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index.js
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// Remain constant throughout the entire session
const LEFT = 37;
const UP = 38;
const RIGHT = 39;
const DOWN = 40;
const INIT_SNAKE_LENGTH = 5;
const SNAKE_LENGTH_DELTA = 5;
const MAX_OPACITY = 0.75;
const OPACITY_CYCLE = 25;
const DIRECTIONS = [LEFT, UP, RIGHT, DOWN];
// Remain constant through a game, but can change between games
var WIDTH;
var HEIGHT;
var BOARD;
// Change throughout a game
var snakeDirection;
var snakeLength;
var snakeBody;
var snakePosition;
var interval;
var speed;
var score;
var easy;
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.clone = function() {
return new Point(this.x, this.y);
};
Point.prototype.setX = function(x) {
this.x = x;
};
Point.prototype.setY = function(y) {
this.y = y;
};
Point.prototype.setAll = function(x, y) {
this.setY(x);
this.setX(y);
};
Point.prototype.toString = function() {
return '(' + this.x + ', ' + this.y + ')';
};
Point.fromString = function(s) {
var x = s.substring(1, s.indexOf(','));
var y = s.substring(s.indexOf(' '), s.length - 1);
return new Point(x, y);
};
function Queue() {
this.data = [];
}
Queue.prototype.clone = function() {
var result = new Queue();
result.data = this.data.slice();
return result;
};
Queue.prototype.offer = function(e) {
return this.data.push(e);
};
Queue.prototype.poll = function() {
if (this.data.length > 0) {
return this.data.shift();
} else {
return null;
}
};
Queue.prototype.peek = function() {
if (this.data.length > 0) {
return this.data[0];
} else {
return null;
}
};
Queue.prototype.length = function() {
return this.data.length;
};
function resetFields() {
WIDTH = parseInt($('#width_value').val(), 10);
HEIGHT = parseInt($('#height_value').val(), 10);
score = 0;
}
function resetBoard() {
var boardElement = $('#board');
boardElement.empty();
BOARD = [];
for (var y = 0; y < HEIGHT; y++) {
var row = $('<tr />');
BOARD.push([]);
for (var x = 0; x < WIDTH; x++) {
var square = $('<td />', {
'class': 'empty'
});
row.append(square);
BOARD[y].push(square);
}
boardElement.append(row);
}
redrawGrid();
}
function resetSnake() {
snakeDirection = DIRECTIONS[randRange(0, DIRECTIONS.length)];
snakeLength = INIT_SNAKE_LENGTH;
snakeBody = new Queue();
snakePosition = getEmptySquare();
snakeBody.offer(snakePosition.clone());
setSquareSnake(snakePosition);
}
function resetInterval(state) {
if (interval != null) {
clearInterval(interval);
}
if (state) {
interval = setInterval(tick, speed);
} else {
interval = null;
}
}
function newGame() {
resetFields();
resetBoard();
resetSnake();
createNewTarget();
play();
}
function setSquareSnake(point) {
var green = Math.floor(point.x * 256 / WIDTH);
var blue = Math.floor(point.y * 256 / HEIGHT);
var color = 'rgb(127, ' + green + ', ' + blue + ')';
return BOARD[point.y][point.x].removeClass().addClass('snake').
css('background-color', color);
}
function setSquareEmpty(point) {
var square = BOARD[point.y][point.x];
if (square.hasClass('snake')) {
var green = Math.floor(point.x * 256 / WIDTH);
var blue = Math.floor(point.y * 256 / HEIGHT);
var opacity = MAX_OPACITY *
(score % OPACITY_CYCLE) /
(OPACITY_CYCLE - 1);
var color = 'rgba(127,' + green + ', ' + blue + ', ' + opacity + ')';
return square.removeClass().addClass('empty').
css('background-color', color);
} else {
return square.removeClass().addClass('empty').
css('background-color', 'rgb(255, 255, 255)');
}
}
function setSquareTarget(point) {
return BOARD[point.y][point.x].removeClass().addClass('target').
