SnakeGame/script.js

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JavaScript
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/**
* Game config
*/
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const number_levels = 2;
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const cell_width = 20;
const cell_height = 20;
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/**
* Cells content
*/
let i = 0;
const EMPTY = i++;
const SNAKE = i++;
const WALL = i++;
const FOOD = i++;
delete i;
/**
* Get & return an element by its ID
*
* @param {String} id The ID of the element to get
* @return {HTMLElement} The target element
*/
function byId(id) {
return document.getElementById(id);
}
/**
* Draw a line in a canvas rendering context
*
* @param {CanvasRenderingContext2D} ctx Target context
* @param {Number} x1 Starting x
* @param {Number} y1 Starting y
* @param {Number} x2 Ending x
* @param {Number} y2 Ending y
*/
function drawLine(ctx, x1, y1, x2, y2) {
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2,y2);
ctx.stroke();
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}
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/**
* Generate a random number
*
* @param {Number} min Minimum value
* @param {Number} max Maximum value
*/
function randInt(min, max) {
return Math.floor((Math.random()*max) + min)
}
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/**
* Play an audio file
*
* @param {String} url The URL of the audio file to play
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* @returns {HTMLAudioElement} Generated audio element
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*/
function playAudio(url) {
const audio = document.createElement("audio");
audio.src = url
audio.play();
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return audio;
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}
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// Get elements
const startScreen = byId("startScreen")
const gameScreen = byId("gameScreen")
const levelChoicesTarget = byId("levelChoice")
const stopGameBtn = byId("stopGameBtn")
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const canvasTarget = byId("canvasTarget")
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const scoreTarget = byId("scoreTarget")
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// Get images
const imgWall = new Image();
imgWall.src = './assets/wall.jpg';
const imgApple = new Image();
imgApple.src = './assets/apple.png';
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/**
* Show main screen
*/
function showMainScreen() {
startScreen.style.display = "unset";
gameScreen.style.display = "none";
}
/**
* Start a new game
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*
* The scope of the function is the main
* game scope
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*/
async function startGame(gameID) {
startScreen.style.display = "none";
gameScreen.style.display = "unset";
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// Fetch level information
let level;
try {
level = await (await fetch("levels/"+gameID+".json")).json();
} catch(e) {
console.error(e);
alert("Could not load game level!");
return;
}
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// Start audio
const audioEl = playAudio("/assets/game.mp3")
audioEl.loop = true;
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// Create & apply the canvas
const canvas = document.createElement("canvas");
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canvas.width = cell_width * level.dimensions[1];
canvas.height = cell_height * level.dimensions[0];
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canvasTarget.appendChild(canvas);
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const ctx = canvas.getContext('2d');
// Initialize the map & snake arrays
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/** @type {Array<Array<Number>>} */
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let map = [];
let snake = [];
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let score = 0;
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/// First with empty cells...
for(let i = 0; i < level.dimensions[0]; i++) {
let cell = [];
for(let j = 0; j < level.dimensions[1]; j++) {
cell.push(EMPTY);
}
map.push(cell)
}
/// ... then with cells content
level.walls.forEach((w) => {
map[w[0]-1][w[1]-1] = WALL
})
level.food.forEach((f) => {
map[f[0]-1][f[1]-1] = FOOD
})
level.snake.forEach((s) => {
map[s[0]-1][s[1]-1] = SNAKE
snake.push([s[0]-1, s[1]-1]);
})
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// Initialize pressed key
let key = level.firstKey;
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/**
* Step function
*
* I placed this function here to inherit
* the map, snake, canvas & ctx variables...
