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Update templates/index.html
#1
by Match01 - opened
- templates/index.html +3 -117
templates/index.html
CHANGED
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@@ -198,7 +198,7 @@
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| 198 |
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<!-- Audio elements -->
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<audio id="eatSound" preload="auto">
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-
<source src="data:audio/mpeg;base64,SUQzBAAAAAAAI1RTU0UAAAAPAAADTGF2ZjU4Ljc2LjEwMAAAAAAAAAAAAAAA/+M4wAAAAAAAAAAAAEluZm8AAAAPAAAAAwAAAFgAVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV//////////////////////////////////////////////////////////////////8AAAAATGF2YzU4LjEzAAAAAAAAAAAAAAAAJAAAAAAAAAAAWMBaq2QAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA/+MYxAANIAqJWUEQAFO+gRc5TRJIkiRJEiL///////////8RERERERERVVVVVVVVVVVVVVJEREREREVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVf/jGMQJA/Aa1flBABBTpGX9hDGMYxw7/+MMYxd/4wxIiI9////jDEQ7/jdEiJERERBaIiIzMzMzIiIiP//MzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzM/+
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</audio>
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<audio id="gameOverSound" preload="auto">
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<source src="data:audio/mpeg;base64,SUQzBAAAAAAAI1RTU0UAAAAPAAADTGF2ZjU4Ljc2LjEwMAAAAAAAAAAAAAAA/+M4wAAAAAAAAAAAAEluZm8AAAAPAAAAAwAAAFgAVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV//////////////////////////////////////////////////////////////////8AAAAATGF2YzU4LjEzAAAAAAAAAAAAAAAAJAAAAAAAAAAAWMBaq2QAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA/+MYxAAKMFqZVQEwAhGKzc+FSIiIiIiIiIj4+Pj4+Pj4+Pj4+JIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIv/jIMQNAAAP8AEAAAI+IiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIv/jEMQQAAAP8AAAAAI+IiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIg==" type="audio/mpeg">
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@@ -222,7 +222,6 @@
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import { EffectComposer } from 'https://unpkg.com/three@0.160.0/examples/jsm/postprocessing/EffectComposer.js';
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import { RenderPass } from 'https://unpkg.com/three@0.160.0/examples/jsm/postprocessing/RenderPass.js';
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import { UnrealBloomPass } from 'https://unpkg.com/three@0.160.0/examples/jsm/postprocessing/UnrealBloomPass.js';
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-
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// Game configuration
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const CONFIG = {
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GRID_SIZE: 25, // Number of units across/deep
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@@ -242,7 +241,6 @@
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COMBO_TIMEOUT: 5000, // Milliseconds to get next food for combo
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HIGH_SCORES_COUNT: 5 // Number of high scores to save
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};
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-
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// --- Particle System for Effects ---
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class ParticleSystem {
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constructor(scene) {
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@@ -250,7 +248,6 @@
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this.particles = [];
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this.geometry = new THREE.BoxGeometry(0.2, 0.1, 0.2); // Shared geometry
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}
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-
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createFoodEffect(position, color) {
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const count = 20;
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for (let i = 0; i < count; i++) {
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@@ -275,7 +272,6 @@
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});
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}
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}
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-
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update() {
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for (let i = this.particles.length - 1; i >= 0; i--) {
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const particle = this.particles[i];
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@@ -283,7 +279,6 @@
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particle.velocity.y -= 0.005; // Gravity
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particle.life -= particle.decay;
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particle.mesh.material.opacity = particle.life;
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-
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if (particle.life <= 0) {
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this.scene.remove(particle.mesh);
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particle.mesh.material.dispose();
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@@ -292,7 +287,6 @@
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}
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}
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}
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-
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clear() {
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for (const particle of this.particles) {
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this.scene.remove(particle.mesh);
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@@ -303,7 +297,6 @@
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// as it might be needed again. Dispose it if ParticleSystem itself is destroyed.
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}
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}
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-
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// Game state management
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const GameState = {
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MENU: 'menu',
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@@ -311,7 +304,6 @@
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PAUSED: 'paused',
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GAME_OVER: 'gameOver',
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currentState: 'menu',
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-
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changeState(newState) {
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this.currentState = newState;
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switch(newState) {
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@@ -340,14 +332,12 @@
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}
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}
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};
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-
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// --- Matrix Rain Background Effect ---
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class MatrixRain {
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constructor() {
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this.canvas = document.getElementById('matrixCanvas');
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this.ctx = this.canvas.getContext('2d');
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this.resize();
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-
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this.fontSize = 14;
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this.columns = Math.floor(this.canvas.width / this.fontSize);
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this.drops = [];
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@@ -359,44 +349,34 @@
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this.animate(); // Start animation
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window.addEventListener('resize', this.handleResize.bind(this));
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}
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-
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handleResize() {
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this.resize();
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this.columns = Math.floor(this.canvas.width / this.fontSize);
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this.resetDrops();
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}
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-
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resize() {
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this.canvas.width = window.innerWidth;
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this.canvas.height = window.innerHeight;
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}
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-
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resetDrops() {
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this.drops = [];
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for(let i = 0; i < this.columns; i++) {
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this.drops[i] = Math.floor(Math.random() * -100); // Start off-screen
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}
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}
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-
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animate() {
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// Show rain on all screens as per previous request, including PLAYING
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if (GameState.currentState === GameState.MENU ||
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GameState.currentState === GameState.PAUSED ||
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GameState.currentState === GameState.GAME_OVER ||
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GameState.currentState === GameState.PLAYING) {
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-
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-
this.ctx.fillStyle = 'rgba(0, 0, 0, 0.03)'; // Fading effect
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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-
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this.ctx.fillStyle = '#00ff00'; // Matrix character color
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this.ctx.emissiveColor = '#76ff76';
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this.ctx.emissiveIntensity = '6';
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this.ctx.font = this.fontSize + 'px monospace';
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-
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for(let i = 0; i < this.drops.length; i++) {
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const text = this.characters.charAt(Math.floor(Math.random() * this.characters.length));
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this.ctx.fillText(text, i * this.fontSize, this.drops[i] * this.fontSize);
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-
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if(this.drops[i] * this.fontSize > this.canvas.height && Math.random() > 0.975) {
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this.drops[i] = 0; // Reset drop
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}
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@@ -406,29 +386,24 @@
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requestAnimationFrame(this.animate);
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}
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} // <-- Make sure this curly brace properly closes the MatrixRain class
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-
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// --- Object pooling for performance optimization ---
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class ObjectPool {
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constructor(createFunc, initialCount = 10) {
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this.pool = [];
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this.createFunc = createFunc;
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-
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for (let i = 0; i < initialCount; i++) {
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this.pool.push(this.createFunc());
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}
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}
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-
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get() {
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if (this.pool.length > 0) {
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return this.pool.pop();
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}
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return this.createFunc();
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}
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-
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release(object) {
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this.pool.push(object);
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}
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-
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clear() {
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this.pool = [];
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// Note: This doesn't dispose Three.js objects.
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@@ -436,7 +411,6 @@
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// when objects are truly no longer needed by the scene.
