2.3 Game Engine
The game engine is the core execution module of the entire system, responsible for handling game logic, physics simulation, and visual rendering. This section details the design and implementation of the game engine.
2.3.1 Core Architecture
graph TD
A[Game Loop] -->|Update| B[Physics Engine]
B -->|State| C[Rendering System]
D[Input System] -->|Instructions| A
E[Collision Detection] -->|Results| B
F[State Management] -->|Data| A
2.3.2 Game Loop
Main Loop Structure
Fixed Time Step
State Updates
Render Synchronization
Performance Optimization
Frame Rate Control
State Caching
Render Optimization
2.3.3 Physics System
Movement System
Grid-based Movement
Speed Control
Smooth Transitions
Collision Detection
Boundary Checks
Self-collision
Food Collision
Food System
Random Generation
Position Validation
Score Calculation
2.3.4 Technical Implementation
class GameEngine {
constructor(config) {
this.gridSize = config.gridSize;
this.snake = new Snake();
this.food = new Food();
this.score = 0;
this.isGameOver = false;
// Initialize rendering system
this.renderer = new Renderer(config.canvas);
// Setup game loop
this.lastTime = 0;
this.accumulator = 0;
this.timeStep = 1000 / 60; // 60 FPS
}
// Main game loop
gameLoop(currentTime) {
if (this.isGameOver) return;
const deltaTime = currentTime - this.lastTime;
this.lastTime = currentTime;
this.accumulator += deltaTime;
while (this.accumulator >= this.timeStep) {
this.update();
this.accumulator -= this.timeStep;
}
this.render();
requestAnimationFrame(this.gameLoop.bind(this));
}
// Update game state
update() {
// Update snake position
this.snake.move();
// Check collisions
if (this.checkCollision()) {
this.isGameOver = true;
return;
}
// Check food
if (this.checkFoodCollision()) {
this.snake.grow();
this.score += 10;
this.generateNewFood();
}
}
// Collision detection
checkCollision() {
const head = this.snake.getHead();
// Boundary collision
if (this.isOutOfBounds(head)) {
return true;
}
// Self collision
return this.snake.checkSelfCollision();
}
// Food collision detection
checkFoodCollision() {
const head = this.snake.getHead();
return head.x === this.food.x && head.y === this.food.y;
}
// Generate new food
generateNewFood() {
let newPosition;
do {
newPosition = {
x: Math.floor(Math.random() * this.gridSize),
y: Math.floor(Math.random() * this.gridSize)
};
} while (this.snake.occupies(newPosition));
this.food.setPosition(newPosition);
}
}
// Rendering system
class Renderer {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext('2d');
this.cellSize = 20;
}
render(gameState) {
this.clear();
this.drawGrid();
this.drawSnake(gameState.snake);
this.drawFood(gameState.food);
this.drawScore(gameState.score);
}
drawGrid() {
// Draw grid lines
}
drawSnake(snake) {
// Draw snake body
}
drawFood(food) {
// Draw food
}
drawScore(score) {
// Draw score
}
}
2.3.5 State Management
Game States
Running State
Paused State
Game Over State
Data Persistence
Score Records
Configuration Saving
State Recovery
Event System
State Change Events
Collision Events
Scoring Events
2.3.6 Rendering System
Visual Effects
Grid Rendering
Snake Body Effects
Food Animation
Performance Optimization
Partial Updates
Layer Management
Caching Mechanism
UI Components
Score Display
Status Panel
Debug Information
2.3.7 Debug Features
Development Tools
State Inspector
Performance Monitor
Collision Detection Visualization
Logging System
Error Tracking
Performance Logging
State Recording
Test Modes
Automated Testing
Performance Testing
Boundary Testing