feat: add live replays and PostgreSQL maintenance tools
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- Stream compact live replay updates across local and clustered dashboards. - Render responsive snake bodies as SVG paths with aligned custom icons. - Add cache-busted assets, replay fallback routes, and live-follow playback. - Support PostgreSQL benchmark sampling and idempotent SQLite migration. - Add dry-run cleanup for old low-quality PostgreSQL replay payloads. - Reward safe perimeter lanes and bump Prism to version 1.5.0. - Add backend, migration, dashboard, and perimeter regression coverage.
This commit is contained in:
+345
-93
@@ -1,12 +1,73 @@
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class GameBoard {
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static SVG_NS = "http://www.w3.org/2000/svg";
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// Stroke width as a fraction of the cell size. Slightly wider than the cell
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// interior so the stroke bridges the 2px grid gap between adjacent cells.
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static BODY_WIDTH_RATIO = 0.86;
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// How far the body stroke runs past the point where the icon artwork starts.
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static SEAM_OVERLAP_PX = 1;
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constructor(boardEl) {
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this._boardEl = boardEl;
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this._svgCache = new Map();
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this._iconLeadInset = new Map();
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this._measureCanvas = null;
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this._boardWidth = 0;
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this._boardHeight = 0;
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this._snakeLayer = null;
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this._lastPaint = null;
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this._lastArgs = null;
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this._resizeObserver = typeof ResizeObserver === "undefined"
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? null
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: new ResizeObserver(() => {
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this._fitBoard();
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this._renderSnakeLayer();
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});
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if (this._resizeObserver && this._boardEl.parentElement) {
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this._resizeObserver.observe(this._boardEl.parentElement);
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}
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}
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clearBoard() {
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this._boardEl.innerHTML = "";
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this._boardEl.style.gridTemplateColumns = "none";
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this._boardEl.style.gridTemplateRows = "none";
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this._boardEl.style.width = "";
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this._boardEl.style.height = "";
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this._boardWidth = 0;
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this._boardHeight = 0;
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this._snakeLayer = null;
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this._lastPaint = null;
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this._lastArgs = null;
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}
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_fitBoard() {
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const container = this._boardEl.parentElement;
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if (!container || !this._boardWidth || !this._boardHeight) return;
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const availableWidth = container.clientWidth;
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const availableHeight = container.clientHeight;
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if (availableWidth <= 0 || availableHeight <= 0) return;
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const style = window.getComputedStyle(this._boardEl);
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const horizontalChrome = Number.parseFloat(style.paddingLeft)
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+ Number.parseFloat(style.paddingRight)
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+ Number.parseFloat(style.borderLeftWidth)
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+ Number.parseFloat(style.borderRightWidth);
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const verticalChrome = Number.parseFloat(style.paddingTop)
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+ Number.parseFloat(style.paddingBottom)
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+ Number.parseFloat(style.borderTopWidth)
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+ Number.parseFloat(style.borderBottomWidth);
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const columnGap = Number.parseFloat(style.columnGap) || 0;
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const rowGap = Number.parseFloat(style.rowGap) || 0;
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const fixedWidth = horizontalChrome + (columnGap * Math.max(0, this._boardWidth - 1));
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const fixedHeight = verticalChrome + (rowGap * Math.max(0, this._boardHeight - 1));
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const cellSize = Math.max(0, Math.min(
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(availableWidth - fixedWidth) / this._boardWidth,
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(availableHeight - fixedHeight) / this._boardHeight,
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));
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this._boardEl.style.width = `${(cellSize * this._boardWidth) + fixedWidth}px`;
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this._boardEl.style.height = `${(cellSize * this._boardHeight) + fixedHeight}px`;
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}
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async preloadSvgs(replay) {
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@@ -27,14 +88,70 @@ class GameBoard {
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async _loadSvg(url) {
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if (this._svgCache.has(url)) return this._svgCache.get(url);
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let text = null;
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try {
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const res = await fetch(url);
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const text = res.ok ? await res.text() : null;
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this._svgCache.set(url, text);
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return text;
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text = res.ok ? await res.text() : null;
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} catch {
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this._svgCache.set(url, null);
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return null;
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text = null;
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}
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this._svgCache.set(url, text);
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await this._measureLeadInset(url, text);
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return text;
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}
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// How far the artwork sits back from the edge that meets the body, as a
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// fraction of the cell. Most icons touch it (0), but a handful of designs
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// start further in and would leave a visible seam if the stroke stopped at
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// the cell border. Measured once per icon by rasterising it at the same
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// aspect ratio the layer uses. A null result means the artwork never spans
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// the full body width, so the stroke should not be pulled back at all.
