add snake

This commit is contained in:
2026-08-04 22:32:00 +02:00
parent 03c39f17f4
commit 3842864906
6 changed files with 248 additions and 6 deletions
+2 -1
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@@ -13,7 +13,7 @@
}
</style>
</head>
<body>
<body>
<ul>
<li><a href="bezier-1.html">Bezier demo #1</a></li>
<li><a href="bezier-2.html">Bezier demo #2</a></li>
@@ -23,6 +23,7 @@
<li><a href="move.html">Move demo</a></li>
<li><a href="life.html">Game of life</a></li>
<li><a href="ray.html">Ray</a></li>
<li><a href="snake.html">Snake</a></li>
</ul>
</body>
</html>
+4 -4
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@@ -9,13 +9,13 @@
"version": "1.0.0",
"license": "ISC",
"devDependencies": {
"typescript": "^5.7.3"
"typescript": "^6.0.2"
}
},
"node_modules/typescript": {
"version": "5.7.3",
"resolved": "https://registry.npmjs.org/typescript/-/typescript-5.7.3.tgz",
"integrity": "sha512-84MVSjMEHP+FQRPy3pX9sTVV/INIex71s9TL2Gm5FG/WG1SqXeKyZ0k7/blY/4FdOzI12CBy1vGc4og/eus0fw==",
"version": "6.0.2",
"resolved": "https://registry.npmjs.org/typescript/-/typescript-6.0.2.tgz",
"integrity": "sha512-bGdAIrZ0wiGDo5l8c++HWtbaNCWTS4UTv7RaTH/ThVIgjkveJt83m74bBHMJkuCbslY8ixgLBVZJIOiQlQTjfQ==",
"dev": true,
"bin": {
"tsc": "bin/tsc",
+1 -1
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@@ -5,6 +5,6 @@
"author": "",
"license": "ISC",
"devDependencies": {
"typescript": "^5.7.3"
"typescript": "^6.0.2"
}
}
+37
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@@ -0,0 +1,37 @@
@import url('https://fonts.googleapis.com/css2?family=Outfit:wght@400;700&display=swap');
:root {
--bg-color: #0f172a;
--canvas-color: #1e293b;
--text-color: #f8fafc;
}
body {
margin: 0;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
min-height: 100vh;
background-color: var(--bg-color);
background-image:
radial-gradient(at 0% 0%, rgba(30, 41, 59, 0.5) 0, transparent 50%),
radial-gradient(at 100% 100%, rgba(15, 23, 42, 0.8) 0, transparent 50%);
font-family: 'Outfit', sans-serif;
color: var(--text-color);
overflow: hidden;
}
.canvas-wrapper {
width: 90vmin; /* 90% of the smaller viewport dimension */
height: 90vmin;
aspect-ratio: 1 / 1;
background-color: var(--canvas-color);
border-radius: 16px;
}
#game-canvas {
display: block;
width: 100%;
height: 100%;
}
+16
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@@ -0,0 +1,16 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Game</title>
<link rel="stylesheet" type="text/css" href="snake.css" />
</head>
<body>
<h1>Game</h1>
<div class="canvas-wrapper">
<canvas id="game-canvas"></canvas>
</div>
<script type="module" src="/snake.js"></script>
</body>
</html>
+188
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@@ -0,0 +1,188 @@
class Vec2d {
x: number;
y: number;
constructor(x: number, y: number) {
this.x = x;
this.y = y;
}
toString() {
return `[${this.x}, ${this.y}]`;
}
scale(scalar: number): Vec2d {
return new Vec2d(this.x * scalar, this.y * scalar);
}
add(other: Vec2d): Vec2d {
return new Vec2d(this.x + other.x, this.y + other.y);
}
sub(other: Vec2d): Vec2d {
return new Vec2d(this.x - other.x, this.y - other.y);
}
length(): number {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
distance(other: Vec2d): number {
return this.sub(other).length();
}
lerp(other: Vec2d, t: number): Vec2d {
// (1-t)*A + B*t
return this.scale(1 - t).add(other.scale(t));
}
clamp(min: Vec2d, max: Vec2d): Vec2d {
return new Vec2d(
Math.min(Math.max(this.x, min.x), max.x),
Math.min(Math.max(this.y, min.y), max.y)
);
}
wrap(bounds: Vec2d) {
return new Vec2d(trueMod(this.x, bounds.x), trueMod(this.y, bounds.y));
}
}
function trueMod(v: number, max: number): number {
return ((v % max) + max) % max;
}
// constants
const SNAKE_SIZE = 20;
const SNAKE_PADDING = 10;
const SEGMENT_SPACING = SNAKE_SIZE + SNAKE_PADDING;
const HEAD_COLOR = 0xf43f5e;
const TAIL_COLOR = 0xf4c3cc;
const APPLE_COLOR = 0x58f474;
// state
let snake_body = [new Vec2d(100, 100), new Vec2d(100 - SEGMENT_SPACING, 100), new Vec2d(100 - SEGMENT_SPACING * 2, 100)];
let apple: Vec2d | undefined = undefined;
let velocity: Vec2d = new Vec2d(1, 0); // unit vector. Start by moving right
