```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; const SPEEDUP_DELTA = 10; 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 timer: 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 }; this.pendingDir = null; this.food = { x: 0, y: 0 }; this.score = 0; this.high = 0; this.tickMs = INITIAL_TICK_MS; this.alive = true; this.started = false; this.paused = true; this.timer = null; this.resetState(); this.draw(); } private resetState(): void { this.snake = [ { x: 10, y: 10 }, { x: 9, y: 10 }, { x: 8, y: 10 }, ]; this.dir = { x: 1, y: 0 }; this.pendingDir = null; this.score = 0; this.tickMs = INITIAL_TICK_MS; this.alive = true; this.started = false; this.paused = true; this.food = this.spawnFood(); this.updateUI(); } start(): void { if (this.started) return; this.started = true; this.paused = false; this.scheduleTick(); } togglePause(): void { if (!this.started || !this.alive) return; this.paused = !this.paused; if (!this.paused) { this.scheduleTick(); } this.draw(); } restart(): void { if (this.timer !== null) { clearTimeout(this.timer); this.timer = null; } this.resetState(); this.draw(); } private scheduleTick(): void { if (this.timer !== null) { clearTimeout(this.timer); this.timer = null; } if (!this.alive || this.paused) return; this.timer = window.setTimeout(() => { this.tick(); }, this.tickMs); } private tick(): void { if (!this.alive || this.paused) return; if (this.pendingDir) { this.dir = this.pendingDir; this.pendingDir = null; } const head = this.snake[0]; const newHead: Cell = { x: head.x + this.dir.x, y: head.y + this.dir.y }; if (newHead.x < 0 || newHead.x >= GRID || newHead.y < 0 || newHead.y >= GRID) { this.gameOver(); return; } for (let i = 0; i < this.snake.length - 1; i++) { if (this.snake[i].x === newHead.x && this.snake[i].y === newHead.y) { this.gameOver(); return; } } this.snake.unshift(newHead); if (newHead.x === this.food.x && newHead.y === this.food.y) { this.score++; if (this.score % SPEEDUP_EVERY === 0) { this.tickMs = Math.max(MIN_TICK_MS, this.tickMs - SPEEDUP_DELTA); } this.food = this.spawnFood(); this.updateUI(); } else { this.snake.pop(); } this.draw(); this.scheduleTick(); } private gameOver(): void { this.alive = false; if (this.timer !== null) { clearTimeout(this.timer); this.timer = null; } if (this.score > this.high) { this.high = this.score; localStorage.setItem('snake.high', String(this.high)); this.updateUI(); } this.draw(); } private spawnFood(): Cell { const occupied = new Set(); for (const seg of this.snake) { occupied.add(`${seg.x},${seg.y}`); } let x: number, y: number; do { x = Math.floor(Math.random() * GRID); y = Math.floor(Math.random() * GRID); } while (occupied.has(`${x},${y}`)); return { x, y }; } private updateUI(): void { this.scoreEl.textContent = `Score: ${this.score}`; this.highEl.textContent = `High: ${this.high}`; } private draw(): void { const ctx = this.ctx; ctx.fillStyle = '#000'; ctx.fillRect(0, 0, this.canvas.width, this.canvas.height); ctx.fillStyle = '#c0392b'; ctx.fillRect(this.food.x * CELL, this.food.y * CELL, CELL, CELL); for (let i = 0; i < this.snake.length; i++) { const seg = this.snake[i]; if (i === 0) { ctx.fillStyle = '#7ed957'; } else { ctx.fillStyle = '#3aa635'; } ctx.fillRect(seg.x * CELL, seg.y * CELL, CELL, CELL); } ctx.fillStyle = '#fff'; ctx.font = '20px sans-serif'; ctx.textAlign = 'center'; ctx.textBaseline = 'middle'; if (!this.started) { ctx.fillText('Press Space to start', this.canvas.width / 2, this.canvas.height / 2); } else if (!this.alive) { ctx.fillText('Game Over — press R to restart', this.canvas.width / 2, this.canvas.height / 2); } else if (this.paused) { ctx.fillText('Paused', this.canvas.width / 2, this.canvas.height / 2); } } setDirection(d: Direction): void { if (!this.alive) return; const opposite = d.x === -this.dir.x && d.y === -this.dir.y; if (opposite) return; this.pendingDir = d; } } const canvas = document.getElementById('game') as HTMLCanvasElement; const scoreEl = document.getElementById('score') as HTMLElement; const highEl = document.getElementById('high') as HTMLElement; const savedHigh = localStorage.getItem('snake.high'); const initialHigh = savedHigh ? parseInt(savedHigh, 10) : 0; const game = new Game(canvas, scoreEl, highEl); game['high'] = isNaN(initialHigh) ? 0 : initialHigh; game['updateUI'](); window.addEventListener('keydown', (e) => { const key = e.key; let handled = false; if (key === 'ArrowUp' || key === 'w' || key === 'W') { game.setDirection({ x: 0, y: -1 }); handled = true; } else if (key === 'ArrowDown' || key === 's' || key === 'S') { game.setDirection({ x: 0, y: 1 }); handled = true; } else if (key === 'ArrowLeft' || key === 'a' || key === 'A') { game.setDirection({ x: -1, y: 0 }); handled = true; } else if (key === 'ArrowRight' || key === 'd' || key === 'D') { game.setDirection({ x: 1, y: 0 }); handled = true; } else if (key === ' ') { if (!game['started']) { game.start(); } else { game.togglePause(); } handled = true; } else if (key === 'r' || key === 'R') { game.restart(); handled = true; } if (handled) { e.preventDefault(); } }); ```