snake game collision with itself - javascript

I have made a snake game with processign.js and im trying to make the collision with itself. The problem is that it isnt working as it should.
var screen = 0;
var bg = color(60,150,60);
var snake;
var apple;
var bonus;
var nBonus = 0;
var gameOver = false;
var appleSize = 10;
var applePosX = round(random(10,width-appleSize)/10)*10;
var applePosY = round(random(10,height-appleSize)/10)*10;
var keys = [];
void keyPressed() {
keys[keyCode] = true;
};
void keyReleased() {
keys[keyCode] = false;
};
frameRate(10);
// collision with itself
// -----------------------------------------------------------------------
// ------------------------------- THE SNAKE -----------------------------
var Snake = function(x, y) {
this.x = x;
this.y = y;
this.len = 1;
this.size = 10;
this.snakePosX = 0;
this.snakePosY = 0;
this.points = 0;
this.positions = [];
this.moving = false;
this.apples = 0;
for(var i=0; i<this.len; i++) {
var posX = this.x-i*10;
var posY = this.y;
this.positions[i] = {x:posX, y:posY};
}
};
Snake.prototype.draw = function() {
fill(0);
stroke(255,255,255);
for(var i=0; i<this.positions.length; i++) {
rect(this.positions[i].x, this.positions[i].y, this.size, this.size);
}
};
Snake.prototype.move = function() {
if(gameOver === false) {
if(keys[UP]) {
this.snakePosY = -this.size;
this.snakePosX = 0;
this.moving = true;
}
if(keys[DOWN]) {
this.snakePosY = this.size;
this.snakePosX = 0;
this.moving = true;
}
if(keys[LEFT]) {
this.snakePosX = -this.size;
this.snakePosY = 0;
this.moving = true;
}
if(keys[RIGHT]) {
this.snakePosX = this.size;
this.snakePosY = 0;
this.moving = true;
}
}
if(this.moving == true) {
if(snake.positions.length == 1) {
this.positions[0].x += this.snakePosX;
this.positions[0].y += this.snakePosY;
}
else {
for(var i=1; i<this.positions.length; i++) {
this.positions[i-1].x = this.positions[i].x;
this.positions[i-1].y = this.positions[i].y;
this.positions[i].x += this.snakePosX;
this.positions[i].y += this.snakePosY;
}
}
}
};
Snake.prototype.checkColl = function() {
// collision with itself
if(this.positions.length>1) {
for(var i=0; i<this.positions.length; i++) {
if(this.positions[0].x > 350) {
text('holly crap', 100, 100);
}
}
}
// collision with walls
if(this.positions[0].x > width-this.size || this.positions[0].x < 0 || this.positions[0].y > height-this.size || this.positions[0].y < 0) {
gameOver = true;
gameIsOver();
}
// collision with apples
for(var i=0; i<this.positions.length; i++) {
if(this.positions[i].x >= apple.x && this.positions[i].x+10 <= apple.x+10 && this.positions[i].y >= apple.y && this.positions[i].y+10 <= apple.y+10) {
apple.draw();
this.apples ++;
this.points += 10;
this.positions.unshift({x:apple.x, y:apple.y});
apple.x = round(random(10,width-appleSize)/10)*10;
apple.y = round(random(10,height-appleSize)/10)*10;
if(this.apples > 1 && this.apples % 5 == 0) {
nBonus = 1;
}
}
}
// collision with bonus
if(this.positions[0].x >= bonus.x && this.positions[0].x+10 <= bonus.x+10 && this.positions[0].y >= bonus.y && this.positions[0].y+10 <= bonus.y+10) {
if(this.moving) {
bonus.x = round(random(10,width-appleSize)/10)*10;
bonus.y = round(random(10,height-appleSize)/10)*10;
nBonus = 0;
this.points += 10;
}
}
};
// ------------------------ THE APPLES -----------------------------------
var Apple = function(x, y) {
this.x = x;
this.y = y;
};
Apple.prototype.draw = function() {
fill(255,0,0);
noStroke();
rect(this.x, this.y, appleSize, appleSize);
};
// ------------------------ THE BONUS -----------------------------------
var Bonus = function(x, y) {
this.x = x;
this.y = y;
}
Bonus.prototype.draw = function() {
fill(150,0,0);
stroke(255,255,255)
rect(this.x, this.y, appleSize, appleSize);
};
// -----------------------------------------------------------------------
snake = new Snake(width/2, height/2);
apple = new Apple(applePosX, applePosY);
bonus = new Bonus(width/2, height/2);
// -----------------------------------------------------------------------
void gameIsOver() {
fill(0);
textAlign(CENTER);
text("Game Over\nPress 'S' to play again", width/2, height/2);
textAlign(LEFT);
if(keys[83]) {
screen = 2;
gameOver = false;
}
}
void playGame() {
if(screen === 0) {
if(mouseX >= width/2-50 && mouseY <= width/2+50 && mouseY >= height/2-15 && mouseY <= height/2+15) {
if(mousePressed) {
screen = 1;
}
}
}
}
void makeScreen() {
if(screen === 0) {
textAlign(CENTER);
textSize(30);
text('SNAKE GAME', width/2, 100);
stroke(255,255,255);
noFill();
rectMode(CENTER);
rect(width/2, height/2, 100, 30);
textSize(15);
text('Play', width/2, height/2+5);
textSize(11);
text('By Eskimopest', width/2, height-20);
textAlign(LEFT);
rectMode(LEFT);
playGame();
}
if(screen === 1) {
snake.draw();
snake.move();
snake.checkColl();
apple.draw();
if(nBonus === 1) {
bonus.draw();
}
fill(0);
text('POINTS : '+ snake.points, 10, 20);
text('APPLES : '+ snake.apples, 10, 40);
}
if(screen === 2) {
snake.points = 0;
snake.apples = 0;
snake.x = width/2;
snake.y = height/2;
snake.len = 1;
snake.positions = [{x:snake.x, y:snake.y}];
snake.snakePosX = 0;
snake.snakePosY = 0;
applePosX = round(random(10,width-appleSize)/10)*10;
applePosY = round(random(10,height-appleSize)/10)*10;
screen = 1;
}
}
// -----------------------------------------------------------------------
void draw() {
background(bg);
makeScreen();
for(var i=0; i<snake.positions.length; i++) {
text(i + 'x:'+snake.positions[i].x + ' y:'+snake.positions[i].y, 600, 20+i*10);
}
}
The problem is in snake.prototype.checkColl and I'm trying to make this work but with no results. When I try to make
if(this.positions[0].x = this.positions[i].x)
nothing happens. If anyone could help me I would be very appreciated.

