```html Snake

Snake

Score: 0
High: 0
Arrow keys or WASD to move · Space to start/pause · R to restart
``` ```typescript type Cell = { x: number; y: number }; type Direction = { x: number; y: number }; const GRID = 20; const CELL = 20; const INITIAL_TICK_MS = 150; const MIN_TICK_MS = 60; const SPEEDUP_EVERY = 5; // apples const SPEEDUP_DELTA = 10; // ms class Game { private canvas: HTMLCanvasElement; private ctx: CanvasRenderingContext2D; private scoreEl: HTMLElement; private highEl: HTMLElement; private snake: Cell[]; private dir: Direction; private pendingDir: Direction | null; private food: Cell; private score: number; private high: number; private tickMs: number; private alive: boolean; private started: boolean; private paused: boolean; private gameInterval: number | null; constructor(canvas: HTMLCanvasElement, scoreEl: HTMLElement, highEl: HTMLElement) { this.canvas = canvas; this.ctx = canvas.getContext('2d')!; this.scoreEl = scoreEl; this.highEl = highEl; this.snake = []; this.dir = { x: 1, y: 0 }; // Moving right this.pendingDir = null; this.food = { x: 0, y: 0 }; // Will be set on reset this.score = 0; this.high = parseInt(localStorage.getItem('snake.high') || '0', 10); this.tickMs = INITIAL_TICK_MS; this.alive = true; this.started = false; this.paused = true; this.gameInterval = null; this.highEl.textContent = `High: ${this.high}`; this.reset(); this.draw(); } private reset(): void { this.snake = [ { x: 10, y: 10 }, { x: 9, y: 10 }, { x: 8, y: 10 }, ]; this.dir = { x: 1, y: 0 }; // Moving right this.pendingDir = null; this.score = 0; this.tickMs = INITIAL_TICK_MS; this.alive = true; this.paused = true; this.started = false; this.scoreEl.textContent = `Score: ${this.score}`; this.spawnFood(); if (this.gameInterval) { clearInterval(this.gameInterval); this.gameInterval = null; } } private spawnFood(): void { let newFood: Cell; while (true) { newFood = { x: Math.floor(Math.random() * GRID), y: Math.floor(Math.random() * GRID), }; let collision = false; for (const segment of this.snake) { if (segment.x === newFood.x && segment.y === newFood.y) { collision = true; break; } } if (!collision) { this.food = newFood; break; } } } private update(): void { if (!this.alive || this.paused) { return; } if (this.pendingDir) { this.dir = this.pendingDir; this.pendingDir = null; } const head = { x: this.snake[0].x + this.dir.x, y: this.snake[0].y + this.dir.y }; // Wall collision if (head.x < 0 || head.x >= GRID || head.y < 0 || head.y >= GRID) { this.gameOver(); return; } // Self collision (excluding the very last segment if it's about to move) for (let i = 1; i < this.snake.length - (this.snake[this.snake.length - 1].x === this.food.x && this.snake[this.snake.length - 1].y === this.food.y ? 0 : 1); i++) { if (head.x === this.snake[i].x && head.y === this.snake[i].y) { this.gameOver(); return; } } this.snake.unshift(head); // Add new head // Food collision if (head.x === this.food.x && head.y === this.food.y) { this.score++; this.scoreEl.textContent = `Score: ${this.score}`; if (this.score > this.high) { this.high = this.score; this.highEl.textContent = `High: ${this.high}`; localStorage.setItem('snake.high', this.high.toString()); } this.spawnFood(); if (this.score > 0 && this.score % SPEEDUP_EVERY === 0) { this.tickMs = Math.max(MIN_TICK_MS, this.tickMs - SPEEDUP_DELTA); this.setGameInterval(); } } else { this.snake.pop(); // Remove tail if no food eaten } this.draw(); } private draw(): void { this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); // Draw snake for (let i = 0; i < this.snake.length; i++) { this.ctx.fillStyle = i === 0 ? '#7ed957' : '#3aa635'; // Head vs body color this.ctx.fillRect(this.snake[i].x * CELL, this.snake[i].y * CELL, CELL, CELL); } // Draw food this.ctx.fillStyle = '#c0392b'; this.ctx.fillRect(this.food.x * CELL, this.food.y * CELL, CELL, CELL); // Draw overlay text this.ctx.fillStyle = '#fff'; this.ctx.font = '20px sans-serif'; this.ctx.textAlign = 'center'; this.ctx.textBaseline = 'middle'; if (!this.alive) { this.ctx.fillText('Game Over — press R to restart', this.canvas.width / 2, this.canvas.height / 2); } else if (this.paused) { if (!this.started) { this.ctx.fillText('Press Space to start', this.canvas.width / 2, this.canvas.height / 2); } else { this.ctx.fillText('Paused', this.canvas.width / 2, this.canvas.height / 2); } } } private setGameInterval(): void { if (this.gameInterval) { clearInterval(this.gameInterval); } this.gameInterval = setInterval(() => this.update(), this.tickMs); } public start(): void { if (!this.started && this.paused) { this.started = true; this.paused = false; this.setGameInterval(); this.draw(); } } public togglePause(): void { if (this.alive && this.started) { this.paused = !this.paused; if (this.paused) { if (this.gameInterval) { clearInterval(this.gameInterval); this.gameInterval = null; } } else { this.setGameInterval(); } this.draw(); } } public restart(): void { this.reset(); this.draw(); } private gameOver(): void { this.alive = false; if (this.gameInterval) { clearInterval(this.gameInterval); this.gameInterval = null; } this.draw(); } public setDirection(newDir: Direction): void { if (!this.alive || this.paused) return; // Prevent reversing into self if ( (newDir.x === -this.dir.x && newDir.y === -this.dir.y) || (newDir.x === this.dir.x && newDir.y === this.dir.y) ) { return; } this.pendingDir = newDir; } } // Top-level setup const gameCanvas = document.getElementById('game') as HTMLCanvasElement; const scoreDisplay = document.getElementById('score') as HTMLElement; const highDisplay = document.getElementById('high') as HTMLElement; const game = new Game(gameCanvas, scoreDisplay, highDisplay); window.addEventListener('keydown', (e) => { switch (e.key) { case 'ArrowUp': case 'w': case 'W': game.setDirection({ x: 0, y: -1 }); e.preventDefault(); break; case 'ArrowDown': case 's': case 'S': game.setDirection({ x: 0, y: 1 }); e.preventDefault(); break; case 'ArrowLeft': case 'a': case 'A': game.setDirection({ x: -1, y: 0 }); e.preventDefault(); break; case 'ArrowRight': case 'd': case 'D': game.setDirection({ x: 1, y: 0 }); e.preventDefault(); break; case ' ': if (!game['started']) { // Access private property for initial start check game.start(); } else { game.togglePause(); } e.preventDefault(); break; case 'r': case 'R': game.restart(); e.preventDefault(); break; } }); ```