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async _measureLeadInset(url, svgMarkup) {
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if (this._iconLeadInset.has(url)) return;
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this._iconLeadInset.set(url, null);
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if (!svgMarkup) return;
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const width = 200;
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const height = Math.round(width * GameBoard.BODY_WIDTH_RATIO);
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try {
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const parsed = new DOMParser().parseFromString(
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this._normalizeIconSvgMarkup(svgMarkup) || svgMarkup, "image/svg+xml",
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);
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const svgEl = parsed.querySelector("svg");
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if (!svgEl) return;
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svgEl.setAttribute("preserveAspectRatio", "none");
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svgEl.setAttribute("width", String(width));
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svgEl.setAttribute("height", String(height));
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const image = new Image();
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image.src = `data:image/svg+xml;charset=utf-8,${encodeURIComponent(new XMLSerializer().serializeToString(svgEl))}`;
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await image.decode();
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if (!this._measureCanvas) this._measureCanvas = document.createElement("canvas");
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const canvas = this._measureCanvas;
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canvas.width = width;
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canvas.height = height;
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const context = canvas.getContext("2d", { willReadFrequently: true });
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context.clearRect(0, 0, width, height);
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context.drawImage(image, 0, 0, width, height);
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const pixels = context.getImageData(0, 0, width, height).data;
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// The edge must be covered across its whole width. Accepting "almost
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// covered" leaves a notch at the seam corners that reads as a line, so
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// the bar is every row inked, with a low alpha cut-off so antialiased
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// edge pixels still count.
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for (let x = 0; x < width / 2; x += 1) {
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let covered = 0;
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for (let y = 0; y < height; y += 1) {
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if (pixels[(((y * width) + x) * 4) + 3] > 8) covered += 1;
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}
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if (covered === height) {
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this._iconLeadInset.set(url, x / width);
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return;
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}
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}
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} catch {
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// Leave the inset unknown; the stroke then runs to the cell centre.
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}
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}
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@@ -97,7 +214,7 @@ class GameBoard {
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return maxDepth;
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}
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_normalizeHeadSvgMarkup(svgMarkup) {
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_normalizeIconSvgMarkup(svgMarkup) {
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if (!svgMarkup) return null;
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try {
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const parser = new DOMParser();
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@@ -124,41 +241,203 @@ class GameBoard {
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const layer = document.createElement("div");
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layer.className = type === "head" ? "icon-layer icon-layer--head" : "icon-layer icon-layer--tail";
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layer.style.setProperty("--icon-transform", transformValue || "rotate(0deg)");
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if (type === "head") {
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const svgMarkup = this._svgCache.get(iconUrl);
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if (svgMarkup) {
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layer.innerHTML = this._normalizeHeadSvgMarkup(svgMarkup);
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const svgEl = layer.querySelector("svg");
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if (svgEl) {
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svgEl.style.width = "100%";
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svgEl.style.height = "100%";
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svgEl.style.fill = color || "currentColor";
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svgEl.removeAttribute("width");
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svgEl.removeAttribute("height");
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}
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// The icon artwork joins the body along its full leading edge, so the layer
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// is squeezed to the body stroke width and stretched (no aspect ratio) to
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// meet the stroke end flush.
