2026-03-03 01:14:26 +00:00

599 lines
20 KiB
JavaScript

/**
* Auto-Snake: AI-Powered Snake Game
* Implements Advanced Pathfinding (BFS + Longest Path Survival)
* to ensure the snake fills the grid and avoids infinite loops.
*/
const CONFIG = {
GRID_SIZE: 20,
TILE_SIZE: 0,
COLORS: {
BG: '#020617',
SNAKE_HEAD: '#4ade80',
SNAKE_BODY: '#22c55e',
SNAKE_BODY_GRADIENT: '#166534',
APPLE: '#ef4444',
APPLE_SHINE: '#fca5a5',
WALL: '#475569',
GRID: 'rgba(56, 189, 248, 0.05)'
}
};
class Game {
constructor() {
this.canvas = document.getElementById('gameCanvas');
this.ctx = this.canvas.getContext('2d');
this.winCount = parseInt(localStorage.getItem('winCount') || '0');
this.bestScore = parseInt(localStorage.getItem('bestScore') || '0');
this.lastWinTime = parseInt(localStorage.getItem('lastWinTime') || Date.now());
this.speedRange = document.getElementById('speedRange');
this.winDisplay = document.getElementById('winCount');
this.timerDisplay = document.getElementById('timer');
this.scoreDisplay = document.getElementById('currentScore');
this.bestScoreDisplay = document.getElementById('bestScore');
this.resetBtn = document.getElementById('resetBtn');
this.toggleMazeBtn = document.getElementById('toggleMazeBtn');
this.overlay = document.getElementById('gameOverlay');
this.snake = [];
this.apple = { x: 0, y: 0 };
this.mazeEnabled = false;
this.walls = [];
this.isGameOver = false;
this.isWin = false;
this.frameCount = 0;
this.lastFrameTime = 0;
this.init();
this.setupEventListeners();
this.reset();
this.gameLoop(0);
}
init() {
const resize = () => {
const container = this.canvas.parentElement;
const size = Math.min(container.clientWidth, 600);
this.canvas.width = size;
this.canvas.height = size;
CONFIG.TILE_SIZE = size / CONFIG.GRID_SIZE;
};
window.addEventListener('resize', resize);
resize();
this.winDisplay.textContent = this.winCount;
this.bestScoreDisplay.textContent = this.bestScore;
this.updateTimer();
setInterval(() => this.updateTimer(), 1000);
}
setupEventListeners() {
this.resetBtn.addEventListener('click', () => {
this.winCount = 0;
this.bestScore = 0;
localStorage.setItem('winCount', '0');
localStorage.setItem('bestScore', '0');
this.winDisplay.textContent = '0';
this.bestScoreDisplay.textContent = '0';
this.reset();
});
this.toggleMazeBtn.addEventListener('click', () => {
this.mazeEnabled = !this.mazeEnabled;
this.reset();
});
}
reset() {
const mid = Math.floor(CONFIG.GRID_SIZE / 2);
this.snake = [
{ x: mid, y: mid },
{ x: mid, y: mid + 1 },
{ x: mid, y: mid + 2 }
];
this.isGameOver = false;
this.isWin = false;
this.overlay.classList.add('hidden');
this.generateMaze();
this.spawnApple();
this.scoreDisplay.textContent = '0';
}
generateMaze() {
this.walls = [];
if (!this.mazeEnabled) return;
const padding = 4;
const length = 8;
for (let i = padding; i < padding + length; i++) {
this.walls.push({ x: i, y: padding });
this.walls.push({ x: CONFIG.GRID_SIZE - 1 - i, y: CONFIG.GRID_SIZE - 1 - padding });
this.walls.push({ x: padding, y: CONFIG.GRID_SIZE - 1 - i });