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}
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}
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-
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// --- Main Game Class ---
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class SnakeGame {
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constructor() {
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@@ -463,7 +437,6 @@
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this.currentDifficulty = 'NORMAL';
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this.particleSystem = null;
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this.headLight = null;
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-
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this.materials = {
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snakeHead: new THREE.MeshStandardMaterial({
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color: 0x39FF14, emissive: 0x39FF14, roughness: 0.1, metalness: 0.25
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@@ -483,36 +456,30 @@
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foodTetrahedron: new THREE.TetrahedronGeometry(CONFIG.CELL_SIZE * 0.6, 0),
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obstacle: new THREE.BoxGeometry(CONFIG.CELL_SIZE * 0.9, CONFIG.CELL_SIZE * 1.5, CONFIG.CELL_SIZE * 0.9) // Taller obstacles
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};
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-
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this.segmentPool = new ObjectPool(() => {
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const segment = new THREE.Mesh(this.geometries.segment, this.materials.snakeBody.clone());
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segment.castShadow = true; // If using shadows
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return segment;
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}, 20);
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-
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this.obstaclePool = new ObjectPool(() => {
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const obstacle = new THREE.Mesh(this.geometries.obstacle, this.materials.obstacle.clone());
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obstacle.castShadow = true; // If using shadows
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return obstacle;
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}, CONFIG.MAX_OBSTACLE_COUNT * 1.5);
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-
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this.init(); // Call init before matrixRain if matrixRain depends on game elements
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this.matrixRain = new MatrixRain(); // Initialize after main game setup if it interacts
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this.setupEventListeners();
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this.updateHighScoresTable();
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GameState.changeState(GameState.MENU); // Start in menu
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}
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-
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init() {
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this.scene = new THREE.Scene();
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this.scene.background = null; // For Matrix rain to show through
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// Add fog for depth with brighter color
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this.scene.fog = new THREE.Fog(0x001100, CONFIG.GRID_SIZE * 0.8, CONFIG.GRID_SIZE * 2.5);
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-
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this.camera = new THREE.PerspectiveCamera(65, window.innerWidth / window.innerHeight, 0.1, 1000);
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this.camera.position.set(0, CONFIG.GRID_SIZE * 0.4, CONFIG.GRID_SIZE * 0.9);
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this.camera.lookAt(0, -CONFIG.GRID_SIZE * 0.1, 0);
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-
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this.renderer = new THREE.WebGLRenderer({
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canvas: document.getElementById('gameCanvas'),
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antialias: true,
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@@ -521,38 +488,30 @@
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.setPixelRatio(window.devicePixelRatio);
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this.renderer.shadowMap.enabled = true; // If you add shadows
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-
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// Post-processing for bloom
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const renderPass = new RenderPass(this.scene, this.camera);
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const bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.2, 0.8, 0.75);
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bloomPass.threshold = 0.0;
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bloomPass.strength = 1.3; // Play with these
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bloomPass.radius = 0.3;
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-
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this.composer = new EffectComposer(this.renderer);
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this.composer.addPass(renderPass);
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this.composer.addPass(bloomPass);
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-
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const gridHelper = new THREE.GridHelper(CONFIG.GRID_SIZE * CONFIG.CELL_SIZE, CONFIG.GRID_SIZE, 0x008800, 0x00FF00);
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gridHelper.position.y = -CONFIG.CELL_SIZE / 2; // Align with snake plane
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this.scene.add(gridHelper);
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-
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const ambientLight = new THREE.AmbientLight(0x404060, 0.1); // Soft ambient
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this.scene.add(ambientLight);
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-
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const directionalLight = new THREE.DirectionalLight(0xffffee, 1.6);
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directionalLight.position.set(75, 13, 10);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 1024;
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directionalLight.shadow.mapSize.height = 1024;
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this.scene.add(directionalLight);
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-
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this.headLight = new THREE.PointLight(0x39FF14, 2, CONFIG.CELL_SIZE * 5); // Brighter, green light
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this.headLight.castShadow = false; // Point lights can be expensive for shadows
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this.scene.add(this.headLight);
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-
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this.particleSystem = new ParticleSystem(this.scene);
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-
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window.addEventListener('resize', () => {
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this.camera.aspect = window.innerWidth / window.innerHeight;
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this.camera.updateProjectionMatrix();
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@@ -560,38 +519,30 @@
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this.composer.setSize(window.innerWidth, window.innerHeight); // Resize composer too
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}, false);
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}
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-
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placeFood() {
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let foodPos;
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let validPosition = false;
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let attempts = 0;
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const maxAttempts = 100;
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-
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const numCells = CONFIG.GRID_SIZE;
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-
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while (!validPosition && attempts < maxAttempts) {
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// Generate random indices within the grid
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const xIndex = Math.floor(Math.random() * numCells) - Math.floor((numCells - 1) / 2);
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const zIndex = Math.floor(Math.random() * numCells) - Math.floor((numCells - 1) / 2);
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-
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foodPos = new THREE.Vector3(
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xIndex * CONFIG.CELL_SIZE,
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0, // Food on the grid plane
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zIndex * CONFIG.CELL_SIZE
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);
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-
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let collisionWithSnake = this.snake.some(segment =>
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segment.position.distanceToSquared(foodPos) < (CONFIG.CELL_SIZE * 0.9)**2 // Use distanceSquared
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);
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-
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let collisionWithObstacle = this.obstacles.some(obstacle =>
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| 588 |
obstacle.position.distanceToSquared(foodPos) < (CONFIG.CELL_SIZE * 0.9)**2
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);
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-
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validPosition = !collisionWithSnake && !collisionWithObstacle;
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attempts++;
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}
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-
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| 595 |
if (validPosition) {
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this.food.position.copy(foodPos);
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} else {
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@@ -604,22 +555,18 @@
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);
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}
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}
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-
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createObstacles() {
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this.obstacles.forEach(obstacle => {
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this.scene.remove(obstacle);
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this.obstaclePool.release(obstacle);
