WIP: Add multiplayer Snake game

N-player (2-8) real-time Snake game alongside Connect 4.
Lobby has tabs to switch between games. Players join via
invite link with 10-second countdown. Game loop runs at
tick-based intervals with NATS pub/sub for state sync.

Keyboard input not yet working (Datastar keydown binding
issue still under investigation).
This commit is contained in:
Ryan Hamamura
2026-02-02 07:26:28 -10:00
parent a6b5a46a8a
commit 7e78664534
18 changed files with 2289 additions and 40 deletions

167
snake/loop.go Normal file
View File

@@ -0,0 +1,167 @@
package snake
import (
"time"
)
const (
tickInterval = 500 * time.Millisecond
countdownSeconds = 10
inactivityLimit = 60 * time.Second
)
func (si *SnakeGameInstance) startOrResetCountdownLocked() {
si.game.Status = StatusCountdown
si.game.CountdownEnd = time.Now().Add(countdownSeconds * time.Second)
si.loopOnce.Do(func() {
si.stopCh = make(chan struct{})
go si.runLoop()
})
}
func (si *SnakeGameInstance) runLoop() {
si.countdownPhase()
si.gameMu.RLock()
stopped := si.game.Status != StatusInProgress
si.gameMu.RUnlock()
if stopped {
return
}
si.gamePhase()
}
func (si *SnakeGameInstance) countdownPhase() {
ticker := time.NewTicker(time.Second)
defer ticker.Stop()
for {
select {
case <-si.stopCh:
return
case <-ticker.C:
si.gameMu.Lock()
if si.game.Status != StatusCountdown {
si.gameMu.Unlock()
return
}
remaining := time.Until(si.game.CountdownEnd)
if remaining <= 0 {
si.initGame()
si.game.Status = StatusInProgress
if si.persister != nil {
si.persister.SaveSnakeGame(si.game)
}
si.gameMu.Unlock()
si.notify()
return
}
if si.persister != nil {
si.persister.SaveSnakeGame(si.game)
}
si.gameMu.Unlock()
si.notify()
}
}
}
// initGame sets up snakes and food for the start of a game.
func (si *SnakeGameInstance) initGame() {
// Collect active player slots
var activeSlots []int
for i, p := range si.game.Players {
if p != nil {
activeSlots = append(activeSlots, i)
}
}
state := si.game.State
state.Snakes = SpawnSnakes(activeSlots, state.Width, state.Height)
SpawnFood(state, len(activeSlots))
}
func (si *SnakeGameInstance) gamePhase() {
ticker := time.NewTicker(tickInterval)
defer ticker.Stop()
lastInput := time.Now()
for {
select {
case <-si.stopCh:
return
case <-ticker.C:
si.gameMu.Lock()
if si.game.Status != StatusInProgress {
si.gameMu.Unlock()
return
}
// Apply pending directions (iterate all 8 slots)
inputReceived := false
for i := 0; i < 8; i++ {
if si.pendingDir[i] != nil && i < len(si.game.State.Snakes) && si.game.State.Snakes[i] != nil {
si.game.State.Snakes[i].Dir = *si.pendingDir[i]
si.pendingDir[i] = nil
inputReceived = true
}
}
if inputReceived {
lastInput = time.Now()
}
// Inactivity timeout
if time.Since(lastInput) > inactivityLimit {
si.game.Status = StatusFinished
if si.persister != nil {
si.persister.SaveSnakeGame(si.game)
}
si.gameMu.Unlock()
si.notify()
return
}
state := si.game.State
// Advance snakes
Tick(state)
// Check collisions first (before food, so dead snakes don't eat)
dead := CheckCollisions(state)
MarkDead(state, dead)
// Check food eaten (only by surviving snakes)
eaten := CheckFood(state)
RemoveFood(state, eaten)
SpawnFood(state, si.game.PlayerCount())
// Check game over
alive := AliveCount(state)
if alive <= 1 {
si.game.Status = StatusFinished
winnerIdx := LastAlive(state)
if winnerIdx >= 0 && winnerIdx < len(si.game.Players) {
si.game.Winner = si.game.Players[winnerIdx]
}
}
if si.persister != nil {
si.persister.SaveSnakeGame(si.game)
}
si.gameMu.Unlock()
si.notify()
if alive <= 1 {
return
}
}
}
}