this.walls.push({ x: CONFIG.GRID_SIZE - 1 - padding, y: i });
}
}
spawnApple() {
let possible = [];
for (let y = 0; y < CONFIG.GRID_SIZE; y++) {
for (let x = 0; x < CONFIG.GRID_SIZE; x++) {
if (!this.isOccupied(x, y)) possible.push({ x, y });
}
}
if (possible.length === 0) {
this.handleWin();
return;
}
this.apple = possible[Math.floor(Math.random() * possible.length)];
}
isOccupied(x, y, ignoreTail = false) {
if (x < 0 || x >= CONFIG.GRID_SIZE || y < 0 || y >= CONFIG.GRID_SIZE) return true;
const snakeToCheck = ignoreTail ? this.snake.slice(0, -1) : this.snake;
if (snakeToCheck.some(s => s.x === x && s.y === y)) return true;
if (this.walls.some(w => w.x === x && w.y === y)) return true;
return false;
}
updateTimer() {
const diff = Math.floor((Date.now() - this.lastWinTime) / 1000);
const mins = Math.floor(diff / 60).toString().padStart(2, '0');
const secs = (diff % 60).toString().padStart(2, '0');
this.timerDisplay.textContent = `${mins}:${secs}`;
}
handleWin() {
this.isWin = true;
this.winCount++;
this.lastWinTime = Date.now();
localStorage.setItem('winCount', this.winCount);
localStorage.setItem('lastWinTime', this.lastWinTime);
this.winDisplay.textContent = this.winCount;
this.overlay.classList.remove('hidden');
document.getElementById('overlayTitle').textContent = 'VICTORY!';
document.getElementById('overlayMessage').textContent = 'Perfect cycle complete. Restarting...';
setTimeout(() => this.reset(), 5000);
}
handleGameOver() {
this.isGameOver = true;
this.overlay.classList.remove('hidden');
document.getElementById('overlayTitle').textContent = 'RECALCULATING';
document.getElementById('overlayMessage').textContent = 'Wait, adjusting strategy...';
setTimeout(() => this.reset(), 1000);
}
bfs(start, target, ignoreTail = false) {
const queue = [[start]];
const visited = new Set();
visited.add(`${start.x},${start.y}`);
while (queue.length > 0) {
const path = queue.shift();
const curr = path[path.length - 1];
if (curr.x === target.x && curr.y === target.y) return path;
const neighbors = [
{ x: curr.x, y: curr.y - 1 }, { x: curr.x, y: curr.y + 1 },
{ x: curr.x - 1, y: curr.y }, { x: curr.x + 1, y: curr.y }
];
for (const n of neighbors) {
if (!this.isOccupied(n.x, n.y, ignoreTail) && !visited.has(`${n.x},${n.y}`)) {
visited.add(`${n.x},${n.y}`);
queue.push([...path, n]);
}
}
}
return null;
}
getLongestPath(start, target) {
let path = this.bfs(start, target, true);
if (!path) return null;
let extended = true;
while (extended) {
extended = false;
for (let i = 0; i < path.length - 1; i++) {
const p1 = path[i];
const p2 = path[i+1];
const dirs = [
{ x: 0, y: -1 }, { x: 0, y: 1 },
{ x: -1, y: 0 }, { x: 1, y: 0 }
];
for (const d of dirs) {
const n1 = { x: p1.x + d.x, y: p1.y + d.y };
const n2 = { x: p2.x + d.x, y: p2.y + d.y };
if (!this.isOccupied(n1.x, n1.y, true) && !this.isOccupied(n2.x, n2.y, true) &&
!path.some(p => p.x === n1.x && p.y === n1.y) &&
!path.some(p => p.x === n2.x && p.y === n2.y)) {
path.splice(i + 1, 0, n1, n2);
extended = true;
break;
}
}
if (extended) break;
}
}
return path;
}
canReachTail(virtualSnake) {
