mirror of
https://github.com/jesseduffield/lazygit.git
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add snake game
This commit is contained in:
165
pkg/snake/snake.go
Normal file
165
pkg/snake/snake.go
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@ -0,0 +1,165 @@
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package snake
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import (
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"context"
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"fmt"
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"math/rand"
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"time"
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"github.com/samber/lo"
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)
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type Position struct {
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x int
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y int
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}
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type Direction int
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const (
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Up Direction = iota
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Down
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Left
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Right
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)
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type CellType int
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const (
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None CellType = iota
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Snake
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Food
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)
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type State struct {
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// first element is the head, final element is the tail
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snakePositions []Position
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direction Direction
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foodPosition Position
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}
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type Game struct {
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state State
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width int
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height int
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render func(cells [][]CellType, alive bool)
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randIntFn func(int) int
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}
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func NewGame(width, height int, render func(cells [][]CellType, dead bool)) *Game {
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return &Game{
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width: width,
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height: height,
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render: render,
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randIntFn: rand.Intn,
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}
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}
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func (self *Game) Start(ctx context.Context) {
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self.initializeState()
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go func() {
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for {
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select {
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case <-ctx.Done():
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return
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case <-time.After(time.Duration(500/self.getSpeed()) * time.Millisecond):
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fmt.Println("updating")
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alive := self.tick()
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self.render(self.getCells(), alive)
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if !alive {
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return
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}
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}
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}
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}()
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}
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func (self *Game) initializeState() {
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centerOfScreen := Position{self.width / 2, self.height / 2}
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self.state = State{
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snakePositions: []Position{centerOfScreen},
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direction: Right,
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}
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self.state.foodPosition = self.setNewFoodPos()
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}
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// assume the player never actually wins, meaning we don't get stuck in a loop
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func (self *Game) setNewFoodPos() Position {
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for i := 0; i < 1000; i++ {
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newFoodPos := Position{self.randIntFn(self.width), self.randIntFn(self.height)}
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if !lo.Contains(self.state.snakePositions, newFoodPos) {
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return newFoodPos
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}
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}
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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")
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}
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// returns whether the snake is alive
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func (self *Game) tick() bool {
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newHeadPos := self.state.snakePositions[0]
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switch self.state.direction {
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case Up:
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newHeadPos.y--
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case Down:
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newHeadPos.y++
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case Left:
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newHeadPos.x--
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case Right:
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newHeadPos.x++
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}
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if newHeadPos.x < 0 || newHeadPos.x >= self.width || newHeadPos.y < 0 || newHeadPos.y >= self.height {
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return false
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}
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if lo.Contains(self.state.snakePositions, newHeadPos) {
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return false
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}
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self.state.snakePositions = append([]Position{newHeadPos}, self.state.snakePositions...)
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if newHeadPos == self.state.foodPosition {
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self.state.foodPosition = self.setNewFoodPos()
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} else {
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self.state.snakePositions = self.state.snakePositions[:len(self.state.snakePositions)-1]
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}
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return true
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}
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func (self *Game) getSpeed() int {
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return len(self.state.snakePositions)
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}
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func (self *Game) getCells() [][]CellType {
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cells := make([][]CellType, self.height)
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setCell := func(pos Position, value CellType) {
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cells[pos.y][pos.x] = value
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}
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for i := 0; i < self.height; i++ {
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cells[i] = make([]CellType, self.width)
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}
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for _, pos := range self.state.snakePositions {
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setCell(pos, Snake)
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}
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setCell(self.state.foodPosition, Food)
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return cells
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}
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func (self *Game) SetDirection(direction Direction) {
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self.state.direction = direction
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}
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