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*Due to file size limitations, only the source code and README.md are included in the submitted zip file. Please pull the full repository from the link below to access all project files*
*http://git.prototyping.id/20230412/individual_project.git*
*If you do not have Markdown Preview Enhanced installed, the Mermaid diagrams may not be visible in the preview. In that case, please refer to the `README.pdf` file below.*
# Personal Information
- **Name:** Chaebean Yang
- **ID:** 20230412
- **Email:** kazed0102@kaist.ac.kr
*If you do not have Markdown Preview Enhanced installed, the Mermaid diagrams may not be visible in the preview. In that case, please refer to the `README.pdf` file below.*
# Git Information
- **Repository URL:** [http://git.prototyping.id/20230412/individual_project.git](http://git.prototyping.id/20230412/individual_project.git)
# Demo Video
- **Video URL:** [Game Demo Video](https://youtu.be/gW_LuNeC4WE)
# Game Screens
*Start Screen*
![Start Screen](public/assets/screens/startScreen.png)
*Game Play Screen*
![Game Play Screen](public/assets/screens/gamePlayScreen.png)
*Gameover Screen*
![Gameover Screen](public/assets/screens/gameoverScreen.png)
*Game Clear Screen*
![Game Clear Screen](public/assets/screens/gameClearScreen.png)
# Game Description
## Basic Information
This game is based on the classic Snake game.
To make the gameplay more engaging, we incorporated elements of Aztec mythology—specifically the story of Quetzalcoatl, the serpent-shaped god who becomes the fifth sun—through both graphics and narrative.
Additionally, various items and more complex mechanics were introduced to increase difficulty and enhance player experience.
## How It Works
- The user can control both the head and the tail.
- Body length increases differently depending on the item collected.
- Items provide different scores.
- Speed increases as the score rises.
- Obstacles appear randomly in the current direction of movement.
### Head Control
The head is controlled using the arrow keys.
| Key | Effect |
|-----|--------------------------|
| ↑ | The head faces upward |
| ↓ | The head faces downward |
| ← | The head faces left |
| → | The head faces right |
### Tail Control
The tail is controlled using the W, A, S, and D keys.
| Key | Effect |
|-----|--------------------------|
| W | The tail faces upward |
| S | The tail faces downward |
| A | The tail faces left |
| D | The tail faces right |
### Items
| Item | Score | Body Length Increase |
|------------|-------|----------------------|
| Sun | +15 | +3 |
| Gemstone | +10 | +2 |
| Heart | +5 | +1 |
### Speed
| Score Range | Speed Condition |
|-------------|--------------------------|
| < 70 | `p.frameCount % 7 === 0` |
| < 90 | `p.frameCount % 5 === 0` |
| ≥ 90 | `p.frameCount % 3 === 0` |
### Obstacles
Obstacles appear in the direction the snake is currently moving.
If the snake's head or tail collides with an obstacle, the player loses one life.
### Game Clear Condition
- Score reaches 100 or more.
### Game Over Conditions
- Life reaches 0.
- Collision with walls.
# Code Structure
The code is organized into two main parts: the Svelte frontend for UI/state management and the `sketch.js` file for game logic and rendering using p5.js.
## Components
### 1. `Game.svelte`
- Manages the game's state (`start`, `play`, `clear`, `over`)
- Contains the main UI layout, life/score display, and `<div id="game-canvas">` for the p5 sketch
---
- Handles `onMount()` logic to attach and remove the p5 instance dynamically
```javascript
<script>
onMount(() => {
const preventArrowScroll = (e) => {
const keys = ["ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight",
"w", "a", "s", "d", "W", "A", "S", "D"];
if (keys.includes(e.key)) {
e.preventDefault();
}
};
window.addEventListener("keydown", preventArrowScroll, {passive: false});
return () => {
window.removeEventListener("keydown", preventArrowScroll);
};
});
</script>
```
---
- Receives game data via `receiveGameData()` function and updates HUD
```javascript
function receiveGameData(data) {
life = data.life;
score = data.score;
if (data.state && data.state !== gameState && data.state !== "play") {
gameState = data.state;
}
}
```
---
### 2. `sketch.js`
- Contains the `createSketch(p, onGameData)` function that defines the p5 sketch
- Handles all rendering logic: drawing the snake, items, obstacles, and walls
- Manages key logic: movement, collision, growth, scoring, speed change
- Sends current score/life/game state to Svelte using the `onGameData()` callback
- The snake uses an array to manage the head, body, tail, and corner images according to the situation, and to allow the body to grow in length.
