if you guys are having velocity change when click restart button, the solution its just delete de last , call function "*yourFunction()*". in the example of this video its the last 'gameStart()' call .
If you guys are facing the increasing speed issue on clicking the reset button: What you can do is create a gobal variable for timeout and store setTimeout() in that variabe in the nextTick() function. Then in the reset function do this: clearTimeout(*your variable name*)
I tried making this variable in the nextTick() function var timeout = setTimeout(()=>{ clearBoard() drawFood() movesnake() drawsnake() checkgameover() nextTick() }, 75) and called it again the resetGame() function as interTimeout(timeout). but it didnt work am i doing something wrong? you assistance would be really appriciated
@@syedyousuffaizan1779 His method works, just create a global variable in the top of your code var timeout = setTimeout; and in the function nextTick, do this function nextTick(){ if(running){ timeout = setTimeout(()=> { clearBoard(); drawFood(); moveSnake(); drawSnake(); checkGameOver(); nextTick(); }, 100); } else{ displayGameOver(); } }; and in the function resetGame, do this: function resetGame(){ score = 0; xVelocity = unitSize; yVelocity = 0; snake = [ {x:unitSize * 4, y:0}, {x:unitSize * 3, y:0}, {x:unitSize * 2, y:0}, {x:unitSize, y:0}, {x:0, y:0} ]; clearTimeout(timeout); gameStart(); };
this one works for me, for anyone having issues: If youre having issues with the increased speed on resetBtn, do this: new global variable somewhere before game_start(); let time_out_id; then add this to your function next_tick. You can see time_out_id = setTimeOut below function next_tick(){ if (running){ time_out_id = setTimeout (()=>{ clear_board(); draw_food(); move_snake(); draw_snake(); check_game_over(); next_tick(); }, 100); } else { display_game_over(); } }; LASTLY reset the setTimeout by using the id function we created in the reset function function reset_game(){ score = 0; x_velocity = unit_size; y_velocity = 0; snake = [ {x:unit_size * 4, y:0}, {x: unit_size * 3, y:0}, {x:unit_size * 2, y:0}, {x:unit_size, y:0}, {x: 0, y: 0} ]; clearTimeout(time_out_id) game_start(); };
Hey i have noticed a little mistake in the code. If you want to use other dimensions ( a smaller number for heigth ) for the board when it generates new food is going to be invisible. This is because in the createFood method you assign to foodY the value of the gameWidth also. In your case it doesnt matter because the heigth and width are the same.
If youre having issues with the increased speed on resetBtn, do this: new global variable somewhere before game_start(); let time_out_id; then add this to your function next_tick. You can see time_out_id = setTimeOut below function next_tick(){ if (running){ time_out_id = setTimeout (()=>{ clear_board(); draw_food(); move_snake(); draw_snake(); check_game_over(); next_tick(); }, 100); } else { display_game_over(); } }; LASTLY reset the setTimeout by using the id function we created in the reset function function reset_game(){ score = 0; x_velocity = unit_size; y_velocity = 0; snake = [ {x:unit_size * 4, y:0}, {x: unit_size * 3, y:0}, {x:unit_size * 2, y:0}, {x:unit_size, y:0}, {x: 0, y: 0} ]; clearTimeout(time_out_id) game_start(); };
Hey, I have found a bug both in mine and in your snake game. When you move the direction, you immediately change it, but the snake moves only after a certain amount of time.. This means that the if statement to check if it is not going right when moving left, will work. But i could change direction to up or down and before the moveSnake function gets called, change it back to left, since direction is up or down, moving left is allowed. and you die because you collide with your body... I have found two solutions, but they are not very good.. 1) Move the snake immediately when the user changes direction. It's bad because you could go very fast by switching direction at all times. 2) Make the user change direction only after 200ms. It's bad because it makes the game very laggy and slow.. Thanks bro. Lots of love from Cyprus ( I'm in vacation now :) )
nice game :D Only when I made the game canvas wider, sometimes I didn't have an apple, as it was spawning outside of the canvas. As in the "createFood" function on the bottom at "foodY =..." it says ..."gameWidht..." instead of "...gameHeight..." function createFood(){ function randomFood(min, max){ const randNum = Math.round((Math.random() * (max - min) + min) / unitSize) * unitSize; return randNum; } foodX = randomFood(0, gameWidth - unitSize); foodY = randomFood(0, gameWidth - unitSize);
this is a standard way to get a random number between min and max, however in his case, it just happens that min is 0 thus using it (min) or removing it does the same, however if you try a minimum of (min = 5) the result will be a random number between 5 and max
God revealed to me it's because BroCode didn't do clearInterval for the setTimeout function in nextTick(). Assign the setTimeout() function to a variable and then do clearInterval('variable name') in the resetGame function.
