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			548 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			JavaScript
		
	
	
		
			Executable File
		
	
	
	
	
			
		
		
	
	
			548 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			JavaScript
		
	
	
		
			Executable File
		
	
	
	
	
/**********************************************************************
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* 
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* Simple Snake 
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*
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* This code is designed to illustrate the non-intuitive approach to an
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* implementation, building a snake game as a cellular automaton rather
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* than the more obvious, set of entities (OOP) or a number of sets 
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* of procedures and data structures, directly emulating the "tactile" 
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* perception of the game, i.e. independent field, snakes, walls, apples
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* and their interactions.
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*
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* In this approach there are no entities, no snakes, no apples, no 
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* walls, just a set of cells in a field and cell behaviours per game 
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* step:
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* 	- empty cells, apples and walls just sit there
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* 	- "snake" cells:
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* 		- decrement age
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* 		- if age is 0 clear cell
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* 		- if cell has direction (i.e. snake head)
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* 			- if target cell is red (apple) increment age
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* 			- color new cell in direction:
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* 				- set age on to current age + 1
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* 				- set direction to current
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* 			- clear direction
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*
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* NOTE: that in the above description some details are omitted for 
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* 		clarity...
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*
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*
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* This code is structured in a scalable and introspective way:
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* 	- Snake object is reusable as a prototype enabling multiple games
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* 		to run at the same time
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* 	- Snake implements an open external control scheme, i.e. it does not 
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* 		impose a specific way to implementing the way to control the game
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* 	- Simple (but not trivial) code and code structure
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* 	- Introspective: no hidden/masked state or functionality
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* 	- No external dependencies
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*
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*
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* Goals:
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* 	- Show that the "intuitive" is not the only approach or is not 
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* 		necessarily the simplest...
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* 	- Show one approach to a scalable yet simple architecture
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* 	- Illustrate several programming patterns and approaches:
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* 		- concatinative 
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* 			- see how Snake methods are implemented and how they are used
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* 				in setup(..)...
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* 			- see Snake.call(..) and Snake.apply(..) methods and how they
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* 				enable extending the code inline...
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* 		- meta-programming 
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* 			see: makeEvent(..)
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* 		- event-oriented-programming
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* 			see Snake events and how they are used in setup(..) to extend
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* 			the basic game logic...
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* 	- Show the use of several HTML5/CSS3 features including appCache, 
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* 		touch events and keyboard events and handling...
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*
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*
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*
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**********************************************************************/
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function makeEvent(handler_attr){
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	return function(func){
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		if(func === null){
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			delete this[handler_attr]
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		} else if(func instanceof Function){
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			var handlers = this[handler_attr] = this[handler_attr] || []
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			handlers.push(func)
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		} else {
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			var that = this
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			var args = [].slice.call(arguments)
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			this[handler_attr]
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				&& this[handler_attr]
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					.forEach(function(handler){ handler.apply(that, args) })
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		}
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		return this
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	}
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}
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var Snake = {
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	config: {
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		field_size: 32,
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		interval: 150,
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	},
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	_field: null,
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	_cells: null,
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	players: null,
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	field_size: null,
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	get random_point(){
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		var cells = this._cells
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		var l = cells.length
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		var w = this.field_size.width
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		do {
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			var i = Math.floor(Math.random() * l)
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		} while(cells[i].classList.length > 0)
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		return {
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			x: i%w,
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			y: Math.floor(i/w),
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		}
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	},
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	get random_direction(){
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		return ('nesw')[Math.floor(Math.random() * 4)] },
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	// utils...
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	call: function(func){
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		return func.apply(this, [].slice.call(arguments, 1)) },
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	apply: function(func, args){ 
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		return func.apply(this, args) },
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	normalize_point: function(point){