#### Key Features in `sketch.js`
#### 1. Grid System & Basic Setup
- The canvas is divided into cells of size 20 using `cellSize`.
- All coordinates are based on `{x, y}` positions in this grid system.
```javascript
let cellSize = 20;
p.createCanvas(1000, 520);
p.imageMode(p.CENTER);
```
---
#### 2. Snake as an Array
- The snake is stored as an array of coordinates.
- Movement is implemented using `unshift()` to add a new head and `pop()` to remove the tail.
- When direction changes, a corner segment is drawn automatically.
```javascript
let snake = [
{x: 10, y: 5},
{x: 9, y: 5},
...
];
snake.unshift(newHead);
if (!growNext) snake.pop();
```
```javascript
for (let i = 0; i < snake.length; i++) {
const seg = snake[i];
const px = seg.x * cellSize + cellSize/2;
const py = seg.y * cellSize + cellSize/2;
p.push();
p.translate(px, py);
if (i == 0) {
// head dorection setting
}
else if (i == snake.length - 1) {
// tail direction setting
}
else {
//body parts and corner case
const prev = snake[i - 1];
const next = snake[i + 1];
const dx1 = seg.x - prev.x;
const dy1 = seg.y - prev.y;
const dx2 = next.x - seg.x;
const dy2 = next.y - seg.y;
const isCorner = dx1 !== dx2 || dy1 !== dy2;
if (isCorner) {
let angle = ...; // rotation angle logic
p.rotate(angle);
p.image(cornerImg, 0, 0, cellSize, cellSize);
} else {
const angle = dx1 == 0 ? p.HALF_PI : 0;
p.rotate(angle);
p.image(bodyImg, 0, 0, cellSize, cellSize);
}
}
p.pop();
}
```
- Segment rendering (head/body/corner/tail) is dynamically determined:
```javascript
const isCorner = dx1 !== dx2 || dy1 !== dy2;
if (isCorner) p.image(cornerImg, 0, 0, cellSize, cellSize);
```
---
#### 3. Obstacle Collision Logic
- Obstacles are randomly placed ahead of the snake's direction with spacing and jitter.
- Snake colliding with an obstacle (head or tail) reduces life.
```javascript
if ((head.x == o.x && head.y == o.y) || tail.x == o.x && tail.y == o.y) {
if (o.hit == null) {
life -= 1;
o.hit = p.frameCount;
}
}
```
```javascript
function makeObstacle() {
// moving head or tail? which direction?
let base;
let dir;
if (dirHead.x !==0 || dirHead.y !== 0) {
base = snake[0];
dir = dirHead;
}
else if (dirTail.x !== 0 || dirTail.y !== 0){
base = snake[snake.length - 1];
dir = dirTail;
}
else {
return;
}
...;
//gap between the snake and an obstacle
const gap = p.floor(p.random(3, 7));
let newX = base.x + dir.x * gap + p.floor(p.random(-1, 2));
let newY = base.y + dir.y * gap + p.floor(p.random(-1, 2));
...;
}
```
- Obstacles flash and disappear after impact.
---
#### 4. Item Collection System
- Items (`heart`, `gemstone`, `sun`) are generated at random, non-overlapping grid locations.
- Each item provides different score and body growth effects.
```javascript
if (item.type == "gemstone") {
score += 10;
growNext += 2;
}
```
- Items are rendered with different images and refreshed automatically.
