```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; this.high = Number(localStorage.getItem(HIGH_KEY)) || 0; this.resetState(); this.render(); } start(): void { if (this.started) return; this.started = true; this.paused = false; this.timer = window.setInterval(() => this.step(), this.tickMs); } togglePause(): void { if (!this.started) { this.start(); return; } this.paused = !this.paused; if (this.paused) { if (this.timer) clearInterval(this.timer); this.timer = null; } else { this.timer = window.setInterval(() => this.step(), this.tickMs); } this.render(); } restart(): void { if (this.timer) clearInterval(this.timer); this.timer = null; this.resetState(); this.render(); } private step(): void { if (this.pendingDir) { const opposite = this.dir.x === -this.pendingDir.x && this.dir.y === -this.pendingDir.y; if (!opposite) 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 }; const willGrow = newHead.x === this.food.x && newHead.y === this.food.y; if (this.wouldCollide(newHead, willGrow)) { this.alive = false; if (this.timer) clearInterval(this.timer); this.timer = null; this.render(); return; } this.snake.unshift(newHead); if (willGrow) { this.score++; this.updateScoreDom(); if (this.score > this.high) { this.high = this.score; localStorage.setItem(HIGH_KEY, String(this.high)); this.updateScoreDom(); } this.spawnFood(); if (this.score % SPEEDUP_EVERY === 0) { this.tickMs = Math.max(MIN_TICK_MS, this.tickMs - SPEEDUP_DELTA); if (this.timer) { clearInterval(this.timer); this.timer = window.setInterval(() => this.step(), this.tickMs); } } } else { this.snake.pop(); } this.render(); } 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 = false; this.spawnFood(); this.updateScoreDom(); } private spawnFood(): void { for (let attempts = 0; attempts < 1000; attempts++) { const cell: Cell = { x: Math.floor(Math.random() * GRID), y: Math.floor(Math.random() * GRID), }; if (!this.snake.some((s) => s.x === cell.x && s.y === cell.y)) { this.food = cell; return; } } this.alive = false; this.render(); } private updateScoreDom(): void { this.scoreEl.textContent = `Score: ${this.score}`; this.highEl.textContent = `High: ${this.high}`; } private render(): void { this.ctx.fillStyle = COLOR_BG; this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height); this.ctx.fillStyle = COLOR_FOOD; this.ctx.fillRect(this.food.x * CELL, this.food.y * CELL, CELL, CELL); for (let i = 0; i < this.snake.length; i++) { this.ctx.fillStyle = i === 0 ? COLOR_HEAD : COLOR_BODY; const c = this.snake[i]; this.ctx.fillRect(c.x * CELL, c.y * CELL, CELL, CELL); } if (!this.started || this.paused || !this.alive) { let msg = ""; if (!this.started) msg = "Press Space to start"; else if (this.paused) msg = "Paused"; else if (!this.alive) msg = "Game Over — press R to restart"; this.ctx.fillStyle = COLOR_TEXT; this.ctx.font = "20px sans-serif"; this.ctx.textAlign = "center"; this.ctx.textBaseline = "middle"; this.ctx.fillText(msg, this.canvas.width / 2, this.canvas.height / 2); } } private wouldCollide(cell: Cell, willGrow: boolean): boolean { if (cell.x < 0 || cell.x >= GRID || cell.y < 0 || cell.y >= GRID) return true; const limit = this.snake.length - (willGrow ? 0 : 1); for (let i = 0; i < limit; i++) { if (this.snake[i].x === cell.x && this.snake[i].y === cell.y) return true; } return false; } public setPendingDir(d: Direction): void { 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 game = new Game(canvas, scoreEl, highEl); window.addEventListener("keydown", (e) => { let dir: Direction | null = null; 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;