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});
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this.obstacles = [];
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-
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| 615 |
const numCells = CONFIG.GRID_SIZE;
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-
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for (let i = 0; i < this.obstacleCount; i++) {
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let obstaclePos;
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let validPosition = false;
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let attempts = 0;
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const maxAttempts = 50;
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-
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while (!validPosition && attempts < maxAttempts) {
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| 624 |
const xIndex = Math.floor(Math.random() * numCells) - Math.floor((numCells - 1) / 2);
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const zIndex = Math.floor(Math.random() * numCells) - Math.floor((numCells - 1) / 2);
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@@ -628,21 +575,16 @@
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| 628 |
0, // Obstacles on the grid plane, but mesh is taller
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zIndex * CONFIG.CELL_SIZE
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| 630 |
);
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-
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| 632 |
let tooCloseToStart = obstaclePos.lengthSq() < (CONFIG.CELL_SIZE * 4)**2; // Check squared length
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| 633 |
-
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| 634 |
let collisionWithSnake = this.snake.some(segment =>
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| 635 |
segment.position.distanceToSquared(obstaclePos) < (CONFIG.CELL_SIZE * 2)**2
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| 636 |
);
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| 637 |
-
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let collisionWithOtherObstacle = this.obstacles.some(existingObstacle =>
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| 639 |
existingObstacle.position.distanceToSquared(obstaclePos) < (CONFIG.CELL_SIZE * 1.5)**2 // Ensure spacing
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| 640 |
);
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-
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validPosition = !tooCloseToStart && !collisionWithSnake && !collisionWithOtherObstacle;
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| 643 |
attempts++;
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| 644 |
}
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-
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if (validPosition) {
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const obstacle = this.obstaclePool.get();
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obstacle.position.copy(obstaclePos);
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@@ -652,44 +594,35 @@
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}
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}
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}
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-
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| 656 |
clearGameObjects() {
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| 657 |
this.snake.forEach(segment => {
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| 658 |
this.scene.remove(segment);
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| 659 |
this.segmentPool.release(segment);
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| 660 |
});
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| 661 |
this.snake = [];
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| 662 |
-
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| 663 |
if (this.food) {
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| 664 |
this.scene.remove(this.food);
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| 665 |
// No pool for food as it's a single, changing object
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| 666 |
}
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| 667 |
this.food = null;
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| 668 |
-
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| 669 |
this.obstacles.forEach(obstacle => {
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| 670 |
this.scene.remove(obstacle);
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| 671 |
this.obstaclePool.release(obstacle);
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| 672 |
});
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| 673 |
this.obstacles = [];
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| 674 |
-
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| 675 |
this.particleSystem.clear();
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| 676 |
}
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| 677 |
-
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| 678 |
update(time) {
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| 679 |
if (this.isPaused || this.isGameOver || GameState.currentState !== GameState.PLAYING) {
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| 680 |
return;
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| 681 |
}
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| 682 |
-
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| 683 |
if (time - this.lastUpdateTime < this.gameSpeed) {
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| 684 |
return;
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| 685 |
}
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| 686 |
this.lastUpdateTime = time;
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| 687 |
-
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| 688 |
this.direction.copy(this.nextDirection); // More robust copy
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| 689 |
-
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| 690 |
const head = this.snake[0];
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| 691 |
const newHeadPos = head.position.clone().add(this.direction); // CELL_SIZE is incorporated in direction
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| 692 |
-
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| 693 |
const halfGridWorld = (CONFIG.GRID_SIZE / 2) * CONFIG.CELL_SIZE;
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| 694 |
if (
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| 695 |
newHeadPos.x >= halfGridWorld || newHeadPos.x < -halfGridWorld ||
|
|
@@ -698,21 +631,18 @@
|
|
| 698 |
this.triggerGameOver();
|
| 699 |
return;
|
| 700 |
}
|
| 701 |
-
|
| 702 |
for (let i = 1; i < this.snake.length; i++) {
|
| 703 |
if (newHeadPos.distanceToSquared(this.snake[i].position) < (CONFIG.CELL_SIZE * 0.1)**2) { // Tighter collision
|
| 704 |
this.triggerGameOver();
|
| 705 |
return;
|
| 706 |
}
|
| 707 |
}
|
| 708 |
-
|
| 709 |
for (const obstacle of this.obstacles) {
|
| 710 |
if (newHeadPos.distanceToSquared(obstacle.position) < (CONFIG.CELL_SIZE * 0.75)**2) { // Check collision with obstacle
|
| 711 |
this.triggerGameOver();
|
| 712 |
return;
|
| 713 |
}
|
| 714 |
}
|
| 715 |
-
|
| 716 |
const newHead = this.segmentPool.get();
|
| 717 |
newHead.position.copy(newHeadPos);
|
| 718 |
newHead.material = this.materials.snakeHead; // Head material
|
|
@@ -722,11 +652,9 @@
|
|
| 722 |
this.snake.unshift(newHead);
|
| 723 |
this.scene.add(newHead);
|
| 724 |
this.headLight.position.copy(newHeadPos); // Light follows head
|
| 725 |
-
|
| 726 |
if (this.food && newHeadPos.distanceToSquared(this.food.position) < (CONFIG.CELL_SIZE * 0.75)**2) {
|
| 727 |
const foodType = this.food.userData;
|
| 728 |
const basePoints = foodType.points || 1;
|
| 729 |
-
|
| 730 |
const currentTime = performance.now();
|
| 731 |
if (currentTime - this.lastFoodTime < CONFIG.COMBO_TIMEOUT) {
|
| 732 |
this.comboCount++;
|
|
@@ -734,27 +662,21 @@
|
|
| 734 |
this.comboCount = 1;
|
| 735 |
}
|
| 736 |
this.lastFoodTime = currentTime;
|
| 737 |
-
|
| 738 |
const points = basePoints * this.comboCount;
|
| 739 |
this.score += points;
|
| 740 |
-
|
| 741 |
if (this.comboCount > 1) {
|
| 742 |
const comboElement = document.getElementById('combo');
|
| 743 |
comboElement.textContent = `Combo x${this.comboCount}! +${points}`;
|
| 744 |
comboElement.style.opacity = 1;
|
| 745 |
setTimeout(() => { comboElement.style.opacity = 0; }, 2000);
|
| 746 |
}
|
| 747 |
-
|
| 748 |
document.getElementById('info').textContent = `Score: ${this.score} | High: ${Math.max(this.score, this.highScore)}`;
|
| 749 |
-
|
| 750 |
if (foodType.speedEffect) {
|
| 751 |
this.gameSpeed = Math.max(50, this.gameSpeed + foodType.speedEffect); // Note: special food had -10, rare had +10
|
| 752 |
}
|
| 753 |
-
|
| 754 |
document.getElementById('eatSound').currentTime = 0;
|
| 755 |
document.getElementById('eatSound').play();
|
| 756 |
this.particleSystem.createFoodEffect(this.food.position.clone(), new THREE.Color(foodType.color));
|
| 757 |
-
|
| 758 |
this.chooseFoodType(); // Gets new food type, applies material
|
| 759 |
this.placeFood(); // Places it
|
| 760 |
} else {
|
|
@@ -762,28 +684,23 @@
|
|
| 762 |
this.scene.remove(tail);
|
| 763 |
this.segmentPool.release(tail);
|
| 764 |
}
|
| 765 |
-
|
| 766 |
this.particleSystem.update();
|
| 767 |
-
|
| 768 |
for (let i = 0; i < this.snake.length; i++) {
|
| 769 |
const segment = this.snake[i];
|
| 770 |
// segment.rotation.y += Math.sin(time * 0.1 + i * 0.1) * 0.01; // Slower, more subtle
|
| 771 |
// segment.position.y = Math.sin(time * 0.01 + i * 0.2) * 0.1; // Subtle bob
|
| 772 |
// segment.position.y = Math.sin(time * 0.01 + i * 0.2) * 1.5; // Jumping
|
| 773 |
}
|
| 774 |
-
|
| 775 |
if (this.food) {
|
| 776 |
this.food.rotation.x += 0.01;
|
| 777 |
this.food.rotation.y += 0.02;
|
| 778 |
this.food.position.y = Math.sin(time * 0.0055) * 0.25 + 0.1; // Bobbing food
|
| 779 |
}
|
| 780 |
}
|
| 781 |
-
|
| 782 |
chooseFoodType() {
|
| 783 |
const rand = Math.random();
|
| 784 |
let foodTypeData;
|
| 785 |
let geometry;
|
| 786 |
-
|
| 787 |
if (rand < 0.05) { // 5% rare
|
| 788 |
foodTypeData = CONFIG.FOOD_TYPES[2];
|
| 789 |
geometry = this.geometries.foodTetrahedron;
|
|
@@ -794,7 +711,6 @@
|
|
| 794 |
foodTypeData = CONFIG.FOOD_TYPES[0];
|
| 795 |
geometry = this.geometries.foodBox;
|
| 796 |
}
|
| 797 |
-
|
| 798 |
const material = new THREE.MeshStandardMaterial({ // Use Standard for lighting
|
| 799 |
color: foodTypeData.color,
|
| 800 |
emissive: foodTypeData.color, // Make food glow
|
|
@@ -803,7 +719,6 @@
|
|
| 803 |
metalness: 0.7,
|
| 804 |
wireframe: true
|
| 805 |
});
|
| 806 |
-
|
| 807 |
if (!this.food) {
|
| 808 |
this.food = new THREE.Mesh(geometry, material);
|
| 809 |
this.scene.add(this.food);
|
|
@@ -815,17 +730,14 @@
|
|
| 815 |
}
|
| 816 |
this.food.userData = foodTypeData;
|
| 817 |
}
|
| 818 |
-
|
| 819 |
resetGame() {
|
| 820 |
this.clearGameObjects();
|
| 821 |
-
|
| 822 |
// Stop sounds
|
| 823 |
['eatSound', 'gameOverSound', 'bgMusic'].forEach(id => {
|
| 824 |
const sound = document.getElementById(id);
|
| 825 |
sound.pause();
|
| 826 |
sound.currentTime = 0;
|
| 827 |
});
|
| 828 |
-
|
| 829 |
this.direction.set(CONFIG.CELL_SIZE, 0, 0);
|
| 830 |
this.nextDirection.set(CONFIG.CELL_SIZE, 0, 0);
|
| 831 |
this.score = 0;
|
|
@@ -835,27 +747,21 @@
|
|
| 835 |
GameState.currentState = GameState.PLAYING; // Set this before calling things that depend on it.
