summaryrefslogtreecommitdiffstats
path: root/pkg/snake/snake.go
blob: 68feec15ccc07e59f36eaa70ab0ac736a439eecf (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
package snake

import (
	"math/rand"
	"time"

	"github.com/samber/lo"
)

type Game struct {
	// width/height of the board
	width  int
	height int

	// function for rendering the game. If alive is false, the cells are expected
	// to be ignored.
	render func(cells [][]CellType, alive bool)

	// closed when the game is exited
	exit chan (struct{})

	// channel for specifying the direction the player wants the snake to go in
	setNewDir chan (Direction)

	// allows logging for debugging
	logger func(string)

	// putting this on the struct for deterministic testing
	randIntFn func(int) int
}

type State struct {
	// first element is the head, final element is the tail
	snakePositions []Position

	foodPosition Position

	// direction of the snake
	direction Direction
	// direction as of the end of the last tick. We hold onto this so that
	// the snake can't do a 180 turn inbetween ticks
	lastTickDirection Direction
}

type Position struct {
	x int
	y int
}

type Direction int

const (
	Up Direction = iota
	Down
	Left
	Right
)

type CellType int

const (
	None CellType = iota
	Snake
	Food
)

func NewGame(width, height int, render func(cells [][]CellType, alive bool), logger func(string)) *Game {
	return &Game{
		width:     width,
		height:    height,
		render:    render,
		randIntFn: rand.Intn,
		exit:      make(chan struct{}),
		logger:    logger,
		setNewDir: make(chan Direction),
	}
}

func (self *Game) Start() {
	go self.gameLoop()
}

func (self *Game) Exit() {
	close(self.exit)
}

func (self *Game) SetDirection(direction Direction) {
	self.setNewDir <- direction
}

func (self *Game) gameLoop() {
	state := self.initializeState()
	var alive bool

	self.render(self.getCells(state), true)

	ticker := time.NewTicker(time.Duration(75) * time.Millisecond)

	for {
		select {
		case <-self.exit:
			return
		case dir := <-self.setNewDir:
			state.direction = self.newDirection(state, dir)
		case <-ticker.C:
			state, alive = self.tick(state)
			self.render(self.getCells(state), alive)
			if !alive {
				return
			}
		}
	}
}

func (self *Game) initializeState() State {
	centerOfScreen := Position{self.width / 2, self.height / 2}
	snakePositions := []Position{centerOfScreen}

	state := State{
		snakePositions: snakePositions,
		direction:      Right,
		foodPosition:   self.newFoodPos(snakePositions),
	}

	return state
}

func (self *Game) newFoodPos(snakePositions []Position) Position {
	// arbitrarily setting a limit of attempts to place food
	attemptLimit := 1000

	for i := 0; i < attemptLimit; i++ {
		newFoodPos := Position{self.randIntFn(self.width), self.randIntFn(self.height)}

		if !lo.Contains(snakePositions, newFoodPos) {
			return newFoodPos
		}
	}

	panic("SORRY, BUT I WAS TOO LAZY TO MAKE THE SNAKE GAME SMART ENOUGH TO PUT THE FOOD SOMEWHERE SENSIBLE NO MATTER WHAT, AND I ALSO WAS TOO LAZY TO ADD A WIN CONDITION")
}

// returns whether the snake is alive
func (self *Game) tick(currentState State) (State, bool) {
	nextState := currentState // copy by value
	newHeadPos := nextState.snakePositions[0]

	nextState.lastTickDirection = nextState.direction

	switch nextState.direction {
	case Up:
		newHeadPos.y--
	case Down:
		newHeadPos.y++
	case Left:
		newHeadPos.x--
	case Right:
		newHeadPos.x++
	}

	outOfBounds := newHeadPos.x < 0 || newHeadPos.x >= self.width || newHeadPos.y < 0 || newHeadPos.y >= self.height
	eatingOwnTail := lo.Contains(nextState.snakePositions, newHeadPos)

	if outOfBounds || eatingOwnTail {
		return State{}, false
	}

	nextState.snakePositions = append([]Position{newHeadPos}, nextState.snakePositions...)

	if newHeadPos == nextState.foodPosition {
		nextState.foodPosition = self.newFoodPos(nextState.snakePositions)
	} else {
		nextState.snakePositions = nextState.snakePositions[:len(nextState.snakePositions)-1]
	}

	return nextState, true
}

func (self *Game) getCells(state State) [][]CellType {
	cells := make([][]CellType, self.height)

	setCell := func(pos Position, value CellType) {
		cells[pos.y][pos.x] = value
	}

	for i := 0; i < self.height; i++ {
		cells[i] = make([]CellType, self.width)
	}

	for _, pos := range state.snakePositions {
		setCell(pos, Snake)
	}

	setCell(state.foodPosition, Food)

	return cells
}

func (self *Game) newDirection(state State, direction Direction) Direction {
	// don't allow the snake to turn 180 degrees
	if (state.lastTickDirection == Up && direction == Down) ||
		(state.lastTickDirection == Down && direction == Up) ||
		(state.lastTickDirection == Left && direction == Right) ||
		(state.lastTickDirection == Right && direction == Left) {
		return state.direction
	}

	return direction
}