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Snake/sources/js/Game.js

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JavaScript
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import {Tile, tiles} from "./Tile.js"
import {Snake, directions} from "./Snake.js";
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export class Game {
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/**
* Generate a new game of Snake
* @param {HTMLCanvasElement} canvas
* @param {[int, int]} size
* @param {directions} direction
* @param {int} snakeSpeed
* @param {int} appleSpeed
* @param {int} lives
*/
constructor(canvas, {size = [15, 15], direction = directions.RIGHT, snakeSpeed = 500, appleSpeed = 5000, lives = 3} = {}) {
if (canvas && canvas.nodeName === "CANVAS")
this.ctx = canvas.getContext("2d");
else
throw new InvalidGameOption("canvas");
if (size && Array.isArray(size) && size.length === 2 && size.filter(s => typeof s === "number" && s > 0 && s % 1 === 0).length === size.length)
this.size = size;
else
throw new InvalidGameOption("size");
if (direction && Object.values(directions).find(([x,y]) => direction[0] === x && direction[1] === y))
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this.direction = this.startDirection = this.lastDirection = direction;
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else
throw new InvalidGameOption("direction");
if (snakeSpeed && typeof snakeSpeed === "number" && snakeSpeed > 0 && snakeSpeed % 1 === 0)
this.snakeSpeed = snakeSpeed;
else
throw new InvalidGameOption("snakeSpeed");
if (appleSpeed && typeof appleSpeed === "number" && appleSpeed > 0 && appleSpeed % 1 === 0)
this.appleSpeed = appleSpeed;
else
throw new InvalidGameOption("appleSpeed");
this.world = [];
this.apple = false;
this.score = 0;
this.lives = lives;
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this.onStart = null;
this.onStop = null;
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}
/**
* Init the world with empty tiles
*/
initWorld() {
for (let x = 0; x < this.size[0]; x++)
for (let y = 0; y < this.size[1]; y++) {
if (!this.world[x])
this.world[x] = [];
this.world[x][y] = new Tile(x, y, tiles.EMPTY, this);
}
}
/**
* Init the canvas
*/
initCanvas() {
this.ctx.canvas.ownerDocument.addEventListener("keyup", ev => {
switch (ev.key) {
case "ArrowUp":
if (this.lastDirection !== directions.DOWN)
this.direction = directions.UP;
break;
case "ArrowRight":
if (this.lastDirection !== directions.LEFT)
this.direction = directions.RIGHT;
break;
case "ArrowDown":
if (this.lastDirection !== directions.UP)
this.direction = directions.DOWN;
break;
case "ArrowLeft":
if (this.lastDirection !== directions.RIGHT)
this.direction = directions.LEFT;
break;
}
});
}
/**
* Draw the grid
*/
drawGrid() {
for (const l of this.world)
for (const t of l)
t.draw()
}
/**
* Start the party
*/
start() {
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if (this.onStart && typeof this.onStart === "function")
this.onStart();
this.direction = this.lastDirection = this.startDirection;
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this.snake = new Snake({startPos: this.size.map(s => Math.floor(s/2))});
this.initWorld();
this.updateSnake();
this.drawGrid();
this.initCanvas();
this.mainInterval = setInterval(() => this.main(), this.snakeSpeed);
this.appleInterval = setInterval(() => this.appleGenerator(), this.appleSpeed);
}
/**
* Stop the party
*/
stop() {
clearInterval(this.mainInterval);
clearInterval(this.appleInterval);
// Clear the grid
this.ctx.globalCompositeOperation = "destination-out";
this.ctx.fillRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
this.ctx.globalCompositeOperation = "source-over";
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if (this.onStop && typeof this.onStop === "function")
this.onStop();
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}
/**
* Restart the party
*/
restart() {
this.stop();
this.start();
}
/**
* The main loop pf the game
*/
main() {
try {
this.moveSnake();
this.drawGrid();
} catch (err) {
if (err instanceof GameOver) {
this.lives--;
if (this.lives <= 0) {
alert(`Game over !\nYour score is: ${this.score}`);
this.stop();
} else
this.restart();
} else {
console.error(err);
alert("An error occurred !");
}
}
}
/**
* Update the snake on the world and check for collision
*/
updateSnake() {
for (const [x, y] of this.snake.body)
if (!(x in this.world) || !(y in this.world[x]))
throw new GameOver();
else {
const t = this.world[x][y];
if (t.type === tiles.APPLE) {
this.snake.eat();
this.apple = false;
this.score++;
}
t.type = tiles.SNAKE;
}
}
/**
* Move the snake
*/
moveSnake() {
this.snake.move(this.direction);
this.lastDirection = this.direction;
for (const l of this.world)
for (const t of l)
if (t.type === tiles.SNAKE)
t.type = tiles.EMPTY;
this.updateSnake();
}
/**
* Main loop fir apple generation
*/
appleGenerator() {
if (!this.apple) {
let pos = this.randCoords();
this.world[pos[0]][pos[1]].type = tiles.APPLE;
this.apple = true;
}
}
/**
* Generate random coordinates of empty tiles
* @returns {[int, int]}
*/
randCoords() {
let pos;
do {
pos = [];
for (const s of this.size)
pos.push(Math.floor(Math.random() * s))
} while (this.world[pos[0]][pos[1]].type !== tiles.EMPTY);
return pos;
}
}
export class InvalidGameOption extends Error {
/**
* @param {string} name
*/
constructor(name) {
super(`Invalid Game option: ${name}`);
}
}
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export class GameOver extends Error {
constructor() {
super("Game Over");
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}
}