Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <div class="container noselect">
  <div class="wrapper">
    <button id="replay">
      <i class="fas fa-play"></i>
      RESTART
    </button>
    <div id="canvas">

    </div>
    <div id="ui">
      <h2>SCORE
      </h2>
      <span id="score">00</span>
    </div>
  </div>
  <div id="author">
    <h1>SNAKE</h1> <span>by Fariat</span>
  </div>
</div>
              
            
!

CSS

              
                @font-face {
  font-family: "game";
  src: url("https://fonts.googleapis.com/css2?family=Poppins:wght@500;800&display=swap");
}
* {
  padding: 0;
  margin: 0;
  box-sizing: border-box;
}
button:focus {
  outline: 0;
}

html,
body {
  height: 100%;
  font-family: "Poppins", sans-serif;
  color: #6e7888;
}
body {
  background-color: #222738;
  display: flex;
  justify-content: center;
  align-items: center;
  color: #6e7888;
}
canvas {
  background-color: #181825;
}
.container {
  display: flex;
  width: 100%;
  height: 100%;
  flex-flow: column wrap;
  justify-content: center;
  align-items: center;
}
#ui {
  display: flex;
  align-items: center;
  font-size: 10px;
  flex-flow: column;
  margin-left: 10px;
}
h2 {
  font-weight: 900;
  font-size: 10px;
  letter-spacing: 8px;
  margin-bottom: 30px;
  transform: rotate(270deg);
}
#score {
  margin-top: 20px;
  font-size: 30px;
  font-weight: 800;
  transform: rotate(-90deg);
}
.noselect {
  user-select: none;
}
#replay {
  font-size: 10px;
  padding: 10px 20px;
  background: #6e7888;
  border: none;
  color: #222738;
  border-radius: 40px;
  font-weight: 800;
  transform: rotate(270deg);
  cursor: pointer;
  transition: all 200ms cubic-bezier(0.4, 0, 0.2, 1);
}
#replay:hover {
  background: #a6aab5;
  background: #4cffd7;
  transition: all 200ms cubic-bezier(0.4, 0, 0.2, 1);
}
#replay svg {
  margin-right: 8px;
}
@media (max-width: 600px) {
  #replay {
    margin-bottom: 20px;
  }
  #replay,
  h2 {
    transform: rotate(0deg);
  }
  #ui {
    flex-flow: row wrap;
    margin-bottom: 20px;
  }
  #score {
    margin-top: 0;
    margin-left: 20px;
  }
  .container {
    flex-flow: column wrap;
  }
}
#author {
  width: 100%;
  bottom: 40px;
  display: inline-flex;
  align-items: center;
  justify-content: center;
  font-weight: 600;
  color: inherit;
  text-transform: uppercase;
  padding-left: 35px;
}
#author span {
  font-size: 10px;
  margin-left: 20px;
  color: inherit;
  letter-spacing: 4px;
}
#author h1 {
  font-size: 25px;
}
.wrapper {
  display: flex;
  flex-flow: row wrap;
  justify-content: center;
  align-items: center;
  margin-bottom: 20px;
}

              
            
!

JS

              
                /**
 * Snake game created with plain JavaScript by Ibrahim fariat.
 * Follow me if you like it!
 **/

let dom_replay = document.querySelector("#replay");
let dom_score = document.querySelector("#score");
let dom_canvas = document.createElement("canvas");
document.querySelector("#canvas").appendChild(dom_canvas);
let CTX = dom_canvas.getContext("2d");

const W = (dom_canvas.width = 400);
const H = (dom_canvas.height = 400);

let snake,
  food,
  currentHue,
  cells = 20,
  cellSize,
  isGameOver = false,
  tails = [],
  score = 00,
  maxScore = window.localStorage.getItem("maxScore") || undefined,
  particles = [],
  splashingParticleCount = 20,
  cellsCount,
  requestID;

let helpers = {
  Vec: class {
    constructor(x, y) {
      this.x = x;
      this.y = y;
    }
    add(v) {
      this.x += v.x;
      this.y += v.y;
      return this;
    }
    mult(v) {
      if (v instanceof helpers.Vec) {
        this.x *= v.x;
        this.y *= v.y;
        return this;
      } else {
        this.x *= v;
        this.y *= v;
        return this;
      }
    }
  },
  isCollision(v1, v2) {
    return v1.x == v2.x && v1.y == v2.y;
  },
  garbageCollector() {
    for (let i = 0; i < particles.length; i++) {
      if (particles[i].size <= 0) {
        particles.splice(i, 1);
      }
    }
  },
  drawGrid() {
    CTX.lineWidth = 1.1;
    CTX.strokeStyle = "#232332";
    CTX.shadowBlur = 0;
    for (let i = 1; i < cells; i++) {
      let f = (W / cells) * i;
      CTX.beginPath();
      CTX.moveTo(f, 0);
      CTX.lineTo(f, H);
      CTX.stroke();
      CTX.beginPath();
      CTX.moveTo(0, f);
      CTX.lineTo(W, f);
      CTX.stroke();
      CTX.closePath();
    }
  },
  randHue() {
    return ~~(Math.random() * 360);
  },
  hsl2rgb(hue, saturation, lightness) {
    if (hue == undefined) {
      return [0, 0, 0];
    }
    var chroma = (1 - Math.abs(2 * lightness - 1)) * saturation;
    var huePrime = hue / 60;
    var secondComponent = chroma * (1 - Math.abs((huePrime % 2) - 1));

