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<!DOCTYPE html>
<!-- this was mostly written by Claude-3.5-Sonnet btw -->
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Snake Game (WASD Controls, Larger Area, Obstacles, Slower Enemies)</title>
<style>
body {
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
margin: 0;
background-color: #f0f0f0;
}
canvas {
border: 2px solid #333;
}
</style>
</head>
<body>
<canvas id="gameCanvas" width="800" height="800"></canvas>
<script>
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const gridSize = 20;
const tileCount = canvas.width / gridSize;
let snake = [
{x: 20, y: 20},
];
let food = {x: 15, y: 15};
let dx = 0;
let dy = 0;
let score = 0;
let obstacles = [];
let enemies = [];
let enemyMoveCounter = 0;
function generateObstacles() {
obstacles = [];
for (let i = 0; i < 20; i++) {
obstacles.push({
x: Math.floor(Math.random() * tileCount),
y: Math.floor(Math.random() * tileCount)
});
}
}
function generateEnemies() {
enemies = [];
for (let i = 0; i < 3; i++) {
enemies.push({
x: Math.floor(Math.random() * tileCount),
y: Math.floor(Math.random() * tileCount)
});
}
}
generateObstacles();
generateEnemies();
function drawGame() {
clearCanvas();
moveSnake();
moveEnemies();
drawSnake();
drawFood();
drawObstacles();
drawEnemies();
checkCollision();
drawScore();
}
function clearCanvas() {
ctx.fillStyle = 'white';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
function moveSnake() {
const head = {x: snake[0].x + dx, y: snake[0].y + dy};
snake.unshift(head);
if (head.x === food.x && head.y === food.y) {
score++;
generateFood();
} else {
snake.pop();
}
}
function moveEnemies() {
enemyMoveCounter++;
if (enemyMoveCounter >= 2.5) { // Move enemies every 2.5 game loops (60% slower)
enemyMoveCounter = 0;
enemies.forEach(enemy => {
const head = snake[0];
if (enemy.x < head.x) enemy.x++;
else if (enemy.x > head.x) enemy.x--;
if (enemy.y < head.y) enemy.y++;
else if (enemy.y > head.y) enemy.y--;
});
}
}
function drawSnake() {
ctx.fillStyle = 'green';
snake.forEach(segment => {
ctx.fillRect(segment.x * gridSize, segment.y * gridSize, gridSize - 2, gridSize - 2);
});
}
function drawFood() {
ctx.fillStyle = 'red';
ctx.fillRect(food.x * gridSize, food.y * gridSize, gridSize - 2, gridSize - 2);
}
function drawObstacles() {
ctx.fillStyle = 'gray';
obstacles.forEach(obstacle => {
ctx.fillRect(obstacle.x * gridSize, obstacle.y * gridSize, gridSize - 2, gridSize - 2);
});
}
function drawEnemies() {
ctx.fillStyle = 'purple';
enemies.forEach(enemy => {
ctx.fillRect(enemy.x * gridSize, enemy.y * gridSize, gridSize - 2, gridSize - 2);
});
}
function generateFood() {
do {
food.x = Math.floor(Math.random() * tileCount);
food.y = Math.floor(Math.random() * tileCount);
} while (isCollision(food) || isOnSnake(food) || isOnEnemy(food));
}
function isCollision(pos) {
return obstacles.some(obstacle => obstacle.x === pos.x && obstacle.y === pos.y);
}
function isOnSnake(pos) {
return snake.some(segment => segment.x === pos.x && segment.y === pos.y);
}
function isOnEnemy(pos) {
return enemies.some(enemy => enemy.x === pos.x && enemy.y === pos.y);
}
function checkCollision() {
const head = snake[0];
if (head.x < 0 || head.x >= tileCount || head.y < 0 || head.y >= tileCount) {
resetGame();
return;
}
for (let i = 1; i < snake.length; i++) {
if (head.x === snake[i].x && head.y === snake[i].y) {
resetGame();
return;
}
}
if (isCollision(head) || isOnEnemy(head)) {
resetGame();
}
}
function resetGame() {
snake = [{x: 20, y: 20}];
food = {x: 15, y: 15};
dx = 0;
dy = 0;
score = 0;
enemyMoveCounter = 0;
generateObstacles();
generateEnemies();
generateFood();
}
function drawScore() {
ctx.fillStyle = 'black';
ctx.font = '20px Arial';
ctx.fillText(`Score: ${score}`, 10, 30);
}
document.addEventListener('keydown', changeDirection);
function changeDirection(event) {
const key = event.key.toLowerCase();
const goingUp = dy === -1;
const goingDown = dy === 1;
const goingRight = dx === 1;
const goingLeft = dx === -1;
if (key === 'a' && !goingRight) {
dx = -1;
dy = 0;
}
if (key === 'w' && !goingDown) {
dx = 0;
dy = -1;
}
if (key === 'd' && !goingLeft) {
dx = 1;
dy = 0;
}
if (key === 's' && !goingUp) {
dx = 0;
dy = 1;
}
}
function gameLoop() {
drawGame();
setTimeout(gameLoop, 100);
}
gameLoop();
</script>
</body>
</html> |