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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>my absolute snake son</title>
<style>
body {
background: #ffbf00;
text-align: center;
}
canvas {
border: 10px solid #f7347a;
}
h1 {
margin-top: 0;
font-size: 4em;
font-family: "Avenir Next", Verdana;
font-weight: bold;
letter-spacing: -10px;
}
h1 strong {
font-size: 1.35em;
display: inline-block;
margin: 0 0.25em;
}
</style>
</head>
<body>
<canvas width="600" height="600"></canvas>
<h1>0</h1>
<script>
// listeners
document.addEventListener("keydown", keyPush);
// canvas
const canvas = document.querySelector("canvas");
const title = document.querySelector("h1");
const ctx = canvas.getContext("2d");
// game
let gameIsRunning = true;
const fps = 15;
const tileSize = 50;
const tileCountX = canvas.width / tileSize;
const tileCountY = canvas.height / tileSize;
let score = 0;
// player
let snakeSpeed = tileSize;
let snakePosX = 0;
let snakePosY = canvas.height / 2;
let velocityX = 1;
let velocityY = 0;
let tail = [];
let snakeLength = 4;
// food
let foodPosX = 0;
let foodPosY = 0;
// loop
function gameLoop() {
if (gameIsRunning) {
drawStuff();
moveStuff();
setTimeout(gameLoop, 1000 / fps);
}
}
resetFood();
gameLoop();
/**
* MOVE EVERYTHING
*/
function moveStuff() {
snakePosX += snakeSpeed * velocityX;
snakePosY += snakeSpeed * velocityY;
// wall collision
if (snakePosX > canvas.width - tileSize) {
snakePosX = 0;
}
if (snakePosX < 0) {
snakePosX = canvas.width;
}
if (snakePosY > canvas.height - tileSize) {
snakePosY = 0;
}
if (snakePosY < 0) {
snakePosY = canvas.height;
}
// GAME OVER (crash into myself)
tail.forEach((snakePart) => {
if (snakePosX === snakePart.x && snakePosY === snakePart.y) {
gameOver();
}
});
// tail
tail.push({ x: snakePosX, y: snakePosY });
// forget earliest parts of snake
tail = tail.slice(-1 * snakeLength);
// food collision
if (snakePosX === foodPosX && snakePosY === foodPosY) {
title.textContent = ++score;
snakeLength++;
resetFood();
}
}
/**
* DRAW EVERYTHING
*/
function drawStuff() {
// background
rectangle("#ffbf00", 0, 0, canvas.width, canvas.height);
// grid
drawGrid();
// food
rectangle("#00bfff", foodPosX, foodPosY, tileSize, tileSize);
// tail
tail.forEach((snakePart) =>
rectangle("#555", snakePart.x, snakePart.y, tileSize, tileSize)
);
// snake
rectangle("black", snakePosX, snakePosY, tileSize, tileSize);
}
// draw rectangle
function rectangle(color, x, y, width, height) {
ctx.fillStyle = color;
ctx.fillRect(x, y, width, height);
}
// randomize food position
function resetFood() {
// GAME OVER (nowhere to go)
if (snakeLength === tileCountX * tileCountY) {
gameOver();
}
foodPosX = Math.floor(Math.random() * tileCountX) * tileSize;
foodPosY = Math.floor(Math.random() * tileCountY) * tileSize;
// dont spawn food on snakes head
if (foodPosX === snakePosX && foodPosY === snakePosY) {
resetFood();
}
// dont spawn food on any snake part
if (
tail.some(
(snakePart) => snakePart.x === foodPosX && snakePart.y === foodPosY
)
) {
resetFood();
}
}
// GAME OVER
// KEYBOARD restarts game
function gameOver() {
title.innerHTML = `☠️ <strong> ${score} </strong> ☠️`;
gameIsRunning = false;
}
/**
* KEYBOARD
*/
function keyPush(event) {
switch (event.key) {
case "ArrowLeft":
if (velocityX !== 1) {
velocityX = -1;
velocityY = 0;
}
break;
case "ArrowUp":
if (velocityY !== 1) {
velocityX = 0;
velocityY = -1;
}
break;
case "ArrowRight":
if (velocityX !== -1) {
velocityX = 1;
velocityY = 0;
}
break;
case "ArrowDown":
if (velocityY !== -1) {
velocityX = 0;
velocityY = 1;
}
break;
default:
// restart game
if (!gameIsRunning) location.reload();
break;
}
}
// grid
function drawGrid() {
for (let i = 0; i < tileCountX; i++) {
for (let j = 0; j < tileCountY; j++) {
rectangle(
"#fff",
tileSize * i,
tileSize * j,
tileSize - 1,
tileSize - 1
);
}
}
}
</script>
</body>
</html>