That should be:
if(this.positions[0].x == this.positions[i].x)
Using a single = is doing an assignment. You want to do a comparison, so you need double ==.

Related

Make movement more smooth on Java Script Game | JavaScript Canvas

I am working on very simple java script game. there's a falling random object (trash) and another object for catch the falling object (trash bin). everything seems fine but i wanted to make the movement of the trash bin more smooth. Do you have any idea to fix this? Thanks in Advance
this is my code
window.onload = function(){
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var canvasBack = document.getElementById("backgroundCanvas");
var contextBack = canvasBack.getContext("2d");
var timer;
//mengatur hiscore
var hiscore = 0;
//Background image, musik and arrays musik.
var background = new Image();
background.src = 'assets/bgw2.jpg';
var catchSounds = [];
var catchSoundCounter = 0;
for(var i = 0; i < 5; i++)
{
var catchSound = new Audio();
catchSound.src = 'Audio/bleep.wav';
catchSounds.push(catchSound);
}
var music = new Audio();
music.src = 'Audio/MarimbaBoy.wav';
music.loop = true;
var smashSounds = [];
var smashCounter = 0;
for(var i = 0; i < 5; i++)
{
var smash = new Audio();
smash.src = 'Audio/smash.mp3';
smashSounds.push(smash);
}
var player;
var fruits = [];
var numberOfFruits = 15;
//Player constructor
function Player()
{
this.gameOver = false;
this.score = 0;
this.fruitsCollected = 0;
this.fruitsMissed = 0;
this.playerWidth = 150;
this.playerHeight = 90;
this.playerSpeed = 10;
this.x = canvas.width / 2;
this.y = canvas.height - this.playerHeight;
this.playerImage = new Image();
this.playerImage.src = 'assets/binn.png';
//Draws the player
this.render = function()
{
context.drawImage(this.playerImage, this.x, this.y);
}
//Moves the player left
this.moveLeft = function()
{
if(this.x > 0)
{
this.x -= this.playerSpeed;
}
}
//Moves the player right
this.moveRight = function()
{
if(this.x < canvas.width - this.playerWidth)
{
this.x += this.playerSpeed;
}
}
}
//Fruit constructor
function Fruit()
{
this.fruitNumber = Math.floor(Math.random() * 5);
this.fruitType = "";
this.fruitScore = 0;
this.fruitWidth = 50;
this.fruitHeight = 50;
this.fruitImage = new Image();
this.fruitSpeed = Math.floor(Math.random() * 2 + 1);
this.x = Math.random() * (canvas.width - this.fruitWidth);
this.y = Math.random() * -canvas.height - this.fruitHeight;
//Creates a different kind of fruit depending on the fruit number
//which is generated randomly
this.chooseFruit = function()
{
if(this.fruitNumber == 0)
{
this.fruitType = "pisang";
this.fruitScore = 5 * this.fruitSpeed;
this.fruitImage.src = 'assets/pisang.png';
}
else if(this.fruitNumber == 1)
{
this.fruitType = "rubbish";
this.fruitScore = 10 * this.fruitSpeed;
this.fruitImage.src = 'assets/rubbish.png';
}
else if(this.fruitNumber == 2)
{
this.fruitType = "botol";
this.fruitScore = 15 * this.fruitSpeed;
this.fruitImage.src = 'assets/botol.png';
}
else if(this.fruitNumber == 3)
{
this.fruitType = "coke";
this.fruitScore = 20 * this.fruitSpeed;
this.fruitImage.src = 'assets/coke.png';
}
else if(this.fruitNumber == 4)
{
this.fruitType = "apple";
this.fruitScore = 25 * this.fruitSpeed;
this.fruitImage.src = 'assets/apple.png';
}
else if(this.fruitNumber == 5)
{
this.fruitType = "papikra";
this.fruitScore = 30 * this.fruitSpeed;
this.fruitImage.src = 'assets/papikra.png';
}
}
//Makes the fruit descend.
//While falling checks if the fruit has been caught by the player
//Or if it hit the floor.
this.fall = function()
{
if(this.y < canvas.height - this.fruitHeight)
{
this.y += this.fruitSpeed;
}
else
{
smashSounds[smashCounter].play();
if(smashCounter == 4)
{
smashCounter = 0;
}
else
{
smashCounter++;
}
player.fruitsMissed += 1;
this.changeState();
this.chooseFruit();
}
this.checkIfCaught();
}
//Checks if the fruit has been caught by the player
//If it is caught, the player score and fruit counter is increased, and
//the current fruit changes its state and becomes a different fruit.
this.checkIfCaught = function()
{
if(this.y >= player.y)
{
if((this.x > player.x && this.x < (player.x + player.playerWidth)) ||
(this.x + this.fruitWidth > player.x && this.x + this.fruitWidth < (player.x + player.playerWidth)))
{
catchSounds[catchSoundCounter].play();
if(catchSoundCounter == 4)
{
catchSoundCounter = 0;
}
else
{
catchSoundCounter++;
}
player.score += this.fruitScore;
player.fruitsCollected += 1;
this.changeState();
this.chooseFruit();
}
}
}
//Randomly updates the fruit speed, fruit number, which defines the type of fruit
//And also changes its x and y position on the canvas.
this.changeState = function()
{
this.fruitNumber = Math.floor(Math.random() * 5);
this.fruitSpeed = Math.floor(Math.random() * 2 + 1);
this.x = Math.random() * (canvas.width - this.fruitWidth);
this.y = Math.random() * -canvas.height - this.fruitHeight;
}
//Draws the fruit.
this.render = function()
{
context.drawImage(this.fruitImage, this.x, this.y);
}
}
//Adds controls. Left arrow to move left, right arrow to move right.