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layer.style.setProperty("--icon-cross-inset", `${(1 - GameBoard.BODY_WIDTH_RATIO) * 50}%`);
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// Both head and tail artwork is inlined rather than used as a CSS mask: an
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// SVG referenced as an image keeps its own preserveAspectRatio, so it would
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// letterbox inside the non-square layer and leave a gap towards the body.
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const svgMarkup = this._svgCache.get(iconUrl);
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if (svgMarkup) {
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layer.innerHTML = this._normalizeIconSvgMarkup(svgMarkup);
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const svgEl = layer.querySelector("svg");
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if (svgEl) {
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svgEl.setAttribute("preserveAspectRatio", "none");
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svgEl.style.width = "100%";
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svgEl.style.height = "100%";
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svgEl.style.fill = color || "currentColor";
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svgEl.removeAttribute("width");
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svgEl.removeAttribute("height");
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}
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} else {
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layer.style.setProperty("--icon-url", `url(${iconUrl})`);
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layer.style.setProperty("--icon-color", color || "var(--you)");
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return layer;
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}
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// Artwork not cached yet (live turn arriving before the preload finished):
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// fall back to the mask so the icon still shows, and repaint once loaded.
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layer.classList.add("icon-layer--masked");
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layer.style.setProperty("--icon-url", `url(${iconUrl})`);
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layer.style.setProperty("--icon-color", color || "var(--you)");
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this._loadSvg(iconUrl).then((markup) => {
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if (markup) this._repaintLast();
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});
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return layer;
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}
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_repaintLast() {
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const args = this._lastArgs;
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if (!args) return;
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this.paintBoard(args.turnData, args.width, args.height, args.selectedSnakeId, args.replay);
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}
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_cellKey(x, y) {
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return `${x}:${y}`;
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}
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// Collapses the stacked duplicate segments Battlesnake emits at spawn and
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// right after eating, so the body becomes a clean orthogonal polyline.
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_bodyPolyline(snake) {
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const body = Array.isArray(snake && snake.body) ? snake.body : [];
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const points = [];
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for (const part of body) {
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if (!part) continue;
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const point = { x: Number(part.x), y: Number(part.y) };
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if (Number.isNaN(point.x) || Number.isNaN(point.y)) continue;
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const previous = points[points.length - 1];
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if (previous && previous.x === point.x && previous.y === point.y) continue;
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points.push(point);
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}
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return points;
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}
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// Pixel geometry of the grid, derived from the same box metrics the CSS grid
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// uses, so SVG coordinates land exactly on cell centres.
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_gridMetrics() {
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if (!this._boardWidth || !this._boardHeight) return null;
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const style = window.getComputedStyle(this._boardEl);
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const paddingLeft = Number.parseFloat(style.paddingLeft) || 0;
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const paddingTop = Number.parseFloat(style.paddingTop) || 0;
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const paddingRight = Number.parseFloat(style.paddingRight) || 0;
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const paddingBottom = Number.parseFloat(style.paddingBottom) || 0;
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const columnGap = Number.parseFloat(style.columnGap) || 0;
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const rowGap = Number.parseFloat(style.rowGap) || 0;
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const boxWidth = this._boardEl.clientWidth;
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const boxHeight = this._boardEl.clientHeight;
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const cellWidth = (boxWidth - paddingLeft - paddingRight - (columnGap * (this._boardWidth - 1))) / this._boardWidth;
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const cellHeight = (boxHeight - paddingTop - paddingBottom - (rowGap * (this._boardHeight - 1))) / this._boardHeight;
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if (!(cellWidth > 0) || !(cellHeight > 0)) return null;
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return { paddingLeft, paddingTop, columnGap, rowGap, cellWidth, cellHeight, boxWidth, boxHeight };
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}
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_cellCenter(point, metrics) {
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const row = this._boardHeight - 1 - point.y;
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return {
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x: metrics.paddingLeft + (point.x * (metrics.cellWidth + metrics.columnGap)) + (metrics.cellWidth / 2),
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y: metrics.paddingTop + (row * (metrics.cellHeight + metrics.rowGap)) + (metrics.cellHeight / 2),
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};
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}
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// Pulls the polyline end back so the customization icon owns its cell.
