snake: implement pause

This commit is contained in:
2026-08-05 11:11:50 +02:00
parent 75ecf670f8
commit 877137803a
2 changed files with 79 additions and 70 deletions
+5 -6
View File
@@ -15,7 +15,7 @@ export const DIRECTIONS: Point[] = [
];
export function lerp(a: Point, b: Point, p: number) {
return {
return {
x: a.x + (b.x - a.x) * p,
y: a.y + (b.y - a.y) * p
};
@@ -25,7 +25,7 @@ export function quadraticBezier(a: Point, b: Point, c: Point, res=0.05) {
const eps = 0.001; // to prevent issues with float comparaison (p <= 1)
const curve = [];
for (let p = 0; p - 1 < eps; p += res) {
const ab = lerp(a, b, p);
const ab = lerp(a, b, p);
const bc = lerp(b, c, p);
const abc = lerp(ab, bc, p);
curve.push(abc);
@@ -37,9 +37,9 @@ export function cubicBezier(a: Point, b: Point, c: Point, d: Point, res=0.05) {
const eps = 0.001; // to prevent issues with float comparaison (p <= 1)
const curve = [];
for (let p = 0; p - 1 < eps; p += res) {
const ab = lerp(a, b, p);
const bc = lerp(b, c, p);
const cd = lerp(c, d, p);
const ab = lerp(a, b, p);
const bc = lerp(b, c, p);
const cd = lerp(c, d, p);
const abc = lerp(ab, bc, p);
const bcd = lerp(bc, cd, p);
const abcd = lerp(abc, bcd, p);
@@ -90,4 +90,3 @@ export function drawCurve(ctx: CanvasRenderingContext2D, curve: Point[]) {
drawLine(ctx, curve[i], curve[i+1], 0xFFFFFF);
}
}
+74 -64
View File
@@ -46,11 +46,6 @@ class Vec2d {
wrap(bounds: Vec2d) {
return new Vec2d(trueMod(this.x, bounds.x), trueMod(this.y, bounds.y));
}
}
function trueMod(v: number, max: number): number {
return ((v % max) + max) % max;
}
// constants
@@ -69,11 +64,17 @@ const DIRECTIONS = {
}
// state
let snake_body = [new Vec2d(100, 100), new Vec2d(100 - SEGMENT_SPACING, 100), new Vec2d(100 - SEGMENT_SPACING * 2, 100)];
let snake = [new Vec2d(100, 100), new Vec2d(100 - SEGMENT_SPACING, 100), new Vec2d(100 - SEGMENT_SPACING * 2, 100)];
let apple: Vec2d | undefined = undefined;
let velocity: Vec2d = new Vec2d(0, 0); // unit vector
let speed = 200; // px/s
let interpolation_factor = 10;
let paused = false;
// utility functions
function trueMod(v: number, max: number): number {
return ((v % max) + max) % max;
}
function resizeCanvas(ctx: CanvasRenderingContext2D) {
ctx.canvas.width = ctx.canvas.clientWidth;
@@ -90,60 +91,6 @@ function drawCircle(ctx: CanvasRenderingContext2D, center: Vec2d, radius: number
ctx.restore();
}
let lastTime: number | undefined = undefined;
function update(ctx: CanvasRenderingContext2D, t: number) {
if (lastTime == null) lastTime = t;
const dt = (t - lastTime) / 1000; // s
lastTime = t;
apple = apple as Vec2d;
const bounds = new Vec2d(ctx.canvas.width, ctx.canvas.height);
// update head position
snake_body[0] = snake_body[0].add(velocity.scale(speed * dt))
// update body position by following the segment in front
for (let i = 1; i < snake_body.length; i++) {
const leader = snake_body[i - 1];
const delta = leader.sub(snake_body[i]);
const dist = delta.length();
if (dist > SEGMENT_SPACING) {
const unit = delta.scale(1 / dist); // unit vector in direction of delta
snake_body[i] = leader.sub(unit.scale(SEGMENT_SPACING));
}
}
// collisions
// convert snake_head coords to screen space
//const head = wrapCoords(snake_body[0], bounds);
const head = snake_body[0].wrap(bounds)
// check if snake head is overlapping apple
if (head.distance(apple) < SNAKE_SIZE) {
apple = getRandomPos(ctx.canvas.width, ctx.canvas.height);
const { x: lastX, y: lastY } = snake_body[snake_body.length - 1];
snake_body.push(new Vec2d(lastX, lastY));
speed += 10;
setStatusLine(`speed = ${speed}`)
}
// draw apple
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
drawCircle(ctx, apple, SNAKE_SIZE / 2, `#${APPLE_COLOR.toString(16)}`)
// draw snake
for (let i = 0; i < snake_body.length - 1; ++i) {
// draw a trail of overlapping circles by interpolating between the body positions
