Files
games/snake/loop.go
Ryan Hamamura 038c4b3f22 Update via to v0.4.0 and decouple tick rate from snake speed
Use via.OnKeyDownMap for snake keybindings, replacing the manual
dataExpr/rawDataAttr workaround. Window-scoped key handling removes
the need for tabindex/focus hacks, and WithPreventDefault on arrow
keys prevents page scrolling during gameplay.

Introduce a 60 FPS tick loop with a separate snake movement speed
(7 cells/s) so direction input is polled every frame but game state
only advances at the configured rate.
2026-02-02 09:18:13 -10:00

180 lines
3.6 KiB
Go

package snake
import (
"time"
)
const (
targetFPS = 60
tickInterval = time.Second / targetFPS
snakeSpeed = 7 // cells per second
moveInterval = time.Second / snakeSpeed
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()
var moveAccum time.Duration
for {
select {
case <-si.stopCh:
return
case <-ticker.C:
si.gameMu.Lock()
if si.game.Status != StatusInProgress {
si.gameMu.Unlock()
return
}
// Apply pending directions every tick for responsive input
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
}
// Only advance game state at snakeSpeed
moveAccum += tickInterval
if moveAccum < moveInterval {
si.gameMu.Unlock()
continue
}
moveAccum -= moveInterval
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
}
}
}
}