*/
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let currDelay = level.delay;
setTimeout(() => step(), currDelay);
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function step() {
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// Check if a game was destroyed
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if(!canvas.isConnected) {
audioEl.pause();
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return;
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}
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// Move the snake if required
if(key) {
let newHead = Array.from(snake[snake.length-1]);
let increaseSize = false;
// Make the snake move
switch(key) {
case "ArrowDown":
newHead[0]++;
break;
case "ArrowUp":
newHead[0]--;
break;
case "ArrowLeft":
newHead[1]--;
break;
case "ArrowRight":
newHead[1]++;
break;
}
if(newHead[0] < 0 || newHead[1] < 0 ||
newHead[0] >= level.dimensions[0] || newHead[1] >= level.dimensions[1]) {
gameOver();
return;
}
// Trigger appropriate action
switch(map[newHead[0]][newHead[1]]) {
case FOOD:
increaseSize = true;
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playAudio("assets/eat.mp3")
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score++;
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break;
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case SNAKE:
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case WALL:
gameOver();
break;
}
// Push new snake position
snake.push(newHead);
map[newHead[0]][newHead[1]] = SNAKE
// Remove the end of the snake if he has not eaten anything
if(!increaseSize) {
const oldPos = snake.shift()
map[oldPos[0]][oldPos[1]] = EMPTY
}
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// Check if the user has won
// Note : The user win the game if there is no food left
// So we search for a line in the map where there is food
// If none is found, it means that the user has won the game
//
// Optimization : We do it only if the user has just increazed its
// size => the snake has eaten a piece of food
if(increaseSize && map.find((row) => row.find((el) => el == FOOD) != undefined) == undefined) {
winGame()
return;
}
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}
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// Refresh score
scoreTarget.innerHTML = score;
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// Redraw screen
ctx.clearRect(0, 0, canvas.width, canvas.height)
// First, draw the grid
for(let i = 0; i <= level.dimensions[1]; i++) {
drawLine(ctx, i*cell_width, 0, i*cell_width, canvas.height)
}
for(let i = 0; i <= level.dimensions[0]; i++) {
drawLine(ctx, 0, i*cell_height, canvas.width, i*cell_height, canvas.height)
}
// Now draw the map
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for(let y = 0; y < map.length; y++) {
for(let x = 0; x < map[y].length; x++) {
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// Adapt rendering to the element to display
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switch(map[y][x]) {
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case WALL:
ctx.fillStyle = "darkRed";
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ctx.drawImage(imgWall, x*cell_width, y*cell_height, cell_width, cell_height);
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break;
case FOOD:
ctx.fillStyle = "darkGreen";
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ctx.drawImage(imgApple, x*cell_width, y*cell_height, cell_width, cell_height);
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break;
case SNAKE:
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ctx.fillStyle = "orange"
ctx.fillRect(x*cell_width, y*cell_height, cell_width, cell_height)
// Check if it is the head of the snake
// If it is the case, we draw an eye to the snake
const headPos = snake[snake.length-1];
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if(headPos[0] == y && headPos[1] == x) {
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ctx.fillStyle = "darkRed";
ctx.beginPath();
ctx.arc(
(x+0.5)*cell_width, // x
(y+0.5)*cell_height, // y
3, // width
0, // startAngle
2*Math.PI) // End angle
ctx.fill();
}
break;
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}
}
}
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// Manage automated acceleration of snake
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if(level.hasOwnProperty("acceleration"))
currDelay -= level.acceleration;
if(level.hasOwnProperty("minDelay") && currDelay <= level.minDelay)
currDelay = level.minDelay
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setTimeout(() => step(), currDelay);
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}
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/**
* Call this function once the user loose the game
*/
function gameOver() {
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audioEl.pause();
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playAudio("assets/gameOver.mp3");
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alert("Game over !!!");
location.href = "#";
}
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/**
* Call this function when the user win the game
*/
function winGame() {
audioEl.pause();
playAudio("assets/win.mp3");
alert("You win !!!");
location.href = "#";
}
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// Listen for key press events
document.body.addEventListener("keydown", (ev) => {
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if(!canvas.isConnected)
return;
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if(["ArrowDown", "ArrowLeft", "ArrowRight", "ArrowUp"].includes(ev.key))
key = ev.key;
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if(ev.key == "p") {
audioEl.pause()
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alert("Game paused. Close this dialog to resume");
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audioEl.play()
}
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});
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// Automatically generate new map element if required
if(level.randWallFreq) {
const int = setInterval(() => {
if(!canvas.isConnected)
clearInterval(int);
else {
const pos = [randInt(0, map.length), randInt(0, map[0].length)]
if(map[pos[0]][pos[1]] == EMPTY)
map[pos[0]][pos[1]] = WALL;
}
}, level.randWallFreq);
}
// Automatically generate new map element if required
if(level.randFoodFreq) {
const int = setInterval(() => {
if(!canvas.isConnected)
clearInterval(int);
else {
const pos = [randInt(0, map.length), randInt(0, map[0].length)]
if(map[pos[0]][pos[1]] == EMPTY)
map[pos[0]][pos[1]] = FOOD;
}
}, level.randFoodFreq);
}
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}
/**
* Change the currently active window
*/
function changeWindow() {
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// Make sure there are not canvas left in the background (to make sure
// no interval is running for an old game)
canvasTarget.innerHTML = ""
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// Try to get game ID
const gameID = Number(window.location.hash.substr(1));
if(gameID > 0)
startGame(gameID);
else
showMainScreen();
}
// Initialize page
/// Listen to events
window.addEventListener("hashchange", (e) => changeWindow())
// Make game levels form lives
for (let index = 1; index < number_levels + 1; index++) {
levelChoicesTarget.innerHTML += "<li>" +
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"<li><a href='#"+index+"'>" +
" Level " + index + "</a></li>";
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}
// Stop game
stopGameBtn.addEventListener("click", () => {
location.href = "#";
})
// Refresh current window
changeWindow();