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app.js
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app.js
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// Fruit and Snake constructor
class Fruit {
constructor(x, y, color) {
this.x = x;
this.y = y;
this.color = color;
this.radius = blocksize / 4;
this.roundedX = Math.round(this.x / blocksize) * blocksize + blocksize / 2;
this.roundedY = Math.round(this.y / blocksize) * blocksize + blocksize / 2
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.roundedX, this.roundedY, this.radius, 0, Math.PI * 2 );
ctx.lineTo(this.roundedX, this.roundedY);
ctx.fill();
ctx.closePath();
ctx.restore()
}
}
class Snake2 {
constructor(x, y) {
this.x = x;
this.y = y;
this.direction = "right";
this.radius = blocksize / 2;
this.radians = 0.75
this.openRate = 0.13;
this.rotation = 0
this.scorePlayer1 = 0;
this.scorePlayer2 = 0;
}
// Set-up mouth opening oscilating
updateMouth() {
if (this.radians < 0 || this.radians > .75) {
this.openRate = -this.openRate;
}
this.radians += this.openRate;
}
draw(ctx) {
ctx.save()
ctx.translate(this.x, this.y)
ctx.rotate(this.rotation)
ctx.translate(-this.x, -this.y)
this.updateMouth();
ctx.fillStyle = "#E84DB4";
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, this.radians, Math.PI * 2 -0.25 );
ctx.lineTo(this.x, this.y);
ctx.fill();
ctx.closePath();
ctx.restore()
}
move(direction, steps) {
const moveAmount = steps * blocksize;
switch (direction) {
case "left":
if (this.x - moveAmount >= 0) {
this.x -= moveAmount;
} else {
this.x = 0 + blocksize/2; //left boundary setting
}
break;
case "right":
if (this.x + moveAmount <= canvas.width) {
this.x += moveAmount;
} else {
this.x = canvas.width - blocksize/2 ; // left boundary setting
}
break;
case "up":
if (this.y - moveAmount >= 0) {
this.y -= moveAmount;
} else {
this.y = 0 + blocksize/2; // top boundary setting
}
break;
case "down":
if (this.y + moveAmount <= canvas.height) {
this.y += moveAmount;
} else {
this.y = canvas.height - blocksize/2 ; // bottom boundary setting
}
break;
}
}
}
class Snake {
constructor(x, y) {
this.x = x;
this.y = y;
this.direction = "right";
this.radius = blocksize / 2;
this.radians = 0.75
this.openRate = 0.13;
this.rotation = 0
this.scorePlayer1 = 0;
this.scorePlayer2 = 0;
}
updateMouth() {
if (this.radians < 0 || this.radians > .75) {
this.openRate = -this.openRate;
}
this.radians += this.openRate;
}
draw(ctx) {
ctx.save()
ctx.translate(this.x, this.y)
ctx.rotate(this.rotation)
ctx.translate(-this.x, -this.y)
this.updateMouth();
ctx.fillStyle = "#5FA0F5";
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, this.radians, Math.PI * 2 -0.25 );
ctx.lineTo(this.x, this.y);
ctx.fill();
ctx.closePath();
ctx.restore()
}
move(direction, steps) {
const moveAmount = steps * blocksize;
switch (direction) {
case "left":
if (this.x - moveAmount >= 0) {
this.x -= moveAmount;
} else {
this.x = 0 + blocksize/2;
}
break;
case "right":
if (this.x + moveAmount <= canvas.width) {
this.x += moveAmount;
} else {
this.x = canvas.width - blocksize/2 ;
}
break;
case "up":
if (this.y - moveAmount >= 0) {
this.y -= moveAmount;
} else {
this.y = 0 + blocksize/2;
}
break;
case "down":
if (this.y + moveAmount <= canvas.height) {
this.y += moveAmount;
} else {
this.y = canvas.height - blocksize/2 ;
}
break;
}
}
}
let blocksize = 20;
let rows = 10;
let cols = 10;
let canvas;
let ctx;
let snake;
let snake2;
let evilFruit = [];
function placeEvilFruit() {
for (let i = 0; i < 15; i++) {
let x, y;
do {
x = Math.floor(Math.random() * cols) * blocksize;
y = Math.floor(Math.random() * rows) * blocksize;
// Adjust fruit position if snake is on the opposite side of the grid
if (snake.x >= cols * blocksize && x < cols * blocksize / 2) {
x += cols * blocksize;
}
if (snake.y >= rows * blocksize && y < rows * blocksize / 2) {
y += rows * blocksize;
}
} while (
(x === snake.x && y === snake.y) || (x === snake2.x && y === snake2.y)
);
evilFruit.push(new Fruit(x, y, "#F6F31A"));
}
}
function update() {
ctx.fillStyle = "#380700";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.strokeStyle = "white";
ctx.lineWidth = 0.5;
// Draw vertical gridlines
for (let i = 0; i <= cols; i++) {
const x = i * blocksize;
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, canvas.height);
ctx.stroke();
}
// Draw horizontal gridlines
for (let i = 0; i <= rows; i++) {
const y = i * blocksize;
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(canvas.width, y);