---
### Interaction Diagram
```mermaid
graph TD
UserInput -->|"Arrow Keys / WASD"| p5Sketch
p5Sketch --> GameLogic
GameLogic --> Rendering
GameLogic -->|"onGameData()"| GameSvelte
GameSvelte --> HUD
```
### Flow Chart
```mermaid
graph TD
StartScreen -->|start| PlayScreen
GameOverScreen -->|retry| PlayScreen
GameOverScreen -->|back to start| StartScreen
GameClearScreen -->|try again| StartScreen
```
# Challenges
- I attempted to include background music based on the game state, but it could not be implemented due to browser restrictions.
- When rendering the corner segments in the snake array, the rotation did not work as expected using theoretically calculated angles; I had to adjust the values empirically for it to display correctly.
# References
- [Mermaid.js documentation](https://mermaid.js.org/)
- [p5.js reference](https://p5js.org/ko/reference/)
- [Svelte official tutorial](https://svelte.dev/tutorial)
- [MDN: Styling the content](https://developer.mozilla.org/ko/docs/Learn_web_development/Getting_started/Your_first_website/Styling_the_content)
- [Svelte: Reactive statements](https://svelte.dev/docs/svelte/legacy-reactive-assignments)
- [Svelte: If-else statement](https://svelte.dev/docs/svelte/if)
- [MDN: `Array.unshift()` method](https://developer.mozilla.org/ko/docs/Web/JavaScript/Reference/Global_Objects/Array/unshift)
- [StackOverflow: Prevent arrow keys from scrolling in Svelte](https://stackoverflow.com/questions/58534362/prevent-focused-div-from-scrolling-with-arrow-keys)
- Parts of this README were grammar-checked using ChatGPT and Google translator.
# Future Imporvements
If I had more time, I would like to explore the following features:
- Adding background music to enhance the atmosphere of the game.
- Changing the appearance of the snake dynamically based on the score.
- Making the canvas layout responsive, so that it automatically adjusts to different screen sizes. *(Responsive design)*

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/node_modules/
/public/build/
.DS_Store

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{
"name": "svelte-app",
"version": "1.0.0",
"private": true,
"type": "module",
"scripts": {
"build": "rollup -c",
"dev": "rollup -c -w",
"start": "sirv public --no-clear"
},
"devDependencies": {
"@rollup/plugin-commonjs": "^24.0.0",
"@rollup/plugin-node-resolve": "^15.0.0",
"@rollup/plugin-terser": "^0.4.0",
"rollup": "^3.15.0",
"rollup-plugin-css-only": "^4.3.0",
"rollup-plugin-livereload": "^2.0.0",
"rollup-plugin-svelte": "^7.1.2",
"svelte": "^3.55.0"
},
"dependencies": {
"p5": "^1.6.0",
"p5-svelte": "^3.1.2",
"p5play": "^3.8.14",
"sirv-cli": "^2.0.0"
}
}

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html,
body {
position: relative;
width: 100%;
height: 100%;
}
body {
color: #333;
margin: 0;
padding: 8px;
box-sizing: border-box;
font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto,
Oxygen-Sans, Ubuntu, Cantarell, 'Helvetica Neue', sans-serif;
}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset='utf-8'>
<meta name='viewport' content='width=device-width,initial-scale=1'>
<title>Svelte app</title>
<link rel='icon' type='image/png' href='/favicon.png'>
<link rel='stylesheet' href='/global.css'>
<link rel='stylesheet' href='/build/bundle.css'>
<!-- p5 -->
<script src="https://cdn.jsdelivr.net/npm/p5@1/lib/p5.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/p5@1/lib/addons/p5.sound.min.js"></script>
<!-- p5play -->
<script src="https://p5play.org/v3/planck.min.js"></script>
