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app.js
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app.js
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class SnakeGame {
constructor() {
this.$app = document.querySelector('#app');
this.$canvas = this.$app.querySelector('canvas');
this.ctx = this.$canvas.getContext('2d');
this.$startScreen = this.$app.querySelector('.start-screen');
this.$score = this.$app.querySelector('.score');
this.settings = {
canvas: {
width: window.innerWidth,
height: window.innerHeight,
background: '#A2C359',
border: '#000'
},
snake: {
size: 30,
background: '#73854A',
border: '#000'
}
};
this.game = {
// "direction" (set in setUpGame())
// "nextDirection" (set in setUpGame())
// "score" (set in setUpGame())
speed: 100,
keyCodes: {
38: 'up',
40: 'down',
39: 'right',
37: 'left'
}
};
this.soundEffects = {
score: new Audio('./sounds/score.mp3'),
gameOver: new Audio('./sounds/game-over.mp3')
};
this.setUpGame();
this.init();
}
init() {
// Choose difficulty
// Rather than using "this.$startScreen.querySelectorAll('button')" and looping over the node list
// and attaching seperate event listeners on each item, it's more efficient to just listen in on the container and run a check at runtime
this.$startScreen.querySelector('.options').addEventListener('click', event => {
this.chooseDifficulty(event.target.dataset.difficulty);
});
// Play
this.$startScreen.querySelector('.play-btn').addEventListener('click', () => {
this.startGame();
});
}
chooseDifficulty(difficulty) {
if(difficulty) {
this.game.speed = difficulty;
this.$startScreen.querySelectorAll('.options button').forEach(btn => btn.classList.remove('active'));
event.target.classList.add('active');
}
}
setUpGame() {
// The snake starts off with 5 pieces
// Each piece is 30x30 pixels
// Each following piece must be n times as far from the first piece
const x = 300;
const y = 300;
this.snake = [
{ x: x, y: y },
{ x: x - this.settings.snake.size, y: y },
{ x: x - (this.settings.snake.size * 2), y: y },
{ x: x - (this.settings.snake.size * 3), y: y },
{ x: x - (this.settings.snake.size * 4), y: y }
];
this.food = {
active: false,
background: '#EC5E0B',
border: '#73AA24',
coordinates: {
x: 0,
y: 0
}
};
this.game.score = 0;
this.game.direction = 'right';
this.game.nextDirection = 'right';
}
startGame() {
// Stop the game over sound effect if a new game was restarted quickly before it could end
this.soundEffects.gameOver.pause();
this.soundEffects.gameOver.currentTime = 0;
// Reset a few things from the prior game
this.$app.classList.add('game-in-progress');
this.$app.classList.remove('game-over');
this.$score.innerText = 0;
this.generateSnake();
this.startGameInterval = setInterval(() => {
if(!this.detectCollision()) {
this.generateSnake();
} else {
this.endGame();
}
}, this.game.speed);
// Change direction
document.addEventListener('keydown', event => {
this.changeDirection(event.keyCode);
});
}
changeDirection(keyCode) {
const validKeyPress = Object.keys(this.game.keyCodes).includes(keyCode.toString()); // Only allow (up|down|left|right)
if(validKeyPress && this.validateDirectionChange(this.game.keyCodes[keyCode], this.game.direction)) {
this.game.nextDirection = this.game.keyCodes[keyCode];
}
}
// When already moving in one direction snake shouldn't be allowed to move in the opposite direction
validateDirectionChange(keyPress, currentDirection) {
return (keyPress === 'left' && currentDirection !== 'right') ||
(keyPress === 'right' && currentDirection !== 'left') ||
(keyPress === 'up' && currentDirection !== 'down') ||
(keyPress === 'down' && currentDirection !== 'up');
}
resetCanvas() {
// Full screen size
this.$canvas.width = this.settings.canvas.width;
this.$canvas.height = this.settings.canvas.height;