ctx.stroke();
}
// Draw vertical gridlines for the thicker grid
for (let i = 0; i <= cols / 5; i++) {
const x = i * blocksize * 5;
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, canvas.height);
ctx.stroke();
}
// Draw horizontal gridlines for the thicker grid
for (let i = 0; i <= rows / 5; i++) {
const y = i * blocksize * 5;
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(canvas.width, y);
ctx.stroke();
}
for (const fruit of evilFruit) {
fruit.draw(ctx);
}
snake.draw(ctx);
snake2.draw(ctx);
// player's name display in scoring board
const player1NameSpan = document.getElementById("player1name");
const player2NameSpan = document.getElementById("player2name");
player1NameSpan.textContent = player1Name;
player2NameSpan.textContent = player2Name;
}
// DOM Content loaded
let currentPlayer = 1;
let player1Name;
let player2Name;
document.addEventListener("DOMContentLoaded", function () {
const overlay = document.getElementById("overlay");
const dialogBox = document.getElementById("dialog-box");
const player1Input = document.getElementById("player1-input");
const player2Input = document.getElementById("player2-input");
const playButton = document.getElementById("play-button");
playButton.addEventListener("click", function () {
player1Name = player1Input.value;
player2Name = player2Input.value;
if (player1Name && player2Name) {
// Redirect to game page
console.log("Player 1 Name:", player1Name);
console.log("Player 2 Name:", player2Name);
overlay.style.display = "none";
const playerTurnSpan = document.getElementById("playersturn");
playerTurnSpan.textContent = player1Name + "'s";
} else {
alert("Please enter both player names.");
}
});
// player's name display in player's turn board
const playerTurnSpan = document.getElementById("playersturn");
playerTurnSpan.textContent = player1Name + "'s";
canvas = document.getElementById("canvas");
canvas.height = rows * blocksize;
canvas.width = cols * blocksize;
ctx = canvas.getContext("2d");
snake = new Snake(
blocksize * 0 + blocksize / 2,
blocksize * 0 + blocksize / 2
);
snake2 = new Snake2(
blocksize * 0 + blocksize / 2,
blocksize * 1 + blocksize / 2
);
placeEvilFruit();
setInterval(update, 100);
});
// default direction is right
let direction = "right";
// Direction Button setting to have color shown when cliick and disapear when click other direction
const directionButtons = document.querySelectorAll(".direction-btns");
directionButtons.forEach((button) => {
button.addEventListener("click", function () {
directionButtons.forEach((btn) => {
btn.classList.remove("active");
});
this.classList.add("active");
direction = this.innerText.toLowerCase();
// Rotate the snake based on the clicked direction
if (currentPlayer === 1) {
snake.rotation = getRotationAngle(direction);
} else if (currentPlayer === 2) {
snake2.rotation = getRotationAngle(direction);
}
});
});
function getRotationAngle(direction) {
switch (direction) {
case "up":
return -Math.PI / 2;
case "down":
return Math.PI / 2;
case "left":
return Math.PI;
case "right":
return 0;
default:
return 0;
}
}
function handleDiceRoll() {
const diceContainer = document.querySelector(".dice-container");
const diceElements = diceContainer.querySelectorAll(".dice");
let diceResult = 0;
diceElements.forEach((diceElement) => {
const dotCount = diceElement.querySelectorAll(".dice-dot").length;
diceResult += dotCount;
});
const stepsInput = document.getElementById("steps");
stepsInput.textContent = diceResult.toString();
const previousX = currentPlayer === 1 ? snake.x : snake2.x;
const previousY = currentPlayer === 1 ? snake.y : snake2.y;
if (currentPlayer === 1) {
snake.move(direction, diceResult);
} else if (currentPlayer === 2) {
snake2.move(direction, diceResult);
}
const newX = currentPlayer === 1 ? snake.x : snake2.x;
const newY = currentPlayer === 1 ? snake.y : snake2.y;
// Collision detection for Snake 1
if (currentPlayer === 1) {
const snake1CenterX = newX;
const snake1CenterY = newY;
for (const fruit of evilFruit) {
const fruit1CenterX = fruit.roundedX;
const fruit1CenterY = fruit.roundedY;
if (
snake1CenterY === fruit1CenterY &&
(
(previousX > fruit1CenterX && newX <= fruit1CenterX) ||
(previousX < fruit1CenterX && newX >= fruit1CenterX)
) ||
snake1CenterX === fruit1CenterX &&
(
(previousY > fruit1CenterY && newY <= fruit1CenterY) ||
(previousY < fruit1CenterY && newY >= fruit1CenterY)
)
)
{
snake.scorePlayer1++;
evilFruit.splice(evilFruit.indexOf(fruit), 1);
}
}
}