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// Combined with a butt cap the stroke stops exactly where the artwork starts:
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// at the cell border for the usual icon, deeper into the cell for artwork
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// that sits back from that border (leadInset).
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_retractEnd(endCenter, neighbourCenter, metrics, leadInset) {
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const dx = endCenter.x - neighbourCenter.x;
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const dy = endCenter.y - neighbourCenter.y;
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const distance = Math.hypot(dx, dy);
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if (!(distance > 0)) return endCenter;
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const halfCell = Math.abs(dx) >= Math.abs(dy)
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? metrics.cellWidth / 2
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: metrics.cellHeight / 2;
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// A full CSS pixel of overlap: both sides are the same colour, so overlap
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// is free, and it keeps sub-pixel rounding from opening a hairline seam on
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// displays with a fractional device pixel ratio.
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const artworkOffset = (leadInset || 0) * halfCell * 2;
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const pullBack = Math.min(distance, Math.max(0, halfCell - artworkOffset - GameBoard.SEAM_OVERLAP_PX));
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return {
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x: endCenter.x - ((dx / distance) * pullBack),
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y: endCenter.y - ((dy / distance) * pullBack),
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};
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}
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_appendRoundEnd(group, center, radius, color) {
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const dot = document.createElementNS(GameBoard.SVG_NS, "circle");
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dot.setAttribute("cx", `${center.x}`);
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dot.setAttribute("cy", `${center.y}`);
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dot.setAttribute("r", `${radius}`);
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dot.setAttribute("fill", color);
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group.appendChild(dot);
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}
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_renderSnakeLayer() {
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if (!this._snakeLayer || !this._lastPaint) return;
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const metrics = this._gridMetrics();
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while (this._snakeLayer.firstChild) this._snakeLayer.removeChild(this._snakeLayer.firstChild);
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if (!metrics) return;
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this._snakeLayer.setAttribute("viewBox", `0 0 ${metrics.boxWidth} ${metrics.boxHeight}`);
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this._snakeLayer.setAttribute("width", `${metrics.boxWidth}`);
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this._snakeLayer.setAttribute("height", `${metrics.boxHeight}`);
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const cellSize = Math.min(metrics.cellWidth, metrics.cellHeight);
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const strokeWidth = cellSize * GameBoard.BODY_WIDTH_RATIO;
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const { snakes, selectedSnakeId } = this._lastPaint;
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for (const entry of snakes) {
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const points = entry.points;
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if (points.length === 0) continue;
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const centers = points.map((point) => this._cellCenter(point, metrics));
|
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const dimmed = Boolean(selectedSnakeId) && entry.snakeId !== selectedSnakeId;
|
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// One group per snake so dimming applies once instead of stacking up on
|
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// overlapping shapes.
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const group = document.createElementNS(GameBoard.SVG_NS, "g");
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if (dimmed) group.setAttribute("opacity", "0.2");
|
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this._snakeLayer.appendChild(group);
|
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|
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if (centers.length === 1) {
|
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// Fully stacked body (spawn turn): a single round blob, unless the head
|
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// icon already fills that cell.
|
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if (!entry.headIcon) {
|
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this._appendRoundEnd(group, centers[0], strokeWidth / 2, entry.color);
|
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}
|
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continue;
|
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}
|
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|
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const last = centers.length - 1;
|
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// An icon only takes over its cell if its artwork spans the full body
|
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// width somewhere; otherwise the stroke runs to the cell centre and keeps
|
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// its rounded end, with the icon drawn on top. Ends without an icon keep
|
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// the rounded look via an explicit cap circle, because linecap applies to
|
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// both ends of the path at once.