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		point = point || {}
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		var w = this.field_size.width
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		var x = point.x % w
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		x = x < 0 ? (x + w) : x
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		var h = this.field_size.height
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		var y = point.y % h
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		y = y < 0 ? (y + h) : y
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		return { x: x, y: y }
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	},
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	// system...
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	setup: function(field, size, interval){
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		this.config.field_size = size || this.config.field_size
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		this.config.interval = interval || this.config.interval
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		field = field || this._field
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		field = this._field = typeof(field) == typeof('str') ? document.querySelector(field)
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			: field
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		this._make_field()
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		this._cells = [].slice.call(field.querySelectorAll('td'))
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		this.field_size = {
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			width: field.querySelector('tr').querySelectorAll('td').length,
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			height: field.querySelectorAll('tr').length,
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		}
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		this.players = {}
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		return this
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			.appleEaten(null)
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			.snakeKilled(null)
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	},
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	_make_field: function(w){
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		var l = []
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		l.length = w || this.config.field_size
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		l.fill('<td/>')
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		this._field.innerHTML = 
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			`<table class="field" cellspacing="0">\n${ 
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				l.map(function(){ 
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					return `  <tr> ${ l.join('') } </tr>` 
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				}).join('\n') 
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			}\n</table>`
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	},
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	_tick: function(){
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		var that = this
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		var l = this._cells.length
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		var w = this.field_size.width
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		var h = this.field_size.height
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		var tick = this.__tick = (this.__tick + 1 || 0)
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		var directions = 'neswn'
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		this._cells.forEach(function(cell, i){
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			var color = cell.style.backgroundColor
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			// skip cells we touched on this tick...
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			if(cell.tick == tick){
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				return
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			}
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			// snake...
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			if(cell.age != null){
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				// handle cell age...
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				if(cell.age == 0){
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					delete cell.age
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					cell.classList.remove('snake')
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					cell.style.backgroundColor = ''
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				} else {
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					cell.age -= 1
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				}
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				// snake head -> move...
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				var direction = cell.direction
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				if(directions.indexOf(direction) >= 0){
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					// turn...
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					if(that.players[color] != ''){
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						var turn = that.players[color] || ''
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						var j = turn == 'left' ? directions.indexOf(direction) - 1
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							: directions.indexOf(direction) + 1
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						j = j < 0 ? 3 : j
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						direction = directions[j]
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						that.players[color] = ''
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					}
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					// get next cell index...
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					var next = 
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						direction == 'n' ? 
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							(i < w ? l - w + i : i - w)
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						: direction == 's' ? 
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							(i > (l-w-1) ? i - (l-w) : i + w)
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						: direction == 'e' ? 
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							((i+1)%w == 0 ? i - (w-1) : i + 1)
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						: (i%w == 0 ? i + (w-1) : i - 1)
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					next = that._cells[next]
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					var age = cell.age
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					var move = false
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					// special case: other snake's head -> kill both...
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					if(next.direction){
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						var other = next.style.backgroundColor
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						next.classList.remove('snake')
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						next.style.backgroundColor = ''
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						// NOTE: we are not deleteing .direction here as 
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						//		we can have upto 4 snakes colliding...
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						next.direction = ''
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						that.snakeKilled(other, next.age+1)
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						that.snakeKilled(color, age+2)
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						delete next.age
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					// apple -> increment age...
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					} else if(next.classList.contains('apple')){
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						age += 1
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						move = true
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						next.classList.remove('apple')
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						that.appleEaten(color, age+2)
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					// empty -> just move...
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					} else if(next.classList.length == 0){
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						move = true
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					// other -> kill...
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					} else {
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						that.snakeKilled(color, age+2)
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					}
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					// do the move...
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					if(move){
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						next.tick = tick
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						next.style.backgroundColor = color