I found a bug basically what happens is that you are able to move left then right how it works(your moving left then press up then right really fast you will pass through yourself) not saying this is the best fix but this is what I did created 2 variables "thisTick" "lastTick" outside of any function this tick increases by one everytime the function nextTick is called (so every tick) then lastTick is set to thisTick in every case in the changeDirection function with that the case then checks that thisTick is greater then lastTick let thisTick; let lasTick; function nextTick(){ if(running){ setTimeout(() => { thisTick++ ___ switch(true){ case(keyPressed == LEFT && !goingRight && thisTick > lastTick): lastTick = thisTick
that would make it too slow, instead of updating the array then looping over all values and updating the canvas (including tiles/spaces where no changes has occurred) you could just draw the position where changes are going to occur, that way you don't update tiles that hasn't been changed
@@k00lmoh ok. I needed a way to track everything so I had to do it. I uploaded my version to Johannes dot ist slash snake - if you‘re interested into my result.
i made snake with a grid array and it does turn out to be slow, i also ran into errors in checking if the snake collided with a body part even when there was none there. i think its cause its a bit too slow because i exhausted quite a bit of other possibilities.
can somebody explain to me the logic behind 11:50. I don't understand why do we have to divide by unitsize just to multiply it back. Wouldn't Math.Round give the same result anyways?
Math.random() is a number between 0 to 1 which comes in decimal. So will not get the exact number cause it will be in decimal. For that reason he divide it by unitsize inside math.round () to get exact num. And remove decimal than he again multiplis it outside math.round()
Great videos in general, this one looks good too. I ran into an error that I cant debug so far on line 20 - ReferenceError: Cannot access 'snake' before initialization at index.js:20:13 , see below. any tips? let snake = snake [ {x:unitSize *4, y:0}, {x:unitSize *3, y:0}, {x:unitSize *2, y:0}, {x:unitSize, y:0}, {x:0, y:0} ]
Can someone show me how to change velocity ? The velocity is depending on the unitSizeValue here and changing it means changing the whole size of game. Tried creating a new variable to use it in the changeDirection but it doesn't worm.
hey bro good vid could u maybe do an in browser chess engine next? with pure html css & js. I'm building one ATM but it's difficult. the JS part in particular
I did everything perfect like in video. I have doublechecked ,triplechecked,quadchecked,infinitechecked still cant realise where is the problem. I get error unitSize is not defined
@@IRedBerryI Tampering with the velocity value sounds like an easy way to mess things up. It's much safer to just assign nextTick's timeout's value to a global variable and decreasing this variable's value with every food eaten.
an issue im curious how you fix, while you cant press left while moving right, if you press down left within the 75ms of each other the snake doubles back on itself. obliviously it gets worse if you say for instance wanna make a difficulty slider that just lowers the game speed eww 2nd bug im cant figure out, while playing if you press reset, then keep pressing spacebar, the snake gets faster and faster?? nothing i see in the code is making the game speed more than 75 tho?
