```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; const COLOR_BG = "#000"; const COLOR_BODY = "#3aa635"; const COLOR_HEAD = "#7ed957"; const COLOR_FOOD = "#c0392b"; const COLOR_TEXT = "#fff"; const HIGH_KEY = "snake.high"; class Game { private canvas: HTMLCanvasElement; private ctx: CanvasRenderingContext2D; private scoreEl: HTMLElement; private highEl: HTMLElement; private snake!: Cell[]; private dir!: Direction; private pendingDir: Direction | null = 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 = null; constructor(canvas: HTMLCanvasElement, scoreEl: HTMLElement, highEl: HTMLElement) { this.canvas = canvas; const ctx = canvas.getContext("2d"); if (!ctx) throw new Error("no 2d context"); this.ctx = ctx; this.scoreEl = scoreEl; this.highEl = highEl; // TODO: load high score from localStorage key HIG_KEY (parse Number, default 0) and call this.resetState() and this.render() const raw = localStorage.getItem(HIGH_KEY); this.high = raw !== null ? (Number(raw) || 0) : 0; this.resetState(); this.render(); } /** Begin the game on first Space press: started=true, paused=false, start the tick interval. No-op if already started. */ start(): void { // TODO: implement per docstring above if (this.started) return; this.started = true; this.paused = false; if (this.alive) { if (this.timer !== null) { clearInterval(this.timer); } this.timer = window.setInterval(() => this.step(), this.tickMs); } this.render(); } /** Toggle pause on/off during a running game. If not yet started, behave like start(). When unpausing, re-arm the interval. When pausing, clear it. */ togglePause(): void { // TODO: implement per docstring above if (!this.started) { this.start(); return; } if (this.paused) { // unpause this.paused = false; if (this.alive) { if (this.timer !== null) { clearInterval(this.timer); } this.timer = window.setInterval(() => this.step(), this.tickMs); } } else { // pause this.paused = true; if (this.timer !== null) { clearInterval(this.timer); this.timer = null; } } this.render(); } /** Full reset to the initial paused-before-start state, then render. Clears the tick interval if running. */ restart(): void { // TODO: implement per docstring above if (this.timer !== null) { clearInterval(this.timer); this.timer = null; } this.resetState(); this.render(); } /** Apply pendingDir if it is not the opposite of the current dir, then move the snake one cell, detect wall/self collisions, handle food, and render. Called once per tick interval. */ private step(): void { // TODO: implement per docstring above. On food: grow (don't pop tail), score++, update high if needed, spawn new food, and after every SPEEDUP_EVERY foods reduce tickMs by SPEEDUP_DELTA (floor MIN_TICK_MS) by rearming the interval. On wall/self collision: set alive=false, clear interval, render game-over overlay. if (!this.alive || this.paused) return; // apply pending dir if not opposite if (this.pendingDir) { const p = this.pendingDir; if (!(p.x + this.dir.x === 0 && p.y + this.dir.y === 0)) { this.dir = { x: p.x, y: p.y }; } this.pendingDir = null; } const head = this.snake[0]; const newHead: Cell = { x: head.x + this.dir.x, y: head.y + this.dir.y }; const willGrow = newHead.x === this.food.x && newHead.y === this.food.y; // check collision (wouldCollide returns true if safe) if (!this.wouldCollide(newHead, willGrow)) { // collision occurred this.alive = false; if (this.timer !== null) { clearInterval(this.timer); this.timer = null; } this.render(); return; } // move snake this.snake.unshift(newHead); if (!willGrow) { this.snake.pop(); } else { // ate food this.score++; if (this.score > this.high) { this.high = this.score; try { localStorage.setItem(HIGH_KEY, String(this.high)); } catch { // ignore storage errors } } this.spawnFood(); // speedup after every SPEEDUP_EVERY foods if (this.score % SPEEDUP_EVERY === 0) { const oldTimerActive = this.timer !== null; this.tickMs = Math.max(MIN_TICK_MS, this.tickMs - SPEEDUP_DELTA); if (oldTimerActive && this.alive && !this.paused) { if (this.timer !== null) { clearInterval(this.timer); } this.timer = window.setInterval(() => this.step(), this.tickMs); } } this.updateScoreDom(); } this.render(); } /** Set snake (length 3 at (10,10), (9,10), (8,10) moving right), reset dir/pendingDir/score/tickMs/alive/started/paused, spawn food. */ private resetState(): void { // TODO: implement per docstring above 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 = false; this.spawnFood(); this.updateScoreDom(); } /** Pick a random Cell that is not currently occupied by the snake. If no empty cell, treat as win (alive=false, render). */ private spawnFood(): void { // TODO: implement per docstring above const occupied = new Set(); for (const s of this.snake) { occupied.add(`${s.x},${s.y}`); } const empties: Cell[] = []; for (let y = 0; y < GRID; y++) { for (let x = 0; x < GRID; x++) { const key = `${x},${y}`; if (!occupied.has(key)) empties.push({ x, y }); } } if (empties.length === 0) { // win this.alive = false; if (this.timer !