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						next.classList.add('snake')
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						next.age = age + 1
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						next.direction = direction
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					}
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					delete cell.direction
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				}
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			}
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			cell.tick = tick
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		})
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		this.tick(tick)
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	},
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	// constructors...
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	snake: function(color, age, point, direction){
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		point = this.normalize_point(point || this.random_point)
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		var head = this._cells[point.x + point.y * this.field_size.width]
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		head.style.backgroundColor = color
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		head.classList.add('snake')
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		head.direction = direction || this.random_direction
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		head.age = (age || 5) - 1
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		this.players[color] = ''
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		return this
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			.snakeBorn(color)
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	},
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	apple: function(point){
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		point = this.normalize_point(point || this.random_point)
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		var c = this._cells[point.x + point.y * this.field_size.width]
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		c.classList.add('apple')
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		c.style.backgroundColor = ''
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		return this
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	},
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	wall: function(point, direction, length){
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		direction = direction || this.random_direction
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		point = this.normalize_point(point || this.random_point)
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		var x = point.x
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		var y = point.y
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		length = length || Math.random() * this.field_size.width
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		while(length > 0){
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			var c = this._cells[x + y * this.field_size.width]
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			c.classList.add('wall')
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			c.style.backgroundColor = ''
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			x += direction == 'e' ? 1
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				: direction == 'w' ? -1
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				: 0
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			x = x < 0 ? this.field_size.width + x
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				: x % this.field_size.width
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			y += direction == 'n' ? -1
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				: direction == 's' ? 1
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				: 0
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			y = y < 0 ? this.field_size.height + y
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				: y % this.field_size.height
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			length -= 1
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		}
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		return this
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	},
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	level: function(level){
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		var that = this
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		level.forEach(function(wall){
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			that.wall.apply(that, wall) })
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		return this
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	},
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	// events...
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	snakeKilled: makeEvent('__killHandlers'),
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	snakeBorn: makeEvent('__birthHandlers'),
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	appleEaten: makeEvent('__appleEatenHandlers'),
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	tick: makeEvent('__tickHandlers'),
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	gameStarted: makeEvent('__startHandlers'),
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	gameStopped: makeEvent('__stopHandlers'),
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	// actions...
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	start: function(t){
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		this.__timer = this.__timer 
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			|| setInterval(this._tick.bind(this), t || this.config.interval || 200)
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		// reset player control actions...
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		var that = this
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		Object.keys(this.players)
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			.forEach(function(k){ that.players[k] = '' })
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		return this
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			.tick()
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			.gameStarted()
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	},
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	stop: function(){
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		clearInterval(this.__timer)
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		delete this.__timer
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		delete this.__tick
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		return this
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			.gameStopped()
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	},
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	pause: function(){
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		return this.__timer ? this.stop() : this.start() },
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	left: function(color){ 
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		this.players[color || Object.keys(this.players)[0]] = 'left' 
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		return this
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	},
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	right: function(color){
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		this.players[color || Object.keys(this.players)[0]] = 'right' 
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		return this
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	},
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}
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/*********************************************************************/
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// control event handlers...
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var KEY_CONFIG = {
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	' ': ['pause'],
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	n: setup,
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	ArrowLeft: ['left'],
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	ArrowRight: ['right'], 
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	// IE compatibility...
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	Left: ['left'],
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	Right: ['right'],
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	'?': function(){
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		this
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			.stop()
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			.call(showHints) },
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}
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function makeKeyboardHandler(snake){
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	return function(event){
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		clearHints()
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		var action = KEY_CONFIG[event.key]
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		action 