About the second bug what you can do is create a gobal variable for timeout and store setTimeout() in that variabe in nextTick() function. Then in the reset function do this clearTimeout(*your variable name*)
Managed to fix that by buffering the inputs to prevent multiple actions between ticks. let nextTurn; function changeDirection(event) { const keyPressed = event.keyCode; const LEFT = 37; const UP = 38; const RIGHT = 39; const DOWN = 40;
const goingUp = (yVelocity == -unitSize); const goingDown = (yVelocity == unitSize); const goingRight = (xVelocity == unitSize); const goingLeft = (xVelocity == -unitSize); switch (true) { case (keyPressed == LEFT && !goingRight): nextTurn = "turnLeft"; break; case (keyPressed == UP && !goingDown): nextTurn = "turnUp"; break; case (keyPressed == RIGHT && !goingLeft): nextTurn = "turnRight"; break; case (keyPressed == DOWN && !goingUp): nextTurn = "turnDown"; break; } }; function turn(){ switch(true) { case (nextTurn == "turnLeft"): xVelocity = -unitSize; yVelocity = 0; break; case (nextTurn == "turnUp"): xVelocity = 0; yVelocity = -unitSize; break; case (nextTurn == "turnRight"): xVelocity = unitSize; yVelocity = 0; break; case (nextTurn == "turnDown"): xVelocity = 0; yVelocity = unitSize; break; } }; In the nextTick() function, put turn() before moveSnake(). Don't forget to also set nextTurn to null in the resetGame() function, just before resetting the velocity values.
I cannot get it to work cause of Uncaught TypeError: Cannot set properties of null (setting 'textContent') at gameStart (BrocodesnakeGame.js:33:27) at BrocodesnakeGame.js:29:1
Hey Bro! There is an issue in this game. When you click two buttons(up, down, left, right) very fast one after another like DOWN, LEFT the game shows GAME OVER! Can you tell why?
its because the snake moves into itself if you are moving "RIGHT" then click "DOWN" "LEFT" the snake moves in itself its a bug within the code currently trying to figure it out EDIT** Okay so not saying this is the best fix but what I did created 2 variables "thisTick" "lastTick" outside of any function this tick increases by one everytime the function nextTick is called (so every tick) then lastTick is set to thisTick in every case in the changeDirection function with that the case then checks that thisTick is greater then lastTick let thisTick; let lasTick; function nextTick(){ if(running){ setTimeout(() => { thisTick++ _____ switch(true){ case(keyPressed == LEFT && !goingRight && thisTick > lastTick): lastTick = thisTick
Managed to fix that by buffering the inputs to prevent multiple actions between ticks. let nextTurn; function changeDirection(event) { const keyPressed = event.keyCode; const LEFT = 37; const UP = 38; const RIGHT = 39; const DOWN = 40;
const goingUp = (yVelocity == -unitSize); const goingDown = (yVelocity == unitSize); const goingRight = (xVelocity == unitSize); const goingLeft = (xVelocity == -unitSize); switch (true) { case (keyPressed == LEFT && !goingRight): nextTurn = "turnLeft"; break; case (keyPressed == UP && !goingDown): nextTurn = "turnUp"; break; case (keyPressed == RIGHT && !goingLeft): nextTurn = "turnRight"; break; case (keyPressed == DOWN && !goingUp): nextTurn = "turnDown"; break; } }; function turn(){ switch(true) { case (nextTurn == "turnLeft"): xVelocity = -unitSize; yVelocity = 0; break; case (nextTurn == "turnUp"): xVelocity = 0; yVelocity = -unitSize; break; case (nextTurn == "turnRight"): xVelocity = unitSize; yVelocity = 0; break; case (nextTurn == "turnDown"): xVelocity = 0; yVelocity = unitSize; break; } }; In the nextTick() function, put turn() before moveSnake(). Don't forget to also set nextTurn to null in the resetGame() function, just before resetting the velocity values.