for (let j = 0; j < interpolation_factor; ++j) {
const pos = snake_body[i].lerp(snake_body[i + 1], j / interpolation_factor).wrap(bounds);
const color = lerpColor(HEAD_COLOR, TAIL_COLOR, (i + j / interpolation_factor) / snake_body.length)
drawCircle(ctx, pos, SNAKE_SIZE / 2, `#${color.toString(16)}`)
}
}
const tail = snake_body[snake_body.length - 1].wrap(bounds)
drawCircle(ctx, tail, SNAKE_SIZE / 2, `#${TAIL_COLOR.toString(16)}`)
window.requestAnimationFrame((t) => update(ctx, t));
}
function getRandomPos(maxX: number, maxY: number): Vec2d {
return new Vec2d(Math.random() * maxX, Math.random() * maxY)
}
@@ -159,6 +106,63 @@ function lerp(a: number, b: number, t: number) {
return (1-t)*a + b*t
}
let lastTime: number | undefined = undefined;
function update(ctx: CanvasRenderingContext2D, t: number) {
if (lastTime == null) lastTime = t;
const dt = (t - lastTime) / 1000; // s
lastTime = t;
apple = apple as Vec2d;
const bounds = new Vec2d(ctx.canvas.width, ctx.canvas.height);
if (!paused) {
// update head position
snake[0] = snake[0].add(velocity.scale(speed * dt))
// update body position by following the segment in front
for (let i = 1; i < snake.length; i++) {
const leader = snake[i - 1];
const delta = leader.sub(snake[i]);
const dist = delta.length();
if (dist > SEGMENT_SPACING) {
const unit = delta.scale(1 / dist); // unit vector in direction of delta
snake[i] = leader.sub(unit.scale(SEGMENT_SPACING));
}
}
// collisions
// convert snake_head coords to screen space
//const head = wrapCoords(snake_body[0], bounds);
const head = snake[0].wrap(bounds)
// check if snake head is overlapping apple
if (head.distance(apple) < SNAKE_SIZE) {
apple = getRandomPos(ctx.canvas.width, ctx.canvas.height);
const { x: lastX, y: lastY } = snake[snake.length - 1];
snake.push(new Vec2d(lastX, lastY));
speed += 10;
setStatusLine(`speed = ${speed}`)
}
}
// draw apple
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
drawCircle(ctx, apple, SNAKE_SIZE / 2, `#${APPLE_COLOR.toString(16)}`)
// draw snake
for (let i = 0; i < snake.length - 1; ++i) {
// draw a trail of overlapping circles by interpolating between the body positions
for (let j = 0; j < interpolation_factor; ++j) {
const pos = snake[i].lerp(snake[i + 1], j / interpolation_factor).wrap(bounds);
const color = lerpColor(HEAD_COLOR, TAIL_COLOR, (i + j / interpolation_factor) / snake.length)
drawCircle(ctx, pos, SNAKE_SIZE / 2, `#${color.toString(16)}`)
}
}
const tail = snake[snake.length - 1].wrap(bounds)
drawCircle(ctx, tail, SNAKE_SIZE / 2, `#${TAIL_COLOR.toString(16)}`)
window.requestAnimationFrame((t) => update(ctx, t));
}
function init() {
const canvas = document.getElementById("game-canvas") as HTMLCanvasElement | null;
if (!canvas) throw new Error("unable to get canvas HTML element");
@@ -181,6 +185,10 @@ function init() {
case "ArrowRight": case "d": new_direction = DIRECTIONS.right; break;
case "j": interpolation_factor++; break;
case "k": interpolation_factor = Math.max(1, interpolation_factor-1); break;
case "p":
paused = !paused;
setStatusLine(paused ? "paused" : "", null);
break;
}
if (evt.key === "k" || evt.key === "j") setStatusLine(`interpolation factor: ${interpolation_factor}`)
if (!new_direction) return;
@@ -192,16 +200,18 @@ function init() {
window.requestAnimationFrame((t) => update(ctx, t));
}
function setStatusLine(text: string, timeout_ms: number = 2000) {
function setStatusLine(text: string, timeout_ms: number | null = 2000) {
const status_line = document.getElementById("status-line");
if (!status_line) {
throw new Error("unable to get status line HTML element");
}
status_line.innerText = text;
setTimeout(() => {
status_line.innerText = "";
}, timeout_ms);
if (timeout_ms != null) {
setTimeout(() => {
status_line.innerText = "";
}, timeout_ms);
}
}
init();