css('background-color', 'rgb(255, 0, 0)');
}
function updateTitle(s) {
if (typeof s !== 'undefined') {
document.title = 'Snake | ' + s;
} else {
document.title = 'Snake';
}
}
function mod(n, m) {
return ((n % m) + m) % m;
}
function randRange(min, max) {
return Math.floor(Math.random() * (max - min) + min);
}
function getEmptySquare() {
var x = randRange(0, WIDTH);
var y = randRange(0, HEIGHT);
var xStart = x;
var yStart = y;
while (!BOARD[y][x].hasClass('empty')) {
x++;
if (x == WIDTH) {
x = 0;
y++;
if (y == HEIGHT) {
y = 0;
}
}
if (x == xStart && y == yStart) {
return null;
}
}
return new Point(x, y);
}
function createNewTarget() {
var point = getEmptySquare();
if (point === null) {
return false;
} else {
setSquareTarget(point);
return true;
}
}
function truncateSnakeBody() {
if (snakeBody.length() >= snakeLength) {
setSquareEmpty(snakeBody.poll());
}
}
function updateSnakePosition() {
var x = snakePosition.x;
var y = snakePosition.y;
switch (snakeDirection) {
case UP:
snakePosition.setY(mod(snakePosition.y - 1, HEIGHT));
break;
case RIGHT:
snakePosition.setX(mod(snakePosition.x + 1, WIDTH));
break;
case DOWN:
snakePosition.setY(mod(snakePosition.y + 1, HEIGHT));
break;
case LEFT:
snakePosition.setX(mod(snakePosition.x - 1, WIDTH));
break;
default:
alert('Fatal error: invalid direction: ' + snakeDirection);
return;
}
}
function checkSnakePosition() {
var x = snakePosition.x;
var y = snakePosition.y;
if (BOARD[y][x].hasClass('snake')) {
alert('You lose! Press space to start a new game.');
over();
return false;
}
var scored = BOARD[y][x].hasClass('target');
setSquareSnake(snakePosition);
if (scored) {
if (createNewTarget()) {
snakeLength += SNAKE_LENGTH_DELTA;
score++;
updateTitle(score);
} else {
alert('You win! Press space to start a new game.');
over();
return false;
}
}
return true;
}
function jitter() {
if (interval != null) {
var oldSnakeDirection = snakeDirection;
var oldSnakePosition = new Point(snakePosition.x, snakePosition.y);
if (Math.random() >= 0.5) {
snakeDirection = mod(snakeDirection - 38, 4) + 37;
} else {
snakeDirection = mod(snakeDirection - 36, 4) + 37;
}
// Pretend to move the snake in the new direction
updateSnakePosition();
// If they'd lose based on a jitter, don't actually perform the jitter
// They're probably going to lose soon anyways
if (BOARD[snakePosition.y][snakePosition.x].hasClass('snake')) {
snakeDirection = oldSnakeDirection;
}
// No matter what, reset it to its old position; actual movement is handled
// outside this function
snakePosition = oldSnakePosition;
}
}
function tick() {
truncateSnakeBody();
updateSnakePosition();
if (checkSnakePosition()) {
snakeBody.offer(snakePosition.clone());
}
}
function clearKeyEvents() {
return $(document).off('keydown').off('keypress');
}
function keyDownPlay(event) {
switch (event.which) {
case 'A'.charCodeAt(0):
case 'a'.charCodeAt(0):
case LEFT:
event.preventDefault();
if (snakeDirection != RIGHT && snakeDirection != LEFT) {
snakeDirection = LEFT;
} else {
return;
}
break;
case 'W'.charCodeAt(0):
case 'w'.charCodeAt(0):
case UP:
event.preventDefault();
if (snakeDirection != DOWN && snakeDirection != UP) {
snakeDirection = UP;
} else {
return;
}
break;
case 'D'.charCodeAt(0):
case 'd'.charCodeAt(0):
case RIGHT:
event.preventDefault();
if (snakeDirection != LEFT && snakeDirection != RIGHT) {
snakeDirection = RIGHT;
} else {
return;
}
break;
case 'S'.charCodeAt(0):
case 's'.charCodeAt(0):
case DOWN:
event.preventDefault();
if (snakeDirection != UP && snakeDirection != DOWN) {
snakeDirection = DOWN;
} else {
return;
}
break;
default:
return;
}
tick();
if (interval) {
resetInterval(true);
}
event.preventDefault();
}
function keyDownPause(event) {}
function keyDownOver(event) {}
function keyPressPlay(event) {
var c = String.fromCharCode(event.which);
switch (c) {
case ' ':
case 'p':
case 'P':
pause();
break;
default:
return;
}
event.preventDefault();
}
function keyPressPause(event) {
var c = String.fromCharCode(event.which);
switch (c) {
case ' ':
case 'p':
case 'P':
play();
break;
default:
return;
}
event.preventDefault();
}
function keyPressOver(event) {
var c = String.fromCharCode(event.which);
switch (c) {
case ' ':
newGame();
break;
default:
return;
}
event.preventDefault();
}
function updateSpeed() {
speed = Math.floor(1000 / $('#speed_value').val());
}
function over() {
updateTitle('Game over!');
resetInterval(false);
clearKeyEvents().keypress(keyPressOver).keydown(keyDownOver);
}
function pause() {
updateTitle('Paused');
resetInterval(false);
clearKeyEvents().keypress(keyPressPause).keydown(keyDownPause);
}
function play() {
updateTitle(score);
resetInterval(true);
clearKeyEvents().keypress(keyPressPlay).keydown(keyDownPlay);
}
function checkBounds(element, backup) {
backup = typeof backup !== 'undefined' ? backup : Math.floor((max + min) / 2);
var min = parseInt(element.attr('min'), 10);
var max = parseInt(element.attr('max'), 10);
var val = parseInt(element.val(), 10);
if (isNaN(val)) {
element.val(backup);
} else if (val > max) {
element.val(max);
} else if (val < min) {
element.val(min);
}
}
function redrawGrid() {
var gridElement = $('#grid_value');
if (gridElement.prop('checked')) {
$('td').css({border: '1px solid #EEEEEE', width: '9px', height: '9px'});
} else {
$('td').css({border: 'none', width: '10px', height: '10px'});
}
gridElement.blur();
}
function onReady() {
easy = false;
updateSpeed();
newGame();
$('#grid_value').change(redrawGrid);
}
$(document).ready(onReady);