<script src="https://p5play.org/v3/p5play.js"></script>
</head>
<body>
<script defer src='/build/bundle.js'></script>
</body </html>

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import { spawn } from 'child_process';
import svelte from 'rollup-plugin-svelte';
import commonjs from '@rollup/plugin-commonjs';
import terser from '@rollup/plugin-terser';
import resolve from '@rollup/plugin-node-resolve';
import livereload from 'rollup-plugin-livereload';
import css from 'rollup-plugin-css-only';
const production = !process.env.ROLLUP_WATCH;
function serve() {
let server;
function toExit() {
if (server) server.kill(0);
}
return {
writeBundle() {
if (server) return;
server = spawn('npm', ['run', 'start', '--', '--dev'], {
stdio: ['ignore', 'inherit', 'inherit'],
shell: true,
});
process.on('SIGTERM', toExit);
process.on('exit', toExit);
},
};
}
export default {
input: 'src/main.js',
output: {
sourcemap: true,
format: 'iife',
name: 'app',
file: 'public/build/bundle.js',
inlineDynamicImports: true,
},
plugins: [
svelte({
compilerOptions: {
// enable run-time checks when not in production
dev: !production,
},
}),
// we'll extract any component CSS out into
// a separate file - better for performance
css({ output: 'bundle.css' }),
// If you have external dependencies installed from
// npm, you'll most likely need these plugins. In
// some cases you'll need additional configuration -
// consult the documentation for details:
// https://github.com/rollup/plugins/tree/master/packages/commonjs
resolve({
browser: true,
dedupe: ['svelte'],
exportConditions: ['svelte'],
}),
commonjs(),
// In dev mode, call `npm run start` once
// the bundle has been generated
!production && serve(),
// Watch the `public` directory and refresh the
// browser on changes when not in production
!production && livereload('public'),
// If we're building for production (npm run build
// instead of npm run dev), minify
production && terser(),
],
watch: {
clearScreen: false,
},
};

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<script>
import Game from './Game.svelte'
</script>
<main>
<Game></Game>
</main>
<style>
main {
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
background-color: #111;
overflow: hidden;
}
@font-face {
font-family: 'Aztec';
src: url('/font/Aztec.ttf') format('truetype');
font-weight: normal;
font-style: normal;
}
:global(body) {
font-family: 'Aztec', sans-serif;
}
</style>

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<script>
import {onMount} from 'svelte';
import p5 from 'p5';
import {createSketch} from './sketch.js';
import StartScreen from './screens/StartScreen.svelte';
import GameOverScreen from './screens/GameOverScreen.svelte';
import GameClearScreen from './screens/GameClearScreen.svelte';
let gameState = "start"; // 'start', 'play', 'clear', 'over'
let p5Instance;
let life = 3;
let score = 0;
function startGame() {
gameState = "play";
}
function restartGame() {
gameState = "start";
}
function retryGame() {
gameState = "play";
}
function receiveGameData(data) {
life = data.life;
score = data.score;
if (data.state && data.state !== gameState && data.state !== "play") {
gameState = data.state;
}
}
let hasStarted = false;
$: if (gameState === "play" && !hasStarted) {
hasStarted = true;
setTimeout(() => {
const canvasParent = document.getElementById('game-canvas');
if (canvasParent) {
p5Instance = new p5((p) => createSketch(p, receiveGameData), 'game-canvas');
}
}, 0);
}
$: if (gameState !== "play" && p5Instance) {
p5Instance.remove();
p5Instance = null;