|
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if (entry.headIcon && entry.headLeadInset !== null) {
|
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centers[0] = this._retractEnd(centers[0], centers[1], metrics, entry.headLeadInset);
|
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} else {
|
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this._appendRoundEnd(group, centers[0], strokeWidth / 2, entry.color);
|
||||
}
|
||||
if (entry.tailIcon && entry.tailLeadInset !== null) {
|
||||
centers[last] = this._retractEnd(centers[last], centers[last - 1], metrics, entry.tailLeadInset);
|
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} else {
|
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this._appendRoundEnd(group, centers[last], strokeWidth / 2, entry.color);
|
||||
}
|
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const path = document.createElementNS(GameBoard.SVG_NS, "path");
|
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path.setAttribute("d", centers.map((point, idx) => `${idx === 0 ? "M" : "L"}${point.x} ${point.y}`).join(" "));
|
||||
path.setAttribute("fill", "none");
|
||||
path.setAttribute("stroke", entry.color);
|
||||
path.setAttribute("stroke-width", `${strokeWidth}`);
|
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path.setAttribute("stroke-linecap", "butt");
|
||||
path.setAttribute("stroke-linejoin", "round");
|
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group.appendChild(path);
|
||||
}
|
||||
}
|
||||
|
||||
paintBoard(turnData, width, height, selectedSnakeId, replay) {
|
||||
this.clearBoard();
|
||||
if (!turnData || !width || !height) return;
|
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this._lastArgs = { turnData, width, height, selectedSnakeId, replay };
|
||||
const colorById = SnakeUtils.buildSnakeColorById(turnData, replay);
|
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const customById = SnakeUtils.buildSnakeCustomizationById(turnData, replay);
|
||||
|
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this._boardEl.style.gridTemplateColumns = `repeat(${width}, 1fr)`;
|
||||
this._boardWidth = Number(width);
|
||||
this._boardHeight = Number(height);
|
||||
this._boardEl.style.gridTemplateColumns = `repeat(${width}, minmax(0, 1fr))`;
|
||||
this._boardEl.style.gridTemplateRows = `repeat(${height}, minmax(0, 1fr))`;
|
||||
this._fitBoard();
|
||||
const foods = new Set((turnData.food || []).map((p) => this._cellKey(p.x, p.y)));
|
||||
const hazards = new Set((turnData.hazards || []).map((p) => this._cellKey(p.x, p.y)));
|
||||
|
||||
const snakeBody = new Map();
|
||||
const occupiedCells = new Set();
|
||||
const snakeHead = new Set();
|
||||
const snakeTail = new Map();
|
||||
const headVariantByCell = new Map();
|
||||
@@ -169,6 +448,7 @@ class GameBoard {
|
||||
const tailTransformByCell = new Map();
|
||||
const snakeColorByCell = new Map();
|
||||
const snakeIdByCell = new Map();
|
||||
const snakeEntries = [];
|
||||
|
||||
(turnData.snakes || []).forEach((snake, idx) => {
|
||||
if (!snake) return;
|
||||
@@ -181,28 +461,48 @@ class GameBoard {
|
||||
const tailIcon = SnakeUtils.buildCustomizationIconUrl("tails", custom.tail);
|
||||
const headTransform = SnakeUtils.directionToHeadTransform(SnakeUtils.inferHeadDirection(snake));
|
||||
const tailTransform = SnakeUtils.directionToTailTransform(SnakeUtils.inferTailDirection(snake));
|
||||
const points = this._bodyPolyline(snake);
|
||||
|
||||
for (const part of (snake.body || [])) {
|
||||
snakeBody.set(this._cellKey(part.x, part.y), bodyColor);
|
||||
occupiedCells.add(this._cellKey(part.x, part.y));
|
||||
snakeIdByCell.set(this._cellKey(part.x, part.y), snakeId);
|
||||
}
|
||||
if (snake.head) {
|
||||
const headKey = this._cellKey(snake.head.x, snake.head.y);
|
||||
// `head` is authoritative when present, but some payloads omit it; the
|
||||
// polyline start is the same cell.
