local GameMode = require 'tetris.modes.gamemode' local Grid = require 'tetris.components.grid' local Snake = GameMode:extend() Snake.name = "Snake" Snake.hash = "Snake" Snake.tagline = "...It's literally just snake." local moves = { ["right"] = {x=1, y=0}, ["left"] = {x=-1, y=0}, ["up"] = {x=0, y=-1}, ["down"] = {x=0, y=1}, } function Snake:new() self.super:new() self.grid = Grid(25, 24) self.next_queue_length = 0 self.ready_frames = 1 self.ticks = 60 self.direction = "right" self.last_move = "right" self.snake = { {x=11, y=15}, {x=12, y=15}, {x=13, y=15}, {x=14, y=15}, } self.gem = {x=1, y=5} self:generateGem() self:updateGrid() end function Snake:isInSnake(p) for _, point in pairs(self.snake) do if point.x == p.x and point.y == p.y then return true end end return false end function Snake:updateGrid() local snake = { skin = "2tie", colour = "G" } local gem = { skin = "gem", colour = "R" } self.grid:clear() self.grid.grid[self.gem.y][self.gem.x] = gem for y = 5, 24 do for x = 1, 25 do if self:isInSnake({x=x, y=y}) then self.grid.grid[y][x] = snake end self.grid.grid_age[y][x] = 3 end end end function Snake:generateGem() repeat self.gem.x = love.math.random(1, 25) self.gem.y = love.math.random(5, 24) until not self:isInSnake({x=self.gem.x, y=self.gem.y}) end function Snake:advanceOneFrame(inputs, ruleset) if self.game_over or self.completed then return true end if self.last_move ~= "left" and not self.prev_inputs.right and inputs.right then self.direction = "right" elseif self.last_move ~= "right" and not self.prev_inputs.left and inputs.left then self.direction = "left" elseif self.last_move ~= "down" and not self.prev_inputs.up and inputs.up then self.direction = "up" elseif self.last_move ~= "up" and not self.prev_inputs.down and inputs.down then self.direction = "down" end self.ticks = self.ticks - 1 if self.ticks <= 0 then local move = moves[self.direction] local new_x = self.snake[#self.snake].x + move.x local new_y = self.snake[#self.snake].y + move.y if ( new_x < 1 or new_x > 25 or new_y < 5 or new_y > 24 or self:isInSnake({x=new_x, y=new_y}) ) then self.game_over = true else table.insert(self.snake, { x = new_x, y = new_y, }) if new_x == self.gem.x and new_y == self.gem.y then if #self.snake >= 500 then self.completed = true self:updateGrid() return false else self:generateGem() end else table.remove(self.snake, 1) end self:updateGrid() self.last_move = self.direction self.ticks = 10 end end self.prev_inputs = inputs return false end local function noOutline(game, block, x, y, age) local x = 0.75 return x, x, x, 1, 0 end function Snake:drawGrid() self.grid:drawCustom(noOutline, self) end function Snake:drawScoringInfo() love.graphics.setColor(1, 1, 1, 1) love.graphics.setFont(font_3x5_2) love.graphics.print("SNAKE LENGTH", 480, 130) love.graphics.print("GEM LOCATION", 480, 210) love.graphics.setFont(font_3x5_3) love.graphics.print(#self.snake, 480, 150) love.graphics.print(self.gem.x .. ", " .. self.gem.y - 4, 480, 230) end function Snake:getHighscoreData() return { snake_length = #self.snake, } end return Snake