if (virtualSnake.length < 2) return true;
const head = virtualSnake[0];
const tail = virtualSnake[virtualSnake.length - 1];
const originalSnake = this.snake;
this.snake = virtualSnake;
const path = this.bfs(head, tail, true);
this.snake = originalSnake;
return !!path;
}
update() {
if (this.isGameOver || this.isWin) return;
const head = this.snake[0];
const tail = this.snake[this.snake.length - 1];
// 1. Path to apple
let path = this.bfs(head, this.apple, true);
let nextMove = null;
if (path && path.length > 1) {
const virtualSnake = [path[1], ...this.snake];
if (!(path[1].x === this.apple.x && path[1].y === this.apple.y)) {
virtualSnake.pop();
}
if (this.canReachTail(virtualSnake)) {
nextMove = path[1];
}
}
// 2. Fallback: Longest path to tail
if (!nextMove) {
const pathToTail = this.getLongestPath(head, tail);
if (pathToTail && pathToTail.length > 1) {
nextMove = pathToTail[1];
} else {
nextMove = this.getSurvivalMove();
}
}
if (!nextMove) {
this.handleGameOver();
return;
}
this.snake.unshift(nextMove);
if (nextMove.x === this.apple.x && nextMove.y === this.apple.y) {
const score = this.snake.length - 3;
this.scoreDisplay.textContent = score;
if (score > this.bestScore) {
this.bestScore = score;
this.bestScoreDisplay.textContent = score;
localStorage.setItem('bestScore', score);
}
this.spawnApple();
} else {
this.snake.pop();
}
this.frameCount++;
}
getSurvivalMove() {
const head = this.snake[0];
const neighbors = [
{ x: head.x, y: head.y - 1 }, { x: head.x, y: head.y + 1 },
{ x: head.x - 1, y: head.y }, { x: head.x + 1, y: head.y }
].filter(n => !this.isOccupied(n.x, n.y));
if (neighbors.length === 0) return null;
return neighbors.sort((a, b) => this.getReachableArea(b) - this.getReachableArea(a))[0];
}
getReachableArea(pos) {
const visited = new Set();
const stack = [pos];
visited.add(`${pos.x},${pos.y}`);
let count = 0;
while (stack.length > 0) {
const curr = stack.pop();
count++;
const neighbors = [
{ x: curr.x, y: curr.y - 1 }, { x: curr.x, y: curr.y + 1 },
{ x: curr.x - 1, y: curr.y }, { x: curr.x + 1, y: curr.y }
];
for (const n of neighbors) {
if (!this.isOccupied(n.x, n.y) && !visited.has(`${n.x},${n.y}`)) {
visited.add(`${n.x},${n.y}`);
stack.push(n);
}
}
}
return count;
}
draw() {
const { ctx, canvas } = this;
const ts = CONFIG.TILE_SIZE;
ctx.fillStyle = CONFIG.COLORS.BG;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Grid
ctx.strokeStyle = CONFIG.COLORS.GRID;
ctx.lineWidth = 0.5;
for (let i = 0; i <= CONFIG.GRID_SIZE; i++) {
ctx.beginPath();
ctx.moveTo(i * ts, 0); ctx.lineTo(i * ts, canvas.height); ctx.stroke();
ctx.beginPath();
ctx.moveTo(0, i * ts); ctx.lineTo(canvas.width, i * ts); ctx.stroke();
}
// Walls
this.walls.forEach(w => {
const x = w.x * ts, y = w.y * ts;
ctx.fillStyle = CONFIG.COLORS.WALL;
this.drawTexturedRect(ctx, x, y, ts, ts, 'wall');
});
// Apple
const ax = this.apple.x * ts + ts/2, ay = this.apple.y * ts + ts/2;
this.drawApple(ctx, ax, ay, ts);
// Snake
for (let i = this.snake.length - 1; i >= 0; i--) {
const s = this.snake[i];