== null) { clearInterval(this.timer); this.timer = null; } this.render(); return; } const idx = Math.floor(Math.random() * empties.length); this.food = empties[idx]; } /** Update the score and high DOM elements with "Score: N" / "High: N". */ private updateScoreDom(): void { // TODO: implement per docstring above this.scoreEl.textContent = `Score: ${this.score}`; this.highEl.textContent = `High: ${this.high}`; } /** Clear and redraw the board: black bg, food, snake body, snake head (distinct color). On not-yet-started, draw centered "Press Space to start". On paused (after first start), draw centered "Paused". On game-over, draw centered "Game Over — press R to restart". Text 20px sans-serif white, centered. */ private render(): void { // TODO: implement per docstring above const ctx = this.ctx; ctx.fillStyle = COLOR_BG; ctx.fillRect(0, 0, this.canvas.width, this.canvas.height); // draw food ctx.fillStyle = COLOR_FOOD; ctx.fillRect(this.food.x * CELL, this.food.y * CELL, CELL, CELL); // draw body (excluding head) for (let i = 1; i < this.snake.length; i++) { const s = this.snake[i]; ctx.fillStyle = COLOR_BODY; ctx.fillRect(s.x * CELL, s.y * CELL, CELL, CELL); } // draw head const head = this.snake[0]; ctx.fillStyle = COLOR_HEAD; ctx.fillRect(head.x * CELL, head.y * CELL, CELL, CELL); // overlay text states if (!this.started) { ctx.fillStyle = COLOR_TEXT; ctx.font = "20px sans-serif"; ctx.textAlign = "center"; ctx.textBaseline = "middle"; ctx.fillText("Press Space to start", this.canvas.width / 2, this.canvas.height / 2); } else if (!this.alive) { ctx.fillStyle = COLOR_TEXT; ctx.font = "20px sans-serif"; ctx.textAlign = "center"; ctx.textBaseline = "middle"; ctx.fillText("Game Over — press R to restart", this.canvas.width / 2, this.canvas.height / 2); } else if (this.paused) { ctx.fillStyle = COLOR_TEXT; ctx.font = "20px sans-serif"; ctx.textAlign = "center"; ctx.textBaseline = "middle"; ctx.fillText("Paused", this.canvas.width / 2, this.canvas.height / 2); } } /** True iff `cell` lies inside the grid AND is not occupied by `snake` (excluding the soon-to-vacate tail when not growing). */ private wouldCollide(cell: Cell, willGrow: boolean): boolean { // TODO: implement per docstring above if (cell.x < 0 || cell.x >= GRID || cell.y < 0 || cell.y >= GRID) return false; const len = this.snake.length; const tailIndexToExclude = willGrow ? -1 : len - 1; for (let i = 0; i < len; i++) { if (i === tailIndexToExclude) continue; const s = this.snake[i]; if (s.x === cell.x && s.y === cell.y) return false; } return true; } // Small allowed public helper to accept pending directions from external key handler. setPendingDir(d: Direction): void { this.pendingDir = d; } } // ---- top-level wiring (fill in) ---- // TODO: get the canvas, score, high elements from the DOM by id ("game", "score", "high"); cast to HTMLCanvasElement / HTMLElement // TODO: create `const game = new Game(canvas, scoreEl, highEl);` // TODO: install a `keydown` listener on `window` that maps arrow keys + WASD to direction vectors, Space to game.togglePause(), R to game.restart(). Call e.preventDefault() on handled keys. For direction presses, set game's pending direction. (Hint: you may need a small public method on Game to accept a pending direction, OR you can re-architect minimally — but keep the three public methods above unchanged.) const canvas = document.getElementById("game") as HTMLCanvasElement | null; const scoreEl = document.getElementById("score") as HTMLElement | null; const highEl = document.getElementById("high") as HTMLElement | null; if (!canvas || !scoreEl || !highEl) { throw new Error("Missing DOM elements"); } const game = new Game(canvas, scoreEl, highEl); window.addEventListener("keydown", (e: KeyboardEvent) => { let handled = false; switch (e.code) { case "ArrowUp": case "KeyW": game.setPendingDir({ x: 0, y: -1 }); handled = true; break; case "ArrowDown": case "KeyS": game.setPendingDir({ x: 0, y: 1 }); handled = true; break; case "ArrowLeft": case "KeyA": game.setPendingDir({ x: -1, y: 0 }); handled = true; break; case "ArrowRight": case "KeyD": game.setPendingDir({ x: 1, y: 0 }); handled = true; break; case "Space": game.togglePause(); handled = true; break; case "KeyR": game.restart(); handled = true; break; default: break; } if (handled) e.preventDefault(); }); ```