Start to draw map
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@ -1,16 +1,17 @@
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{
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"dimensions": [80, 40],
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"dimensions": [40, 40],
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"delay": 200,
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"walls": [
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[5,5], [5,6], [5,7], [5,8], [70, 35], [71, 35], [72, 35]
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[5,5], [5,6], [5,7], [5,8], [40, 35], [38, 35], [23, 35]
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],
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"food": [
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[10,10]
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[10,10],
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[20, 20]
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],
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"snake": [
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[60,60],
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[60,59],
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[60,58]
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[6,10],
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[6,11],
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[6,12]
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]
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}
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125
script.js
125
script.js
@ -2,11 +2,43 @@
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* Game config
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*/
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const number_levels = 2;
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const cell_width = 10;
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const cell_height = 10;
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const cell_width = 20;
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const cell_height = 20;
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function byId(el) {
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return document.getElementById(el);
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/**
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* Cells content
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*/
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let i = 0;
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const EMPTY = i++;
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const SNAKE = i++;
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const WALL = i++;
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const FOOD = i++;
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delete i;
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/**
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* Get & return an element by its ID
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*
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* @param {String} id The ID of the element to get
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* @return {HTMLElement} The target element
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*/
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function byId(id) {
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return document.getElementById(id);
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}
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/**
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* Draw a line in a canvas rendering context
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*
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* @param {CanvasRenderingContext2D} ctx Target context
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* @param {Number} x1 Starting x
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* @param {Number} y1 Starting y
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* @param {Number} x2 Ending x
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* @param {Number} y2 Ending y
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*/
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function drawLine(ctx, x1, y1, x2, y2) {
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ctx.beginPath();
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ctx.moveTo(x1, y1);
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ctx.lineTo(x2,y2);
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ctx.stroke();
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}
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// Get elements
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@ -28,6 +60,9 @@ function showMainScreen() {
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/**
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* Start a new game
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*
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* The scope of the function is the main
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* game scope
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*/
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async function startGame(gameID) {
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startScreen.style.display = "none";
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@ -45,9 +80,87 @@ async function startGame(gameID) {
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// Create & apply the canvas
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const canvas = document.createElement("canvas");
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canvas.width = cell_width * level.dimensions[0];
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canvas.height = cell_height * level.dimensions[1];
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canvas.width = cell_width * level.dimensions[1];
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canvas.height = cell_height * level.dimensions[0];
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canvasTarget.appendChild(canvas);
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const ctx = canvas.getContext('2d');
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// Initialize the map & snake arrays
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let map = [];
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let snake = [];
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/// First with empty cells...
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for(let i = 0; i < level.dimensions[0]; i++) {
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let cell = [];
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for(let j = 0; j < level.dimensions[1]; j++) {
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cell.push(EMPTY);
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}
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map.push(cell)
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}
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/// ... then with cells content
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level.walls.forEach((w) => {
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map[w[0]-1][w[1]-1] = WALL
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})
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level.food.forEach((f) => {
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map[f[0]-1][f[1]-1] = FOOD
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})
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level.snake.forEach((s) => {
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map[s[0]-1][s[1]-1] = SNAKE
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snake.push([s[0]-1, s[1]-1]);
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})
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/**
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* Step function
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*
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* I placed this function here to inherit
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* the map, snake, canvas & ctx variables...
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*/
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let interval = setInterval(() => step(), level.delay);
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function step() {
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// Redraw screen
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ctx.clearRect(0, 0, canvas.width, canvas.height)
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// First, draw the grid
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for(let i = 0; i <= level.dimensions[1]; i++) {
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drawLine(ctx, i*cell_width, 0, i*cell_width, canvas.height)
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}
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for(let i = 0; i <= level.dimensions[0]; i++) {
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drawLine(ctx, 0, i*cell_height, canvas.width, i*cell_height, canvas.height)
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}
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// Now draw the map
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for(let y = 0; y < map.length; y++) {
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for(let x = 0; x < map[y].length; x++) {
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switch(map[y][x]) {
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case WALL:
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ctx.fillStyle = "darkRed";
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ctx.fillRect(x*cell_width, y*cell_height, cell_width, cell_height)
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break;
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case FOOD:
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ctx.fillStyle = "darkGreen";
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ctx.fillRect(x*cell_width, y*cell_height, cell_width, cell_height)
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break;
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case 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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/**
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