HANDLER_SET = false
var KEY_CONFIG = {
' ': ['pause'],
ArrowLeft: ['left'],
ArrowRight: ['right'],
// IE compatibility...
Left: ['left'],
Right: ['right'],
}
function makeKeyboardHandler(snake){
return function(event){
clearHints()
var action = KEY_CONFIG[event.key]
action
&& action[0] in snake
&& snake[action[0]].apply(snake, action.slice(1)) }}
function makeTapHandler(snake){
return function(event){
clearHints()
// top of screen (1/8)...
;(event.clientY || event.changedTouches[0].pageY) <= (document.body.clientHeight / 8) ?
setup()
// bottom of screen 1/8...
: (event.clientY || event.changedTouches[0].pageY) >= (document.body.clientHeight / 8)*8 ?
Snake.pause()
// left/right of screen...
: (event.clientX || event.changedTouches[0].pageX) <= (document.body.clientWidth / 2) ?
Snake.left()
: Snake.right() }}
function clearHints(){
document.body.classList.contains('hints')
&& document.body.classList.remove('hints') }
//---------------------------------------------------------------------
// XXX need to place the snake with some headroom in the direction of
// travel...
function setup(snake, timer, size){
snake = snake || Snake
// setup kb handler (only once)...
if(!HANDLER_SET){
document.addEventListener('keydown', makeKeyboardHandler(snake))
//document.addEventListener('touchstart', makeTapHandler(snake))
document.addEventListener('mousedown', makeTapHandler(snake))
HANDLER_SET = true
}
return snake
.setup('.simplesnake', size)
.randomLevel()
.start(timer)
.pause()
// stuff...
.appleEaten(function(){ this.apple() })
.apple()
.apple()
// players...
.snakeKilled(function(color){
this
.pause()
.snake(color, 3) })
.snake('blue', 3)
}
/**********************************************************************
* vim:set ts=4 sw=4 : */