//ENTER to restart only works at the game over screen.
window.addEventListener("keydown", function(e){
e.preventDefault();
if(e.keyCode == 37)
{
player.moveLeft();
}
else if(e.keyCode == 39)
{
player.moveRight();
}
else if(e.keyCode == 13 && player.gameOver == true)
{
main();
window.clearTimeout(timer);
}
});
main();
//Fills an array of fruits, creates a player and starts the game
function main()
{
contextBack.font = "bold 20px Dominique";
contextBack.fillStyle = "WHITE";
player = new Player();
fruits = [];
for(var i = 0; i < numberOfFruits; i++)
{
var fruit = new Fruit();
fruit.chooseFruit();
fruits.push(fruit);
}
startGame();
}
function startGame()
{
updateGame();
window.requestAnimationFrame(drawGame);
}
//Checks for gameOver and makes each fruit in the array fall down.
function updateGame()
{
music.play();
if(player.fruitsMissed >= 10)
{
player.gameOver = true;
}
for(var j = 0; j < fruits.length; j++)
{
fruits[j].fall();
}
timer = window.setTimeout(updateGame, 30);
}
//Draws the player and fruits on the screen as well as info in the HUD.
function drawGame()
{
if(player.gameOver == false)
{
context.clearRect(0, 0, canvas.width, canvas.height);
contextBack.clearRect(0, 0, canvasBack.width, canvasBack.height);
contextBack.drawImage(background, 0, 0);
player.render();
for(var j = 0; j < fruits.length; j++)
{
fruits[j].render();
}
contextBack.fillText("SCORE: " + player.score, 30, 50);
contextBack.fillText("HIGHEST SCORE: " + hiscore, 140, 50);
contextBack.fillText("FRUIT CAUGHT: " + player.fruitsCollected, 320, 50);
contextBack.fillText("FRUIT MISSED: " + player.fruitsMissed, 490, 50);
}
else
{
//Different screen for game over.
for(var i = 0; i < numberOfFruits; i++)
{
console.log("Speed was" + fruits[fruits.length - 1].fruitSpeed);
fruits.pop();
}
if(hiscore < player.score)
{
hiscore = player.score;
contextBack.fillText("NEW HI SCORE: " + hiscore, (canvas.width / 2) - 80, canvas.height / 2);
}
contextBack.fillText("PRESS ENTER TO RESTART", (canvas.width / 2) - 100, canvas.height / 2 + 50);
context.clearRect(0, 0, canvas.width, canvas.height);
}
window.requestAnimationFrame(drawGame);
}
}
First of all, just use one requestAnimationFrame and no other setTimeout code. These can start to run out of sync with each other and it's hard to pause them all when the player wants to pause the game.
Instead, use a counter instead of timeout.
let fruitCounter = 0
function drawGame() {
// all your draw code here
...
// every 60 frames drop a new fruit
fruitCounter++
if(fruitCounter > 60){
fruitCounter = 0
dropNewFruit()
}
// request the new frame unless its game over
if(!gameOver) {
requestAnimationFrame(drawGame)
}
}
Also, if you use keyboard events like this, it will always be choppy because there is a delay when typing on the keyboard (just press a letter for a long time in a text field, you will see that it takes a while until more letters appear)
You can fix this by setting a variable once a key gets pressed.
window.addEventListener("keydown", function(e){
if(e.keyCode == 37){
moveLeft = 1
}
}
window.addEventListener("keyup", function(e){
if(e.keyCode == 37){
moveLeft = 0
}
}
Then, you can use that variable in your animation code
function drawGame() {
// all your draw code here
player.x += moveLeft
// request the new frame unless its game over
if(!gameOver) {
requestAnimationFrame(drawGame)
}
}
These are just a few tips! This has always worked for me when I build a javascript game.

