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Copy pathscript.js
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251 lines (226 loc) · 8.02 KB
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window.onload = function(){
const canvasWidth = 900;
const canvasHeight = 600;
const blockSize = 30;
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
const widthInBlocks = canvasWidth/blockSize;
const heightInBlocks = canvasHeight/blockSize;
const centreX = canvasWidth / 2;
const centreY = canvasHeight / 2;
let delay;
// const xCoord = 0; ces deux lignes ne servent à rien. C'est le formateur qui s'est trompé.
// const yCoord = 0;
let snakee;
let applee;
let score;
let timeOut;
init();
function init(){
canvas.width = canvasWidth;
canvas.height = canvasHeight;
canvas.style.border = "30px solid gray";
canvas.style.margin = "50px auto";
canvas.style.display = "block";
canvas.style.backgroundColor = "#ddd";
document.body.appendChild(canvas);
launch();
}
function launch(){
snakee = new Snake([[6,4],[5,4],[4,4],[3,4],[2,4]],"right");
applee = new Apple([10,10]);
score = 0;
clearTimeout(timeOut);
delay = 200;
refreshCanvas();
}
function refreshCanvas(){
snakee.advance();
if (snakee.checkCollision()){
gameOver();
} else {
if (snakee.isEatingApple(applee)){
score++;
snakee.ateApple = true;
do {
applee.setNewPosition();
} while(applee.isOnSnake(snakee));
if(score % 3 == 0){
speedUp();
}
}
ctx.clearRect(0,0,canvasWidth,canvasHeight);
drawScore();
snakee.draw();
applee.draw();
timeOut = setTimeout(refreshCanvas,delay);
}
}
function speedUp(){
delay /= 1.2;
}
function gameOver(){
ctx.save();
ctx.font = "bold 70px sans-serif";
ctx.fillStyle = "#000";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.strokeStyle = "white";
ctx.lineWidth = 5;
ctx.strokeText("Game Over", centreX, centreY - 180);
ctx.fillText("Game Over", centreX, centreY - 180);
ctx.font = "bold 30px sans-serif";
ctx.strokeText("Appuyer sur la touche Espace pour rejouer", centreX, centreY - 120);
ctx.fillText("Appuyer sur la touche Espace pour rejouer", centreX, centreY - 120);
ctx.restore();
}
function drawScore(){
ctx.save();
ctx.font = "bold 200px sans-serif";
ctx.fillStyle = "gray";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText(score.toString(), centreX, centreY);
ctx.restore();
}
function drawBlock(ctx, position){
const x = position[0]*blockSize; //les deux variables x et y sont uniquement utiles ici, donc on les garde là.
const y = position[1]*blockSize;
ctx.fillRect(x,y,blockSize,blockSize);
}
function Snake(body, direction){
this.body = body;
this.direction = direction;
this.ateApple = false;
this.draw = function(){
ctx.save();
ctx.fillStyle="#ff0000";
for (let i=0 ; i < this.body.length ; i++){
drawBlock(ctx,this.body[i]);
}
ctx.restore();
};
this.advance = function(){
const nextPosition = this.body[0].slice();//nextPosition est un "array", ici on ne change qu'une partie de ce "array", mais pas de sa totalité. On peut en effet bien garder le "const".C'est-à-dire il y a juste un changement de la valeur existante.
switch(this.direction){
case "left":
nextPosition[0] -= 1;
break;
case "right":
nextPosition[0] += 1;
break;
case "down":
nextPosition[1] += 1;
break;
case "up":
nextPosition[1] -= 1;
break;
default:
throw("invalid direction");
}
this.body.unshift(nextPosition);
if (!this.ateApple)
this.body.pop();
else
this.ateApple = false;
};
this.setDirection = function(newDirection){
let allowedDirections;
switch(this.direction){
case "left":
case "right":
allowedDirections=["up","down"];
break;
case "down":
case "up":
allowedDirections=["left","right"];
break;
default:
throw("invalid direction");
}
if (allowedDirections.indexOf(newDirection) > -1){
this.direction = newDirection;
}
};
this.checkCollision = function(){
let wallCollision = false;
let snakeCollision = false;
const head = this.body[0];
const rest = this.body.slice(1);
const snakeX = head[0];
const snakeY = head[1];
const minX = 0;
const minY = 0;
const maxX = widthInBlocks - 1;
const maxY = heightInBlocks - 1;
const isNotBetweenHorizontalWalls = snakeX < minX || snakeX > maxX;
const isNotBetweenVerticalWalls = snakeY < minY || snakeY > maxY;
if (isNotBetweenHorizontalWalls || isNotBetweenVerticalWalls)
wallCollision = true;
for (let i=0 ; i<rest.length ; i++){
if (snakeX === rest[i][0] && snakeY === rest[i][1])
snakeCollision = true;
}
return wallCollision || snakeCollision;
};
this.isEatingApple = function(appleToEat){
const head = this.body[0];
if (head[0] === appleToEat.position[0] && head[1] === appleToEat.position[1])
return true;
else
return false;
}
}
function Apple(position){
this.position = position;
this.draw = function(){
const radius = blockSize/2;
const x = this.position[0]*blockSize + radius;
const y = this.position[1]*blockSize + radius;
ctx.save();
ctx.fillStyle = "#33cc33";
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI*2, true);
ctx.fill();
ctx.restore();
};
this.setNewPosition = function(){
const newX = Math.round(Math.random()*(widthInBlocks-1));
const newY = Math.round(Math.random()*(heightInBlocks-1));
this.position = [newX,newY];
};
this.isOnSnake = function(snakeToCheck){
let isOnSnake = false;
for (let i=0 ; i < snakeToCheck.body.length ; i++){
if(this.position[0] === snakeToCheck.body[i][0] && this.position[1] === snakeToCheck.body[i][1]){
isOnSnake = true;
}
}
return isOnSnake;
};
}
document.onkeydown = function handleKeyDown(e){
const key = e.keyCode;
let newDirection;
switch(key){
case 37:
newDirection = "left";
break;
case 38:
newDirection = "up";
break;
case 39:
newDirection = "right";
break;
case 40:
newDirection = "down";
break;
case 32:
launch();
return;
default:
return;
}
snakee.setDirection(newDirection);
};
}