this is because the function `nextTick()` is a recursive function, it keeps calling itself until a condition is met (exit condition), using setInterval would be like using a loop inside of a loop and we only need to loop once. hope that makes sense
@@ZaturateEDM hello my friend, thank you for answering me, i already found the app and i been using it for awhile but thank you for asking my friend ^^
const gameBoard = document.querySelector("#gameBoard");
const ctx = gameBoard.getContext("2d");
const scoreText = document.querySelector("#scoreText");
const resetBtn = document.querySelector("#resetBtn");
const gameWidth = gameBoard.width;
const gameHeight = gameBoard.height;
const boardBackground = "white";
const snakeColor = "lightgreen";
const snakeBorder = "black";
const foodColor = "red";
const unitSize = 25;
let running = false;
let xVelocity = unitSize;
let yVelocity = 0;
let foodX;
let foodY;
let score = 0;
let snake = [
{x:unitSize * 4, y:0},
{x:unitSize * 3, y:0},
{x:unitSize * 2, y:0},
{x:unitSize, y:0},
{x:0, y:0}
];
window.addEventListener("keydown", changeDirection);
resetBtn.addEventListener("click", resetGame);
gameStart();
function gameStart(){
running= true;
scoreText.textContent = score;
createFood();
drawFood();
nextTick();
};
function nextTick(){
if(running){
setTimeout(()=>{
clearBoard();
drawFood();
moveSnake();
drawSnake();
checkGameOver();
nextTick();
}, 75);
}
else{
displayGameOver();
}
};
function clearBoard(){
ctx.fillStyle = boardBackground;
ctx.fillRect(0, 0, gameWidth, gameHeight);
};
function createFood(){
function randomFood(min, max){
const randNum = Math.round((Math.random() * (max - min) + min) / unitSize) * unitSize;
return randNum;
}
foodX = randomFood(0, gameWidth - unitSize);
foodY = randomFood(0, gameWidth - unitSize);
};
function drawFood(){
ctx.fillStyle = foodColor;
ctx.fillRect(foodX, foodY, unitSize, unitSize);
};
function moveSnake(){
const head = {x: snake[0].x + xVelocity,
y: snake[0].y + yVelocity};
snake.unshift(head);
//if food is eaten
if(snake[0].x == foodX && snake[0].y == foodY){
score+=1;
scoreText.textContent = score;
createFood();
}
else{
snake.pop();
}
};
function drawSnake(){
ctx.fillStyle = snakeColor;
ctx.strokeStyle = snakeBorder;
snake.forEach(snakePart => {
ctx.fillRect(snakePart.x, snakePart.y, unitSize, unitSize);
ctx.strokeRect(snakePart.x, snakePart.y, unitSize, unitSize);
})
};
function changeDirection(event){
const keyPressed = event.keyCode;
const LEFT = 37;
const UP = 38;
const RIGHT = 39;
const DOWN = 40;
const goingUp = (yVelocity == -unitSize);
const goingDown = (yVelocity == unitSize);
const goingRight = (xVelocity == unitSize);
const goingLeft = (xVelocity == -unitSize);
switch(true){
case(keyPressed == LEFT && !goingRight):
xVelocity = -unitSize;
yVelocity = 0;
break;
case(keyPressed == UP && !goingDown):
xVelocity = 0;
yVelocity = -unitSize;
break;
case(keyPressed == RIGHT && !goingLeft):
xVelocity = unitSize;
yVelocity = 0;
break;
case(keyPressed == DOWN && !goingUp):
xVelocity = 0;
yVelocity = unitSize;
break;
}
};
function checkGameOver(){
switch(true){
case (snake[0].x < 0):
running = false;
break;
case (snake[0].x >= gameWidth):
running = false;
break;
case (snake[0].y < 0):
running = false;
break;
case (snake[0].y >= gameHeight):
running = false;
break;
}
for(let i = 1; i < snake.length; i+=1){
if(snake[i].x == snake[0].x && snake[i].y == snake[0].y){
running = false;
}
}
};
function displayGameOver(){
ctx.font = "50px MV Boli";
ctx.fillStyle = "black";
ctx.textAlign = "center";
ctx.fillText("GAME OVER!", gameWidth / 2, gameHeight / 2);
running = false;
};
function resetGame(){
score = 0;
xVelocity = unitSize;
yVelocity = 0;
snake = [
{x:unitSize * 4, y:0},
{x:unitSize * 3, y:0},
{x:unitSize * 2, y:0},
{x:unitSize, y:0},
{x:0, y:0}
];
gameStart();
};
Document
0
Reset
#gameContainer{
text-align: center;
}
#gameBoard{
border: 3px solid;
}
#scoreText{
font-family: "Permanent Marker", cursive;
font-size: 100px;
}
#resetBtn{
font-family: "Permanent Marker", cursive;
font-size: 22px;
width: 100px;
height: 50px;
border: 4px solid;
border-radius: 15px;
cursor: pointer;
}
Madlad
@@Kanjiidesu mayne you forgot to open your eyes
Hey, bro. You're an amazing teacher. I like that. Your codes are clean and really a child can understand it
@@Kanjiidesuif you just copied and paste the whole code in the comment in one file, then yeah it aint workin'
@@lavericoyou have probably resolved this by now but if not check that css and us files are linked.
if you guys are having velocity change when click restart button,
the solution its just delete de last , call function "*yourFunction()*".
in the example of this video its the last 'gameStart()' call .