Multiple object intersection and removal problem [ processing/p5.js ]

I am new to stack and not quite sure how to use it. But here I am. I am working on a ecosystem project, and I have an animal class with 2 different genders(0 for female, 1 for male). When 2 different genders intersect each other than I want to remove those 2 objects and add a couple(different object, static) object on that position. I kinda did it but it only works for a couple of seconds. Then the code just breaks. In the console it says,
“Uncaught TypeError: Cannot read property ‘intersects’ of undefined”
Here's the question on the processing forum in case I get a solution which might help others: https://discourse.processing.org/t/multiple-object-intersection-and-removal/22900/2
Here's the sketch.js file:
var animats = [];
var couples = [];
function setup() {
frameRate(30);
createCanvas(displayWidth, 470);
for(var i = 0; i < 50; i++)
{
animats[i] = new Animat(random(0, width), random(0, height));
}
}
function draw() {
background(255,100,100);
for(var i = animats.length-1; i >= 0; i--) {
animats[i].birth();
animats[i].grow();
for(var j = i; j >= 0; j--) {
if(j != i && animats[i].intersects(animats[j])) {
animats.splice(i, 1);
animats.splice(j, 1);
}
}
}
}
Here's the animat class file:
function Animat(x, y) {
this.x = x;
this.y = y;
this.gender;
var g = random(0,1);
var c;
if(g > 0.5) {
c = 0;
this.gender = 0;
} else {
c = 255;
this.gender = 1;
}
this.speed = 1;
this.age = 0;
this.length = 0.5;
this.birth = function() {
//gender
//create
noStroke();
fill(c);
text("n", this.x, this.y, this.length, this.length);
ellipse(this.x, this.y, this.length * 2, this.length * 2);
//move
switch(floor(random(0,4))) {
case 0:
this.x += this.speed;
break;
case 1:
this.y += this.speed;
break;
case 2:
this.x -= this.speed;
break;
case 3:
this.y -= this.speed;
break;
default:
this.x++;
this.y--;
}
//bounce
if(this.x > width || this.x < 4){
this.speed *= -1;
}
if(this.y > height || this.y < 4){
this.speed *= -1;
}
}
this.grow = function() {
this.age += 0.01;
this.length += 0.05;
//age checks
if(this.age > 10) {
this.speed + 5;
} else if(this.age > 21) {
this.length = 25;
this.speed = this.speed
//console.log("max age:" + this.age)
} else if(this.age > 70) {
//die
} else {
}
//length checks
if(this.length > 25) {
this.length = 25;
//console.log("max length");
}
}
//relationship
this.intersects = function(other) {
var d = dist(this.x, this.y, other.x, other.y);
var r = this.length + other.length;
if(d < r) {
if(((this.gender == 0) && (other.gender == 1)) || ((this.gender == 1) && (other.gender == 0))) {
return true;
} else {
this.speed *= -1;
}
} else {
return false;
}
}
//mate
this.couple = function() {
if(((this.gender == 0) && (other.gender == 1)) || ((this.gender == 1) && (other.gender == 0))) {
return true;
} else {
this.speed *= -1;
}
}
//die
/*this.die = function() {
if(this.age > 50) {
return true;
} else {
return false;
}
}*/
}
Here's the codepen link for results I am getting:
https://codepen.io/AbrarShahriar/pen/XWXwLPM
Try changing your nested for loop to:
for (var i = animats.length - 1; i >= 0; i--) {
animats[i].birth();
animats[i].grow();
for (var j = i; j >= 0; j--) {
if (j != i && animats[i].intersects(animats[j])) {
animats.splice(i, 1);
animats.splice(j, 1);
break; //exit the inner loop after a match
}
}
}
In other words, add a break; after two animats have coupled and have been removed from the array. The error was probably caused by you trying to call the intersects method of an animat that had already been removed.
you need to keep animats[i] as long as the for-loop for j has not finished.
Here the code you need to fix:
for(var i = animats.length-1; i >= 0; i--) {
animats[i].birth();
animats[i].grow();
let remove = false; // mark 'i' as NOT REMOVE by default
for(var j = i; j >= 0; j--) {
if(j != i && animats[i].intersects(animats[j])) {
remove = true; // mark 'i' as to remove when collision detected
animats.splice(j, 1);
}
}
if (remove) { // remove 'i' after compared to all 'j'
animats.splice(i, 1);
}
}

Javascript not counting past 9

So I have this problem where I get my score to update, and then it turns the span text to the next number, but it always seems to stop at 9. I tried adding in more 0s into my original span text, but it just doesn't seem to want to go past 9. If anyone could help me fix this, it would greatly be appreciated.
EDIT: Here is where the problem likely lies:
let currentScore = document.getElementById('currentScore').value = score;
and
checkScore();
I don't really know how to shorten this further, but give pointers to what specifically is causing the problem.
<html>
<head>
</head>
<body onload ="checkScore">
<script>
</script>
<p><span style="color:red">Your</span> <span style="color:orange">current</span> <span style="color:gold">High</span> <span style="color:green">Score</span> <span style="color:blue">is:</span>
<span id="SCORES" style="color:purple">0</span>
<input id="currentScore" type="hidden">
<script>
var cookie;
function setCookie(cname,cvalue,exdays) {
var d = new Date();
d.setTime(d.getTime() + (exdays*365*7*24*60*60*1000));