hasStarted = false;
}
$: if (gameState == "over" || gameState == "clear") {
if (p5Instance) {
p5Instance.remove();
p5Instance = null;
}
}
onMount(() => {
const preventArrowScroll = (e) => {
const keys = ["ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight", "w", "a", "s", "d", "W", "A", "S", "D"];
if (keys.includes(e.key)) {
e.preventDefault();
}
};
window.addEventListener("keydown", preventArrowScroll, {passive: false});
const canvasParent = document.getElementById("game-canvas");
if (canvasParent) {
canvasParent.setAttribute("tabindex", "0");
canvasParent.focus();
}
return () => {
window.removeEventListener("keydown", preventArrowScroll);
};
});
</script>
{#if gameState == "start"}
<StartScreen on:start={startGame} />
{:else if gameState == "play"}
<div class="container">
<div class="hud">
<div>Score: {score}</div>
<div class="life-icons">
<span class="label">Life:</span>
{#each Array(life) as _, i}
<img src="/assets/items/heart.png" alt="life" class="life-icon" />
{/each}
</div>
</div>
<div id="game-canvas" tabindex="0"></div>
</div>
{:else if gameState === "clear"}
<GameClearScreen on:clear={restartGame} />
{:else if gameState == "over"}
<GameOverScreen on:retry={retryGame} on:restart={restartGame} />
{/if}
<style>
.container {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
height: 100vh;
}
#game-canvas {
width: 1000px;
height: 520px;
background-color: black;
margin-top: 20px;
}
.hud {
display: flex;
justify-content: center;
gap: 40px;
font-size: 1.2rem;
color: white;
}
.life-icons {
display: flex;
gap: 4px;
align-items: center;
flex-direction: row-reverse;
}
.life-icon {
width: 20px;
height: 20px;
}
.life-icons .label {
margin-right: 6px;
color: white;
order: 1;
}
</style>

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import App from './App.svelte';
const app = new App({
target: document.body,
props: {},
});
export default app;

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<script>
import {createEventDispatcher} from 'svelte';
const dispatch = createEventDispatcher();
function handleClear() {
dispatch('clear');
}
</script>
<div class="start-screen">
<h1>Game Clear</h1>
<button on:click={handleClear}>Try Again</button>
</div>
<style>
.start-screen {
display: flex;
flex-direction: column;
justify-content: center;
height: 100%;
width: 100%;
background-color: #222;
color: white;
padding: 20px;
}
button {
display: block;
margin: 20px auto 0;
padding: 10px 20px;
font-size: 1.2rem;
width: 200px;
cursor: pointer;
text-align: center;
}
h1 {
text-align: center;
margin: 20px;
}
</style>

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<script>
import {createEventDispatcher} from 'svelte';
const dispatch = createEventDispatcher();
function handleRetry() {
dispatch('retry');
}
function handleBackToStart() {
dispatch('restart')
}
</script>
<div class="gameover-screen">
<h1>Game Over</h1>
<div class="buttons">
<button on:click={handleRetry}>Retry</button>
<button on:click={handleBackToStart}>Back to Start</button>
</div>
</div>
<style>
.gameover-screen {
display: flex;
flex-direction: column;
justify-content: center;
height: 100%;
width: 100%;
background-color: #222;
color: white;
padding: 20px;
}
.buttons {
display: flex;
justify-content: center;
align-items: center;
margin-top: 20px;
gap: 80px;
}
button {
position: relative;
display: block;
margin: 0;
padding: 4px;
width: fit-content;
cursor: pointer;
font-size: 1.2rem;
text-align: center;
background-color: transparent;
color: white;
border: none;
font-family: 'Aztec';
}
button::before,