If you guys are facing the increasing speed issue on clicking the reset button:
What you can do is create a gobal variable for timeout and store setTimeout() in that variabe in the nextTick() function. Then in the reset function do this:
clearTimeout(*your variable name*)
can you please elaborate it more ?
I tried making this variable in the nextTick() function
var timeout = setTimeout(()=>{
clearBoard()
drawFood()
movesnake()
drawsnake()
checkgameover()
nextTick()
}, 75)
and called it again the resetGame() function as interTimeout(timeout). but it didnt work am i doing something wrong?
you assistance would be really appriciated
@@syedyousuffaizan1779 His method works, just create a global variable in the top of your code
var timeout = setTimeout;
and in the function nextTick, do this
function nextTick(){
if(running){
timeout = setTimeout(()=> {
clearBoard();
drawFood();
moveSnake();
drawSnake();
checkGameOver();
nextTick();
}, 100);
}
else{
displayGameOver();
}
};
and in the function resetGame, do this:
function resetGame(){
score = 0;
xVelocity = unitSize;
yVelocity = 0;
snake = [
{x:unitSize * 4, y:0},
{x:unitSize * 3, y:0},
{x:unitSize * 2, y:0},
{x:unitSize, y:0},
{x:0, y:0}
];
clearTimeout(timeout);
gameStart();
};
this one works for me, for anyone having issues:
If youre having issues with the increased speed on resetBtn, do this: new global variable somewhere before game_start();
let time_out_id;
then add this to your function next_tick. You can see time_out_id = setTimeOut below
function next_tick(){
if (running){
time_out_id = setTimeout (()=>{
clear_board();
draw_food();
move_snake();
draw_snake();
check_game_over();
next_tick();
}, 100);
}
else {
display_game_over();
}
};
LASTLY
reset the setTimeout by using the id function we created in the reset function
function reset_game(){
score = 0;
x_velocity = unit_size;
y_velocity = 0;
snake = [
{x:unit_size * 4, y:0},
{x: unit_size * 3, y:0},
{x:unit_size * 2, y:0},
{x:unit_size, y:0},
{x: 0, y: 0}
];
clearTimeout(time_out_id)
game_start();
};
I like your style of programming. Super methodical, lay everything out then fill it in
Congratulations, you are a master, i am learning with your JS course, i am from Colombia, thank you for your help.
Hey i have noticed a little mistake in the code. If you want to use other dimensions ( a smaller number for heigth ) for the board when it generates new food is going to be invisible. This is because in the createFood method you assign to foodY the value of the gameWidth also. In your case it doesnt matter because the heigth and width are the same.
Thanks, Bro. You don't know how much you just helped me.
you can changing the code in the resetGame function to location.reload() and it's do the same thing
If youre having issues with the increased speed on resetBtn, do this: new global variable somewhere before game_start();
let time_out_id;
then add this to your function next_tick. You can see time_out_id = setTimeOut below
function next_tick(){
if (running){
time_out_id = setTimeout (()=>{
clear_board();
draw_food();
move_snake();
draw_snake();
check_game_over();
next_tick();
}, 100);
}
else {
display_game_over();
}
};
LASTLY
reset the setTimeout by using the id function we created in the reset function
function reset_game(){
score = 0;
x_velocity = unit_size;
y_velocity = 0;
snake = [
{x:unit_size * 4, y:0},
{x: unit_size * 3, y:0},
{x:unit_size * 2, y:0},
{x:unit_size, y:0},
{x: 0, y: 0}
];
clearTimeout(time_out_id)
game_start();
};
Hey, I have found a bug both in mine and in your snake game.
When you move the direction, you immediately change it, but the snake moves only after a certain amount of time..