const x = s.x * ts, y = s.y * ts;
if (i === 0) {
this.drawSnakeHead(ctx, x, y, ts);
} else if (i === this.snake.length - 1) {
this.drawSnakeTail(ctx, x, y, ts, i);
} else {
this.drawSnakeBody(ctx, x, y, ts, i);
}
}
}
drawApple(ctx, x, y, ts) {
const radius = ts / 2 - 2;
ctx.fillStyle = 'rgba(0,0,0,0.3)';
ctx.beginPath();
ctx.ellipse(x, y + ts/4, radius, radius/2, 0, 0, Math.PI*2);
ctx.fill();
const grad = ctx.createRadialGradient(x - ts/6, y - ts/6, ts/10, x, y, ts/2);
grad.addColorStop(0, '#ff4d4d');
grad.addColorStop(1, '#8b0000');
ctx.fillStyle = grad;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = 'rgba(255,255,255,0.4)';
ctx.beginPath();
ctx.arc(x - ts/5, y - ts/5, ts/8, 0, Math.PI*2);
ctx.fill();
ctx.fillStyle = '#22c55e';
ctx.beginPath();
ctx.ellipse(x + 2, y - ts/2.5, ts/4, ts/8, Math.PI/4, 0, Math.PI * 2);
ctx.fill();
}
drawSnakeHead(ctx, x, y, ts) {
const next = this.snake[1];
let rotation = 0;
if (next) {
if (next.x < this.snake[0].x) rotation = Math.PI / 2;
else if (next.x > this.snake[0].x) rotation = -Math.PI / 2;
else if (next.y < this.snake[0].y) rotation = Math.PI;
else if (next.y > this.snake[0].y) rotation = 0;
}
ctx.save();
ctx.translate(x + ts/2, y + ts/2);
ctx.rotate(rotation);
const grad = ctx.createRadialGradient(0, 0, ts/4, 0, 0, ts/2);
grad.addColorStop(0, CONFIG.COLORS.SNAKE_HEAD);
grad.addColorStop(1, CONFIG.COLORS.SNAKE_BODY);
ctx.fillStyle = grad;
this.drawRoundedRect(ctx, -ts/2 + 1, -ts/2 + 1, ts - 2, ts + 2, 12);
// Apple tracking eyes
const dx = this.apple.x - this.snake[0].x;
const dy = this.apple.y - this.snake[0].y;
const angle = Math.atan2(dy, dx) - rotation + Math.PI/2;
const eyeOffset = ts * 0.05;
const ex = Math.cos(angle) * eyeOffset;
const ey = Math.sin(angle) * eyeOffset;
ctx.fillStyle = '#fff';
ctx.beginPath();
ctx.arc(-ts*0.22, -ts*0.2, ts*0.14, 0, Math.PI*2);
ctx.arc(ts*0.22, -ts*0.2, ts*0.14, 0, Math.PI*2);
ctx.fill();
ctx.fillStyle = '#000';
ctx.beginPath();
ctx.arc(-ts*0.22 + ex, -ts*0.2 + ey, ts*0.07, 0, Math.PI*2);
ctx.arc(ts*0.22 + ex, -ts*0.2 + ey, ts*0.07, 0, Math.PI*2);
ctx.fill();
// Nostrils
ctx.fillStyle = 'rgba(0,0,0,0.3)';
ctx.beginPath();
ctx.arc(-ts*0.1, -ts*0.4, 2, 0, Math.PI*2);
ctx.arc(ts*0.1, -ts*0.4, 2, 0, Math.PI*2);
ctx.fill();
if (this.frameCount % 20 < 10) {
ctx.strokeStyle = '#ef4444';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(0, -ts/2);
ctx.lineTo(0, -ts/2 - 10);
ctx.lineTo(-4, -ts/2 - 14);
ctx.moveTo(0, -ts/2 - 10);
ctx.lineTo(4, -ts/2 - 14);
ctx.stroke();
}
ctx.restore();
}
drawSnakeBody(ctx, x, y, ts, index) {
const curr = this.snake[index];
const next = this.snake[index - 1];
const prev = this.snake[index + 1];
if (!next || !prev) return;
ctx.save();
ctx.translate(x + ts/2, y + ts/2);
const grad = ctx.createLinearGradient(-ts/2, -ts/2, ts/2, ts/2);
grad.addColorStop(0, CONFIG.COLORS.SNAKE_BODY);
grad.addColorStop(1, CONFIG.COLORS.SNAKE_BODY_GRADIENT);
ctx.fillStyle = grad;
const dirNext = { x: next.x - curr.x, y: next.y - curr.y };
const dirPrev = { x: prev.x - curr.x, y: prev.y - curr.y };
