if i manage to create a working game till midnight, the snake will eat a delicious apple (i will get a bottle of moderately fancy iced tea), otherwise it's @nordern 's tea to uses as he pleases.
okay, i didn't get to finish it today. i'm still pre-MVP, but i think i figured out a good way to manage game state and -logic. also i learned how to do JSDoc type annotations, and i'm kiiinda using TypeScript?
anyway, i guess it wouldn't be real software without overly optimistic time estimates, and the tea is still safe with @nordern 😇.
nevermind, my brain is still pretzels. i'm trying to have an immutable data structure that is passed through, but using a class structure for that may be a really bad idea. the references and back-references just get extremely confusing and weird.
@sofia No. Subtle brainworm: if we created and edited our programs as in-memory graphs instead of text, then most confusion about reference would go away. And that is most confusion I get about data structures.
(See research project „Subtextual“ at MIT - but it takes digging)
new plan: snenk 2, written in (mostly?) functional SayNoToClassesScript. i am actually confident that i can do this.
@lispegistus@promovicz you probably overestimate the scope of the project, i just discovered the worst possible way to combine classes and functional programming, tried to stubbornly push through while also procrastinating and prematurely generalizing 😅.
oh yeah, an SVG renderer shouldn't be that hard either. oh, and i wanted to add mouse/touch queueing. that could be pretty fun, especially when playing on higher speeds.
also also it's written pretty much dimension agnostic, so i guess the only thing standing in the way of #snenk 4D is writing a renderer and keymap for it 🤔…
to my knowledge this is the first snake game that does this, which is kinda cool.
this took me way too long to get right, except it's not right yet. the code is confusing, and the fact that i use integers for my vectors has come to haunt me a bit 😬…
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