This means that the if statement to check if it is not going right when moving left, will work. But i could change direction to up or down and before the moveSnake function gets called, change it back to left, since direction is up or down, moving left is allowed. and you die because you collide with your body...
I have found two solutions, but they are not very good..
1) Move the snake immediately when the user changes direction. It's bad because you could go very fast by switching direction at all times.
2) Make the user change direction only after 200ms. It's bad because it makes the game very laggy and slow..
Thanks bro. Lots of love from Cyprus ( I'm in vacation now :) )
I faced the same bug, the solution is to use a queue to store the events and execute them in order.
nice game :D Only when I made the game canvas wider, sometimes I didn't have an apple, as it was spawning outside of the canvas. As in the "createFood" function on the bottom at "foodY =..." it says ..."gameWidht..." instead of "...gameHeight..."
function createFood(){
function randomFood(min, max){
const randNum = Math.round((Math.random() * (max - min) + min) / unitSize) * unitSize;
return randNum;
}
foodX = randomFood(0, gameWidth - unitSize);
foodY = randomFood(0, gameWidth - unitSize);
Thanks a lot, great content!
I’m currently studying python js and c# ur videos make it way easier to understand
At the createFood function, why did he minus the min from max and plus min? I can't figure it out, the min is 0. What is the purpose of using min?
this is a standard way to get a random number between min and max, however in his case, it just happens that min is 0 thus using it (min) or removing it does the same, however if you try a minimum of (min = 5) the result will be a random number between 5 and max
if you spam the reset button the snake gets very fast
God revealed to me it's because BroCode didn't do clearInterval for the setTimeout function in nextTick(). Assign the setTimeout() function to a variable and then do clearInterval('variable name') in the resetGame function.
@@michaeld4337 Thanks!
@@michaeld4337 many thanks :>
Shouldn't this be: foodY = randomFood(0, gameHeight - unitSize); in the createFood function?
test the code if it doesn't work then it should be your suggestion if it does then it isn't your suggestion
that's correct but in his case gameWidth was == to gameHeight and that's why it works fine
I found a bug basically what happens is that you are able to move left then right how it works(your moving left then press up then right really fast you will pass through yourself) not saying this is the best fix but this is what I did
created 2 variables "thisTick" "lastTick" outside of any function
this tick increases by one everytime the function nextTick is called (so every tick)
then lastTick is set to thisTick in every case in the changeDirection function
with that the case then checks that thisTick is greater then lastTick
let thisTick;
let lasTick;
function nextTick(){
if(running){
setTimeout(() => {
thisTick++
___
switch(true){
case(keyPressed == LEFT && !goingRight && thisTick > lastTick):
lastTick = thisTick
Really simple, so great, man
The snake and the food dont apear on the screen. Can anyone help me please?
make sure you're files are named and linked correctly
That’s cool, but why not a global grid array that is rendered afterwards?
that would make it too slow, instead of updating the array then looping over all values and updating the canvas (including tiles/spaces where no changes has occurred) you could just draw the position where changes are going to occur, that way you don't update tiles that hasn't been changed
@@k00lmoh ok. I needed a way to track everything so I had to do it. I uploaded my version to Johannes dot ist slash snake - if you‘re interested into my result.
i made snake with a grid array and it does turn out to be slow, i also ran into errors in checking if the snake collided with a body part even when there was none there. i think its cause its a bit too slow because i exhausted quite a bit of other possibilities.
Great
can somebody explain to me the logic behind 11:50. I don't understand why do we have to divide by unitsize just to multiply it back. Wouldn't Math.Round give the same result anyways?
Math.random() is a number between 0 to 1 which comes in decimal. So will not get the exact number cause it will be in decimal. For that reason he divide it by unitsize inside math.round () to get exact num. And remove decimal than he again multiplis it outside math.round()
i did everything right but nothing showed up still idk what i did wrong because i followed everything
Great videos in general, this one looks good too. I ran into an error that I cant debug so far on line 20 - ReferenceError: Cannot access 'snake' before initialization
at index.js:20:13 , see below. any tips?
let snake = snake [
{x:unitSize *4, y:0},
{x:unitSize *3, y:0},
{x:unitSize *2, y:0},
{x:unitSize, y:0},
{x:0, y:0}
]
snake after the = sign is causing error
corrected:
let snake = [
{x:unitSize*4, y:0},
{x:unitSize*3, y:0},
{x:unitSize*2, y:0},
{x:unitSize, y:0},
{x:0, y:0}
]
this is soo nice i used the same concepts to create mine in vue ... very nice video
Can someone show me how to change velocity ?