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			&& (action instanceof Function ?
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					action.call(snake)
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				: action[0] in snake ?
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					snake[action[0]].apply(snake, action.slice(1))
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				: null) }}
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var __DEBOUNCE = false
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var __DEBOUNCE_TIMEOUT = 100
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function makeTapHandler(snake){
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	return function(event){
 | 
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		// prevent clicks and touches from triggering the same action 
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		// twice -- only handle the first one within timeout...
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		// NOTE: this should not affect events of the same type...
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		if(__DEBOUNCE && event.type != __DEBOUNCE){ return }
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		__DEBOUNCE = event.type
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		setTimeout(function(){ __DEBOUNCE = false }, __DEBOUNCE_TIMEOUT)
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		clearHints()
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		// top of screen (1/8)...
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		;(event.clientY || event.changedTouches[0].pageY) <= (document.body.clientHeight / 8) ? 
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			setup()
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						|
		// bottom of screen 1/8...
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						|
		: (event.clientY || event.changedTouches[0].pageY) >= (document.body.clientHeight / 8)*8 ? 
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			Snake.pause()
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		// left/right of screen...
 | 
						|
		: (event.clientX || event.changedTouches[0].pageX) <= (document.body.clientWidth / 2) ? 
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			Snake.left() 
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			: Snake.right() }}
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 | 
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 | 
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//---------------------------------------------------------------------
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// misc stuff...
 | 
						|
 | 
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function showHints(){
 | 
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	document.body.classList.add('hints') }
 | 
						|
function clearHints(){
 | 
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	document.body.classList.remove('hints') }
 | 
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function digitizeBackground(snake, walls){
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	snake._cells.forEach(function(c){
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		var v = Math.floor(Math.random() * 6)
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		// bg cell...
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						|
		c.classList.length == 0 ?
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						|
			(c.style.backgroundColor = 
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				`rgb(${255 - v}, ${255 - v}, ${255 - v})`)
 | 
						|
		// wall...
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						|
		: walls && c.classList.contains('wall') ?
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			(c.style.backgroundColor = 
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				`rgb(${220 - v*2}, ${220 - v*2}, ${220 - v*2})`)
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						|
		// skip the rest...
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						|
		: null })
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	return snake
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}
 | 
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 | 
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 | 
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//---------------------------------------------------------------------
 | 
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 | 
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var __CACHE_UPDATE_CHECK = 5*60*1000
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var __HANDLER_SET = false
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function setup(snake, timer, size){
 | 
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	snake = snake || Snake
 | 
						|
 | 
						|
	// levels...
 | 
						|
	var A = Math.round((size || snake.config.field_size)/8)
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						|
	var Level = {
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		W3: [
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			[null, null, A*6],
 | 
						|
			[null, null, A*6],
 | 
						|
			[null, null, A*6],
 | 
						|
		],
 | 
						|
		Halves: [
 | 
						|
			[null, null, A*8],
 | 
						|
		],
 | 
						|
		Quarters: [
 | 
						|
			[null, 's', A*8],
 | 
						|
			[null, 'e', A*8],
 | 
						|
		],
 | 
						|
		Random3: [[], [], []],
 | 
						|
 | 
						|
		get random(){
 | 
						|
			var l = Object.keys(this)
 | 
						|
				.filter(function(e){ return e != 'random' })
 | 
						|
			do {
 | 
						|
		   		var level = this[l[ Math.round(Math.random()*l.length) ]]
 | 
						|
			} while(!(level instanceof Array))
 | 
						|
			return level
 | 
						|
		},
 | 
						|
	}
 | 
						|
 | 
						|
	function showScore(color, age){
 | 
						|
		score = snake.__top_score = 
 | 
						|
			(!snake.__top_score || snake.__top_score.score < age) ?
 | 
						|
				{
 | 
						|
					color: color || '',
 | 
						|
					score: age || 0,
 | 
						|
				}
 | 
						|
				: snake.__top_score
 | 
						|
		snake._field.setAttribute('score', score.score)
 | 
						|
		snake._field.setAttribute('snake', score.color)
 | 
						|
		snake._field.setAttribute('state', (
 | 
						|
			score.score == age && score.color == color) ? '(current)' : '')
 | 
						|
	}
 | 
						|
 | 
						|
	// setup event handlers (only once)...
 | 
						|
	if(!__HANDLER_SET){
 | 
						|
		// control handlers...
 | 
						|
		document.addEventListener('keydown', makeKeyboardHandler(snake))
 | 
						|
		document.addEventListener('touchstart', makeTapHandler(snake))
 | 
						|
		//document.addEventListener('mousedown', makeTapHandler(snake))
 | 
						|
 | 
						|
		// cache updater...
 | 
						|
		var appCache = window.applicationCache
 | 
						|
		if(appCache
 | 
						|
				&& appCache.status != appCache.UNCACHED){
 | 
						|
			appCache.addEventListener('updateready', function(){
 | 
						|
				if(appCache.status == appCache.UPDATEREADY){
 | 
						|
					console.log('CACHE: new version available...')
 | 
						|
					appCache.swapCache()
 | 
						|
 | 
						|
					confirm('New version ready, reload?')
 | 
						|
						&& location.reload()
 | 
						|
				}
 | 
						|
			})
 | 
						|
			setInterval(function(){ appCache.update() }, __CACHE_UPDATE_CHECK)
 | 
						|
		}
 | 
						|
 | 
						|
		__HANDLER_SET = true
 | 
						|
	}
 | 
						|
 | 
						|
	// setup the game...
 | 
						|
	return snake
 | 
						|
		// prepare the field/game...
 | 
						|
		.setup('.simplesnake', size, timer)
 | 
						|
		.call(digitizeBackground, snake)
 | 
						|
		.call(function(){
 | 
						|
			this.__snake_apples = []
 | 
						|
			return this
 | 
						|
		})
 | 
						|
 | 
						|
		// load level...
 | 
						|
		.level(Level.random)
 | 
						|
 | 
						|
		// game events / meta game rules...
 | 
						|
		// reconstruct eaten apples...
 | 
						|
		.appleEaten(function(color, age){ 
 | 
						|
			this.apple() 
 | 
						|
			showScore(color, age)
 | 
						|
		})
 | 
						|
		// one apple per snake...
 | 
						|
		.snakeBorn(function(color){
 | 
						|
			this.__snake_apples.indexOf(color) < 0
 | 
						|
				&& this.apple()	
 | 
						|
				&& this.__snake_apples.push(color) })
 | 
						|
		// reconstruct snakes and pause game...
 | 
						|
		// XXX for multiplayer reconstruct the snake on timeout and do 
 | 
						|
		// 		not pause...
 | 
						|
		.snakeKilled(function(color, age){ 
 | 
						|
			this
 | 
						|
				.pause()
 | 
						|
				.snake(color, 3) 
 | 
						|
			showScore(color, 3)
 | 
						|
		})
 | 
						|
		// indicate game state...
 | 
						|
		.gameStarted(function(){ 
 | 
						|
			this._field.classList.remove('paused') })
 | 
						|
		.gameStopped(function(){ 
 | 
						|
			this._field.classList.add('paused') })
 | 
						|
 | 
						|
		// game eleemnts...
 | 
						|
		.apple()
 | 
						|
		.snake('blue', 3)
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
/**********************************************************************
 | 
						|
* vim:set ts=4 sw=4 spell :                                          */
 |