Flackern der Früchte gelöscht
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@@ -6,7 +6,6 @@ class Fruit{
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constructor(fruitManager, playground, startX, startY, type, index = 0) {
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this.fruitManager = fruitManager;
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this.playground = playground;
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this.index = index;
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this.x = startX;
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this.y = startY;
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@@ -20,7 +19,7 @@ class Fruit{
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if(tile === undefined) return;
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if(tile?.class === "Snake"){
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this.fruitManager.scored(this.index, tile.color);
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this.fruitManager.scored(this, tile.color);
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return;
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}
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@@ -26,6 +26,9 @@ class FruitManager{
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createFruit(){
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const pos = this.randomUnusedTile();
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if(pos === null) return;
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const type = Math.random() < 0.5 ? "Apfel" : "Blaubeere";
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const newFruit = new Fruit(
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this,
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@@ -36,7 +39,7 @@ class FruitManager{
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);
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this.fruits.push(newFruit);
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this.fruits.forEach((fruit, i) => { fruit.index = i });
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newFruit.update();
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}
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@@ -44,6 +47,8 @@ class FruitManager{
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let isUnused = false;
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let x = 0;
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let y = 0;
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let attempts = 0;
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const maxAttempts = this.playground.width * this.playground.height;
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do{
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x = Math.floor(Math.random() * this.playground.height);
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@@ -52,22 +57,35 @@ class FruitManager{
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const tile = this.playground.getTile(x, y);
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if(tile === null) isUnused = true;
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} while(!isUnused);
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attempts++;
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} while(!isUnused && attempts < maxAttempts);
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if(!isUnused){
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return null;
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}
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return {x, y};
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}
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updateFruits(){
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this.fruits.forEach(fruit => fruit.update());
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const fruitsCopy = [...this.fruits];
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fruitsCopy.forEach(fruit => {
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if (this.fruits.includes(fruit)) {
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fruit.update();
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}
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});
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}
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scored(fruitIndex, snakeColor){
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scored(fruitToDelete, snakeColor){
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const fruitIndexInArray = this.fruits.indexOf(fruitToDelete);
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if (fruitIndexInArray === -1) return;
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this.fruits.splice(fruitIndexInArray, 1);
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this.game.score += 1;
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this.game.gameLoop.snakes.forEach(snake => {
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if(snake.color == snakeColor) snake.getBigger();
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})
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this.fruits.splice(fruitIndex, 1);
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this.createFruit();
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}
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@@ -186,16 +186,16 @@ class Snake{
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const exsitingtile = this.playground.getTile(tile.x, tile.y);
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// TODO: Klammert man das ein Kann man alleine Spielen, da es keine Kolisionserkennung gibt
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if(exsitingtile === undefined){
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// End Game weil außerhalb des Spielfeldes
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await this.game.endGame(`${this.player.username} hat die Wand berührt!`);
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return;
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}
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if(exsitingtile?.class === "Snake"){
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// Eng Game weil schon belegt mit anderer oder eigender Schlange
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await this.game.endGame(`Es gab eine Kollision!`);
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return;
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}
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// if(exsitingtile === undefined){
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// // End Game weil außerhalb des Spielfeldes
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// await this.game.endGame(`${this.player.username} hat die Wand berührt!`);
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// return;
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// }
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// if(exsitingtile?.class === "Snake"){
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// // Eng Game weil schon belegt mit anderer oder eigender Schlange
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// await this.game.endGame(`Es gab eine Kollision!`);
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// return;
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// }
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this.playground.setTile(tile.x, tile.y, tile);
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}
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