|
| 836 |
this.comboCount = 0;
|
| 837 |
this.lastFoodTime = 0;
|
| 838 |
-
|
| 839 |
this.obstacleCount = Math.floor(CONFIG.MAX_OBSTACLE_COUNT * CONFIG.DIFFICULTY_LEVELS[this.currentDifficulty].obstacleMultiplier);
|
| 840 |
-
|
| 841 |
const startSegment = this.segmentPool.get();
|
| 842 |
startSegment.position.set(0, 0, 0);
|
| 843 |
startSegment.material = this.materials.snakeHead; // Start with head material
|
| 844 |
this.snake.push(startSegment);
|
| 845 |
this.scene.add(startSegment);
|
| 846 |
this.headLight.position.copy(startSegment.position); // Initial light pos
|
| 847 |
-
|
| 848 |
this.chooseFoodType();
|
| 849 |
this.placeFood();
|
| 850 |
this.createObstacles();
|
| 851 |
-
|
| 852 |
document.getElementById('info').textContent = `Score: ${this.score} | High: ${this.highScore}`;
|
| 853 |
-
|
| 854 |
const music = document.getElementById('bgMusic');
|
| 855 |
music.volume = 0.2; // Quieter music
|
| 856 |
music.play().catch(e => console.warn("Music play failed:", e)); // Catch promise
|
| 857 |
}
|
| 858 |
-
|
| 859 |
startGame() {
|
| 860 |
this.resetGame(); // This sets GameState.PLAYING internally now
|
| 861 |
GameState.changeState(GameState.PLAYING); // Ensure UI updates
|
|
@@ -863,12 +769,10 @@
|
|
| 863 |
if (this.gameLoopId) cancelAnimationFrame(this.gameLoopId); // Clear old loop
|
| 864 |
this.gameLoop();
|
| 865 |
}
|
| 866 |
-
|
| 867 |
triggerGameOver() {
|
| 868 |
if (this.isGameOver) return; // Prevent multiple triggers
|
| 869 |
this.isGameOver = true;
|
| 870 |
document.getElementById('finalScore').textContent = `Final Score: ${this.score}`;
|
| 871 |
-
|
| 872 |
const highScores = this.loadHighScores();
|
| 873 |
if (this.score > 0) {
|
| 874 |
highScores.push({ score: this.score, difficulty: this.currentDifficulty, date: new Date().toLocaleDateString() });
|
|
@@ -881,7 +785,6 @@
|
|
| 881 |
document.getElementById('bgMusic').pause();
|
| 882 |
GameState.changeState(GameState.GAME_OVER);
|
| 883 |
}
|
| 884 |
-
|
| 885 |
gameLoop(time) { // time is passed by requestAnimationFrame
|
| 886 |
if (!this.isGameOver && GameState.currentState === GameState.PLAYING) {
|
| 887 |
this.update(time || performance.now()); // Use performance.now if time is undefined initially
|
|
@@ -893,7 +796,6 @@
|
|
| 893 |
if (this.gameLoopId) cancelAnimationFrame(this.gameLoopId); // Ensure loop stops
|
| 894 |
}
|
| 895 |
}
|
| 896 |
-
|
| 897 |
render() {
|
| 898 |
// this.renderer.render(this.scene, this.camera); // When using composer
|
| 899 |
if (this.composer) {
|
|
@@ -902,26 +804,20 @@
|
|
| 902 |
this.renderer.render(this.scene, this.camera);
|
| 903 |
}
|
| 904 |
}
|
| 905 |
-
|
| 906 |
setupEventListeners() {
|
| 907 |
document.addEventListener('keydown', this.handleKeyDown.bind(this));
|
| 908 |
-
|
| 909 |
const touchControlsDiv = document.getElementById('touchControls');
|
| 910 |
const preventDefaultAndStopPropagation = (e) => { e.preventDefault(); e.stopPropagation(); };
|
| 911 |
-
|
| 912 |
document.getElementById('upBtn').addEventListener('touchstart', (e) => { preventDefaultAndStopPropagation(e); this.handleDirectionChange(0, 0, -CONFIG.CELL_SIZE); });
|
| 913 |
document.getElementById('downBtn').addEventListener('touchstart', (e) => { preventDefaultAndStopPropagation(e); this.handleDirectionChange(0, 0, CONFIG.CELL_SIZE); });
|
| 914 |
document.getElementById('leftBtn').addEventListener('touchstart', (e) => { preventDefaultAndStopPropagation(e); this.handleDirectionChange(-CONFIG.CELL_SIZE, 0, 0); });
|
| 915 |
document.getElementById('rightBtn').addEventListener('touchstart', (e) => { preventDefaultAndStopPropagation(e); this.handleDirectionChange(CONFIG.CELL_SIZE, 0, 0); });
|
| 916 |
-
|
| 917 |
const gameCanvas = document.getElementById('gameCanvas');
|
| 918 |
gameCanvas.addEventListener('touchstart', preventDefaultAndStopPropagation, { passive: false });
|
| 919 |
gameCanvas.addEventListener('touchmove', preventDefaultAndStopPropagation, { passive: false });
|
| 920 |
-
|
| 921 |
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
|
| 922 |
touchControlsDiv.style.display = 'block';
|
| 923 |
}
|
| 924 |
-
|
| 925 |
document.getElementById('startBtn').addEventListener('click', () => this.startGame());
|
| 926 |
document.getElementById('restartBtn').addEventListener('click', () => this.startGame());
|
| 927 |
document.getElementById('menuBtn').addEventListener('click', () => GameState.changeState(GameState.MENU));
|
|
@@ -934,7 +830,6 @@
|
|
| 934 |
GameState.changeState(GameState.MENU);
|
| 935 |
});
|
| 936 |
}
|
| 937 |
-
|
| 938 |
cycleDifficulty() {
|
| 939 |
const difficulties = Object.keys(CONFIG.DIFFICULTY_LEVELS);
|
| 940 |
const currentIndex = difficulties.indexOf(this.currentDifficulty);
|
|
@@ -942,7 +837,6 @@
|
|
| 942 |
this.currentDifficulty = difficulties[nextIndex];
|
| 943 |
document.getElementById('difficultyBtn').textContent = `DIFFICULTY: ${this.currentDifficulty.toUpperCase()}`;
|
| 944 |
}
|
| 945 |
-
|
| 946 |
handleKeyDown(event) {
|
| 947 |
if (GameState.currentState === GameState.PLAYING && !this.isPaused) {
|
| 948 |
switch(event.key) {
|
|
@@ -958,7 +852,6 @@
|
|
| 958 |
this.startGame(); event.preventDefault();
|
| 959 |
}
|
| 960 |
}
|
| 961 |
-
|
| 962 |
handleDirectionChange(dx, dy, dz) {
|
| 963 |
const newDir = new THREE.Vector3(dx, dy, dz);
|
| 964 |
// Prevent 180-degree turns. Dot product will be negative.
|
|
@@ -968,10 +861,8 @@
|
|
| 968 |
}
|
| 969 |
this.nextDirection.copy(newDir);
|
| 970 |
}
|
| 971 |
-
|
| 972 |
togglePause() {
|
| 973 |
if (GameState.currentState !== GameState.PLAYING && GameState.currentState !== GameState.PAUSED) return;
|
| 974 |
-
|
| 975 |
this.isPaused = !this.isPaused;
|
| 976 |
if (this.isPaused) {
|
| 977 |
GameState.changeState(GameState.PAUSED);
|
|
@@ -984,17 +875,14 @@
|
|
| 984 |
this.gameLoop(); // Resume game loop
|
| 985 |
}
|
| 986 |
}
|
| 987 |
-
|
| 988 |
loadHighScores() {
|
| 989 |
const scores = localStorage.getItem('snakeHighScores');
|
| 990 |
return scores ? JSON.parse(scores) : [];
|
| 991 |
}
|
| 992 |
-
|
| 993 |
updateHighScoresTable() {
|
| 994 |
const highScores = this.loadHighScores();
|
| 995 |
const table = document.getElementById('scoresTable');
|
| 996 |
while (table.rows.length > 1) { table.deleteRow(1); } // Clear existing
|
| 997 |
-
|
| 998 |
highScores.forEach((entry, index) => {
|
| 999 |
const row = table.insertRow(-1);
|
| 1000 |
row.insertCell(0).textContent = index + 1;
|
|
@@ -1003,10 +891,8 @@
|
|
| 1003 |
});
|
| 1004 |
}
|
| 1005 |
}
|
| 1006 |
-
|
| 1007 |
// Create and start the game
|
| 1008 |
const game = new SnakeGame();
|
| 1009 |
-
|
| 1010 |
</script>
|
| 1011 |
</body>
|
| 1012 |
</html>
|
|
|
|
| 198 |
|
