mirror of
https://github.com/flynx/Slang.git
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367 lines
8.9 KiB
JavaScript
367 lines
8.9 KiB
JavaScript
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var DEBUG = true
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function log(text){
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document.getElementById('log').innerHTML += text + '<br>'
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}
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var Field = function(field_id){
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return ({
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// XXX HACK: get this from CSS...
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APPLE_COLOR: 'red',
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WALL_COLOR: 'gray',
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FIELD_COLOR: 'white',
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TICK: 200,
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// interface...
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init: function(field_id, on_kill, on_apple_eaten){
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this.field = document.getElementById(field_id)
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// this depends on topology...
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// NOTE: we consider that the field may not change during operation...
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this.cells = this.field.getElementsByTagName("td")
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this.height = this.field.getElementsByTagName("tr").length
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this.cell_count = this.cells.length
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this.width = this.cell_count / this.height
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this.on_kill = on_kill
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this.on_apple_eaten = on_apple_eaten
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this._timer = null
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this.reset()
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// rotation tables...
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this._cw = {
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'n': 'e',
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's': 'w',
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'e': 's',
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'w': 'n'
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}
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this._ccw = {
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'n': 'w',
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's': 'e',
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'e': 'n',
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'w': 's'
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}
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return this
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},
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// setup/reset the field to it's original state.
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reset: function(){
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this._snakes = {}
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this._tick = 0
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this.stop()
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for(var i=0; i < this.cells.length; i++){
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var cell = this.Cell(i)
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cell.o.style.backgroundColor = this.FIELD_COLOR
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}
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},
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// do a single step...
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step: function(){
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var cells = this.cells
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for(var i=0; i < cells.length; i++){
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var cell = this.Cell(i)
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// identify the object...
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if(this.is_snake(cell)){
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this.Snake(cell.o.style.backgroundColor, cell).step()
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}
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}
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this._tick += 1
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},
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start: function(tick){
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var that = this
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if(tick === null){
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tick = this.TICK
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}
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if(this._timer === null){
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this._timer = setInterval(function(){that.step()}, tick)
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}
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},
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stop: function(){
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if(this._timer === null){
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return
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}
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clearInterval(this._timer)
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this._timer = null
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},
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// get a cell helper...
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Cell: function(n){
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var that = this
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var cells = this.cells
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return ({
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// NOTE: this will be null if a cell does not exist.
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o: cells[n],
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index: n,
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// NOTE: these are cyclic...
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n: function(){
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var t = n - that.width
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if(t < 0)
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t = that.cells.length + t
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return that.Cell(t)
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},
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s: function(){
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var t = n + that.width
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if(t > that.cells.length-1)
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t = t - that.cells.length
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return that.Cell(t)
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},
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e: function(){
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var t = n + 1
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if(Math.floor(t/that.width) > Math.floor(n/that.width))
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t = t - that.width
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return that.Cell(t)
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},
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w: function(){
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var t = n - 1
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if(Math.floor(t/that.width) < Math.floor(n/that.width))
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t = t + that.width
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return that.Cell(t)
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}
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})
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},
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// get a cell by it's coordinates...
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cell: function(x, y){
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return this.Cell(x + (y-1) * this.width)
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},
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// add a snake to the field...
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// XXX BUG: size of 1 makes the snake endless...
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Snake: function(color, cell, direction, size){
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var that = this
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// draw the snake if it does not exist...
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if(this._snakes[color] == null){
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cell.o.style.backgroundColor = color
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cell.o.age = size
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this._snakes[color] = {
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'direction':direction,
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'size': size
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}
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}
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// NOTE: the only things this uses from the above scope is color and that.
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// NOTE: color is the onlu thing that can't change in a snake.
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return ({
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// XXX BUG: the last cell of a dead snake lives an extra tick...
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kill: function(){
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// this will disable moving and advancing the snake...
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that._snakes[color].size = 0
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if(that.on_kill != null){
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that.on_kill(that)
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}
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},
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step: function(){
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var direction = that._snakes[color].direction
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var size = that._snakes[color].size
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var target = cell[direction]()
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// skip a cell if it's already handled at this step.
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if(cell.o.moved_at == that._tick){
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return
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}
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// do this only for the head...
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if(parseInt(cell.o.age) == size){
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// handle field bounds...
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if(target.o == null){
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alert('out of bounds!')
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return
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}
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// kill conditions: walls and other snakes...
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if(that.is_snake(target) || that.is_wall(target)){
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// XXX move this to a separate action
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this.kill()
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return
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}
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// apple...