button::after {
content: "";
position: absolute;
top: 50%;
width: 24px;
height: 24px;
background-image: url("/assets/obstacle.png");
background-size: cover;
opacity: 0;
transform: translateY(-50%);
}
button::before {
left: -30px;
}
button::after {
right: -30px;
}
button:hover::before,
button:hover::after {
opacity: 1;
}
h1 {
text-align: center;
margin: 20px;
}
</style>

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<script>
import {createEventDispatcher} from 'svelte';
const dispatch = createEventDispatcher();
function handleStart() {
dispatch("start");
}
</script>
<div class="start-screen">
<div class="title">
<h1>QUETZALCOATL</h1>
<h2>The Fifth Sun</h2>
</div>
<button on:click={handleStart}>Start Game</button>
</div>
<style>
.start-screen {
display: flex;
flex-direction: column;
justify-content: center;
height: 100%;
width: 100%;
background-color: #26071B;
color: #BF2A45;
padding: 40px;
}
button {
position: relative;
display: block;
margin: 40px auto 0;
padding: 4px;
width: fit-content;
cursor: pointer;
font-size: 1.2rem;
text-align: center;
background-color: transparent;
color: white;
border-radius: 8px;
border: none;
font-family: 'Aztec';
}
button::before,
button::after {
content: "";
position: absolute;
top: 50%;
width: 24px;
height: 24px;
background-image: url("/assets/obstacle.png");
background-size: cover;
opacity: 0;
transform: translateY(-50%);
}
button::before {
left: -30px;
}
button::after {
right: -30px;
}
button:hover::before,
button:hover::after {
opacity: 1;
}
.title {
margin: 0;
}
h1 {
text-align: center;
font-size: 4rem;
margin: 0;
}
h2 {
text-align: center;
margin: 0;
}
</style>

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export function createSketch(p, onGameData) {
//cell setting
let cellSize = 20;
let snake = [
{x: 10, y: 5},
{x: 9, y: 5},
{x: 8, y: 5},
{x: 7, y: 5},
{x: 6, y: 5},
{x: 5, y: 5},
{x: 4, y: 5},
{x: 3, y: 5}
]; // initial length = 8
let headImg, bodyImg, cornerImg, tailImg, obstacleImg, heartImg, gemstoneImg, sunImg;
//load images
p.preload = () => {
headImg = p.loadImage("/assets/segments/head.png");
bodyImg = p.loadImage("/assets/segments/body.png");
cornerImg = p.loadImage("/assets/segments/corner.png");
tailImg = p.loadImage("/assets/segments/tail.png");
obstacleImg = p.loadImage("/assets/obstacle.png");
heartImg = p.loadImage("/assets/items/heart.png");
gemstoneImg = p.loadImage("/assets/items/gemstone.png");
sunImg = p.loadImage("/assets/items/sun.png");
};
//game state variables
let life = 3;
let score = 0;
let speed = 8;
let obstacles = [];
let obstacleInterval = 100;
let walls = [];
let items = [];
let growNext = false;
let dirHead = { x: 1, y: 0 };
let dirTail = { x: -1, y: 0 };
let gameState = "play";
//game data
function updateGameData() {
if (typeof onGameData == "function") {
onGameData({life, score, state: gameState});
}
}
//rotation direction
function rotationByDir(dir) {
if (dir.x === 1 && dir.y === 0) return 0;
if (dir.x === 0 && dir.y === 1) return p.HALF_PI;
if (dir.x === -1 && dir.y === 0) return p.PI;
if (dir.x === 0 && dir.y === -1) return -p.HALF_PI;
return 0;
}
//make obstacle
function makeObstacle() {
// moving head or tail? which direction?
let base;
let dir;
if (dirHead.x !==0 || dirHead.y !== 0) {
base = snake[0];
dir = dirHead;
}
else if (dirTail.x !== 0 || dirTail.y !== 0){
base = snake[snake.length - 1];
dir = dirTail;
}
else {
return;
}
//gap between the snake and an obstacle
const gap = p.floor(p.random(3, 7));
let newX = base.x + dir.x * gap + p.floor(p.random(-1, 2));