| 199 |
<!-- Audio elements -->
|
| 200 |
<audio id="eatSound" preload="auto">
|
| 201 |
+
<source src="data:audio/mpeg;base64,SUQzBAAAAAAAI1RTU0UAAAAPAAADTGF2ZjU4Ljc2LjEwMAAAAAAAAAAAAAAA/+M4wAAAAAAAAAAAAEluZm8AAAAPAAAAAwAAAFgAVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV//////////////////////////////////////////////////////////////////8AAAAATGF2YzU4LjEzAAAAAAAAAAAAAAAAJAAAAAAAAAAAWMBaq2QAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA/+MYxAANIAqJWUEQAFO+gRc5TRJIkiRJEiL///////////8RERERERERVVVVVVVVVVVVVVJEREREREVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVf/jGMQJA/Aa1flBABBTpGX9hDGMYxw7/+MMYxd/4wxIiI9////jDEQ7/jdEiJERERBaIiIzMzMzIiIiP//MzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzM/+MYxB4AAANIAAAAADMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzMzM" type="audio/mpeg">
|
| 202 |
</audio>
|
| 203 |
<audio id="gameOverSound" preload="auto">
|
| 204 |
<source src="data:audio/mpeg;base64,SUQzBAAAAAAAI1RTU0UAAAAPAAADTGF2ZjU4Ljc2LjEwMAAAAAAAAAAAAAAA/+M4wAAAAAAAAAAAAEluZm8AAAAPAAAAAwAAAFgAVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV//////////////////////////////////////////////////////////////////8AAAAATGF2YzU4LjEzAAAAAAAAAAAAAAAAJAAAAAAAAAAAWMBaq2QAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA/+MYxAAKMFqZVQEwAhGKzc+FSIiIiIiIiIj4+Pj4+Pj4+Pj4+JIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIv/jIMQNAAAP8AEAAAI+IiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIv/jEMQQAAAP8AAAAAI+IiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIiIg==" type="audio/mpeg">
|
|
|
|
| 222 |
import { EffectComposer } from 'https://unpkg.com/three@0.160.0/examples/jsm/postprocessing/EffectComposer.js';
|
| 223 |
import { RenderPass } from 'https://unpkg.com/three@0.160.0/examples/jsm/postprocessing/RenderPass.js';
|
| 224 |
import { UnrealBloomPass } from 'https://unpkg.com/three@0.160.0/examples/jsm/postprocessing/UnrealBloomPass.js';
|
|
|
|
| 225 |
// Game configuration
|
| 226 |
const CONFIG = {
|
| 227 |
GRID_SIZE: 25, // Number of units across/deep
|
|
|
|
| 241 |
COMBO_TIMEOUT: 5000, // Milliseconds to get next food for combo
|
| 242 |
HIGH_SCORES_COUNT: 5 // Number of high scores to save
|
| 243 |
};
|
|
|
|
| 244 |
// --- Particle System for Effects ---
|
| 245 |
class ParticleSystem {
|
| 246 |
constructor(scene) {
|
|
|
|
| 248 |
this.particles = [];
|
| 249 |
this.geometry = new THREE.BoxGeometry(0.2, 0.1, 0.2); // Shared geometry
|
| 250 |
}
|
|
|
|
| 251 |
createFoodEffect(position, color) {
|
| 252 |
const count = 20;
|
| 253 |
for (let i = 0; i < count; i++) {
|
|
|
|
| 272 |
});
|
| 273 |
}
|
| 274 |
}
|
|
|
|
| 275 |
update() {
|
| 276 |
for (let i = this.particles.length - 1; i >= 0; i--) {
|
| 277 |
const particle = this.particles[i];
|
|
|
|
| 279 |
particle.velocity.y -= 0.005; // Gravity
|
| 280 |
particle.life -= particle.decay;
|
| 281 |
particle.mesh.material.opacity = particle.life;
|
|
|
|
| 282 |
if (particle.life <= 0) {
|
| 283 |
this.scene.remove(particle.mesh);
|
| 284 |
particle.mesh.material.dispose();
|
|
|
|
| 287 |
}
|
| 288 |
}
|
| 289 |
}
|
|
|
|
| 290 |
clear() {
|
| 291 |
for (const particle of this.particles) {
|
| 292 |
this.scene.remove(particle.mesh);
|
|
|
|
| 297 |
// as it might be needed again. Dispose it if ParticleSystem itself is destroyed.
|
| 298 |
}
|
| 299 |
}
|
|
|
|
| 300 |
// Game state management
|
| 301 |
const GameState = {
|
| 302 |
MENU: 'menu',
|
|
|
|
| 304 |
PAUSED: 'paused',
|
| 305 |
GAME_OVER: 'gameOver',
|
| 306 |
currentState: 'menu',
|
|
|
|
| 307 |
changeState(newState) {
|
| 308 |
this.currentState = newState;
|
| 309 |
switch(newState) {
|
|
|
|
| 332 |
}
|
| 333 |
}
|
| 334 |
};
|
|
|
|
| 335 |
// --- Matrix Rain Background Effect ---
|
| 336 |
class MatrixRain {
|
| 337 |
constructor() {
|
| 338 |
this.canvas = document.getElementById('matrixCanvas');
|
| 339 |
this.ctx = this.canvas.getContext('2d');
|
| 340 |
this.resize();
|
|
|
|
| 341 |
this.fontSize = 14;
|
| 342 |
this.columns = Math.floor(this.canvas.width / this.fontSize);
|
| 343 |
this.drops = [];
|
|
|
|
| 349 |
this.animate(); // Start animation
|
| 350 |
window.addEventListener('resize', this.handleResize.bind(this));
|
| 351 |
}
|
|
|
|
| 352 |
handleResize() {
|
| 353 |
this.resize();
|
| 354 |
this.columns = Math.floor(this.canvas.width / this.fontSize);
|
| 355 |
this.resetDrops();
|
| 356 |
}
|
|
|
|
| 357 |
resize() {
|
| 358 |
this.canvas.width = window.innerWidth;
|
| 359 |
this.canvas.height = window.innerHeight;
|
| 360 |
}
|
|
|
|
| 361 |
resetDrops() {
|
| 362 |
this.drops = [];
|
| 363 |
for(let i = 0; i < this.columns; i++) {
|
| 364 |
this.drops[i] = Math.floor(Math.random() * -100); // Start off-screen
|
| 365 |
}
|
| 366 |
}
|
|
|
|
| 367 |
animate() {
|
| 368 |
// Show rain on all screens as per previous request, including PLAYING
|
| 369 |
if (GameState.currentState === GameState.MENU ||
|
| 370 |
GameState.currentState === GameState.PAUSED ||
|
| 371 |
GameState.currentState === GameState.GAME_OVER ||
|
| 372 |
GameState.currentState === GameState.PLAYING) {
|
| 373 |
+
this.ctx.fillStyle = 'rgba(0, 0, 0, 0.005)'; // Even more Fading effect
|
|
|
|
| 374 |
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
| 375 |
+
this.ctx.fillStyle = '#00ccff'; // Matrix character color - now electric blue!
|
|
|
|
|
|
|
|
|
|
| 376 |
this.ctx.font = this.fontSize + 'px monospace';
|
|
|
|
| 377 |
for(let i = 0; i < this.drops.length; i++) {
|
| 378 |
const text = this.characters.charAt(Math.floor(Math.random() * this.characters.length));
|
| 379 |
this.ctx.fillText(text, i * this.fontSize, this.drops[i] * this.fontSize);
|
|
|
|
| 380 |
if(this.drops[i] * this.fontSize > this.canvas.height && Math.random() > 0.975) {
|
| 381 |
this.drops[i] = 0; // Reset drop
|
| 382 |
}
|
|
|
|
| 386 |
requestAnimationFrame(this.animate);
|
| 387 |
}
|
| 388 |
} // <-- Make sure this curly brace properly closes the MatrixRain class
|
|
|
|
| 389 |
// --- Object pooling for performance optimization ---
|
| 390 |
class ObjectPool {
|
| 391 |
constructor(createFunc, initialCount = 10) {
|
| 392 |
this.pool = [];
|
| 393 |
this.createFunc = createFunc;
|
|
|
|
| 394 |
for (let i = 0; i < initialCount; i++) {
|
| 395 |
this.pool.push(this.createFunc());
|
| 396 |
}
|
| 397 |
}
|
|
|
|
| 398 |
get() {
|
| 399 |
if (this.pool.length > 0) {
|
| 400 |
return this.pool.pop();
|
| 401 |
}
|
| 402 |
return this.createFunc();
|
| 403 |
}
|
|
|
|
| 404 |
release(object) {
|
| 405 |
this.pool.push(object);
|
| 406 |
}
|
|
|
|
| 407 |
clear() {
|
| 408 |
this.pool = [];
|
| 409 |
// Note: This doesn't dispose Three.js objects.
|
|
|
|
| 411 |
// when objects are truly no longer needed by the scene.