let speed = 200; // px/s
let interpolation_factor = 10;
function resizeCanvas(ctx: CanvasRenderingContext2D) {
ctx.canvas.width = ctx.canvas.clientWidth;
ctx.canvas.height = ctx.canvas.clientHeight;
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
}
function drawCircle(ctx: CanvasRenderingContext2D, center: Vec2d, radius: number, color: string) {
ctx.save();
ctx.beginPath();
ctx.arc(center.x, center.y, radius, 0, 2 * Math.PI);
ctx.fillStyle = color;
ctx.fill();
ctx.restore();
}
let lastTime: number | undefined = undefined;
function update(ctx: CanvasRenderingContext2D, t: number) {
if (lastTime == null) lastTime = t;
const dt = (t - lastTime) / 1000; // s
lastTime = t;
apple = apple as Vec2d;
const bounds = new Vec2d(ctx.canvas.width, ctx.canvas.height);
// update head position
snake_body[0] = snake_body[0].add(velocity.scale(speed * dt))
// update body position by following the segment in front
for (let i = 1; i < snake_body.length; i++) {
const leader = snake_body[i - 1];
const delta = leader.sub(snake_body[i]);
const dist = delta.length();
if (dist > SEGMENT_SPACING) {
const unit = delta.scale(1 / dist); // unit vector in direction of delta
snake_body[i] = leader.sub(unit.scale(SEGMENT_SPACING));
}
}
// collisions
// convert snake_head coords to screen space
//const head = wrapCoords(snake_body[0], bounds);
const head = snake_body[0].wrap(bounds)
// check if snake head is overlapping apple
if (head.distance(apple) < SNAKE_SIZE) {
apple = getRandomPos(ctx.canvas.width, ctx.canvas.height);
const { x: lastX, y: lastY } = snake_body[snake_body.length - 1];
snake_body.push(new Vec2d(lastX, lastY));
speed += 10;
}
// draw apple
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
drawCircle(ctx, apple, SNAKE_SIZE / 2, `#${APPLE_COLOR.toString(16)}`)
// draw snake
for (let i = 0; i < snake_body.length - 1; ++i) {
// draw a trail of overlapping circles by interpolating between the body positions
for (let j = 0; j < interpolation_factor; ++j) {
const pos = snake_body[i].lerp(snake_body[i + 1], j / interpolation_factor).wrap(bounds);
const color = lerpColor(HEAD_COLOR, TAIL_COLOR, (i + interpolation_factor / 10) / snake_body.length)
drawCircle(ctx, pos, SNAKE_SIZE / 2, `#${color.toString(16)}`)
}
}
const tail = snake_body[snake_body.length - 1].wrap(bounds)
drawCircle(ctx, tail, SNAKE_SIZE / 2, `#${TAIL_COLOR.toString(16)}`)
window.requestAnimationFrame((t) => update(ctx, t));
}
function getRandomPos(maxX: number, maxY: number): Vec2d {
return new Vec2d(Math.random() * maxX, Math.random() * maxY)
}
function lerpColor(a: number, b: number, t: number) {
const red = lerp(a >> 16, b >> 16, t)
const green = lerp((a >> 8) & 0xff, (b >> 8) & 0xff, t)
const blue = lerp(a & 0xff, b & 0xff, t)
return (red << 16) | (green << 8) | blue
}
function lerp(a: number, b: number, t: number) {
return (1-t)*a + b*t
}
function init() {
const canvas = document.getElementById("game-canvas") as HTMLCanvasElement | null;
if (!canvas) throw new Error("unable to get canvas HTML element");
const ctx = canvas.getContext("2d") as CanvasRenderingContext2D | null;
if (!ctx) throw new Error("unable to get canvas 2D context");
apple = getRandomPos(canvas.width, canvas.height)
resizeCanvas(ctx);
canvas.onmousemove = () => {};
canvas.onclick = () => {};
window.onkeydown = (evt) => {
let new_direction: Vec2d | undefined;
switch (evt.key) {
case "z": new_direction = new Vec2d(0, -1); break;
case "s": new_direction = new Vec2d(0, 1); break;
case "q": new_direction = new Vec2d(-1, 0); break;
case "d": new_direction = new Vec2d(1, 0); break;
case "j": interpolation_factor++; break;
case "k": interpolation_factor = Math.max(1, interpolation_factor-1); break;
}
console.log(`interpolation_factor: ${interpolation_factor}`)
if (!new_direction) return;
if (new_direction.x === -velocity.x && new_direction.y === -velocity.y) return; // no 180° turns
if (new_direction.x === velocity.x && new_direction.y === velocity.y) return; // no 180° turns
velocity = new_direction;
};
window.requestAnimationFrame((t) => update(ctx, t));
}
init();