The velocity is depending on the unitSizeValue here and changing it means changing the whole size of game.
Tried creating a new variable to use it in the changeDirection but it doesn't worm.
Please send a text on WhatsApp to the number displayed above for guidance.
change the time in setTimeout () to increase speed. the velocity variable is there only to show the displacement.
hey bro good vid could u maybe do an in browser chess engine next? with pure html css & js. I'm building one ATM but it's difficult. the JS part in particular
you are one the best Bro
I did everything perfect like in video. I have doublechecked ,triplechecked,quadchecked,infinitechecked still cant realise where is the problem.
I get error unitSize is not defined
im not sure if you still have that issue but check line 11 it should say const unitSize = 25;
how are you able to test your code in JS? I cant seem to be able to observe it in liveserver.
What if we want to start at a slow velocity, and then gradually increase with each food?
add the base velocity by some constant multiplied by the score
@@IRedBerryI Tampering with the velocity value sounds like an easy way to mess things up. It's much safer to just assign nextTick's timeout's value to a global variable and decreasing this variable's value with every food eaten.
Good bro it's working properly.....
Where can I get all the code for this quick ( is there a website)
cool! nice tutorial
Great tutorial. Thanks.
Hello brocode can you help me access you social media platforms as well as your website
If i would undarnstand anything😂
I feel you bro 😅
Will the recursive function not cause stack overflow?
if you keep going in circles without progression for too long probably yes
How can you make this downloadable in android after you finish ????
How can you
React native maybe?
You can search on Google how to build PWA .
take a look at Electron/Tauri
You Can Add The HTML, CSS & JavaScript File In Your Project Asset Folder Then Use A WebView To Render It.
You're DA BEST
made it thanks for the work!!!!
thank you i also added another feature 😍😍😍
an issue im curious how you fix, while you cant press left while moving right, if you press down left within the 75ms of each other the snake doubles back on itself. obliviously it gets worse if you say for instance wanna make a difficulty slider that just lowers the game speed
eww 2nd bug im cant figure out, while playing if you press reset, then keep pressing spacebar, the snake gets faster and faster?? nothing i see in the code is making the game speed more than 75 tho?
About the second bug what you can do is create a gobal variable for timeout and store setTimeout() in that variabe in nextTick() function. Then in the reset function do this clearTimeout(*your variable name*)
@@mibrahim2001 ok cool, thanks
Managed to fix that by buffering the inputs to prevent multiple actions between ticks.
let nextTurn;
function changeDirection(event) {
const keyPressed = event.keyCode;
const LEFT = 37;
const UP = 38;
const RIGHT = 39;
const DOWN = 40;
const goingUp = (yVelocity == -unitSize);
const goingDown = (yVelocity == unitSize);
const goingRight = (xVelocity == unitSize);
const goingLeft = (xVelocity == -unitSize);
switch (true) {
case (keyPressed == LEFT && !goingRight):
nextTurn = "turnLeft";
break;
case (keyPressed == UP && !goingDown):
nextTurn = "turnUp";
break;
case (keyPressed == RIGHT && !goingLeft):
nextTurn = "turnRight";
break;
case (keyPressed == DOWN && !goingUp):
nextTurn = "turnDown";
break;
}
};
function turn(){
switch(true) {
case (nextTurn == "turnLeft"):
xVelocity = -unitSize;
yVelocity = 0;
break;
case (nextTurn == "turnUp"):
xVelocity = 0;
yVelocity = -unitSize;
break;
case (nextTurn == "turnRight"):
xVelocity = unitSize;
yVelocity = 0;
break;
case (nextTurn == "turnDown"):
xVelocity = 0;
yVelocity = unitSize;
break;
}
};
In the nextTick() function, put turn() before moveSnake(). Don't forget to also set nextTurn to null in the resetGame() function, just before resetting the velocity values.