|
| 412 |
}
|
| 413 |
}
|
|
|
|
| 414 |
// --- Main Game Class ---
|
| 415 |
class SnakeGame {
|
| 416 |
constructor() {
|
|
|
|
| 437 |
this.currentDifficulty = 'NORMAL';
|
| 438 |
this.particleSystem = null;
|
| 439 |
this.headLight = null;
|
|
|
|
| 440 |
this.materials = {
|
| 441 |
snakeHead: new THREE.MeshStandardMaterial({
|
| 442 |
color: 0x39FF14, emissive: 0x39FF14, roughness: 0.1, metalness: 0.25
|
|
|
|
| 456 |
foodTetrahedron: new THREE.TetrahedronGeometry(CONFIG.CELL_SIZE * 0.6, 0),
|
| 457 |
obstacle: new THREE.BoxGeometry(CONFIG.CELL_SIZE * 0.9, CONFIG.CELL_SIZE * 1.5, CONFIG.CELL_SIZE * 0.9) // Taller obstacles
|
| 458 |
};
|
|
|
|
| 459 |
this.segmentPool = new ObjectPool(() => {
|
| 460 |
const segment = new THREE.Mesh(this.geometries.segment, this.materials.snakeBody.clone());
|
| 461 |
segment.castShadow = true; // If using shadows
|
| 462 |
return segment;
|
| 463 |
}, 20);
|
|
|
|
| 464 |
this.obstaclePool = new ObjectPool(() => {
|
| 465 |
const obstacle = new THREE.Mesh(this.geometries.obstacle, this.materials.obstacle.clone());
|
| 466 |
obstacle.castShadow = true; // If using shadows
|
| 467 |
return obstacle;
|
| 468 |
}, CONFIG.MAX_OBSTACLE_COUNT * 1.5);
|
|
|
|
| 469 |
this.init(); // Call init before matrixRain if matrixRain depends on game elements
|
| 470 |
this.matrixRain = new MatrixRain(); // Initialize after main game setup if it interacts
|
| 471 |
this.setupEventListeners();
|
| 472 |
this.updateHighScoresTable();
|
| 473 |
GameState.changeState(GameState.MENU); // Start in menu
|
| 474 |
}
|
|
|
|
| 475 |
init() {
|
| 476 |
this.scene = new THREE.Scene();
|
| 477 |
this.scene.background = null; // For Matrix rain to show through
|
| 478 |
// Add fog for depth with brighter color
|
| 479 |
this.scene.fog = new THREE.Fog(0x001100, CONFIG.GRID_SIZE * 0.8, CONFIG.GRID_SIZE * 2.5);
|
|
|
|
| 480 |
this.camera = new THREE.PerspectiveCamera(65, window.innerWidth / window.innerHeight, 0.1, 1000);
|
| 481 |
this.camera.position.set(0, CONFIG.GRID_SIZE * 0.4, CONFIG.GRID_SIZE * 0.9);
|
| 482 |
this.camera.lookAt(0, -CONFIG.GRID_SIZE * 0.1, 0);
|
|
|
|
| 483 |
this.renderer = new THREE.WebGLRenderer({
|
| 484 |
canvas: document.getElementById('gameCanvas'),
|
| 485 |
antialias: true,
|
|
|
|
| 488 |
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
| 489 |
this.renderer.setPixelRatio(window.devicePixelRatio);
|
| 490 |
this.renderer.shadowMap.enabled = true; // If you add shadows
|
|
|
|
| 491 |
// Post-processing for bloom
|
| 492 |
const renderPass = new RenderPass(this.scene, this.camera);
|
| 493 |
const bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 1.2, 0.8, 0.75);
|
| 494 |
bloomPass.threshold = 0.0;
|
| 495 |
bloomPass.strength = 1.3; // Play with these
|
| 496 |
bloomPass.radius = 0.3;
|
|
|
|
| 497 |
this.composer = new EffectComposer(this.renderer);
|
| 498 |
this.composer.addPass(renderPass);
|
| 499 |
this.composer.addPass(bloomPass);
|
|
|
|
| 500 |
const gridHelper = new THREE.GridHelper(CONFIG.GRID_SIZE * CONFIG.CELL_SIZE, CONFIG.GRID_SIZE, 0x008800, 0x00FF00);
|
| 501 |
gridHelper.position.y = -CONFIG.CELL_SIZE / 2; // Align with snake plane
|
| 502 |
this.scene.add(gridHelper);
|
|
|
|
| 503 |
const ambientLight = new THREE.AmbientLight(0x404060, 0.1); // Soft ambient
|
| 504 |
this.scene.add(ambientLight);
|
|
|
|
| 505 |
const directionalLight = new THREE.DirectionalLight(0xffffee, 1.6);
|
| 506 |
directionalLight.position.set(75, 13, 10);
|
| 507 |
directionalLight.castShadow = true;
|
| 508 |
directionalLight.shadow.mapSize.width = 1024;
|
| 509 |
directionalLight.shadow.mapSize.height = 1024;
|
| 510 |
this.scene.add(directionalLight);
|
|
|
|
| 511 |
this.headLight = new THREE.PointLight(0x39FF14, 2, CONFIG.CELL_SIZE * 5); // Brighter, green light
|
| 512 |
this.headLight.castShadow = false; // Point lights can be expensive for shadows
|
| 513 |
this.scene.add(this.headLight);
|
|
|
|
| 514 |
this.particleSystem = new ParticleSystem(this.scene);
|
|
|
|
| 515 |
window.addEventListener('resize', () => {
|
| 516 |
this.camera.aspect = window.innerWidth / window.innerHeight;
|
| 517 |
this.camera.updateProjectionMatrix();
|
|
|
|
| 519 |
this.composer.setSize(window.innerWidth, window.innerHeight); // Resize composer too
|
| 520 |
}, false);
|
| 521 |
}
|
|
|
|
| 522 |
placeFood() {
|
| 523 |
let foodPos;
|
| 524 |
let validPosition = false;
|
| 525 |
let attempts = 0;
|
| 526 |
const maxAttempts = 100;
|
|
|
|
| 527 |
const numCells = CONFIG.GRID_SIZE;
|
|
|
|
| 528 |
while (!validPosition && attempts < maxAttempts) {
|
| 529 |
// Generate random indices within the grid
|
| 530 |
const xIndex = Math.floor(Math.random() * numCells) - Math.floor((numCells - 1) / 2);
|
| 531 |
const zIndex = Math.floor(Math.random() * numCells) - Math.floor((numCells - 1) / 2);
|
|
|
|
| 532 |
foodPos = new THREE.Vector3(
|
| 533 |
xIndex * CONFIG.CELL_SIZE,
|
| 534 |
0, // Food on the grid plane
|
| 535 |
zIndex * CONFIG.CELL_SIZE
|
| 536 |
);
|
|
|
|
| 537 |
let collisionWithSnake = this.snake.some(segment =>
|
| 538 |
segment.position.distanceToSquared(foodPos) < (CONFIG.CELL_SIZE * 0.9)**2 // Use distanceSquared
|
| 539 |
);
|
|
|
|
| 540 |
let collisionWithObstacle = this.obstacles.some(obstacle =>
|
| 541 |
obstacle.position.distanceToSquared(foodPos) < (CONFIG.CELL_SIZE * 0.9)**2
|
| 542 |
);
|
|
|
|
| 543 |
validPosition = !collisionWithSnake && !collisionWithObstacle;
|
| 544 |
attempts++;
|
| 545 |
}
|
|
|
|
| 546 |
if (validPosition) {
|
| 547 |
this.food.position.copy(foodPos);
|
| 548 |
} else {
|
|
|
|
| 555 |
);
|
| 556 |
}
|
| 557 |
}
|
|
|
|
| 558 |
createObstacles() {
|
| 559 |
this.obstacles.forEach(obstacle => {
|
| 560 |
this.scene.remove(obstacle);
|
| 561 |
this.obstaclePool.release(obstacle);
|
| 562 |
});
|
| 563 |
this.obstacles = [];
|
|
|
|
| 564 |
const numCells = CONFIG.GRID_SIZE;
|
|
|
|
| 565 |
for (let i = 0; i < this.obstacleCount; i++) {
|
| 566 |
let obstaclePos;
|
| 567 |
let validPosition = false;
|
| 568 |
let attempts = 0;
|
| 569 |
const maxAttempts = 50;
|
|
|
|
| 570 |
while (!validPosition && attempts < maxAttempts) {
|
| 571 |
const xIndex = Math.floor(Math.random() * numCells) - Math.floor((numCells - 1) / 2);
|
| 572 |
const zIndex = Math.floor(Math.random() * numCells) - Math.floor((numCells - 1) / 2);
|
|
|
|
| 575 |
0, // Obstacles on the grid plane, but mesh is taller
|
| 576 |
zIndex * CONFIG.CELL_SIZE
|
| 577 |
);
|
|
|
|
| 578 |
let tooCloseToStart = obstaclePos.lengthSq() < (CONFIG.CELL_SIZE * 4)**2; // Check squared length
|
|
|
|
| 579 |
let collisionWithSnake = this.snake.some(segment =>
