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body{
background-color: #6b5757;
background-image: url('../images/jungle_pic_2.jpg');
background-attachment: fixed;
background-size: 100%;
background-repeat: no-repeat;
background-position: relative;
}
canvas{
border: 8px solid #000000;
border-radius: 10px;
background-color: #bfee82;
opacity: 0.7;
}
window.onload = function() {
//var canvas;
var canvasWidth = 900;
var canvasHeight = 600;
var canvasStyleBorder = "18px solid rgb(218, 182, 182)";
var blockSize = 20;
var ctx;
var delay = 100;
var snakee;
var applee;
var widthInBlocks = canvasWidth / blockSize;
var heightInBlocks = canvasHeight / blockSize;
var score;
var timeOut;
init();
function init() {
var canvas = document.createElement("canvas");
canvas.width = canvasWidth;
canvas.height = canvasHeight;
canvas.style.margin = "30px auto";
canvas.style.display = "block";
//canvas.style.backgroundColor = "#ddd";
//canvas.style.border = canvasStyleBorder;
document.body.appendChild(canvas);
ctx = canvas.getContext("2d");
snakee = new Snake(
[[6, 4], [5, 4], [4, 4], [3, 4], [2, 4], [1, 4]],
"right"
);
applee = new Apple([10, 10]);
score = 0;
refreshCanvas();
}
function refreshCanvas() {
snakee.advance();
if (snakee.checkCollision()) {
gameOver();
} else {
if (snakee.isEatingApple(applee)) {
score++;
snakee.ateApple = true;
do {
applee.setNewPosition();
} while (applee.isOnSnake(snakee));
}
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
drawScore();
snakee.draw();
applee.draw();
timeOut = setTimeout(refreshCanvas, delay);
}
}
function gameOver() {
ctx.save();
ctx.font = "normal 120px calibri";
ctx.fillStyle = "#000";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
//ctx.strokeStyle = "#fff";
ctx.lineWidth = 2;
var centerX = canvasWidth / 2;
var centerY = canvasHeight / 2;
ctx.strokeText("Game Over", centerX, centerY - 170);
ctx.fillText("Game Over", centerX, centerY - 170);
ctx.font = "bold 70px calibri";
ctx.strokeText(
"Press SPACE to play again",
centerX,
centerY + 70
);
ctx.fillText(
"Press SPACE to play again",
centerX,
centerY + 70
);
ctx.restore();
}
function restart() {
snakee = new Snake(
[[6, 4], [5, 4], [4, 4], [3, 4], [2, 4], [1, 4]],
"right"
);
applee = new Apple([10, 10]);
score = 0;
clearInterval(timeOut);
refreshCanvas();
}
function drawScore() {
ctx.save();
ctx.font = "bold 70px Arial";
ctx.fillStyle = "#000";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
var centerX = 870 ;
var centerY = 40;
ctx.fillText(score.toString(), centerX, centerY);
ctx.restore();
}
function drawBlock(ctx, position) {
var x = position[0] * blockSize;
var y = position[1] * blockSize;
ctx.fillRect(x, y, blockSize, blockSize);
}
function Snake(body, direction) {
this.body = body;
this.direction = direction;
this.draw = function() {
ctx.save();
ctx.fillStyle = "#3f241b";
for (var i = 0; i < this.body.length; i++) {
drawBlock(ctx, this.body[i]);
}
ctx.restore();
};
this.advance = function() {
var nextPosition = this.body[0].slice();
switch (this.direction) {
case "left":
nextPosition[0] -= 1;
break;
case "right":
nextPosition[0] += 1;
break;
case "down":
nextPosition[1] += 1;
break;
case "up":
nextPosition[1] -= 1;
break;
default:
throw "Invalid direction";
}
this.body.unshift(nextPosition);
if (!this.ateApple) this.body.pop();
else {
this.ateApple = false;
}
};
this.setDirection = function(newDirection) {
var allowedDirections;
switch (this.direction) {
case "left":
case "right":
allowedDirections = ["up", "down"];
break;
case "down":
case "up":
allowedDirections = ["left", "right"];
break;
default:
throw "Invalid direction";
}
if (allowedDirections.indexOf(newDirection) > -1) {
this.direction = newDirection;
}
};
this.checkCollision = function() {
var wallCollision = false;
var snakeCollision = false;
var head = this.body[0];
var rest = this.body.slice(1);
var snakeX = head[0];
var snakeY = head[1];
var minX = 0;
var minY = 0;
var maxX = widthInBlocks - 1;
var maxY = heightInBlocks - 1;
var isNotBetweenHorizontalWalls = snakeX < minX || snakeX > maxX;
var isNotBetweenVerticalWalls = snakeY < minY || snakeY > maxY;
if (isNotBetweenHorizontalWalls || isNotBetweenVerticalWalls) {
wallCollision = true;
}
for (var i = 0; i < rest.length; i++) {
if (snakeX === rest[i][0] && snakeY === rest[i][1]) {
snakeCollision = true;
}
}
return wallCollision || snakeCollision;
};
this.isEatingApple = function(appleToEat) {
var head = this.body[0];
if (
head[0] === appleToEat.position[0] &&
head[1] === appleToEat.position[1]
) {
return true;
} else {
return false;
}
};
}
function Apple(position) {
this.position = position;
this.draw = function() {
ctx.save();
ctx.fillStyle = "#ff0000";
ctx.beginPath();
var radius = blockSize / 2;
var x = this.position[0] * blockSize + radius;
var y = this.position[1] * blockSize + radius;
ctx.arc(x, y, radius, 0, Math.PI * 2, true);
ctx.fill();
ctx.restore();
};
this.setNewPosition = function() {
var newX = Math.round(Math.random() * (widthInBlocks - 1));
var newY = Math.round(Math.random() * (heightInBlocks - 1));
this.position = [newX, newY];
};
this.isOnSnake = function(snakeToCkech) {
var isOnSnake = false;
for (var i = 0; i < snakeToCkech.body.lenght; i++) {
if (
this.position[0] === snakeToCkech.body[i][0] &&
this.position[1] === snakeToCkech.body[i][1]
) {
isOnSnake = true;
}
}
return isOnSnake;
};
}
document.onkeydown = function handleKeyDown(e) {
var key = e.keyCode;
var newDirection;
switch (key) {
case 37:
newDirection = "left";
break;
case 38:
newDirection = "up";
break;
case 39:
newDirection = "right";
break;
case 40:
newDirection = "down";
break;
case 32:
restart();
return;
default:
return;
}
snakee.setDirection(newDirection);
};
};
Also see: Tab Triggers