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