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- <!DOCTYPE html>
- <html>
- <head>
- <title></title>
- <style>
- html, body {
- height: 100%;
- margin: 0;
- }
- body {
- background: black;
- display: flex;
- align-items: center;
- justify-content: center;
- }
- canvas {
- border: 1px solid white;
- }
- </style>
- </head>
- <body>
- <canvas width="400" height="400" id="game"></canvas>
- <script>
- var canvas = document.getElementById('game');
- var context = canvas.getContext('2d');
- var grid = 16;
- var count = 0;
- var snake = {
- x: 160,
- y: 160,
- // snake velocity. moves one grid length every frame in either the x or y direction
- dx: grid,
- dy: 0,
- // keep track of all grids the snake body occupies
- cells: [],
- // length of the snake. grows when eating an apple
- maxCells: 4
- };
- var apple = {
- x: 320,
- y: 320
- };
- // get random whole numbers in a specific range
- // @see https://stackoverflow.com/a/1527820/2124254
- function getRandomInt(min, max) {
- return Math.floor(Math.random() * (max - min)) + min;
- }
- // game loop
- function loop() {
- requestAnimationFrame(loop);
- // slow game loop to 15 fps instead of 60 (60/15 = 4)
- if (++count < 4) {
- return;
- }
- count = 0;
- context.clearRect(0,0,canvas.width,canvas.height);
- // move snake by it's velocity
- snake.x += snake.dx;
- snake.y += snake.dy;
- // wrap snake position horizontally on edge of screen
- if (snake.x < 0) {
- snake.x = canvas.width - grid;
- }
- else if (snake.x >= canvas.width) {
- snake.x = 0;
- }
- // wrap snake position vertically on edge of screen
- if (snake.y < 0) {
- snake.y = canvas.height - grid;
- }
- else if (snake.y >= canvas.height) {
- snake.y = 0;
- }
- // keep track of where snake has been. front of the array is always the head
- snake.cells.unshift({x: snake.x, y: snake.y});
- // remove cells as we move away from them
- if (snake.cells.length > snake.maxCells) {
- snake.cells.pop();
- }
- // draw apple
- context.fillStyle = 'red';
- context.fillRect(apple.x, apple.y, grid-1, grid-1);
- // draw snake one cell at a time
- context.fillStyle = 'green';
- snake.cells.forEach(function(cell, index) {
- // drawing 1 px smaller than the grid creates a grid effect in the snake body so you can see how long it is
- context.fillRect(cell.x, cell.y, grid-1, grid-1);
- // snake ate apple
- if (cell.x === apple.x && cell.y === apple.y) {
- snake.maxCells++;
- // canvas is 400x400 which is 25x25 grids
- apple.x = getRandomInt(0, 25) * grid;
- apple.y = getRandomInt(0, 25) * grid;
- }
- // check collision with all cells after this one (modified bubble sort)
- for (var i = index + 1; i < snake.cells.length; i++) {
- // snake occupies same space as a body part. reset game
- if (cell.x === snake.cells[i].x && cell.y === snake.cells[i].y) {
- snake.x = 160;
- snake.y = 160;
- snake.cells = [];
- snake.maxCells = 4;
- snake.dx = grid;
- snake.dy = 0;
- apple.x = getRandomInt(0, 25) * grid;
- apple.y = getRandomInt(0, 25) * grid;
- }
- }
- });
- }
- // listen to keyboard events to move the snake
- document.addEventListener('keydown', function(e) {
- // prevent snake from backtracking on itself by checking that it's
- // not already moving on the same axis (pressing left while moving
- // left won't do anything, and pressing right while moving left
- // shouldn't let you collide with your own body)
- // left arrow key
- if (e.which === 37 && snake.dx === 0) {
- snake.dx = -grid;
- snake.dy = 0;
- }
- // up arrow key
- else if (e.which === 38 && snake.dy === 0) {
- snake.dy = -grid;
- snake.dx = 0;
- }
- // right arrow key
- else if (e.which === 39 && snake.dx === 0) {
- snake.dx = grid;
- snake.dy = 0;
- }
- // down arrow key
- else if (e.which === 40 && snake.dy === 0) {
- snake.dy = grid;
- snake.dx = 0;
- }
- });
- // start the game
- requestAnimationFrame(loop);
- </script>
- </body>
- </html>
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