let newY = base.y + dir.y * gap + p.floor(p.random(-1, 2));
//is in canvas? (clamp)
newX = p.constrain(newX, 0, p.floor(p.width / cellSize) - 1);
newY = p.constrain(newY, 0, p.floor(p.height / cellSize) - 1);
//overlap check
const overlap = [...snake, ...walls, ...items].some(seg => seg.x == newX && seg.y == newY);
if (overlap) return;
obstacles = [{x: newX, y: newY, hit: null, time: p.frameCount}];
}
//make items
function makeItem() {
const cols = p.width / cellSize;
const rows = p.height / cellSize;
let newX = p.floor(p.random(cols));
let newY = p.floor(p.random(rows));
const overlap = [...snake, ...walls, ...obstacles].some(seg => seg.x == newX && seg.y == newY);
if (overlap) return;
const types = ["heart", "gemstone", "sun"];
const type = types[p.floor(p.random(types.length))];
items.push({x: newX, y: newY, type});
}
p.setup = () => {
p.createCanvas(1000, 520);
p.imageMode(p.CENTER);
const cols = p.width / cellSize;
const rows = p.height / cellSize;
for (let i = 0; i < cols; i += 1) {
walls.push({x:i, y:0});
walls.push({x:i, y: rows - 1});
}
for (let i = 0; i < rows; i += 1) {
walls.push({x:0, y:i});
walls.push({x:cols - 1, y: i});
}
makeItem();
};
p.draw = () => {
//screen change conditions
if (gameState === "over" || gameState === "clear") {
updateGameData();
p.noLoop();
return;
}
p.background(0);
updateGameData();
let grow = growNext;
growNext = false;
const head = snake[0];
const tail = snake[snake.length - 1];
//default movement
if (gameState !== "play") return;
if (score >= 90) {
speed = 3;
}
else if (score >= 70){
speed = 5;
}
else {
speed = 7;
}
if (snake.length < 2) return;
if (p.frameCount % speed == 0) {
//new head & tail
const head = snake[0];
const tail = snake[snake.length - 1];
const newHead = {
x: head.x + dirHead.x,
y: head.y + dirHead.y
};
const newTail = {
x: tail.x + dirTail.x,
y: tail.y + dirTail.y
};
if(dirHead.x !== 0 || dirHead.y !== 0) {
snake.unshift(newHead);
items = items.filter(item => {
const hit = (head.x == item.x && head.y == item.y);
if (hit) {
if (item.type == "heart") {
score += 5;
growNext += 1;
}
else if (item.type == "gemstone") {
score += 10;
growNext += 2;
}
else if (item.type == "sun") {
score += 15;
growNext += 3;
}
makeItem();
return false;
}
return true;
});
if(growNext > 0) {
growNext -= 1;
}
else {
snake.pop();
}
}
}
//collision test
if (snake.length >= 2) {
const updatedHead = snake[0];
const updatedTail = snake[snake.length - 1];
if (updatedHead.x == updatedTail.x && updatedHead.y == updatedTail.y) {
gameState = "over";
return;
}
}
////GET ITEMS////
//items rendering
items.forEach(i => {
const px = i.x * cellSize + cellSize / 2;
const py = i.y * cellSize + cellSize / 2;
if (i.type == "heart") {
p.image(heartImg, px, py, cellSize, cellSize);
}
else if (i.type == "gemstone") {
p.image(gemstoneImg, px, py, cellSize, cellSize);
}
if (i.type == "sun") {
p.image(sunImg, px, py, cellSize, cellSize);
}
})
if (items.length == 0) {
makeItem();
}
////SNAKE MOVEMENT////
//snake rendering
for (let i = 0; i < snake.length; i+=1) {
const seg = snake[i];
const px = seg.x * cellSize + cellSize/2;
const py = seg.y * cellSize + cellSize/2;
p.push();
p.translate(px, py);
//rotate segments
if (i == 0) {
//head
const angle = rotationByDir({
x: seg.x - snake[1].x,
y: seg.y - snake[1].y
});
p.rotate(angle);
p.image(headImg, 0, 0, cellSize, cellSize);
}
else if (i == snake.length - 1) {
//tail
const angle = rotationByDir({
x: snake[i - 1].x - seg.x,
y: snake[i - 1].y - seg.y
});
p.rotate(angle);
p.image(tailImg, 0, 0, cellSize, cellSize);