const isHorizontal = next.y === prev.y;
const isVertical = next.x === prev.x;
if (isHorizontal) {
this.drawRoundedRect(ctx, -ts/2, -ts/2 + 2, ts, ts - 4, 4);
} else if (isVertical) {
this.drawRoundedRect(ctx, -ts/2 + 2, -ts/2, ts - 4, ts, 4);
} else {
// Corner - smooth arc connection
ctx.beginPath();
if ((dirNext.x === 1 && dirPrev.y === 1) || (dirNext.y === 1 && dirPrev.x === 1)) {
// Bottom-right
ctx.arc(ts/2, ts/2, ts - 2, Math.PI, Math.PI * 1.5);
ctx.lineTo(ts/2, ts/2);
} else if ((dirNext.x === -1 && dirPrev.y === 1) || (dirNext.y === 1 && dirPrev.x === -1)) {
// Bottom-left
ctx.arc(-ts/2, ts/2, ts - 2, Math.PI * 1.5, 0);
ctx.lineTo(-ts/2, ts/2);
} else if ((dirNext.x === 1 && dirPrev.y === -1) || (dirNext.y === -1 && dirPrev.x === 1)) {
// Top-right
ctx.arc(ts/2, -ts/2, ts - 2, Math.PI * 0.5, Math.PI);
ctx.lineTo(ts/2, -ts/2);
} else {
// Top-left
ctx.arc(-ts/2, -ts/2, ts - 2, 0, Math.PI * 0.5);
ctx.lineTo(-ts/2, -ts/2);
}
ctx.closePath();
ctx.fill();
}
// Animated scales
if ((index + Math.floor(this.frameCount/2)) % 6 === 0) {
ctx.fillStyle = 'rgba(255,255,255,0.12)';
ctx.beginPath();
ctx.arc(0, 0, ts/5, 0, Math.PI * 2);
ctx.fill();
}
ctx.restore();
}
drawSnakeTail(ctx, x, y, ts, index) {
const curr = this.snake[index];
const prev = this.snake[index - 1];
if (!prev) return;
let rotation = 0;
if (prev.x < curr.x) rotation = Math.PI / 2;
else if (prev.x > curr.x) rotation = -Math.PI / 2;
else if (prev.y < curr.y) rotation = Math.PI;
else if (prev.y > curr.y) rotation = 0;
ctx.save();
ctx.translate(x + ts/2, y + ts/2);
ctx.rotate(rotation);
const grad = ctx.createLinearGradient(-ts/2, -ts/2, ts/2, ts/2);
grad.addColorStop(0, CONFIG.COLORS.SNAKE_BODY);
grad.addColorStop(1, CONFIG.COLORS.SNAKE_BODY_GRADIENT);
ctx.fillStyle = grad;
// Tapered tail
ctx.beginPath();
ctx.moveTo(-ts/2 + 4, -ts/2);
ctx.lineTo(ts/2 - 4, -ts/2);
ctx.quadraticCurveTo(0, ts/2, 0, ts/2 + 6);
ctx.closePath();
ctx.fill();
ctx.restore();
}
drawTexturedRect(ctx, x, y, w, h, type) {
if (type === 'wall') {
const grad = ctx.createLinearGradient(x, y, x + w, y + h);
grad.addColorStop(0, '#475569');
grad.addColorStop(1, '#1e293b');
ctx.fillStyle = grad;
this.drawRoundedRect(ctx, x + 2, y + 2, w - 4, h - 4, 6);
ctx.strokeStyle = 'rgba(255,255,255,0.1)';
ctx.strokeRect(x + 6, y + 6, w - 12, h - 12);
}
}
drawRoundedRect(ctx, x, y, w, h, r) {
ctx.beginPath();
if (ctx.roundRect) {
ctx.roundRect(x, y, w, h, r);
} else {
ctx.moveTo(x + r, y);
ctx.lineTo(x + w - r, y);
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
ctx.lineTo(x + w, y + h - r);
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
ctx.lineTo(x + r, y + h);
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
}
ctx.closePath();
ctx.fill();
}
gameLoop(timestamp) {
const speed = parseInt(this.speedRange.value);
const interval = 1000 / speed;
if (timestamp - this.lastFrameTime >= interval) {
this.update();
this.draw();
this.lastFrameTime = timestamp;
}
requestAnimationFrame((t) => this.gameLoop(t));
}
}
document.addEventListener('DOMContentLoaded', () => new Game());