var expires = "expires=" + d.toGMTString();
cookie = encodeURI(cname + "=" + cvalue + ";" + expires + ";path=/");
}
function getCookie(cname) {
var name = cname + "=";
var decodedCookie = decodeURIComponent(cookie);
var ca = decodedCookie.split(';');
for(var i = 0; i < ca.length; i++) {
var c = ca[i];
while (c.charAt(0) == ' ') {
c = c.substring(1);
}
if (c.indexOf(name) == 0) {
return c.substring(name.length, c.length);
}
}
return "";
}
function checkScore() {
// get current score
let currentScore = document.getElementById('currentScore').value;
//get high score from the "cookie"
let highScore = getCookie('highscore');
// if current score is bigger then high score - set new high score and update cookie
if (highScore < currentScore) {
highScore = currentScore;
setCookie("highscore", highScore, 365);
}
// update DOM
document.getElementById("SCORES").innerHTML = highScore;
}
// set inital cookie for this example to work
setCookie("highscore", -1, 365);
var
COLS = 26,
ROWS = 26,
EMPTY = 0,
SNAKE = 1,
FRUIT = 2,
LEFT = 0,
UP = 1,
RIGHT = 2,
DOWN = 3,
KEY_LEFT = 65,
KEY_UP = 87,
KEY_RIGHT = 68,
KEY_DOWN = 83,
canvas,
ctx,
keystate,
frames,
score;
currentScore;
grid = {
width: null,
height: null,
_grid: null,
init: function(d, c, r) {
this.width = c;
this.height = r;
this._grid = [];
for (var x=0; x < c; x++) {
this._grid.push([]);
for (var y=0; y < r; y++) {
this._grid[x].push(d);
}
}
},
set: function(val, x, y) {
this._grid[x][y] = val;
},
get: function(x, y) {
return this._grid[x][y];
}
}
snake = {
direction: null,
last: null,
_queue: null,
init: function(d, x, y) {
this.direction = d;
this._queue = [];
this.insert(x, y);
},
insert: function(x, y) {
this._queue.unshift({x:x, y:y});
this.last = this._queue[0];
},
remove: function() {
return this._queue.pop();
}
};
function setFood() {
var empty = [];
for (var x=0; x < grid.width; x++) {
for (var y=0; y < grid.height; y++) {
if (grid.get(x, y) === EMPTY) {
empty.push({x:x, y:y});
}
}
}
var randpos = empty[Math.round(Math.random()*(empty.length - 1))];
grid.set(FRUIT, randpos.x, randpos.y);
}
function main() {
canvas = document.createElement("canvas");
canvas.width = COLS*20;
canvas.height = ROWS*20;
ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
ctx.font = "18px Helvetica";
frames = 0;
keystate = {};
document.addEventListener("keydown", function(evt) {
keystate[evt.keyCode] = true;
});
document.addEventListener("keyup", function(evt) {
delete keystate[evt.keyCode];
});
init();
loop();
}
function init() {
score = 0;
currentScore = 0;
grid.init(EMPTY, COLS, ROWS);
var sp = {x:Math.floor(COLS/2), y:ROWS-1};
snake.init(UP, sp.x, sp.y);
grid.set(SNAKE, sp.x, sp.y);
setFood();
}
function loop() {
update();
draw();
window.requestAnimationFrame(loop, canvas);
}
function update() {
frames++;
if (keystate[KEY_LEFT] && snake.direction !== RIGHT) {
snake.direction = LEFT;
}
if (keystate[KEY_UP] && snake.direction !== DOWN) {
snake.direction = UP;
}
if (keystate[KEY_RIGHT] && snake.direction !== LEFT) {
snake.direction = RIGHT;
}
if (keystate[KEY_DOWN] && snake.direction !== UP) {
snake.direction = DOWN;
}
if (frames%5 === 0) {
var nx = snake.last.x;
var ny = snake.last.y;
switch (snake.direction) {
case LEFT:
nx--;
break;
case UP:
ny--;
break;
case RIGHT:
nx++;
break;
case DOWN:
ny++;
break;
}
if (0 > nx || nx > grid.width-1 ||
0 > ny || ny > grid.height-1 ||
grid.get(nx, ny) === SNAKE
) {
return init();
}
if (grid.get(nx, ny) === FRUIT) {
score++;
let currentScore = document.getElementById('currentScore').value = score;
checkScore();
setFood();
} else {
var tail = snake.remove();
grid.set(EMPTY, tail.x, tail.y);
}
grid.set(SNAKE, nx, ny);
snake.insert(nx, ny);
}
}
function draw() {
var tw = canvas.width/grid.width;
var th = canvas.height/grid.height;
for (var x=0; x < grid.width; x++) {
for (var y=0; y < grid.height; y++) {
switch (grid.get(x, y)) {
case EMPTY:
ctx.fillStyle = "#000";
break;
case SNAKE:
ctx.fillStyle = "#4aa024";
break;
case FRUIT:
ctx.fillStyle = "#f00";
break;
}
ctx.fillRect(x*tw, y*th, tw, th);
}
}
ctx.fillStyle = "#49c2ff";
ctx.fillText("SCORE: " + score, 10, canvas.height-10);
}
main();
</script>
</body>
</html>
I am not sure why you are updating currentScore input it is a hidden input. I changed all document.getElementById('currentScore') selectors to document.getElementById('SCORES') because span is where you are actually showing the highscore.
I will post on why it was stopping at 9 with your previous code soon.
<html>
<head>
</head>
<body onload ="checkScore">
<script>
</script>
<p><span style="color:red">Your</span> <span style="color:orange">current</span> <span style="color:gold">High</span> <span style="color:green">Score</span> <span style="color:blue">is:</span>
<span id="SCORES" style="color:purple">0</span>
<input id="currentScore" type="hidden">
<script>
var cookie;
function setCookie(cname,cvalue,exdays) {
var d = new Date();
d.setTime(d.getTime() + (exdays*365*7*24*60*60*1000));
var expires = "expires=" + d.toGMTString();
cookie = encodeURI(cname + "=" + cvalue + ";" + expires + ";path=/");
}
function getCookie(cname) {
var name = cname + "=";
var decodedCookie = decodeURIComponent(cookie);
