Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <pre></pre>
              
            
!

CSS

              
                pre {
    margin: 10px;
}
              
            
!

JS

              
                window.CP.PenTimer.MAX_TIME_IN_LOOP_WO_EXIT = Infinity;

var firebaseConfig = {
    apiKey: "AIzaSyCJhLo__GsvoEcP3Tp8G5jAhMo0OLPuBec",
    authDomain: "jcubic-1500107003772.firebaseapp.com",
    databaseURL: "https://jcubic-1500107003772.firebaseio.com",
    projectId: "jcubic-1500107003772",
    storageBucket: "jcubic-1500107003772.appspot.com",
    messagingSenderId: "1005897028349",
    appId: "1:1005897028349:web:fc2d0f5524864d5d17e494"
};
firebase.initializeApp(firebaseConfig);

var database = firebase.database();
var db_snake = database.ref('snake');

const { Canvas, Item } = canvas;

const name_size = 8;
const level_up = 25;
const WIDTH = 30;
const HEIGHT = 15;
const score_size = HEIGHT;

// Game Controler
class Snake {
    constructor(width, height, { speed = 400, end = () => {}, tick = () => {}} = {}) {
        this._start_speed = speed;
        this._width = width;
        this._height = height;
        this._tick = tick;
        this._end = end;
        this._inc_points = 1;
        
        this._cb = new SnakeGame.CbObj();
        this._emitter = new Emitter(this._cb);
        this.empty();
        this.reset();
        this._scores = []
        db_snake.once('value').then(snapshot => {
            const data = snapshot.val();
            if (data) {
                this._scores = Object.values(data);
                this._sort_scores();
                this._tick(this.render());
            }
        });
        db_snake.on('child_added', snapshot => {
            this._scores.push(snapshot.val());
            this._sort_scores();
            this._tick(this.render());
        });
    }
    emit(key) {
        this._emitter.emit(key);
    }
    reset() {
        this._level = 1;
        this._points = 0;
        this._speed = this._start_speed;
    }
    delay(time) {
        return new Promise(resolve => {
            setTimeout(resolve, time);
        });
    }
    async start() {
        this.reset();
        const { _width, _height, _cb, eat } = this;
        this._game = SnakeGame.prepare(_width, _height, _cb, eat.bind(this), this._end.bind(this));
        while (true) {
            // bug in matrix snake it throw exception on game over
            try {
                this._emitter.trigger();
                this.next();
                this._tick(this.render());
                await this.delay(this._speed);
            } catch(e) {
                // bug in matrix snake it throw exception on game over
                this._end();
                this._tick(this.render());
                this.empty();
                throw e;
                break;
            }
        }
    }
    eat() {
        this._points += this._inc_points;
        if (this._points % level_up === 0) {
            ++this._level;
            if (this._speed > 100) {
                this._speed -= 50;
            } else if (this._speed > 50) {
                // slow speed inc on higher level/speed
                this._speed -= 10;
            } else {
                // more points on higher level/speed
                this._inc_points++;
            }
        }
    }
    next() {
        this._matrix = this._game.next();
    }
    char(chr) {
        if (chr === 2) {
            return '@';
        }
        if (chr === 1) {
            return '#';
        }
        return ' ';
    }
    empty() {
      this._matrix = [];
      for (let i = 0; i < this._height; ++i) {
        const line = new Array(this._width).fill(0);
        this._matrix.push(line);
      }
    }
    _sort_scores() {
        this._scores.sort((a, b) => b.score - a.score);
        if (this._scores.length > score_size) {
            this._scores = this._scores.slice(0, score_size);
        }
    }
    set score(name = 'Anon') {
        if (!name) {
            return;
        }
        if (name.length > name_size) {
            name = name.substring(0, name_size);
        }
        const score = { name, score: this.points };
        db_snake.push(score);
    }
    get scores() {
        return this._scores;
    }
    get points() {
        return this._points;
    }
    get level() {
        return this._level;
    }
    status() {
        return ' Score: ' + this._points + '; Level: ' + this._level;
    }
    render() {
        return this._matrix.map(row => row.map(this.char).join('')).join('\n');
    }
}