|
| 580 |
segment.position.distanceToSquared(obstaclePos) < (CONFIG.CELL_SIZE * 2)**2
|
| 581 |
);
|
|
|
|
| 582 |
let collisionWithOtherObstacle = this.obstacles.some(existingObstacle =>
|
| 583 |
existingObstacle.position.distanceToSquared(obstaclePos) < (CONFIG.CELL_SIZE * 1.5)**2 // Ensure spacing
|
| 584 |
);
|
|
|
|
| 585 |
validPosition = !tooCloseToStart && !collisionWithSnake && !collisionWithOtherObstacle;
|
| 586 |
attempts++;
|
| 587 |
}
|
|
|
|
| 588 |
if (validPosition) {
|
| 589 |
const obstacle = this.obstaclePool.get();
|
| 590 |
obstacle.position.copy(obstaclePos);
|
|
|
|
| 594 |
}
|
| 595 |
}
|
| 596 |
}
|
|
|
|
| 597 |
clearGameObjects() {
|
| 598 |
this.snake.forEach(segment => {
|
| 599 |
this.scene.remove(segment);
|
| 600 |
this.segmentPool.release(segment);
|
| 601 |
});
|
| 602 |
this.snake = [];
|
|
|
|
| 603 |
if (this.food) {
|
| 604 |
this.scene.remove(this.food);
|
| 605 |
// No pool for food as it's a single, changing object
|
| 606 |
}
|
| 607 |
this.food = null;
|
|
|
|
| 608 |
this.obstacles.forEach(obstacle => {
|
| 609 |
this.scene.remove(obstacle);
|
| 610 |
this.obstaclePool.release(obstacle);
|
| 611 |
});
|
| 612 |
this.obstacles = [];
|
|
|
|
| 613 |
this.particleSystem.clear();
|
| 614 |
}
|
|
|
|
| 615 |
update(time) {
|
| 616 |
if (this.isPaused || this.isGameOver || GameState.currentState !== GameState.PLAYING) {
|
| 617 |
return;
|
| 618 |
}
|
|
|
|
| 619 |
if (time - this.lastUpdateTime < this.gameSpeed) {
|
| 620 |
return;
|
| 621 |
}
|
| 622 |
this.lastUpdateTime = time;
|
|
|
|
| 623 |
this.direction.copy(this.nextDirection); // More robust copy
|
|
|
|
| 624 |
const head = this.snake[0];
|
| 625 |
const newHeadPos = head.position.clone().add(this.direction); // CELL_SIZE is incorporated in direction
|
|
|
|
| 626 |
const halfGridWorld = (CONFIG.GRID_SIZE / 2) * CONFIG.CELL_SIZE;
|
| 627 |
if (
|
| 628 |
newHeadPos.x >= halfGridWorld || newHeadPos.x < -halfGridWorld ||
|
|
|
|
| 631 |
this.triggerGameOver();
|
| 632 |
return;
|
| 633 |
}
|
|
|
|
| 634 |
for (let i = 1; i < this.snake.length; i++) {
|
| 635 |
if (newHeadPos.distanceToSquared(this.snake[i].position) < (CONFIG.CELL_SIZE * 0.1)**2) { // Tighter collision
|
| 636 |
this.triggerGameOver();
|
| 637 |
return;
|
| 638 |
}
|
| 639 |
}
|
|
|
|
| 640 |
for (const obstacle of this.obstacles) {
|
| 641 |
if (newHeadPos.distanceToSquared(obstacle.position) < (CONFIG.CELL_SIZE * 0.75)**2) { // Check collision with obstacle
|
| 642 |
this.triggerGameOver();
|
| 643 |
return;
|
| 644 |
}
|
| 645 |
}
|
|
|
|
| 646 |
const newHead = this.segmentPool.get();
|
| 647 |
newHead.position.copy(newHeadPos);
|
| 648 |
newHead.material = this.materials.snakeHead; // Head material
|
|
|
|
| 652 |
this.snake.unshift(newHead);
|
| 653 |
this.scene.add(newHead);
|
| 654 |
this.headLight.position.copy(newHeadPos); // Light follows head
|
|
|
|
| 655 |
if (this.food && newHeadPos.distanceToSquared(this.food.position) < (CONFIG.CELL_SIZE * 0.75)**2) {
|
| 656 |
const foodType = this.food.userData;
|
| 657 |
const basePoints = foodType.points || 1;
|
|
|
|
| 658 |
const currentTime = performance.now();
|
| 659 |
if (currentTime - this.lastFoodTime < CONFIG.COMBO_TIMEOUT) {
|
| 660 |
this.comboCount++;
|
|
|
|
| 662 |
this.comboCount = 1;
|
| 663 |
}
|
| 664 |
this.lastFoodTime = currentTime;
|
|
|
|
| 665 |
const points = basePoints * this.comboCount;
|
| 666 |
this.score += points;
|
|
|
|
| 667 |
if (this.comboCount > 1) {
|
| 668 |
const comboElement = document.getElementById('combo');
|
| 669 |
comboElement.textContent = `Combo x${this.comboCount}! +${points}`;
|
| 670 |
comboElement.style.opacity = 1;
|
| 671 |
setTimeout(() => { comboElement.style.opacity = 0; }, 2000);
|
| 672 |
}
|
|
|
|
| 673 |
document.getElementById('info').textContent = `Score: ${this.score} | High: ${Math.max(this.score, this.highScore)}`;
|
|
|
|
| 674 |
if (foodType.speedEffect) {
|
| 675 |
this.gameSpeed = Math.max(50, this.gameSpeed + foodType.speedEffect); // Note: special food had -10, rare had +10
|
| 676 |
}
|
|
|
|
| 677 |
document.getElementById('eatSound').currentTime = 0;
|
| 678 |
document.getElementById('eatSound').play();
|
| 679 |
this.particleSystem.createFoodEffect(this.food.position.clone(), new THREE.Color(foodType.color));
|
|
|
|
| 680 |
this.chooseFoodType(); // Gets new food type, applies material
|
| 681 |
this.placeFood(); // Places it
|
| 682 |
} else {
|
|
|
|
| 684 |
this.scene.remove(tail);
|
| 685 |
this.segmentPool.release(tail);
|
| 686 |
}
|
|
|
|
| 687 |
this.particleSystem.update();
|
|
|
|
| 688 |
for (let i = 0; i < this.snake.length; i++) {
|
| 689 |
const segment = this.snake[i];
|
| 690 |
// segment.rotation.y += Math.sin(time * 0.1 + i * 0.1) * 0.01; // Slower, more subtle
|
| 691 |
// segment.position.y = Math.sin(time * 0.01 + i * 0.2) * 0.1; // Subtle bob
|
| 692 |
// segment.position.y = Math.sin(time * 0.01 + i * 0.2) * 1.5; // Jumping
|
| 693 |
}
|
|
|
|
| 694 |
if (this.food) {
|
| 695 |
this.food.rotation.x += 0.01;
|
| 696 |
this.food.rotation.y += 0.02;
|
| 697 |
this.food.position.y = Math.sin(time * 0.0055) * 0.25 + 0.1; // Bobbing food
|
| 698 |
}
|
| 699 |
}
|
|
|
|
| 700 |
chooseFoodType() {
|
| 701 |
const rand = Math.random();
|
| 702 |
let foodTypeData;
|
| 703 |
let geometry;
|
|
|
|
| 704 |
if (rand < 0.05) { // 5% rare
|
| 705 |
foodTypeData = CONFIG.FOOD_TYPES[2];
|
| 706 |
geometry = this.geometries.foodTetrahedron;
|
|
|
|
| 711 |
foodTypeData = CONFIG.FOOD_TYPES[0];
|
| 712 |
geometry = this.geometries.foodBox;
|
| 713 |
}
|
|
|
|
| 714 |
const material = new THREE.MeshStandardMaterial({ // Use Standard for lighting
|
| 715 |
color: foodTypeData.color,
|
| 716 |
emissive: foodTypeData.color, // Make food glow
|
|
|
|
| 719 |
metalness: 0.7,
|
| 720 |
wireframe: true
|
| 721 |
});
|
|
|
|
| 722 |
if (!this.food) {
|
| 723 |
this.food = new THREE.Mesh(geometry, material);
|
| 724 |
this.scene.add(this.food);
|
|
|
|
| 730 |
}
|
| 731 |
this.food.userData = foodTypeData;
|
| 732 |
}
|
|
|
|
| 733 |
resetGame() {
|
| 734 |
this.clearGameObjects();
|
|
|
|
| 735 |
// Stop sounds
|
| 736 |
['eatSound', 'gameOverSound', 'bgMusic'].forEach(id => {
|
| 737 |
const sound = document.getElementById(id);
|
| 738 |
sound.pause();
|
| 739 |
sound.currentTime = 0;
|
| 740 |
});
|
|
|
|
| 741 |
this.direction.set(CONFIG.CELL_SIZE, 0, 0);
|
| 742 |
this.nextDirection.set(CONFIG.CELL_SIZE, 0, 0);
|
| 743 |
this.score = 0;
|
|
|
|
| 747 |
GameState.currentState = GameState.PLAYING; // Set this before calling things that depend on it.
