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script.js
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window.onload = function() {
var canvasWidth = 900;
var canvasHeight = 600;
var blockSize = 30;
var ctx;
var delay = 100;
var snakee;
var applee;
var widthInBlock = canvasWidth/blockSize;
var heigbtInBlock = canvasHeight/blockSize;
var score;
init();
function init(){
var canvas = document.createElement('canvas');
canvas.width = canvasWidth;
canvas.height = canvasHeight;
canvas.style.border = "30px solid black";
canvas.style.margin = "20px auto";
canvas.style.display = "block";
document.body.appendChild(canvas);
ctx = canvas.getContext('2d');
snakee = new Snake([[6,4], [5,4], [4,4], [3,4], [2,4]], "right");
applee = new Apple([10,10]);
score = 0;
refreshCanvas();
}
function refreshCanvas(){
snakee.advance();
if (snakee.checkCollision()){
// game over
gameOver();
}
else {
if (snakee.isEatingApple(applee)){
// Le serpent a mangé la pomme
score++;
snakee.ateApple = true;
do {
applee.setNewPosition();
} while (applee.isOnSnake(snakee))
}
ctx.clearRect(0,0,canvasWidth,canvasHeight);
snakee.draw();
applee.draw();
drawScore();
setTimeout(refreshCanvas,delay);
}
}
function gameOver(){
ctx.save();
ctx.fillText("Game Over", 5, 15);
ctx.fillText("Appuyer sur la touch Espace pour rejouer", 5, 30);
ctx.restore();
}
function restart(){
snakee = new Snake([[6,4], [5,4], [4,4], [3,4], [2,4]], "right");
applee = new Apple([10,10]);
score = 0;
refreshCanvas();
}
function drawScore(){
ctx.save();
ctx.fillText(score.toString(), 5, canvasHeight - 5);
ctx.restore();
}
function drawBlock(ctx, position){
var x = position[0] * blockSize;
var y = position[1] * blockSize;
ctx.fillRect(x ,y ,blockSize, blockSize);
}
function Snake(body, direction){
this.body = body;
this.direction = direction;
this.ateApple = false;
this.draw = function(){
ctx.save();
ctx.fillStyle = "#ff0000";
for (var i = 0; i < this.body.length; i++){
drawBlock(ctx, this.body[i]);
}
ctx.restore();
};
this.advance = function(){
var nextPosition = this.body[0].slice();
switch(this.direction){
case "left":
nextPosition[0]--;
break;
case "right":
nextPosition[0]++;
break;
case "down":
nextPosition[1]++;
break;
case "up":
nextPosition[1]--;
break;
default:
throw("invalid Direction");
}
this.body.unshift(nextPosition);
if (!this.ateApple){
this.body.pop();
}
else this.ateApple = false;
};
this.setDirection = function(newDirection){
var allowedDirection;
switch(this.direction){
case "left":
case "right":
allowedDirection = ["up", "down"];
break;
case "down":
case "up":
allowedDirection = ["left", "right"];
break;
default:
throw("invalid Direction");
}
if (allowedDirection.indexOf(newDirection) > -1 ){
this.direction = newDirection;
}
};
this.checkCollision = function(){
var wallCollision = false;
var snakeCollision = false;
var head = this.body[0];
var rest = this.body.slice(1);
var snakeX = head[0];
var snakeY = head[1];
var minX = 0;
var minY = 0;
var maxX = widthInBlock - 1;
var maxY = heigbtInBlock - 1;
var isNotBetweenHorizontalWalls = snakeX < minX || snakeX > maxX;
var isNotBetweenVerticalWalls = snakeY < minY || snakeY > maxY;
if (isNotBetweenHorizontalWalls || isNotBetweenVerticalWalls){
wallCollision = true;
}
for (var i = 0; i < rest.length ; i++){
if (snakeX === rest[i][0] && snakeY === rest[i][1]){
snakeCollision = true;
}
}
return wallCollision || snakeCollision;
};
this.isEatingApple = function(appleToEat){
var head = this.body[0];
if (head[0] === appleToEat.position[0] && head[1] === appleToEat.position[1] )
return true;
else return false;
};
}
function Apple(position){
this.position=position;
this.draw = function(){
ctx.save();
ctx.fillStyle = "#ff9900";
ctx.beginPath();
var radius = blockSize/2;
var x = this.position[0] * blockSize + radius;
var y = this.position[1] * blockSize + radius;
ctx.arc(x,y,radius,0,Math.PI*2,true);
ctx.fill();
ctx.restore();
};
this.setNewPosition = function(){
var newX = Math.round(Math.random() * (widthInBlock - 1));
var newY = Math.round(Math.random() * (heigbtInBlock - 1));
this.position = [newX, newY];
};
this.isOnSnake = function(snakeToCheck){
var isOnSnake = false;
for (var i = 0; i < snakeToCheck.body.length; i++){
if (this.position[0] === snakeToCheck.body[i][0] && this.position[1] === snakeToCheck.body[i][1]){
isOnSnake = true;
}
}
return isOnSnake;
};
}
document.onkeydown = function handleDown(e){
var key = e.keyCode;
var newDirection;
switch (key){
case 37:
newDirection = "left";
break;
case 38:
newDirection = "up"
break;
case 39:
newDirection = "right";
break;
case 40:
newDirection = "down";
break;
case 32:
restart();
return;
default:
return;
}
snakee.setDirection(newDirection);
}
}