// ------------------------------------------------------------------------------
// Emitter is used to delay the keys that change direction
// so you can execute fast keystrokes and it will move when new state is genrated
// otherwise it may end the game if you trigger keys before new state is genrated
class Emitter {
    constructor(cb) {
        this._cb = cb;
        this._keys = [];
        this._last = '';
    }
    append(key) {
        this._keys.push(key);
    }
    emit(key) {
        if (Emitter.opposite[this._last] !== key) {
            this.append(key);
        }
    }
    trigger() {
        if (this._keys.length) {
            const dir = this._keys.shift();
            this._last = dir;
            this._cb.emitDir(dir);
        }
    }
}
Emitter.opposite = oposite();

// ------------------------------------------------------------------------------
function oposite() {
    const result = {
        'up': 'down',
        'left': 'right'
    };

    Object.entries(result).map(([k,v]) => {
        result[v] = k;
    });
    return result;
}

// ------------------------------------------------------------------------------
function frame(width, height) {
    const line = '+' + new Array(width).fill('-').join('') + '+';
    const empty = '|' + new Array(width).fill(' ').join('') + '|';
    let output = [line, empty, line];
    output = output.concat(new Array(height).fill(empty));
    output.push(line);
    return output.join('\n');
}

// ------------------------------------------------------------------------------
function box(label) {
    const line = '+' + new Array(label.length).fill('-').join('') + '+';
    return [line, '|' + label + '|', line].join('\n');
}

// ------------------------------------------------------------------------------
function format_score({name, score}) {
    score = score.toString();
    return ` ${name.padEnd(name_size + 1, ' ')} ${score.padStart(4, ' ')}`;
}

// ------------------------------------------------------------------------------
class View {
    constructor(controller, {render = () => {}} = {}) {
        this._canvas = new Canvas(WIDTH + 3 + name_size + 7, HEIGHT + 4);
        this._controller = controller;
        this._render = render;
        const left = new Item(frame(WIDTH, HEIGHT));
        const right = new Item(frame(name_size + 8, HEIGHT), { x: WIDTH + 1 });
        
        this._status = new Item('', { x: 1, y: 1 });
        this._score = new Item('', { x: WIDTH + 2, y: 3 })
        this._board = new Item(this._controller.render(), { x:1, y: 3 });
        
        this._canvas.append(left);
        this._canvas.append(right);
        this._canvas.append(new Item('High Score', { x: WIDTH + 3, y: 1 }));
        this._canvas.append(this._status);
        this._canvas.append(this._score);
        this._canvas.append(this._board);
        
        this.render_score();
        
        this._over_str = box(' Game Over ');
        const over_lines = this._over_str.split('\n');
        const size = {
            width: over_lines[0].length,
            height: over_lines.length
        };
        const x = Math.round((WIDTH + 1 - size.width) / 2);
        const y = 2 + Math.round((HEIGHT - size.height) / 2)
        this._over_box = new Item('', {x: x, y: y});
        this._canvas.append(this._over_box);
    
    }
    render_score() {
        this._score.update(this._controller.scores.map(format_score).join('\n'));
    }
    end() {
        this._over_box.update(this._over_str);
    }
    render(str) {
        this._status.update(this._controller.status());
        this.render_score();
        this._board.update(str);
        this._render(this._canvas.toString());
    }
}

// ------------------------------------------------------------------------------
// Game Init

// game controller
const game = new Snake(WIDTH, HEIGHT, {
    end: () => {
        end_game();
        view.end();
    },
    tick: (str) => view.render(str)
});
// ASCII view of the game
const view = new View(game, { render });



// ------------------------------------------------------------------------------
// DOM render code
var pre = document.getElementsByTagName('pre')[0];

function render(str) {
    pre.innerHTML = str;
}

var dir_mapping = {
    ArrowUp: 'up',
    ArrowDown: 'down',
    ArrowLeft: 'left',
    ArrowRight: 'right'
};

function end_game() {
    const name = prompt('Your Name');
    game.score = name;
}
window.addEventListener('keydown', function(e) {
     if (dir_mapping[e.key]) {
         game.emit(dir_mapping[e.key]);
     }
});

// ------------------------------------------------------------------------------
game.start();

              
            
!
999px

Console