var ca = decodedCookie.split(';');
for(var i = 0; i < ca.length; i++) {
var c = ca[i];
while (c.charAt(0) == ' ') {
c = c.substring(1);
}
if (c.indexOf(name) == 0) {
return c.substring(name.length, c.length);
}
}
return "";
}
function checkScore() {
// get current score
let currentScore = parseInt(document.getElementById('SCORES').innerHTML);
//get high score from the "cookie"
let highScore = getCookie('highscore');
// if current score is bigger then high score - set new high score and update cookie
if (highScore < currentScore) {
highScore = currentScore;
setCookie("highscore", highScore, 365);
}
// update DOM
document.getElementById("SCORES").innerHTML = highScore;
}
// set inital cookie for this example to work
setCookie("highscore", -1, 365);
var
COLS = 26,
ROWS = 26,
EMPTY = 0,
SNAKE = 1,
FRUIT = 2,
LEFT = 0,
UP = 1,
RIGHT = 2,
DOWN = 3,
KEY_LEFT = 65,
KEY_UP = 87,
KEY_RIGHT = 68,
KEY_DOWN = 83,
canvas,
ctx,
keystate,
frames,
score;
currentScore;
grid = {
width: null,
height: null,
_grid: null,
init: function(d, c, r) {
this.width = c;
this.height = r;
this._grid = [];
for (var x=0; x < c; x++) {
this._grid.push([]);
for (var y=0; y < r; y++) {
this._grid[x].push(d);
}
}
},
set: function(val, x, y) {
this._grid[x][y] = val;
},
get: function(x, y) {
return this._grid[x][y];
}
}
snake = {
direction: null,
last: null,
_queue: null,
init: function(d, x, y) {
this.direction = d;
this._queue = [];
this.insert(x, y);
},
insert: function(x, y) {
this._queue.unshift({x:x, y:y});
this.last = this._queue[0];
},
remove: function() {
return this._queue.pop();
}
};
function setFood() {
var empty = [];
for (var x=0; x < grid.width; x++) {
for (var y=0; y < grid.height; y++) {
if (grid.get(x, y) === EMPTY) {
empty.push({x:x, y:y});
}
}
}
var randpos = empty[Math.round(Math.random()*(empty.length - 1))];
grid.set(FRUIT, randpos.x, randpos.y);
}
function main() {
canvas = document.createElement("canvas");
canvas.width = COLS*20;
canvas.height = ROWS*20;
ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
ctx.font = "18px Helvetica";
frames = 0;
keystate = {};
document.addEventListener("keydown", function(evt) {
keystate[evt.keyCode] = true;
});
document.addEventListener("keyup", function(evt) {
delete keystate[evt.keyCode];
});
init();
loop();
}
function init() {
score = 0;
currentScore = 0;
grid.init(EMPTY, COLS, ROWS);
var sp = {x:Math.floor(COLS/2), y:ROWS-1};
snake.init(UP, sp.x, sp.y);
grid.set(SNAKE, sp.x, sp.y);
setFood();
}
function loop() {
update();
draw();
window.requestAnimationFrame(loop, canvas);
}
function update() {
frames++;
if (keystate[KEY_LEFT] && snake.direction !== RIGHT) {
snake.direction = LEFT;
}
if (keystate[KEY_UP] && snake.direction !== DOWN) {
snake.direction = UP;
}
if (keystate[KEY_RIGHT] && snake.direction !== LEFT) {
snake.direction = RIGHT;
}
if (keystate[KEY_DOWN] && snake.direction !== UP) {
snake.direction = DOWN;
}
if (frames%5 === 0) {
var nx = snake.last.x;
var ny = snake.last.y;
switch (snake.direction) {
case LEFT:
nx--;
break;
case UP:
ny--;
break;
case RIGHT:
nx++;
break;
case DOWN:
ny++;
break;
}
if (0 > nx || nx > grid.width-1 ||
0 > ny || ny > grid.height-1 ||
grid.get(nx, ny) === SNAKE
) {
return init();
}
if (grid.get(nx, ny) === FRUIT) {
score++;
let currentScore = document.getElementById('SCORES').innerHTML = score;
checkScore();
setFood();
} else {
var tail = snake.remove();
grid.set(EMPTY, tail.x, tail.y);
}
grid.set(SNAKE, nx, ny);
snake.insert(nx, ny);
}
}
function draw() {
var tw = canvas.width/grid.width;
var th = canvas.height/grid.height;
for (var x=0; x < grid.width; x++) {
for (var y=0; y < grid.height; y++) {
switch (grid.get(x, y)) {
case EMPTY:
ctx.fillStyle = "#000";
break;
case SNAKE:
ctx.fillStyle = "#4aa024";
break;
case FRUIT:
ctx.fillStyle = "#f00";
break;
}
ctx.fillRect(x*tw, y*th, tw, th);
}
}
ctx.fillStyle = "#49c2ff";
ctx.fillText("SCORE: " + score, 10, canvas.height-10);
}
main();
</script>
</body>
</html>

Control ball speed in pong

I have this code below, and I'm having a hard time solving this one.
On dotime function, i have the ball speed:
/* HERE */
function dotime() {
move1();
if (myform != null) {
myform.text3.value = display1();
myform.score.value = "" + score;
}
/* ---Ball Speed--- */
if (!oops_flag) timerID = setTimeout("dotime()", 190);
/* ---trying to make ball speed faster--- */
if (score == 1) {
timerID = setTimeout("dotime()", 100 - 30);
}
timerRunning = true;
}
I tried to make the ball move faster but when i do the second "if", the ball just flying too fast.
Thanks in advance,
fufle.
full code:
var crlf = "\r\n";
var x = 0;
var y = 0;
var dx = 1;
var dy = 1;
var s = "";
var u = 0;
var oops_flag = false;
var score = 0;
function move1() {
x += dx;
if (x > 61) {
x -= 2 * Math.abs(dx);
if (dx > 0) dx = -dx;
}
if (x < 0) {
x += 2 * Math.abs(dx);
if (dx < 0) dx = -dx;
}
y += dy;
if (y > 24) {
y -= 2 * Math.abs(dy);
if (dy > 0) dy = -dy;
if (Math.abs(x - 2 * u - 1) > 2) {
oops_flag = true;
} else {
score += 1;
}
}
if (y < 0) {
y += 2 * Math.abs(dy);
if (dy < 0) dy = -dy;
}
}
function display1() {
var s1 = ""
var i, j;
if (oops_flag) return " Unlucky, Play again?"