    huePrime = ~~huePrime;
    var red;
    var green;
    var blue;

    if (huePrime === 0) {
      red = chroma;
      green = secondComponent;
      blue = 0;
    } else if (huePrime === 1) {
      red = secondComponent;
      green = chroma;
      blue = 0;
    } else if (huePrime === 2) {
      red = 0;
      green = chroma;
      blue = secondComponent;
    } else if (huePrime === 3) {
      red = 0;
      green = secondComponent;
      blue = chroma;
    } else if (huePrime === 4) {
      red = secondComponent;
      green = 0;
      blue = chroma;
    } else if (huePrime === 5) {
      red = chroma;
      green = 0;
      blue = secondComponent;
    }

    var lightnessAdjustment = lightness - chroma / 2;
    red += lightnessAdjustment;
    green += lightnessAdjustment;
    blue += lightnessAdjustment;

    return [
      Math.round(red * 255),
      Math.round(green * 255),
      Math.round(blue * 255)
    ];
  },
  lerp(start, end, t) {
    return start * (1 - t) + end * t;
  }
};

let KEY = {
  ArrowUp: false,
  ArrowRight: false,
  ArrowDown: false,
  ArrowLeft: false,
  resetState() {
    this.ArrowUp = false;
    this.ArrowRight = false;
    this.ArrowDown = false;
    this.ArrowLeft = false;
  },
  listen() {
    addEventListener(
      "keydown",
      (e) => {
        if (e.key === "ArrowUp" && this.ArrowDown) return;
        if (e.key === "ArrowDown" && this.ArrowUp) return;
        if (e.key === "ArrowLeft" && this.ArrowRight) return;
        if (e.key === "ArrowRight" && this.ArrowLeft) return;
        this[e.key] = true;
        Object.keys(this)
          .filter((f) => f !== e.key && f !== "listen" && f !== "resetState")
          .forEach((k) => {
            this[k] = false;
          });
      },
      false
    );
  }
};

class Snake {
  constructor(i, type) {
    this.pos = new helpers.Vec(W / 2, H / 2);
    this.dir = new helpers.Vec(0, 0);
    this.type = type;
    this.index = i;
    this.delay = 5;
    this.size = W / cells;
    this.color = "white";
    this.history = [];
    this.total = 1;
  }
  draw() {
    let { x, y } = this.pos;
    CTX.fillStyle = this.color;
    CTX.shadowBlur = 20;
    CTX.shadowColor = "rgba(255,255,255,.3 )";
    CTX.fillRect(x, y, this.size, this.size);
    CTX.shadowBlur = 0;
    if (this.total >= 2) {
      for (let i = 0; i < this.history.length - 1; i++) {
        let { x, y } = this.history[i];
        CTX.lineWidth = 1;
        CTX.fillStyle = "rgba(225,225,225,1)";
        CTX.fillRect(x, y, this.size, this.size);
      }
    }
  }
  walls() {
    let { x, y } = this.pos;
    if (x + cellSize > W) {
      this.pos.x = 0;
    }
    if (y + cellSize > W) {
      this.pos.y = 0;
    }
    if (y < 0) {
      this.pos.y = H - cellSize;
    }
    if (x < 0) {
      this.pos.x = W - cellSize;
    }
  }
  controlls() {
    let dir = this.size;
    if (KEY.ArrowUp) {
      this.dir = new helpers.Vec(0, -dir);
    }
    if (KEY.ArrowDown) {
      this.dir = new helpers.Vec(0, dir);
    }
    if (KEY.ArrowLeft) {
      this.dir = new helpers.Vec(-dir, 0);
    }
    if (KEY.ArrowRight) {
      this.dir = new helpers.Vec(dir, 0);
    }
  }
  selfCollision() {
    for (let i = 0; i < this.history.length; i++) {
      let p = this.history[i];
      if (helpers.isCollision(this.pos, p)) {
        isGameOver = true;
      }
    }
  }
  update() {
    this.walls();
    this.draw();
    this.controlls();
    if (!this.delay--) {
      if (helpers.isCollision(this.pos, food.pos)) {
        incrementScore();
        particleSplash();
        food.spawn();
        this.total++;
      }
      this.history[this.total - 1] = new helpers.Vec(this.pos.x, this.pos.y);
      for (let i = 0; i < this.total - 1; i++) {
        this.history[i] = this.history[i + 1];
      }
      this.pos.add(this.dir);
      this.delay = 5;
      this.total > 3 ? this.selfCollision() : null;
    }
  }
}