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if(that.is_apple(target)){
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// grow the snake by one...
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// XXX move this to a separate action
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that._snakes[color].size += 1
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size = that._snakes[color].size
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if(that.on_apple_eaten != null){
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that.on_apple_eaten(that)
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}
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}
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// all clear, do the move...
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target.o.style.backgroundColor = color
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target.o.age = size
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target.o.moved_at = that._tick
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cell.o.age = size - 1
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} else {
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if(cell.o.age <= 1) {
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cell.o.style.backgroundColor = that.FIELD_COLOR
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}
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cell.o.age = parseInt(cell.o.age) - 1
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}
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},
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// user interface...
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left: function(){
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that._snakes[color].direction = that._ccw[that._snakes[color].direction]
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},
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right: function(){
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that._snakes[color].direction = that._cw[that._snakes[color].direction]
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}
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})
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},
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is_snake: function(cell){
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var snakes = this._snakes
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var color = cell.o.style.backgroundColor
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for(var c in snakes){
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if(c == color)
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return true
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}
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return false
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},
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Apple: function(cell){
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cell.o.style.backgroundColor = this.APPLE_COLOR
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return cell
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},
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is_apple: function(cell){
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return cell.o.style.backgroundColor == this.APPLE_COLOR
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},
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Wall: function(cell){
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cell.o.style.backgroundColor = this.WALL_COLOR
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return cell
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},
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is_wall: function(cell){
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return cell.o.style.backgroundColor == this.WALL_COLOR
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},
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is_empty: function(cell){
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return cell.o.style.backgroundColor == this.FIELD_COLOR
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}
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}).init(field_id)
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}
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// this defines the basic game logic and controls the rules and levels...
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/*
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NOTE: it is recommended to create game objects in the folowing order:
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1) walls
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2) apples
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3) players
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*/
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function JSSnakeGame(field){
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var game = {
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field: field,
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TICK: 300,
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// utility methods...
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_random_empty_cell: function(){
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// NOTE: if we are really unlucky, this will take
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// really long, worse, if we are infinitely unlucky
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// this will take an infinite amount of time... (almost)
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var field = this.field
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var i = field.cells.length-1
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var l = i
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while(true){
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var c = field.Cell(Math.round(Math.random()*l))
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if(field.is_empty(c))
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return c
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i--
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if(i == 0)
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return null
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}
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},
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// create a new player...
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// NOTE: direction and position are optional...
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// XXX BUG: players should not get created facing a wall directly...
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Player: function(name, ccw_button, cw_button, color, cell, direction, size){
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// XXX register controls...
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if(direction == null){
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direction = ['n', 's', 'e', 'w'][Math.round(Math.random()*3)]
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}
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if(cell === null){
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cell = this._random_empty_cell()
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if(cell === null)
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return
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}
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// create a snake...
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return this.field.Snake(color, cell, direction, size)
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},
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// NOTE: position is optional...
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Apple: function(cell){
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// place an apple at a random and not occupied position...
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var c = this._random_empty_cell()
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if(c === null)
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return
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return this.field.Apple(c)
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},
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// NOTE: all arguments are optional...
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Wall: function(cell, len, direction){
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// generate random data for arguments that are not given...
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if(cell == null){
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cell = this._random_empty_cell()
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if(cell === null)
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return
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}
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if(direction == null){
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direction = ['n', 's', 'e', 'w'][Math.round(Math.random()*3)]
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}
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if(len == null){
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if(direction == 'n' || direction == 's')
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var max = this.field.height
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else
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var max = this.field.width
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len = Math.round(Math.random()*(max-1))
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}
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// place a wall...
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for(var i=0; i < len; i++){
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field.Wall(cell)
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cell = cell[direction]()
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}
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},
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// level generators and helpers...
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levels: {
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dotted: function(n){
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for(var i=0; i < n; i++)
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game.Wall(null, 1, null)
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},
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dashed: function(n, length){
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if(length == null)
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length = 3
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for(var i=0; i < n; i++)
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game.Wall(null, length, null)
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},
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// specific level styles...
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sand: function(){
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this.dotted(Math.round(game.field.cells.length/20))
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},
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walls: function(){
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this.dashed(
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Math.round(game.field.cells.length/90),
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Math.min(
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game.field.width,
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game.field.height)-2)
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}
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},
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start: function(){
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// start the game...
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field.start(this.TICK)
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},
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stop: function(){
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field.stop()
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}
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}
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field.on_apple_eaten = function(){game.Apple()}
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//field.on_kill = null
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return game
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}
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// vim:set ts=4 sw=4 spell :
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