for (j = 0; j < 25; j++) {
for (i = 0; i < 62; i++) {
/* BALL */
if (j == y && i == x) s1 += "🔴";
else s1 += " ";
}
s1 += crlf;
}
/* DEFENDER */
var s2 = "";
for (i = 0; i < 31; i++) {
if (u == i) s2 += "▄▄▄▄▄";
else s2 += " ";
}
return (s1 + s2);
}
var timerID = null;
var timerRunning = false;
var myform;
function stopclock() {
if (timerRunning) clearTimeout(timerID);
timerRunning = false;
}
function startclock(form) {
myform = form;
oops_flag = false;
score = 0;
if (navigator.userAgent.indexOf("Mac") > 2) crlf = "\n";
stopclock();
dotime();
// var id= setInterval(frameElement,10000);
}
/* HERE */
function dotime() {
move1();
if (myform != null) {
myform.text3.value = display1();
myform.score.value = "" + score;
}
if (!oops_flag) timerID = setTimeout("dotime()", 100);
if (score == 1) {
timerID = setTimeout("dotime()", 100 - 30);
}
timerRunning = true;
}
Looks like you have two timers running so you need to make it so only one will run.
if (!oops_flag) {
var speed = 100;
if (score===1) speed = 70;
timerID = setTimeout(dotime, speed);
}
or with a ternary operator
if (!oops_flag) {
var speed = (score===1) ? 70 : 100;
timerID = setTimeout(dotime, speed);
}

Tic Tac Toe javascript not working with board larger then 3x3

I've been trying to work out this simple javascript tic tac toe game. I'm trying to make the board size a variable and number needed in a row a variable. I've created a global variable for board size and number in a row. However it doesn't seem to be working. It makes the board the size I want but only a few of the squares will actually result in a 'Win'. Could someone please help me out ;).
Here is an image of one of the issues: http://imgur.com/oNK9ErK
I imagine the error occurs here:
function checkWinner(mArr) {
var winner = [false, ""];
for (var i = 0; i < mArr.length; i++) {
var hor = [],
ver = [],
diag = [];
if (mArr[i][3] !== "") {
//horizontal
if (i % 3 === 0) {
for (var j = 0; j < 3; j++) {
hor.push([mArr[i + j][3], i + j]);
}
if (hor.length === numinrow) {
winner = isWinner(hor);
if (winner[0]) {
return winner;
}
}
}
//vertical && diag/anti diag
if (i < 3) {
for (var j = 0; j + i < mArr.length; j += 3) {
ver.push([mArr[i + j][3], i + j]);
}
if (ver.length === numinrow) {
winner = isWinner(ver);
if (winner[0]) {
return winner;
}
}
if (i !== 1) {
for (var z = 0; z + i < mArr.length - i; z += (4 - i)) {
diag.push([mArr[i + z][3], i + z]);
}
if (diag.length === numinrow) {
winner = isWinner(diag);
if (winner[0]) {
return winner;
}
}
}
}
}
}
return winner;
}
Here is the entire .js
(function () {
var bsize = 5;
var numinrow = 3;
function Board(id, c, r) {
if (this instanceof Board) {
this.CANVAS = document.getElementById(id);
this.CTX = this.CANVAS.getContext("2d");
this.WIDTH = this.CANVAS.width || 0;
this.HEIGHT = this.CANVAS.height || 0;
this.COLS = c || bsize;
this.ROWS = r || bsize;
this.TILEWIDTH = (this.WIDTH / this.COLS);
this.moveCount = 0;
this.board = this.gameBoard(this.TILEWIDTH, this.COLS, this.ROWS);
this.CANVAS.addEventListener('selectstart', function (e) {
e.preventDefault();
return false;
}, false);
this.winner = [false, ""];
this.boardDisabled = false;
} else {
return new Board(id, c, r);
}
}
Board.prototype.draw = function () {
var ctx = this.CTX;
ctx.beginPath();
ctx.lineWidth = 5;
ctx.strokeStyle = "#168dd9";
// Draw column dividers
for (var i = 1; i <= this.COLS - 1; i++) {
ctx.moveTo(this.TILEWIDTH * i, 0);
ctx.lineTo(this.TILEWIDTH * i, this.HEIGHT);
}
//Draw horizontal dividers
for (var i = 1; i <= this.ROWS - 1; i++) {
ctx.moveTo(0, this.TILEWIDTH * i);
ctx.lineTo(this.WIDTH, this.TILEWIDTH * i);
}
ctx.stroke();
};
Board.prototype.gameBoard = function (t, c, r) {
var b = [],
count = 0;
// Create gameboard array with the following data:
// [x pos, y pos, tile count, empty string for move symbol (x or o)]
for (var y = 0; y < r; y++) {
for (var x = 0; x < c; x++) {
b.push([x * t, y * t, count++, ""]);
}
}
return b;
};
Board.prototype.updateScore = function () {
if (supports_html5_storage()) {
var p = sessionStorage.score || {
"score_x": 0,
"score_o": 0,
"score_tie": 0
},
w = "score_" + (this.winner[1][0] || "tie");
if (sessionStorage.score) {
p = JSON.parse(p);
}
p[w] ++;
sessionStorage.score = JSON.stringify(p);
this.updateScoreBoard();
}
};
Board.prototype.updateScoreBoard = function () {
if (supports_html5_storage()) {
var p = sessionStorage.score ? JSON.parse(sessionStorage.score) : {
"score_x": 0,
"score_o": 0,
"score_tie": 0
};
for (var s in p) {
if (p.hasOwnProperty(s)) {
document.getElementById(s).innerHTML = p[s];
}
}
}
};
Board.prototype.reset = function (x) {
var timer = x || 4000;
window.setTimeout(function () {
window.location.reload(false);
}, timer);
};
Board.prototype.resetScore = function () {
if (supports_html5_storage()) {
sessionStorage.removeItem("score");
