Files
js-canvas-playground/snake.ts
T
2026-08-05 11:56:28 +02:00

142 lines
4.7 KiB
TypeScript

import Vec2d from "./vec.js";
import { fillCircle, lerpRgb } from "./common.js";
// constants
const SNAKE_SIZE = 20;
const SNAKE_PADDING = 10;
const SEGMENT_SPACING = SNAKE_SIZE + SNAKE_PADDING;
const HEAD_COLOR = 0xf43f5e;
const TAIL_COLOR = 0xf4c3cc;
const APPLE_COLOR = 0x58f474;
const DIRECTIONS = {
up: new Vec2d(0, -1),
down: new Vec2d(0, 1),
left: new Vec2d(-1, 0),
right: new Vec2d(1, 0)
}
// state
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;
function resizeCanvas(ctx: CanvasRenderingContext2D) {
ctx.canvas.width = ctx.canvas.clientWidth;
ctx.canvas.height = ctx.canvas.clientHeight;
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
}
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 = Vec2d.random(bounds.x, bounds.y)
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);
fillCircle(ctx, apple, SNAKE_SIZE / 2, APPLE_COLOR);
// 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 = lerpRgb(HEAD_COLOR, TAIL_COLOR, (i + j / interpolation_factor) / snake.length)
fillCircle(ctx, pos, SNAKE_SIZE / 2, color)
}
}
const tail = snake[snake.length - 1].wrap(bounds)
fillCircle(ctx, tail, SNAKE_SIZE / 2, TAIL_COLOR)
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");
const ctx = canvas.getContext("2d") as CanvasRenderingContext2D | null;
if (!ctx) throw new Error("unable to get canvas 2D context");
resizeCanvas(ctx);
apple = Vec2d.random(canvas.width, canvas.height)
canvas.onmousemove = () => {};
canvas.onclick = () => {};
window.onkeydown = (evt) => {
let new_direction: Vec2d | undefined;
switch (evt.key) {
case "ArrowUp": case "z": new_direction = DIRECTIONS.up; break;
case "ArrowDown": case "s": new_direction = DIRECTIONS.down; break;
case "ArrowLeft": case "q": new_direction = DIRECTIONS.left; break;
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;
if (new_direction.x === -velocity.x && new_direction.y === -velocity.y) return; // no 180° turns
if (new_direction.x === velocity.x && new_direction.y === velocity.y) return; // no 180° turns
velocity = new_direction;
};
window.requestAnimationFrame((t) => update(ctx, t));
}
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;
if (timeout_ms != null) {
setTimeout(() => {
status_line.innerText = "";
}, timeout_ms);
}
}
init();