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wolandark authored Jul 4, 2022
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169 changes: 169 additions & 0 deletions vimsnake.html
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<!DOCTYPE html>

<!-- forked by Woland from Steven Lambert's Basic Snake HTML and JavaScript Game -->

<html>
<head>
<title> Snake Game With Vim Keys </title>
<meta charset="UTF-8">
<style>
html, body {
height: 100%;
margin: 0;
}

body {
background:#3C3836;
display: flex;
align-items: center;
justify-content: center;
}
canvas {
border: 1px solid #a89984;
}
</style>
</head>
<body>
<canvas width="600" height="600" id="game"></canvas>
<script>
var canvas = document.getElementById('game');
var context = canvas.getContext('2d');

// the canvas width & height, snake x & y, and the apple x & y, all need to be a multiples of the grid size in order for collision detection to work
// (e.g. 16 * 25 = 400)
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
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 = 'orange';
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) {

// left H
if (e.which === 72 && snake.dx === 0) {
snake.dx = -grid;
snake.dy = 0;
}
// up K
else if (e.which === 75 && snake.dy === 0) {
snake.dy = -grid;
snake.dx = 0;
}
// right L
else if (e.which === 76 && snake.dx === 0) {
snake.dx = grid;
snake.dy = 0;
}
// down J
else if (e.which === 74 && snake.dy === 0) {
snake.dy = grid;
snake.dx = 0;
}
});

// start the game
requestAnimationFrame(loop);
</script>
</body>
</html>

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