Block conversion from snake and snake now has a collider in apple

This commit is contained in:
Ben
2018-10-14 18:28:26 +01:00
parent 3a01a93e17
commit 34960ca82e

View File

@@ -8,6 +8,7 @@ const BLOCK_SIZE = {x: CANVAS_SIZE.x / GAME_SIZE.x, y: CANVAS_SIZE.y / GAME_SIZE
const GAME_STATE = 0; // 0 = playing, 1 = lost
const UPDATE_RATE = 5; // updates per second
const ANIMATE_RATE = 60; // updates per second
const BACKGROUND_COLOUR = '#8D7F76';
const SNAKE_COLOUR = '#B62946';
@@ -29,7 +30,10 @@ class Apple {
}
update() {
if (ActiveSnake.head.x == this.pos.x && ActiveSnake.head.y == this.pos.y) {
// freeze snake and return state
return 'collide';
}
}
draw() {
@@ -40,23 +44,24 @@ class Apple {
class Snake {
constructor() {
this.tail = [{x: 1, y: 0}, {x: 0, y: 0}, {x: -1, y: 0}, {x: -2, y: 0}];
this.lastRemoved = {x: 1, y: 1};
this.head = {x: 1, y: 0};
this.direction = 1; // 0 = up, 1 = right, 2 = down, 3 = left
this.frozen = false;
}
update() {
let newPos = { };
newPos.x = this.tail[0].x;
newPos.y = this.tail[0].y;
newPos.x = this.head.x;
newPos.y = this.head.y;
if (this.direction == 0) {
newPos.y = this.tail[0].y - 1;
newPos.y = this.head.y - 1;
} else if (this.direction == 1) {
newPos.x = this.tail[0].x + 1;
newPos.x = this.head.x + 1;
} else if (this.direction == 2) {
newPos.y = this.tail[0].y + 1;
newPos.y = this.head.y + 1;
} else {
newPos.x = this.tail[0].x - 1;
newPos.x = this.head.x - 1;
}
if (newPos.x + 1 < 0) {
@@ -71,7 +76,7 @@ class Snake {
newPos.y = 0;
}
this.lastRemoved = this.tail.pop();
this.tail.pop();
let newTail = [ ];
newTail.push(newPos);
@@ -80,12 +85,13 @@ class Snake {
}
this.tail = newTail;
console.log('HEAD: ', this.tail[0]);
this.head = this.tail[0];
}
draw() {
for (let i = 0; i < this.tail.length; i++) {
if (this.tail[i].x < 0 || this.tail[i].y < 0 || this.tail[i].x > GAME_SIZE.x || this.tail[i].y > GAME_SIZE.y) {} else {
if (this.tail[i].x < 0 || this.tail[i].y < 0 || this.tail[i].x > GAME_SIZE.x || this.tail[i].y > GAME_SIZE.y) {
} else {
GameGrid[this.tail[i].x][this.tail[i].y] = 1;
}
}
@@ -93,8 +99,12 @@ class Snake {
}
class Block {
constructor(x, y) {
this.pos = {x: x, y: y}
constructor(tail) {
this.blocks = tail;
this.falling = true;
this.pixelPos;
this.targetGamePos;
this.targetPixelPos;
}
}
@@ -107,25 +117,45 @@ for (let i = 0; i < GAME_SIZE.x; i++) {
}
}
let Blocks = [ ];
let ActiveSnake = new Snake();
let ActiveApple = new Apple();
/*<==== GAME LOGIC AND EVENT HANDLING ====>*/
let stop = false;
function Stop() {
stop = true;
}
function gameLoop() {
if (!stop) {
clear();
ActiveSnake.update();
ActiveApple.update();
if (ActiveSnake.frozen == false) {
ActiveSnake.update();
}
let didColide = ActiveApple.update();
if (didColide == 'collide') {
Blocks.push(new Block(ActiveSnake.tail));
ActiveApple = new Apple();
ActiveSnake = new Snake();
}
ActiveSnake.draw();
ActiveApple.draw();
draw();
}
}
function animationLoop() {
if (ActiveSnake.frozen) {
console.log('FALLING');
drawAnimation();
}
}
function drawAnimation() {
}
function draw() {
for (let i = 0; i < GAME_SIZE.x; i++) {
for (let j = 0; j < GAME_SIZE.y; j++) {
@@ -178,3 +208,4 @@ function handleKeyDown(event) {
window.addEventListener('keydown', handleKeyDown);
setInterval(gameLoop, 1000 / UPDATE_RATE);
setInterval(animationLoop, 1000 / ANIMATE_RATE);