// Collision detection for Snake 2
if (currentPlayer === 2) {
const snake2CenterX = newX;
const snake2CenterY = newY;
for (const fruit of evilFruit) {
const fruit2CenterX = fruit.roundedX;
const fruit2CenterY = fruit.roundedY;
if (
(snake2CenterY === fruit2CenterY &&
(
(previousX > fruit2CenterX && newX <= fruit2CenterX) ||
(previousX < fruit2CenterX && newX >= fruit2CenterX)
) )||
(snake2CenterX === fruit2CenterX &&
(
(previousY > fruit2CenterY && newY <= fruit2CenterY) ||
(previousY < fruit2CenterY && newY >= fruit2CenterY)
)
)
) {
snake.scorePlayer2++;
evilFruit.splice(evilFruit.indexOf(fruit), 1);
}
}
}
update();
// Variables to store references to the overlay and dialog box elements
const overlay = document.getElementById("end-dialog-overlay");
const dialogBox = document.getElementById("end-dialog-box");
const winnerScore = document.getElementById("winner-score");
const playAgainButton = document.getElementById("play-again-button");
// Function to show the dialog box overlay
function showDialogueBox(winner, highestScore) {
// Set the winner and score text
winnerScore.textContent = `${winner} wins with a score of ${highestScore}.`;
// Show the overlay
overlay.style.display = "flex";
}
// Function to hide the dialog box overlay
function hideDialogueBox() {
// Hide the overlay
overlay.style.display = "none";
}
// Function to check if the game has ended
function checkGameEnd() {
const totalFruits = evilFruit.length;
// Check if all fruits have disappeared
if (totalFruits === 0) {
let winner = "";
let highestScore = -1;
// Determine the winner based on the highest score
if (snake.scorePlayer1 > highestScore) {
winner = player1Name;
highestScore = snake.scorePlayer1;
}
if (snake2.scorePlayer2 > highestScore) {
winner = player2Name;
highestScore = snake2.scorePlayer2;
}
// Show the dialog box overlay
showDialogueBox(winner, highestScore);
}
}
// Event listener for the play again button
playAgainButton.addEventListener("click", () => {
// Hide the dialog box overlay
hideDialogueBox();
// Reset the game or perform any necessary actions
});
checkGameEnd();
const scoreElementPlayer1 = document.getElementById("player1score");
const scoreElementPlayer2 = document.getElementById("player2score");
if (currentPlayer === 1) {
scoreElementPlayer1.textContent = snake.scorePlayer1.toString();
} else if (currentPlayer === 2) {
scoreElementPlayer2.textContent = snake.scorePlayer2.toString();
}
if (currentPlayer === 1) {
currentPlayer = 2;
const playerTurnSpan = document.getElementById("playersturn");
const playerTurnContainer = document.getElementById("playersturn-container")
playerTurnSpan.textContent = player2Name + "'s";
playerTurnContainer.style.backgroundColor = "#E84DB4";
} else {
currentPlayer = 1;
const playerTurnSpan = document.getElementById("playersturn");
const playerTurnContainer = document.getElementById("playersturn-container")
playerTurnSpan.textContent = player1Name + "'s";
playerTurnContainer.style.backgroundColor = "#5FA0F5";
}
directionButtons.forEach((btn) => {
btn.classList.remove("active");
});
}
// dice dot placement by number 1-6, number represent position of dots
function createDice(number) {
const dotPositionMatrix = {
1: [[50, 50]],
2: [[20, 20], [80, 80]],
3: [[20, 20], [50, 50], [80, 80]],
4: [[20, 20], [20, 80], [80, 20], [80, 80]],
5: [[20, 20], [20, 80], [50, 50], [80, 20], [80, 80]],
6: [[20, 20], [20, 80], [50, 20], [50, 80], [80, 20], [80, 80]],
};
const dice = document.createElement("div");
dice.classList.add("dice");
for (const dotPosition of dotPositionMatrix[number]) {
const dot = document.createElement("div");
dot.classList.add("dice-dot");
dot.style.setProperty("--top", dotPosition[0] + "%");
dot.style.setProperty("--left", dotPosition[1] + "%");
dice.appendChild(dot);
}
return dice;
}
function randomizeDice(diceContainer, numberOfDice) {
diceContainer.innerHTML = "";
for (let i = 0; i < numberOfDice; i++) {
const random = Math.floor(Math.random() * 6 + 1);
const dice = createDice(random);
diceContainer.appendChild(dice);
}
}
// dice number is 1, so one dice. we can change to two for two dices
const NUMBER_OF_DICE = 1;
const diceContainer = document.querySelector(".dice-container");
const btnRollDice = document.querySelector(".btn-roll-dice");
randomizeDice(diceContainer, NUMBER_OF_DICE);
// click roll dice even trigger hadledicerolle ()
btnRollDice.addEventListener("click", () => {
randomizeDice(diceContainer, NUMBER_OF_DICE);
handleDiceRoll();
});