this.updateScoreBoard();
}
};
Board.prototype.move = function (coor) {
var width = this.TILEWIDTH,
ctx = this.CTX,
board = this.board,
blen = board.length;
//Loop through and find tile that click was detected on
for (var i = 0; i < blen; i++) {
if (coor.x > board[i][0] && coor.y > board[i][1] && coor.x < board[i][0] + width && coor.y < board[i][1] + width) {
var x = board[i][0],
y = board[i][1],
validTile = board[i][3] === "";
if (validTile) {
if (this.moveCount++ % 2 === 1) {
moveO(x, y, width, ctx);
board[i][3] = "o";
} else {
moveX(x, y, width, ctx);
board[i][3] = "x";
}
}
//Check board for winner if move count is 5 or more
if (this.moveCount > 4) {
this.winner = checkWinner(board);
var w = this.winner,
winner = w[0],
shape = w[1][0],
boardDisabled = this.boardDisabled;
//If there is a winner, redraw winning tiles in red
if (winner && !boardDisabled) {
if (shape === "o") {
for (var j = 1; j < 4; j++) {
moveO(board[w[j][1]][0], board[w[j][1]]
[1], width, ctx, "red", 5);
}
} else {
for (var j = 1; j < 4; j++) {
moveX(board[w[j][1]][0], board[w[j][1]]
[1], width, ctx, "red", 5);
}
}
}
if ((winner || this.moveCount === board.length) && !boardDisabled) {
if (!winner) {
//If tie, redraw all moves in red
for (var j = 0; j < board.length; j++) {
if (board[j][3] === "o") {
moveO(board[j][0], board[j][1], width, ctx, "red", 5);
} else {
moveX(board[j][0], board[j][1], width, ctx, "red", 5);
}
}
}
this.boardDisabled = true;
this.updateScore();
this.reset();
}
}
break;
}
}
};
function checkWinner(mArr) {
var winner = [false, ""];
for (var i = 0; i < mArr.length; i++) {
var hor = [],
ver = [],
diag = [];
if (mArr[i][3] !== "") {
//horizontal
if (i % 3 === 0) {
for (var j = 0; j < 3; j++) {
hor.push([mArr[i + j][3], i + j]);
}
if (hor.length === numinrow) {
winner = isWinner(hor);
if (winner[0]) {
return winner;
}
}
}
//vertical && diag/anti diag
if (i < 3) {
for (var j = 0; j + i < mArr.length; j += 3) {
ver.push([mArr[i + j][3], i + j]);
}
if (ver.length === numinrow) {
winner = isWinner(ver);
if (winner[0]) {
return winner;
}
}
if (i !== 1) {
for (var z = 0; z + i < mArr.length - i; z += (4 - i)) {
diag.push([mArr[i + z][3], i + z]);
}
if (diag.length === numinrow) {
winner = isWinner(diag);
if (winner[0]) {
return winner;
}
}
}
}
}
}
return winner;
}
function isWinner(arr) {
arr.sort();
var w = arr[0][0] && arr[0][0] === arr[arr.length - 1][0] ? [true].concat(arr) : [false, ""];
return w;
}
function moveO(x, y, r, ctx, fill, lineW) {
var x = x + r / 2,
y = y + r / 2,
r = r / 2 - (r * 0.15);
ctx.beginPath();
ctx.lineWidth = lineW || 3;
ctx.strokeStyle = fill || "#333";
ctx.arc(x, y, r, 0, 2 * Math.PI);
ctx.stroke();
}
function moveX(x, y, w, ctx, fill, lineW) {
var pad = w * 0.15,
lineCoor = [
[
[x + pad, y + pad], //line 1 start
[x + w - pad, y + w - pad] //line 1 end
],
[
[x + pad, y + w - pad], //line 2 start
[x + w - pad, y + pad] //line 2 end
]
];
ctx.beginPath();
ctx.lineWidth = lineW || 3;
ctx.strokeStyle = fill || "#333";
for (var i = 0; i < 2; i++) {
ctx.moveTo(lineCoor[i][0][0], lineCoor[i][0][1]);
ctx.lineTo(lineCoor[i][1][0], lineCoor[i][1][1]);
}
ctx.stroke();
}
function clickTouch(e) {
var coor = b.CANVAS.relMouseCoords(e);
if (!b.winner[0]) {
b.move(coor);
}
}
function clickTouchReset(e) {
var target = e.target.id;
if (target === "resetScore" && confirm("Are you sure you want to reset the score?")) {
b.resetScore();
} else if (target === "resetGame") {
b.reset(1);
}
}
// Initialize Game
//BOARD SIZE
var b = new Board("game", bsize, bsize),
resetcon = document.getElementById("reset");
b.draw();
b.updateScoreBoard();
//Add event listeners for click or touch
window.addEventListener("click", clickTouch, false);
window.addEventListener("touchstart", clickTouch, false);
resetcon.addEventListener("click", clickTouchReset, false);
resetcon.addEventListener("touchstart", clickTouchReset, false);
})();
/*****
Get Mouse click coordinates within canvas
Modified to include touch events
Source: http://stackoverflow.com/a/9961416
******/
HTMLCanvasElement.prototype.relMouseCoords = function (event) {
var totalOffsetX = 0,
totalOffsetY = 0,
canvasX = 0,
canvasY = 0,
touch = event.touches,
currentElement = this;
do {
totalOffsetX += currentElement.offsetLeft;
totalOffsetY += currentElement.offsetTop;
}
while (currentElement = currentElement.offsetParent)
canvasX = (touch ? touch[0].pageX : event.pageX) - totalOffsetX;
canvasY = (touch ? touch[0].pageY : event.pageY) - totalOffsetY;
canvasX = Math.round(canvasX * (this.width / this.offsetWidth));
canvasY = Math.round(canvasY * (this.height / this.offsetHeight));
return {
x: canvasX,
y: canvasY
}
}
function supports_html5_storage() {
try {
return 'sessionStorage' in window && window.sessionStorage !== null;
} catch (e) {
return false;
}
}

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