// Shared geometry: 32px tiles wholly inside the 368px circular arena. const ARENA = { cell: 32, size: 11, offset: 57, radius: 184, cells: [], rows: [], columns: [] } for (let y = 0; y < ARENA.size; y++) { ARENA.rows[y] = [] ARENA.columns[y] = [] } for (let y = 0; y < ARENA.size; y++) for (let x = 0; x < ARENA.size; x++) { const dx = Math.abs((x + 0.5) * ARENA.cell - 176) + ARENA.cell / 2 const dy = Math.abs((y + 0.5) * ARENA.cell - 176) + ARENA.cell / 2 if (dx * dx + dy * dy <= ARENA.radius * ARENA.radius) { ARENA.cells.push({ x, y }) ARENA.rows[y].push(x) ARENA.columns[x].push(y) } } function initialSnake() { return [ { x: 6, y: 7 }, { x: 5, y: 7 }, { x: 4, y: 7 } ] } // Advance the snake one cell in `dir` ({x,y} unit vector). Returns { snake, ate, alive }. function step(snake, dir, food, N, mode) { const head = snake[0] let nx = head.x + dir.x let ny = head.y + dir.y if (typeof N === 'object') { const row = N.rows[ny] if (!row || row.indexOf(nx) === -1) { if (mode !== 'wrap') return { snake, ate: false, alive: false } const span = dir.x ? N.rows[head.y] : N.columns[head.x] const opposite = dir.x + dir.y > 0 ? span[0] : span[span.length - 1] if (dir.x) nx = opposite else ny = opposite } } else if (mode === 'wrap') { nx = (nx + N) % N ny = (ny + N) % N } else if (nx < 0 || ny < 0 || nx >= N || ny >= N) { return { snake, ate: false, alive: false } } const ate = !!food && (nx === food.x && ny === food.y) // tail cell vacates unless we grew, so exclude it from self-collision check const body = ate ? snake : snake.slice(0, snake.length - 1) for (let i = 0; i < body.length; i++) { if (body[i].x === nx && body[i].y === ny) { return { snake, ate: false, alive: false } } } const next = [{ x: nx, y: ny }].concat(snake) if (!ate) next.pop() return { snake: next, ate, alive: true } } // Reject a 180° reversal; otherwise accept the new direction. function turn(current, desired) { if (current.x + desired.x === 0 && current.y + desired.y === 0) return current return desired } // Classify every segment as a texture piece (head/body/corner/tail + compass side), // so the page can render each cell with the right PNG. Returns one name per segment. // Sides are screen compass (y grows down): e/w/n/s = right/left/up/down. function renderPieces(snakeCells, dir, N) { const D = { '1,0': 'e', '-1,0': 'w', '0,-1': 'n', '0,1': 's' } const opp = { e: 'w', w: 'e', n: 's', s: 'n' } const delta = d => N && d === N - 1 ? -1 : N && d === 1 - N ? 1 : d // Circular seams join the endpoints of this row/column, not the bounding grid. const side = (s, neighbor) => { let dx = neighbor.x - s.x, dy = neighbor.y - s.y if (N && typeof N === 'object') { if (Math.abs(dx) > 1) dx = dx > 0 ? -1 : 1 if (Math.abs(dy) > 1) dy = dy > 0 ? -1 : 1 } else { dx = delta(dx); dy = delta(dy) } return D[dx + ',' + dy] } return snakeCells.map((s, i) => { if (i === 0) return 'head_' + D[dir.x + ',' + dir.y] const prev = snakeCells[i - 1] const next = snakeCells[i + 1] const from = side(s, prev) // side toward head if (!next) return 'tail_' + opp[from] // tip points away from body const to = side(s, next) // side toward tail tip if ((from === 'e' || from === 'w') && (to === 'e' || to === 'w')) return 'body_h' if ((from === 'n' || from === 's') && (to === 'n' || to === 's')) return 'body_v' // corner: name = the two sides it connects; pairs are alphabetically sorted const pair = [from, to].sort() if (pair[0] === 'e' && pair[1] === 'n') return 'corner_en' if (pair[0] === 'n' && pair[1] === 'w') return 'corner_nw' if (pair[0] === 'e' && pair[1] === 's') return 'corner_es' return 'corner_sw' }) } // Rotate a direction 90°: clockwise order right->down->left->up. Always ±90°, never a reversal. function rotateDir(dir, clockwise) { const order = [{ x: 1, y: 0 }, { x: 0, y: 1 }, { x: -1, y: 0 }, { x: 0, y: -1 }] let i = 0 for (let k = 0; k < 4; k++) { if (order[k].x === dir.x && order[k].y === dir.y) { i = k; break } } return clockwise ? order[(i + 1) % 4] : order[(i + 3) % 4] } // Random empty cell, avoiding the snake. function spawnFood(snake, N) { const occupied = new Set(snake.map(s => s.x + ',' + s.y)) if (typeof N === 'object') { const empty = N.cells.filter(c => !occupied.has(c.x + ',' + c.y)) return empty.length ? empty[Math.floor(Math.random() * empty.length)] : null } if (occupied.size >= N * N) return null // Select an empty-cell rank uniformly; at most N*N checks, even almost full. let rank = Math.floor(Math.random() * (N * N - occupied.size)) for (let y = 0; y < N; y++) { for (let x = 0; x < N; x++) { if (!occupied.has(x + ',' + y)) { if (rank === 0) return { x, y } rank-- } } } return null } module.exports = { ARENA, initialSnake, step, turn, renderPieces, rotateDir, spawnFood }