I cannot get it to work cause of
Uncaught TypeError: Cannot set properties of null (setting 'textContent')
at gameStart (BrocodesnakeGame.js:33:27)
at BrocodesnakeGame.js:29:1
Mine was doing that as well. I figured out that in the .html document I named the 'div id=score' rather than scoreText.
0
Reset
Which app is it?
What tutorial did he explain how and why you use JavaScript and css with html ect
Can I add it to my github?
Hey Bro! There is an issue in this game.
When you click two buttons(up, down, left, right) very fast one after another like DOWN, LEFT the game shows GAME OVER! Can you tell why?
its because the snake moves into itself if you are moving "RIGHT" then click "DOWN" "LEFT" the snake moves in itself its a bug within the code currently trying to figure it out
EDIT**
Okay so not saying this is the best fix but what I did
created 2 variables "thisTick" "lastTick" outside of any function
this tick increases by one everytime the function nextTick is called (so every tick)
then lastTick is set to thisTick in every case in the changeDirection function
with that the case then checks that thisTick is greater then lastTick
let thisTick;
let lasTick;
function nextTick(){
if(running){
setTimeout(() => {
thisTick++
_____
switch(true){
case(keyPressed == LEFT && !goingRight && thisTick > lastTick):
lastTick = thisTick
Managed to fix that by buffering the inputs to prevent multiple actions between ticks.
let nextTurn;
function changeDirection(event) {
const keyPressed = event.keyCode;
const LEFT = 37;
const UP = 38;
const RIGHT = 39;
const DOWN = 40;
const goingUp = (yVelocity == -unitSize);
const goingDown = (yVelocity == unitSize);
const goingRight = (xVelocity == unitSize);
const goingLeft = (xVelocity == -unitSize);
switch (true) {
case (keyPressed == LEFT && !goingRight):
nextTurn = "turnLeft";
break;
case (keyPressed == UP && !goingDown):
nextTurn = "turnUp";
break;
case (keyPressed == RIGHT && !goingLeft):
nextTurn = "turnRight";
break;
case (keyPressed == DOWN && !goingUp):
nextTurn = "turnDown";
break;
}
};
function turn(){
switch(true) {
case (nextTurn == "turnLeft"):
xVelocity = -unitSize;
yVelocity = 0;
break;
case (nextTurn == "turnUp"):
xVelocity = 0;
yVelocity = -unitSize;
break;
case (nextTurn == "turnRight"):
xVelocity = unitSize;
yVelocity = 0;
break;
case (nextTurn == "turnDown"):
xVelocity = 0;
yVelocity = unitSize;
break;
}
};
In the nextTick() function, put turn() before moveSnake(). Don't forget to also set nextTurn to null in the resetGame() function, just before resetting the velocity values.
this guy is a legend
14:20
Can i ask why you used setTimeOut instead of setInterval ?
this is because the function `nextTick()` is a recursive function, it keeps calling itself until a condition is met (exit condition), using setInterval would be like using a loop inside of a loop and we only need to loop once.
hope that makes sense
Thank you
You are the best man
💪💪💪
What IDE are you using?
Visual Studio Code. It’s free to download also.
@@ZaturateEDM hello my friend, thank you for answering me, i already found the app and i been using it for awhile but thank you for asking my friend ^^
I'm surprised you didn't use 'python' for your 'snake' game
haha
finally i can write snake in python, java and javascript. c++ next maybe ? :D
😍
What a Chad!
THANKS SO MUCH, CAN I POST IT ON MY TWITTER ACCOUNT OR REPLIT ACCOUNT,OR ON GIT HUB OR I NEED SOME KIND OF COPYRIGHT ORDER FROM YOU @Bro code
great tutorial bro i need your help though, how CAN I CONTACT YOU?
Thank you for sharing your experience with us ♥️💕❤️😍💙❤️😍😍😍😍😍🥰😍😍😍😍😍❤️❤️💋💋❤️❤️💋💋 why you not talking 'bout earning on it💞💞💓💕💕💞💞💕🥰💕💞😂💓🥰🥰💓💓💕