Implemented a snake game with redux
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181
src/redux/snake.js
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181
src/redux/snake.js
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const START_SNAKE = "[Snake] START_SNAKE";
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const STOP_SNAKE = "[Snake] STOP_SNAKE";
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const PAUSE_SNAKE = "[Snake] PAUSE_SNAKE";
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const RESET_SNAKE = "[Snake] RESET_SNAKE";
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const NEXT_FRAME_SNAKE = "[Snake] NEXT_FRAME_SNAKE";
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const UPDATE_FRAME_SNAKE = "[Snake] UPDATE_FRAME_SNAKE";
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const KEY_PRESSED_SNAKE = "[Snake] KEY_PRESSED_SNAKE";
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export const startSnake = () => ({ type: START_SNAKE });
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export const stopSnake = () => ({ type: STOP_SNAKE });
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export const pauseSnake = () => ({ type: PAUSE_SNAKE });
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export const resetSnake = () => ({ type: RESET_SNAKE });
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export const nextFrameSnake = () => ({ type: NEXT_FRAME_SNAKE });
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export const updateFrameSnake = () => ({ type: UPDATE_FRAME_SNAKE });
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export const keyPressedSnake = key => ({ type: KEY_PRESSED_SNAKE, key });
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export const keys = {
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UP: "ArrowUp",
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RIGHT: "ArrowRight",
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DOWN: "ArrowDown",
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LEFT: "ArrowLeft",
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INCREASE: "+",
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DECREASE: "-"
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};
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export const size = 16;
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const randomPosition = size => [Math.round(Math.random() * (size - 1)), Math.round(Math.random() * (size - 1))];
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const comparePositions = (pos1, pos2) => pos1[0] === pos2[0] && pos1[1] === pos2[1];
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const initialState = {
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grid: [[]],
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size,
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started: false,
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paused: false,
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vX: 1,
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vY: 0,
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snake: [[0, 0], [1, 0], [2, 0]],
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apple: randomPosition(size),
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gameId: 0,
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fps: 5
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};
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const createGrid = size => {
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const rows = [];
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for (let y = 0; y < size; y += 1) {
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const columns = [];
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for (let x = 0; x < size; x += 1) {
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if (Math.random() > 9) {
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columns[x] = "x";
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} else {
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columns[x] = " ";
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}
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}
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rows[y] = columns;
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}
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return rows;
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};
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const markCell = (grid, [x, y], mark) => {
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grid[y][x] = mark;
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return grid;
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};
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const moveSnakePart = ([x, y], vX, vY, size) => {
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let newX = x + vX;
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let newY = y + vY;
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if (newX > size - 1) {
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newX = 0;
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}
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if (newX < 0) {
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newX = size - 1;
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}
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if (newY > size - 1) {
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newY = 0;
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}
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if (newY < 0) {
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newY = size - 1;
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}
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return [newX, newY];
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};
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export const reducers = (state = initialState, action) => {
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if (action.type === STOP_SNAKE) {
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return { ...state, started: false };
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}
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if (action.type === PAUSE_SNAKE) {
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return { ...state, paused: !state.paused };
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}
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if (action.type === RESET_SNAKE) {
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const grid = createGrid(state.size);
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const { snake, apple } = initialState;
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markCell(grid, apple, "a");
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snake.forEach(p => markCell(grid, p, "s"));
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return { ...initialState, started: true, paused: false, grid, snake, gameId: state.gameId + 1 };
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}
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if (action.type === KEY_PRESSED_SNAKE) {
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if (action.key === keys.UP) {
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return { ...state, vX: 0, vY: -1 };
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}
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if (action.key === keys.DOWN) {
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return { ...state, vX: 0, vY: 1 };
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}
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if (action.key === keys.LEFT) {
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return { ...state, vX: -1, vY: 0 };
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}
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if (action.key === keys.RIGHT) {
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return { ...state, vX: 1, vY: 0 };
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}
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if (action.key === keys.INCREASE) {
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return { ...state, fps: state.fps + 1 };
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}
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if (action.key === keys.DECREASE) {
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return { ...state, fps: state.fps - 1 };
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}
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}
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if (action.type === UPDATE_FRAME_SNAKE) {
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const { snake, vX, vY, size } = state;
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let { apple, started, died } = state;
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const grid = createGrid(size);
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const newSnake = [...snake];
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const nextPosition = moveSnakePart(newSnake[newSnake.length - 1], vX, vY, size);
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if (comparePositions(nextPosition, apple)) {
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apple = randomPosition(size);
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// eslint-disable-next-line no-loop-func
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while (newSnake.filter(p => comparePositions(p, apple)).length) {
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apple = randomPosition(size);
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}
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} else {
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newSnake.shift();
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}
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if (snake.filter(p => comparePositions(p, nextPosition)).length) {
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started = false;
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died = true;
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}
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markCell(grid, apple, "a");
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newSnake.push(nextPosition);
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newSnake.forEach(p => markCell(grid, p, "s"));
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return { ...state, grid, vX, vY, snake: newSnake, apple, started, died };
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}
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return state;
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};
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export const middleware = ({ dispatch, getState }) => next => action => {
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next(action);
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if (action.type === START_SNAKE) {
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dispatch(resetSnake());
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animate(1, () => dispatch(nextFrameSnake()));
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}
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if (action.type === NEXT_FRAME_SNAKE) {
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const {
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snakeGame: { started, paused, gameId, fps }
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} = getState();
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!paused && dispatch(updateFrameSnake());
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started &&
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animate(fps, () => {
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if (gameId !== getState().snakeGame.gameId) {
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return;
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}
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dispatch(nextFrameSnake());
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});
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}
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};
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const animate = (fps, callback) => {
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const now = Date.now();
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const loop = () =>
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requestAnimationFrame(() => {
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if (Date.now() - now > 1000 / fps) {
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return callback();
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}
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return loop();
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});
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return loop();
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};
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