|
||||
const headPoint = snake.head || points[0] || null;
|
||||
const headKey = headPoint ? this._cellKey(headPoint.x, headPoint.y) : null;
|
||||
if (headKey !== null) {
|
||||
snakeHead.add(headKey);
|
||||
headVariantByCell.set(headKey, headVariant);
|
||||
headTransformByCell.set(headKey, headTransform);
|
||||
snakeColorByCell.set(headKey, bodyColor);
|
||||
if (headIcon) headIconByCell.set(headKey, headIcon);
|
||||
}
|
||||
if (Array.isArray(snake.body) && snake.body.length > 0) {
|
||||
const tail = snake.body[snake.body.length - 1];
|
||||
// A tail stacked under this snake's own head has no free cell to draw in.
|
||||
// Another snake's head landing there must not suppress it, so the check is
|
||||
// snake-local rather than against every head seen so far.
|
||||
let drawTailIcon = false;
|
||||
if (points.length > 0) {
|
||||
const tail = points[points.length - 1];
|
||||
const tailKey = this._cellKey(tail.x, tail.y);
|
||||
drawTailIcon = Boolean(tailIcon) && tailKey !== headKey;
|
||||
snakeTail.set(tailKey, snake.is_you ? "snake-tail-you" : "snake-tail-enemy");
|
||||
tailVariantByCell.set(tailKey, tailVariant);
|
||||
tailTransformByCell.set(tailKey, tailTransform);
|
||||
snakeColorByCell.set(tailKey, bodyColor);
|
||||
if (tailIcon) tailIconByCell.set(tailKey, tailIcon);
|
||||
if (drawTailIcon) tailIconByCell.set(tailKey, tailIcon);
|
||||
}
|
||||
|
||||
const leadInset = (url) => (this._iconLeadInset.has(url) ? this._iconLeadInset.get(url) : 0);
|
||||
snakeEntries.push({
|
||||
snakeId,
|
||||
color: bodyColor,
|
||||
points,
|
||||
headIcon: Boolean(headIcon),
|
||||
tailIcon: drawTailIcon,
|
||||
headLeadInset: headIcon ? leadInset(headIcon) : 0,
|
||||
tailLeadInset: drawTailIcon ? leadInset(tailIcon) : 0,
|
||||
});
|
||||
});
|
||||
|
||||
for (let y = height - 1; y >= 0; y--) {
|
||||
@@ -210,75 +510,21 @@ class GameBoard {
|
||||
const key = this._cellKey(x, y);
|
||||
const cell = document.createElement("div");
|
||||
cell.className = "cell";
|
||||
if (hazards.has(key)) cell.classList.add("hazard");
|
||||
if (foods.has(key)) cell.classList.add("food");
|
||||
if (snakeBody.has(key)) {
|
||||
const bodyColor = snakeBody.get(key);
|
||||
const hasHeadIcon = headIconByCell.has(key);
|
||||
const hasTailIcon = tailIconByCell.has(key);
|
||||
const isIconCell = hasHeadIcon || hasTailIcon;
|
||||
cell.style.borderRadius = "0";
|
||||
if (!isIconCell) cell.style.background = bodyColor;
|
||||
if (selectedSnakeId && snakeIdByCell.get(key) !== selectedSnakeId) {
|
||||
cell.style.opacity = "0.2";
|
||||
}
|
||||
|
||||
const snakeId = snakeIdByCell.get(key);
|
||||
if (snakeId) {
|
||||
const up = snakeIdByCell.get(this._cellKey(x, y + 1)) === snakeId;
|
||||
const down = snakeIdByCell.get(this._cellKey(x, y - 1)) === snakeId;
|
||||
const left = snakeIdByCell.get(this._cellKey(x - 1, y)) === snakeId;
|
||||
const right = snakeIdByCell.get(this._cellKey(x + 1, y)) === snakeId;
|
||||
|
||||
if (!snakeHead.has(key) && !snakeTail.has(key)) {
|
||||
if (up && right && !down && !left) {
|
||||
cell.classList.add("snake-turn-cell", "snake-turn-dl");
|
||||
cell.style.setProperty("--turn-color", bodyColor);
|
||||
cell.style.background = "var(--cell)";
|
||||
} else if (up && left && !down && !right) {
|
||||
cell.classList.add("snake-turn-cell", "snake-turn-dr");
|
||||
cell.style.setProperty("--turn-color", bodyColor);
|
||||
cell.style.background = "var(--cell)";
|
||||
} else if (down && right && !up && !left) {
|
||||
cell.classList.add("snake-turn-cell", "snake-turn-ul");
|
||||
cell.style.setProperty("--turn-color", bodyColor);
|
||||
cell.style.background = "var(--cell)";
|
||||
} else if (down && left && !up && !right) {
|
||||
cell.classList.add("snake-turn-cell", "snake-turn-ur");
|
||||
cell.style.setProperty("--turn-color", bodyColor);
|
||||
cell.style.background = "var(--cell)";
|
||||
}
|
||||
}
|
||||
|
||||
// Outward shadows bridge the 2px gap to adjacent snake cells.
