Snake Part 4: Growth and Food Collision
Implementation of snake movement with grid-based screen wrapping, food collection, and growing the snake body using group actions.
640 × 480
var config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
width: 640,
height: 480,
backgroundColor: '#bfcc00',
parent: 'game-container',
scene: {
preload: preload,
create: create,
update: update
}
};
var snake;
var food;
var cursors;
// Direction consts
var UP = 0;
var DOWN = 1;
var LEFT = 2;
var RIGHT = 3;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('food', 'assets/games/snake/food.png');
this.load.image('body', 'assets/games/snake/body.png');
}
function create ()
{
var Food = new Phaser.Class({
Extends: Phaser.GameObjects.Image,
initialize:
function Food (scene, x, y)
{
Phaser.GameObjects.Image.call(this, scene)
this.setTexture('food');
this.setPosition(x * 16, y * 16);
this.setOrigin(0);
this.total = 0;
scene.children.add(this);
},
eat: function ()
{
this.total++;
var x = Phaser.Math.Between(0, 39);
var y = Phaser.Math.Between(0, 29);
this.setPosition(x * 16, y * 16);
}
});
var Snake = new Phaser.Class({
initialize:
function Snake (scene, x, y)
{
this.headPosition = new Phaser.Math.Vector2(x, y);
this.body = scene.add.group();
this.head = this.body.create(x * 16, y * 16, 'body');
this.head.setOrigin(0);
this.alive = true;
this.speed = 100;
this.moveTime = 0;
this.tail = new Phaser.Math.Vector2(x, y);
this.heading = RIGHT;
this.direction = RIGHT;
},
update: function (time)
{
if (time >= this.moveTime)
{
return this.move(time);
}
},
faceLeft: function ()
{
if (this.direction === UP || this.direction === DOWN)
{
this.heading = LEFT;
}
},
faceRight: function ()
{
if (this.direction === UP || this.direction === DOWN)
{
this.heading = RIGHT;
}
},
faceUp: function ()
{
if (this.direction === LEFT || this.direction === RIGHT)
{
this.heading = UP;
}
},
faceDown: function ()
{
if (this.direction === LEFT || this.direction === RIGHT)
{
this.heading = DOWN;
}
},
move: function (time)
{
/**
* Based on the heading property (which is the direction the pgroup pressed)
* we update the headPosition value accordingly.
*
* The Math.wrap call allow the snake to wrap around the screen, so when
* it goes off any of the sides it re-appears on the other.
*/
switch (this.heading)
{
case LEFT:
this.headPosition.x = Phaser.Math.Wrap(this.headPosition.x - 1, 0, 40);
break;
case RIGHT:
this.headPosition.x = Phaser.Math.Wrap(this.headPosition.x + 1, 0, 40);
break;
case UP:
this.headPosition.y = Phaser.Math.Wrap(this.headPosition.y - 1, 0, 30);
break;
case DOWN:
this.headPosition.y = Phaser.Math.Wrap(this.headPosition.y + 1, 0, 30);
break;
}
this.direction = this.heading;
// Update the body segments and place the last coordinate into this.tail
Phaser.Actions.ShiftPosition(this.body.getChildren(), this.headPosition.x * 16, this.headPosition.y * 16, 1, this.tail);
// Update the timer ready for the next movement
this.moveTime = time + this.speed;
return true;
},
grow: function ()
{
var newPart = this.body.create(this.tail.x, this.tail.y, 'body');
newPart.setOrigin(0);
},
collideWithFood: function (food)
{
if (this.head.x === food.x && this.head.y === food.y)
{
this.grow();
food.eat();
return true;
}
else
{
return false;
}
}
});
food = new Food(this, 3, 4);
snake = new Snake(this, 8, 8);
// Create our keyboard controls
cursors = this.input.keyboard.createCursorKeys();
}
function update (time, delta)
{
if (!snake.alive)
{
return;
}
/**
* Check which key is pressed, and then change the direction the snake
* is heading based on that. The checks ensure you don't double-back
* on yourself, for example if you're moving to the right and you press
* the LEFT cursor, it ignores it, because the only valid directions you
* can move in at that time is up and down.
*/
if (cursors.left.isDown)
{
snake.faceLeft();
}
else if (cursors.right.isDown)
{
snake.faceRight();
}
else if (cursors.up.isDown)
{
snake.faceUp();
}
else if (cursors.down.isDown)
{
snake.faceDown();
}
if (snake.update(time))
{
// If the snake updated, we need to check for collision against food
snake.collideWithFood(food);
}
}