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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Snake!</title>
</head>
<body>
<canvas id="canvas" width="400" height="400"></canvas>
<script src="https://code.jquery.com/jquery-2.1.0.js"></script>
<span id="coord"></span>
<script>
// Canvas setup
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// Get width and height of canvas element
var width = canvas.width;
var height = canvas.height;
// Calculate width and height in cells
var blockSize = 10;
var widthInBlocks = width / blockSize;
var heightInBlocks = height / blockSize;
// Set score to 0
var score = 0;
// Draw border
var drawBorder = function () {
ctx.fillStyle = "Gray";
ctx.fillRect(0, 0, width, blockSize);
ctx.fillRect(0, height - blockSize, width, blockSize);
ctx.fillRect(0, 0, blockSize, height);
ctx.fillRect(width - blockSize, 0, blockSize, height);
};
// Display game score in the top left corner
var drawScore = function () {
ctx.font = "20px Courier";
ctx.fillStyle = "Black";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Score: " + score, blockSize, blockSize);
};
// Cancel the setInterval action and print "Game Over" message
var gameOver = function () {
clearInterval(intervalId);
ctx.font = "60px Courier";
ctx.fillStyle = "Black";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("Game Over", width / 2, height / 2);
};
// Draw a circle (using the function from chapter 14)
var circle = function (x, y, radius, fillCircle) {
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI * 2, false);
if (fillCircle) {
ctx.fill();
} else {
ctx.stroke();
}
};
// Define Block constructor (cell)
var Block = function (col, row) {
this.col = col;
this.row = row;
};
// Draw a square at cell position
Block.prototype.drawSquare = function (color) {
var x = this.col * blockSize;
var y = this.row * blockSize;
ctx.fillStyle = color;
ctx.fillRect(x, y, blockSize, blockSize);
};
// Draw a circle at cell position
Block.prototype.drawCircle = function (color) {
var centerX = this.col * blockSize + blockSize / 2;
var centerY = this.row * blockSize + blockSize / 2;
ctx.fillStyle = color;
circle(centerX, centerY, blockSize / 2, true);
};
// Check if this cell is in the same position as otherBlock
Block.prototype.equal = function (otherBlock) {
return this.col === otherBlock.col && this.row === otherBlock.row;
};
// Define Snake constructor
var Snake = function () {
this.segments = [new Block(7, 5), new Block(6, 5), new Block(5, 5)];
this.direction = "right";
this.nextDirection = "right";
};
// Draw a square for each segment of the snake's body
Snake.prototype.draw = function () {
for (var i = 0; i < this.segments.length; i++) {
this.segments[i].drawSquare("Blue");
}
};
// Create a new head and add it to the beginning of the snake
// to move the snake in the current direction
Snake.prototype.move = function () {
var head = this.segments[0];
var newHead;
this.direction = this.nextDirection;
if (this.direction === "right") {
newHead = new Block(head.col + 1, head.row);
} else if (this.direction === "down") {
newHead = new Block(head.col, head.row + 1);
} else if (this.direction === "left") {
newHead = new Block(head.col - 1, head.row);
} else if (this.direction === "up") {
newHead = new Block(head.col, head.row - 1);
}
if (this.checkCollision(newHead)) {
gameOver();
return;
}
this.segments.unshift(newHead);
if (newHead.equal(apple.position)) {
score++;
apple.move();
} else {
this.segments.pop();
}
};
// Check if the snake has collided with the wall or its own body
Snake.prototype.checkCollision = function (head) {
var leftCollision = head.col === 0;
var topCollision = head.row === 0;
var rightCollision = head.col === widthInBlocks - 1;
var bottomCollision = head.row === heightInBlocks - 1;
var wallCollision = leftCollision || topCollision || rightCollision || bottomCollision;
var selfCollision = false;
for (var i = 0; i < this.segments.length; i++) {
if (head.equal(this.segments[i])) {
selfCollision = true;
}
}
return wallCollision || selfCollision;
};
// Set the next direction of the snake based on the pressed key
Snake.prototype.setDirection = function (newDirection) {
if (this.direction === "up" && newDirection === "down") {
return;
} else if (this.direction === "right" && newDirection === "left") {
return;
} else if (this.direction === "down" && newDirection === "up") {
return;
} else if (this.direction === "left" && newDirection === "right") {
return;
}
this.nextDirection = newDirection;
};
// Define Apple constructor
var Apple = function () {
this.position = new Block(10, 10);
};
// Draw a circle at apple position
Apple.prototype.draw = function () {
this.position.drawCircle("LimeGreen");
};
// Move apple to a random position
Apple.prototype.move = function () {
var randomCol = Math.floor(Math.random() * (widthInBlocks - 2)) + 1;
var randomRow = Math.floor(Math.random() * (heightInBlocks - 2)) + 1;
this.position = new Block(randomCol, randomRow);
};
// Create snake and apple objects
var snake = new Snake();
var apple = new Apple();
// Start animation function through setInterval
var intervalId = setInterval(function () {
ctx.clearRect(0, 0, width, height);
drawScore();
snake.move();
snake.draw();
apple.draw();
drawBorder();
}, 100);
// Convert key codes to directions
var directions = {
37: "left",
38: "up",
39: "right",
40: "down"
};
// Set keydown event handler (arrow keys)
$("body").keydown(function (event) {
var newDirection = directions[event.keyCode];
if (newDirection !== undefined) {
snake.setDirection(newDirection);
}
});
</script>
</body>
</html>