class Food {
  constructor() {
    this.pos = new helpers.Vec(
      ~~(Math.random() * cells) * cellSize,
      ~~(Math.random() * cells) * cellSize
    );
    this.color = currentHue = `hsl(${~~(Math.random() * 360)},100%,50%)`;
    this.size = cellSize;
  }
  draw() {
    let { x, y } = this.pos;
    CTX.globalCompositeOperation = "lighter";
    CTX.shadowBlur = 20;
    CTX.shadowColor = this.color;
    CTX.fillStyle = this.color;
    CTX.fillRect(x, y, this.size, this.size);
    CTX.globalCompositeOperation = "source-over";
    CTX.shadowBlur = 0;
  }
  spawn() {
    let randX = ~~(Math.random() * cells) * this.size;
    let randY = ~~(Math.random() * cells) * this.size;
    for (let path of snake.history) {
      if (helpers.isCollision(new helpers.Vec(randX, randY), path)) {
        return this.spawn();
      }
    }
    this.color = currentHue = `hsl(${helpers.randHue()}, 100%, 50%)`;
    this.pos = new helpers.Vec(randX, randY);
  }
}

class Particle {
  constructor(pos, color, size, vel) {
    this.pos = pos;
    this.color = color;
    this.size = Math.abs(size / 2);
    this.ttl = 0;
    this.gravity = -0.2;
    this.vel = vel;
  }
  draw() {
    let { x, y } = this.pos;
    let hsl = this.color
      .split("")
      .filter((l) => l.match(/[^hsl()$% ]/g))
      .join("")
      .split(",")
      .map((n) => +n);
    let [r, g, b] = helpers.hsl2rgb(hsl[0], hsl[1] / 100, hsl[2] / 100);
    CTX.shadowColor = `rgb(${r},${g},${b},${1})`;
    CTX.shadowBlur = 0;
    CTX.globalCompositeOperation = "lighter";
    CTX.fillStyle = `rgb(${r},${g},${b},${1})`;
    CTX.fillRect(x, y, this.size, this.size);
    CTX.globalCompositeOperation = "source-over";
  }
  update() {
    this.draw();
    this.size -= 0.3;
    this.ttl += 1;
    this.pos.add(this.vel);
    this.vel.y -= this.gravity;
  }
}

function incrementScore() {
  score++;
  dom_score.innerText = score.toString().padStart(2, "0");
}

function particleSplash() {
  for (let i = 0; i < splashingParticleCount; i++) {
    let vel = new helpers.Vec(Math.random() * 6 - 3, Math.random() * 6 - 3);
    let position = new helpers.Vec(food.pos.x, food.pos.y);
    particles.push(new Particle(position, currentHue, food.size, vel));
  }
}

function clear() {
  CTX.clearRect(0, 0, W, H);
}

function initialize() {
  CTX.imageSmoothingEnabled = false;
  KEY.listen();
  cellsCount = cells * cells;
  cellSize = W / cells;
  snake = new Snake();
  food = new Food();
  dom_replay.addEventListener("click", reset, false);
  loop();
}

function loop() {
  clear();
  if (!isGameOver) {
    requestID = setTimeout(loop, 1000 / 60);
    helpers.drawGrid();
    snake.update();
    food.draw();
    for (let p of particles) {
      p.update();
    }
    helpers.garbageCollector();
  } else {
    clear();
    gameOver();
  }
}

function gameOver() {
  maxScore ? null : (maxScore = score);
  score > maxScore ? (maxScore = score) : null;
  window.localStorage.setItem("maxScore", maxScore);
  CTX.fillStyle = "#4cffd7";
  CTX.textAlign = "center";
  CTX.font = "bold 30px Poppins, sans-serif";
  CTX.fillText("GAME OVER", W / 2, H / 2);
  CTX.font = "15px Poppins, sans-serif";
  CTX.fillText(`SCORE   ${score}`, W / 2, H / 2 + 60);
  CTX.fillText(`MAXSCORE   ${maxScore}`, W / 2, H / 2 + 80);
}

function reset() {
  dom_score.innerText = "00";
  score = "00";
  snake = new Snake();
  food.spawn();
  KEY.resetState();
  isGameOver = false;
  clearTimeout(requestID);
  loop();
}

initialize();

              
            
!
999px

Console