|
||||
// For icon cells (head/tail), also add inset shadows to color the
|
||||
// connecting edge of the cell itself, since the background stays
|
||||
// transparent so the icon remains visible.
|
||||
const bridgeShadows = [];
|
||||
if (up) {
|
||||
bridgeShadows.push(`0 -2px 0 ${bodyColor}`);
|
||||
if (isIconCell) bridgeShadows.push(`inset 0 2px 0 ${bodyColor}`);
|
||||
}
|
||||
if (down) {
|
||||
bridgeShadows.push(`0 2px 0 ${bodyColor}`);
|
||||
if (isIconCell) bridgeShadows.push(`inset 0 -2px 0 ${bodyColor}`);
|
||||
}
|
||||
if (left) {
|
||||
bridgeShadows.push(`-2px 0 0 ${bodyColor}`);
|
||||
if (isIconCell) bridgeShadows.push(`inset 2px 0 0 ${bodyColor}`);
|
||||
}
|
||||
if (right) {
|
||||
bridgeShadows.push(`2px 0 0 ${bodyColor}`);
|
||||
if (isIconCell) bridgeShadows.push(`inset -2px 0 0 ${bodyColor}`);
|
||||
}
|
||||
if (bridgeShadows.length > 0) cell.style.boxShadow = bridgeShadows.join(", ");
|
||||
}
|
||||
const occupied = occupiedCells.has(key);
|
||||
if (hazards.has(key)) {
|
||||
cell.classList.add("hazard");
|
||||
// Keep the hazard hatch readable on top of the snake stroke.
|
||||
if (occupied) cell.classList.add("hazard-over-snake");
|
||||
}
|
||||
if (foods.has(key) && !occupied) cell.classList.add("food");
|
||||
if (occupied && selectedSnakeId && snakeIdByCell.get(key) !== selectedSnakeId) {
|
||||
cell.style.opacity = "0.2";
|
||||
}
|
||||
if (snakeTail.has(key)) {
|
||||
cell.classList.add(snakeTail.get(key));
|
||||
cell.classList.add(`tail-style-${tailVariantByCell.get(key) || 1}`);
|
||||
const tailIcon = tailIconByCell.get(key);
|
||||
if (tailIcon && !snakeHead.has(key)) {
|
||||
if (tailIcon) {
|
||||
cell.classList.add("has-tail-icon", "icon-tail");
|
||||
cell.appendChild(this._createIconLayer(
|
||||
tailIcon,
|
||||
@@ -305,5 +551,11 @@ class GameBoard {
|
||||
this._boardEl.appendChild(cell);
|
||||
}
|
||||
}
|
||||
|
||||
this._snakeLayer = document.createElementNS(GameBoard.SVG_NS, "svg");
|
||||
this._snakeLayer.setAttribute("class", "snake-layer");
|
||||
this._boardEl.appendChild(this._snakeLayer);
|
||||
this._lastPaint = { snakes: snakeEntries, selectedSnakeId: selectedSnakeId || null };
|
||||
this._renderSnakeLayer();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user