}
else {
//body & corner
const prev = snake[i - 1];
const next = snake[i + 1];
const dx1 = seg.x - prev.x;
const dy1 = seg.y - prev.y;
const dx2 = next.x - seg.x;
const dy2 = next.y - seg.y;
const isCorner = dx1 !== dx2 || dy1 !== dy2;
if (isCorner) {
//corner
let angle = 0;
if (dx1 == -1 && dy1 == 0 && dx2 == 0 && dy2 == 1) {
angle = 3 * p.HALF_PI;
} //←↓
else if (dx1 == 0 && dy1 == 1 && dx2 == 1 && dy2 == 0) {
angle = p.PI;
} //↓→
else if (dx1 == 1 && dy1 == 0 && dx2 == 0 && dy2 == -1) {
angle = p.HALF_PI;
} //→↑
else if (dx1 == 0 && dy1 == -1 && dx2 == -1 && dy2 == 0) {
angle = 0;
} //↑←
else if (dx1 == 0 && dy1 == 1 && dx2 == -1 && dy2 == 0) {
angle = p.HALF_PI;
} //↓←
else if (dx1 == 1 && dy1 == 0 && dx2 == 0 && dy2 == 1) {
angle = 0;
} //→↓
else if (dx1 == 0 && dy1 == -1 && dx2 == 1 && dy2 == 0) {
angle = -p.HALF_PI;
} //↑→
else if (dx1 == -1 && dy1 == 0 && dx2 == 0 && dy2 == -1) {
angle = p.PI;
} //←↑
p.rotate(angle);
p.image(cornerImg, 0, 0, cellSize, cellSize);
}
else {
//body
const angle = dx1 == 0 ? p.HALF_PI : 0;
p.rotate(angle);
p.image(bodyImg, 0, 0, cellSize, cellSize);
}
}
p.pop();
}
////COLLISION WITH OBSTACLE////
//show obstacle
if (p.frameCount % obstacleInterval == 0) {
const o = obstacles[0];
const shouldMake = !o || o.hit !== null || (o.time !== undefined && p.frameCount - o.time > 120);
if (shouldMake) {
obstacles = [];
makeObstacle();
}
}
//collision
for (let i = 0; i < obstacles.length; i += 1) {
const o = obstacles[i];
if ((head.x == o.x && head.y == o.y)
|| tail.x == o.x && tail.y == o.y) {
if (o.hit == null) {
life -= 1;
o.hit = p.frameCount;
}
break;
}
}
//game over condition
if (life == 0) {
gameState = "over";
return;
}
//obstacles rendering
obstacles.forEach(o => {
const px = o.x * cellSize + cellSize / 2;
const py = o.y * cellSize + cellSize / 2;
if (o.hit == null) {
p.image(obstacleImg, px, py, cellSize, cellSize);
}
else {
const count = p.frameCount - o.hit;
if (count < 32) {
if (count % 4 == 0) {
p.image(obstacleImg, px, py, cellSize, cellSize);
}
}
else {
const index = obstacles.indexOf(o);
if (index !== -1) obstacles.splice(index, 1);
}
}
});
////COLLISION WITH WALL////
//wall rendering
walls.forEach (w => {
const px = w.x * cellSize + cellSize / 2;
const py = w.y * cellSize + cellSize / 2;
p.image(obstacleImg, px, py, cellSize, cellSize);
});
//collision
for (let i = 0; i < walls.length; i += 1) {
const w = walls[i];
if ((head.x == w.x && head.y == w.y) || (tail.x == w.x && tail.y == w.y)) {
gameState = "over";
return;
}
}
if (score >= 100) {
gameState = "clear";
return;
}
};//draw end
//operating snake
p.keyPressed = () => {
const key = p.key.toLowerCase();
if (p.keyCode === p.LEFT_ARROW && !(dirHead.x === 1 && dirHead.y === 0)) {
dirHead = {x: -1, y: 0};
}
if (p.keyCode === p.RIGHT_ARROW && !(dirHead.x === -1 && dirHead.y === 0)) {
dirHead = {x: 1, y: 0};
}
if (p.keyCode === p.UP_ARROW && !(dirHead.x === 0 && dirHead.y === 1)) {
dirHead = {x: 0, y: -1};
}
if (p.keyCode === p.DOWN_ARROW && !(dirHead.x === 0 && dirHead.y === -1)) {
dirHead = {x: 0, y: 1};
}
};
function handleKeyDown(e) {
const key = e.key.toLowerCase();
if (key === 'a' && !(dirTail.x === 1 && dirTail.y === 0)) {
dirTail = {x: -1, y: 0};
}
if (key === 'd' && !(dirTail.x === -1 && dirTail.y === 0)) {
dirTail = {x: 1, y: 0};
}
if (key === 'w' && !(dirTail.x === 0 && dirTail.y === 1)) {
dirTail = {x: 0, y: -1};
}
if (key === 's' && !(dirTail.x === 0 && dirTail.y === -1)) {
dirTail = {x: 0, y: 1};
}
}
window.addEventListener('keydown', handleKeyDown);
}