ar_snake_game
v0.1.1
Published
This NPM Package is built using `webassembly` with the help of `rust` language. The concept is running old Nokia Snake game in web using rust.
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AR Snake Game
This NPM Package is built using webassembly
with the help of rust
language. The concept is running old Nokia Snake game in web using rust.
How to install
npm i ar_snake_game
How to use?
import init, { World, Direction } from `ar_snake_game`;
import { GamesStatus } from `ar_snake_game`;
import { rnd } from './utils/rnd';
init()
.then(wasm => {
const CELL_SIZE = 20;
const WORLD_WIDTH = 13;
const snakeSpawnIdx = rnd(WORLD_WIDTH * WORLD_WIDTH);
const world = World.new(WORLD_WIDTH, snakeSpawnIdx);
const worldWidth = world.width();
const gameControlBtn = document.getElementById('game-control-btn');
const gameStatus = document.getElementById('game-status');
const gamePoints = document.getElementById('game-points');
const btnUp = document.getElementById('key-up');
const btnDown = document.getElementById('key-down');
const btnLeft = document.getElementById('key-left');
const btnRight = document.getElementById('key-right');
const canvas = <HTMLCanvasElement> document.getElementById('snake-canvas');
const ctx = canvas.getContext('2d');
const myColors = {
'--green-bg': `#15883e`,
'--green-lite': '#1db954',
'--my-red': '#ff0000',
'--my-purple': '#7878db'
}
canvas.height = worldWidth * CELL_SIZE;
canvas.width = worldWidth * CELL_SIZE;
gameControlBtn.addEventListener('click', _ => {
const status = world.game_status();
if (status === undefined) {
gameControlBtn.textContent = 'Playing...'
world.start_game();
play();
} else {
location.reload();
}
});
document.addEventListener('keydown', (event) => {
// console.log(event.code);
switch(event.code) {
case 'ArrowUp':
case 'KeyW':
world.change_snake_dir(Direction.Up);
break;
case 'ArrowRight':
case 'KeyD':
world.change_snake_dir(Direction.Right);
break;
case 'ArrowDown':
case 'KeyS':
world.change_snake_dir(Direction.Down);
break;
case 'ArrowLeft':
case 'KeyA':
world.change_snake_dir(Direction.Left);
break;
}
});
btnUp.addEventListener('click', _ => {
world.change_snake_dir(Direction.Up);
});
btnDown.addEventListener('click', _ => {
world.change_snake_dir(Direction.Down);
});
btnLeft.addEventListener('click', _ => {
world.change_snake_dir(Direction.Left);
});
btnRight.addEventListener('click', _ => {
world.change_snake_dir(Direction.Right);
});
function drawWorld() {
ctx.beginPath();
for(let x = 0; x < worldWidth + 1; x++) {
ctx.moveTo(CELL_SIZE * x, 0);
ctx.lineTo(CELL_SIZE * x, worldWidth * CELL_SIZE);
}
for(let y = 0; y < worldWidth + 1; y++) {
ctx.moveTo(0, CELL_SIZE * y);
ctx.lineTo(worldWidth * CELL_SIZE, CELL_SIZE * y);
}
ctx.stroke();
}
function drawReward() {
const reward_idx = world.reward_cell();
const col = reward_idx % worldWidth;
const row = Math.floor(reward_idx / worldWidth);
ctx.beginPath();
ctx.fillStyle = myColors['--my-purple'];
ctx.fillRect(
col * CELL_SIZE,
row * CELL_SIZE,
CELL_SIZE,
CELL_SIZE
);
ctx.stroke();
}
function drawSnake() {
const snakeCellPtr = world.snake_cells();
const snakeLen = world.snake_length();
const snakeCells = new Uint32Array(
wasm.memory.buffer,
snakeCellPtr,
snakeLen
);
snakeCells
.filter((cellIdx, i) => !(i > 0 && cellIdx === snakeCells[0])) // removing the clashing snake body cell to show snake head; this is filter-out method
.forEach((cellIdx, i) => {
const col = cellIdx % worldWidth;
const row = Math.floor(cellIdx / worldWidth);
ctx.fillStyle = i === 0 ? myColors['--my-red'] : myColors['--green-lite'];
ctx.beginPath();
ctx.fillRect(
col * CELL_SIZE,
row * CELL_SIZE,
CELL_SIZE,
CELL_SIZE
);
});
ctx.stroke();
}
function drawGameStatus() {
gameStatus.textContent = world.game_status_text();
gamePoints.textContent = world.points().toString();
}
function paint() {
drawWorld();
drawSnake();
drawReward();
drawGameStatus();
}
function play() {
const status = world.game_status();
if(status == GamesStatus.Won || status == GamesStatus.Lost) {
gameControlBtn.textContent = 'Re-Play';
drawGameStatus();
return;
}
const fps = 3;
setTimeout(() => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
paint();
world.step();
requestAnimationFrame(play);
}, 1000/fps);
}
paint();
});
rnd.js
export function rnd(max) {
return Math.floor(Math.random() * max);
}
- For more details - GitHub