// Background
this.ctx.fillStyle = this.settings.canvas.background;
this.ctx.fillRect(0, 0, this.$canvas.width, this.$canvas.height);
}
generateSnake() {
let coordinate;
switch(this.game.direction) {
case 'right':
coordinate = {
x: this.snake[0].x + this.settings.snake.size,
y: this.snake[0].y
};
break;
case 'up':
coordinate = {
x: this.snake[0].x,
y: this.snake[0].y - this.settings.snake.size
};
break;
case 'left':
coordinate = {
x: this.snake[0].x - this.settings.snake.size,
y: this.snake[0].y
};
break;
case 'down':
coordinate = {
x: this.snake[0].x,
y: this.snake[0].y + this.settings.snake.size
};
}
// The snake moves by adding a piece to the beginning "this.snake.unshift(coordinate)" and removing the last piece "this.snake.pop()"
// Except when it eats the food in which case there is no need to remove a piece and the added piece will make it grow
this.snake.unshift(coordinate);
this.resetCanvas();
const ateFood = this.snake[0].x === this.food.coordinates.x && this.snake[0].y === this.food.coordinates.y;
if(ateFood) {
this.food.active = false;
this.game.score += 10;
this.$score.innerText = this.game.score;
this.soundEffects.score.play();
} else {
this.snake.pop();
}
this.generateFood();
this.drawSnake();
}
drawSnake() {
const size = this.settings.snake.size;
this.ctx.fillStyle = this.settings.snake.background;
this.ctx.strokestyle = this.settings.snake.border;
// Draw each piece
this.snake.forEach(coordinate => {
this.ctx.fillRect(coordinate.x, coordinate.y, size, size);
this.ctx.strokeRect(coordinate.x, coordinate.y, size, size);
});
this.game.direction = this.game.nextDirection;
}
generateFood() {
// If there is uneaten food on the canvas there's no need to regenerate it
if(this.food.active) {
this.drawFood(this.food.coordinates.x, this.food.coordinates.y);
return;
}
const gridSize = this.settings.snake.size;
const xMax = this.settings.canvas.width - gridSize;
const yMax = this.settings.canvas.height - gridSize;
const x = Math.round((Math.random() * xMax) / gridSize) * gridSize;
const y = Math.round((Math.random() * yMax) / gridSize) * gridSize;
// Make sure the generated coordinates do not conflict with the snake's present location
// If so recall this method recursively to try again
this.snake.forEach(coordinate => {
const foodSnakeConflict = coordinate.x == x && coordinate.y == y;
if(foodSnakeConflict) {
this.generateFood();
} else {
this.drawFood(x, y);
}
});
}
drawFood(x, y) {
const size = this.settings.snake.size;
this.ctx.fillStyle = this.food.background;
this.ctx.strokestyle = this.food.border;
this.ctx.fillRect(x, y, size, size);
this.ctx.strokeRect(x, y, size, size);
this.food.active = true;
this.food.coordinates.x = x;
this.food.coordinates.y = y;
}
detectCollision() {
// Self collison
// It's impossible for the first 3 pieces of the snake to self collide so the loop starts at 4
for(let i = 4; i < this.snake.length; i++) {
const selfCollison = this.snake[i].x === this.snake[0].x && this.snake[i].y === this.snake[0].y;
if(selfCollison) {
return true;
}
}
// Wall collison
const leftCollison = this.snake[0].x < 0;
const topCollison = this.snake[0].y < 0;
const rightCollison = this.snake[0].x > this.$canvas.width - this.settings.snake.size;
const bottomCollison = this.snake[0].y > this.$canvas.height - this.settings.snake.size;
return leftCollison || topCollison || rightCollison || bottomCollison;
}
endGame() {
this.soundEffects.gameOver.play();
clearInterval(this.startGameInterval);
this.$app.classList.remove('game-in-progress');
this.$app.classList.add('game-over');
this.$startScreen.querySelector('.options h3').innerText = 'Game Over';
this.$startScreen.querySelector('.options .end-score').innerText = `Score: ${this.game.score}`;
this.setUpGame();
}
}
const snakeGame = new SnakeGame();