```html Snake

Snake

Score: 0
High: 0
Arrow keys or WASD to move · Space to start/pause · R to restart
``` ```typescript // snake.ts content 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 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 interval: number | null; constructor(canvas: HTMLCanvasElement, scoreEl: HTMLElement, highEl: HTMLElement) { this.canvas = canvas; this.scoreEl = scoreEl; this.highEl = highEl; this.snake = [ { x: 10, y: 10 }, { x: 9, y: 10 }, { x: 8, y: 10 } ]; this.dir = { x: 1, y: 0 }; this.pendingDir = null; this.food = this.spawnFood(); this.score = 0; this.high = parseInt(localStorage.getItem('snake.high') || '0'); this.tickMs = INITIAL_TICK_MS; this.alive = true; this.started = false; this.paused = true; this.interval = null; } start(): void { if (!this.started) { this.started = true; this.paused = false; this.interval = setInterval(this.tick.bind(this), this.tickMs); } } togglePause(): void { this.paused = !this.paused; } restart(): 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.food = this.spawnFood(); this.score = 0; this.high = Math.max(this.high, this.score); this.highEl.textContent = `High: ${this.high}`; this.alive = true; this.started = false; this.paused = true; if (this.interval) { clearInterval(this.interval); this.interval = null; } } private spawnFood(): Cell { let newFood: Cell; do { newFood = { x: Math.floor(Math.random() * GRID), y: Math.floor(Math.random() * GRID) }; } while (this.snake.some(segment => segment.x === newFood.x && segment.y === newFood.y)); return newFood; } private tick(): void { if (!this.alive || this.paused) return; // Handle direction if (this.pendingDir && this.pendingDir.x !== -this.dir.x && this.pendingDir.y !== -this.dir.y) { this.dir = this.pendingDir; this.pendingDir = null; } // Move the snake const head = { x: this.snake[0].x + this.dir.x, y: this.snake[0].y + this.dir.y }; // Check wall collision if (head.x < 0 || head.x >= GRID || head.y < 0 || head.y >= GRID) { this.alive = false; return; } // Check body collision (excluding tail) for (let i = 1; i < this.snake.length; i++) { if (this.snake[i].x === head.x && this.snake[i].y === head.y) { this.alive = false; return; } } // Add new head this.snake.unshift(head); // Check if ate food if (head.x === this.food.x && head.y === this.food.y) { this.score++; this.scoreEl.textContent = `Score: ${this.score}`; this.high = Math.max(this.high, this.score); this.highEl.textContent = `High: ${this.high}`; localStorage.setItem('snake.high', this.high.toString()); this.food = this.spawnFood(); // Update speed if (this.score % SPEEDUP_EVERY === 0) { this.tickMs = Math.max(this.tickMs - SPEEDUP_DELTA, MIN_TICK_MS); } } else { // Remove tail this.snake.pop(); } // Update speed if needed if (this.score % SPEEDUP_EVERY === 0) { this.tickMs = Math.max(this.tickMs - SPEEDUP_DELTA, MIN_TICK_MS); } // Draw this.draw(); } private draw(): void { const ctx = this.canvas.getContext('2d')!; ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); // Draw snake ctx.fillStyle = '#3aa635'; for (let i = 0; i < this.snake.length; i++) { const cell = this.snake[i]; ctx.fillRect(cell.x * CELL, cell.y * CELL, CELL, CELL); } // Draw head ctx.fillStyle = '#7ed957'; ctx.fillRect(this.snake[0].x * CELL, this.snake[0].y * CELL, CELL, CELL); // Draw apple ctx.fillStyle = '#c0392b'; ctx.beginPath(); ctx.arc(this.food.x * CELL + CELL / 2, this.food.y * CELL + CELL / 2, CELL / 2, 0, Math.PI * 2); ctx.fill(); // Draw text overlays this.drawText(); } private drawText(): void { const ctx = this.canvas.getContext('2d')!; 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.paused) { ctx.fillText('Paused', 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); } } } // Top-level setup const canvas = document.getElementById('game') as HTMLCanvasElement; const scoreEl = document.getElementById('score')!; const highEl = document.getElementById('high')!; // Load high score let high = parseInt(localStorage.getItem('snake.high') || '0'); highEl.textContent = `High: ${high}`; // Initialize game const game = new Game(canvas, scoreEl, highEl); // Key handling window.addEventListener('keydown', (e) => { e.preventDefault(); if (e.key === ' ' || e.key === 'Spacebar') { game.togglePause(); } else if (e.key === 'r' || e.key === 'R') { game.restart(); } else { let dir: Direction; switch (e.key) { case 'ArrowUp': case 'w': case 'W': dir = { x: 0, y: -1 }; break; case 'ArrowDown': case 's': case 'S': dir = { x: 0, y: 1 }; break; case 'ArrowLeft': case 'a': case 'A': dir = { x: -1, y: 0 }; break; case 'ArrowRight': case 'd': case 'D': dir = { x: 1, y: 0 }; break; default: return; } if (game.pendingDir && game.pendingDir.x === -dir.x && game.pendingDir.y === -dir.y) { // Reverse direction, ignore } else { game.pendingDir = dir; } } }); ```