|
| 748 |
this.comboCount = 0;
|
| 749 |
this.lastFoodTime = 0;
|
|
|
|
| 750 |
this.obstacleCount = Math.floor(CONFIG.MAX_OBSTACLE_COUNT * CONFIG.DIFFICULTY_LEVELS[this.currentDifficulty].obstacleMultiplier);
|
|
|
|
| 751 |
const startSegment = this.segmentPool.get();
|
| 752 |
startSegment.position.set(0, 0, 0);
|
| 753 |
startSegment.material = this.materials.snakeHead; // Start with head material
|
| 754 |
this.snake.push(startSegment);
|
| 755 |
this.scene.add(startSegment);
|
| 756 |
this.headLight.position.copy(startSegment.position); // Initial light pos
|
|
|
|
| 757 |
this.chooseFoodType();
|
| 758 |
this.placeFood();
|
| 759 |
this.createObstacles();
|
|
|
|
| 760 |
document.getElementById('info').textContent = `Score: ${this.score} | High: ${this.highScore}`;
|
|
|
|
| 761 |
const music = document.getElementById('bgMusic');
|
| 762 |
music.volume = 0.2; // Quieter music
|
| 763 |
music.play().catch(e => console.warn("Music play failed:", e)); // Catch promise
|
| 764 |
}
|
|
|
|
| 765 |
startGame() {
|
| 766 |
this.resetGame(); // This sets GameState.PLAYING internally now
|
| 767 |
GameState.changeState(GameState.PLAYING); // Ensure UI updates
|
|
|
|
| 769 |
if (this.gameLoopId) cancelAnimationFrame(this.gameLoopId); // Clear old loop
|
| 770 |
this.gameLoop();
|
| 771 |
}
|
|
|
|
| 772 |
triggerGameOver() {
|
| 773 |
if (this.isGameOver) return; // Prevent multiple triggers
|
| 774 |
this.isGameOver = true;
|
| 775 |
document.getElementById('finalScore').textContent = `Final Score: ${this.score}`;
|
|
|
|
| 776 |
const highScores = this.loadHighScores();
|
| 777 |
if (this.score > 0) {
|
| 778 |
highScores.push({ score: this.score, difficulty: this.currentDifficulty, date: new Date().toLocaleDateString() });
|
|
|
|
| 785 |
document.getElementById('bgMusic').pause();
|
| 786 |
GameState.changeState(GameState.GAME_OVER);
|
| 787 |
}
|
|
|
|
| 788 |
gameLoop(time) { // time is passed by requestAnimationFrame
|
| 789 |
if (!this.isGameOver && GameState.currentState === GameState.PLAYING) {
|
| 790 |
this.update(time || performance.now()); // Use performance.now if time is undefined initially
|
|
|
|
| 796 |
if (this.gameLoopId) cancelAnimationFrame(this.gameLoopId); // Ensure loop stops
|
| 797 |
}
|
| 798 |
}
|
|
|
|
| 799 |
render() {
|
| 800 |
// this.renderer.render(this.scene, this.camera); // When using composer
|
| 801 |
if (this.composer) {
|
|
|
|
| 804 |
this.renderer.render(this.scene, this.camera);
|
| 805 |
}
|
| 806 |
}
|
|
|
|
| 807 |
setupEventListeners() {
|
| 808 |
document.addEventListener('keydown', this.handleKeyDown.bind(this));
|
|
|
|
| 809 |
const touchControlsDiv = document.getElementById('touchControls');
|
| 810 |
const preventDefaultAndStopPropagation = (e) => { e.preventDefault(); e.stopPropagation(); };
|
|
|
|
| 811 |
document.getElementById('upBtn').addEventListener('touchstart', (e) => { preventDefaultAndStopPropagation(e); this.handleDirectionChange(0, 0, -CONFIG.CELL_SIZE); });
|
| 812 |
document.getElementById('downBtn').addEventListener('touchstart', (e) => { preventDefaultAndStopPropagation(e); this.handleDirectionChange(0, 0, CONFIG.CELL_SIZE); });
|
| 813 |
document.getElementById('leftBtn').addEventListener('touchstart', (e) => { preventDefaultAndStopPropagation(e); this.handleDirectionChange(-CONFIG.CELL_SIZE, 0, 0); });
|
| 814 |
document.getElementById('rightBtn').addEventListener('touchstart', (e) => { preventDefaultAndStopPropagation(e); this.handleDirectionChange(CONFIG.CELL_SIZE, 0, 0); });
|
|
|
|
| 815 |
const gameCanvas = document.getElementById('gameCanvas');
|
| 816 |
gameCanvas.addEventListener('touchstart', preventDefaultAndStopPropagation, { passive: false });
|
| 817 |
gameCanvas.addEventListener('touchmove', preventDefaultAndStopPropagation, { passive: false });
|
|
|
|
| 818 |
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
|
| 819 |
touchControlsDiv.style.display = 'block';
|
| 820 |
}
|
|
|
|
| 821 |
document.getElementById('startBtn').addEventListener('click', () => this.startGame());
|
| 822 |
document.getElementById('restartBtn').addEventListener('click', () => this.startGame());
|
| 823 |
document.getElementById('menuBtn').addEventListener('click', () => GameState.changeState(GameState.MENU));
|
|
|
|
| 830 |
GameState.changeState(GameState.MENU);
|
| 831 |
});
|
| 832 |
}
|
|
|
|
| 833 |
cycleDifficulty() {
|
| 834 |
const difficulties = Object.keys(CONFIG.DIFFICULTY_LEVELS);
|
| 835 |
const currentIndex = difficulties.indexOf(this.currentDifficulty);
|
|
|
|
| 837 |
this.currentDifficulty = difficulties[nextIndex];
|
| 838 |
document.getElementById('difficultyBtn').textContent = `DIFFICULTY: ${this.currentDifficulty.toUpperCase()}`;
|
| 839 |
}
|
|
|
|
| 840 |
handleKeyDown(event) {
|
| 841 |
if (GameState.currentState === GameState.PLAYING && !this.isPaused) {
|
| 842 |
switch(event.key) {
|
|
|
|
| 852 |
this.startGame(); event.preventDefault();
|
| 853 |
}
|
| 854 |
}
|
|
|
|
| 855 |
handleDirectionChange(dx, dy, dz) {
|
| 856 |
const newDir = new THREE.Vector3(dx, dy, dz);
|
| 857 |
// Prevent 180-degree turns. Dot product will be negative.
|
|
|
|
| 861 |
}
|
| 862 |
this.nextDirection.copy(newDir);
|
| 863 |
}
|
|
|
|
| 864 |
togglePause() {
|
| 865 |
if (GameState.currentState !== GameState.PLAYING && GameState.currentState !== GameState.PAUSED) return;
|
|
|
|
| 866 |
this.isPaused = !this.isPaused;
|
| 867 |
if (this.isPaused) {
|
| 868 |
GameState.changeState(GameState.PAUSED);
|
|
|
|
| 875 |
this.gameLoop(); // Resume game loop
|
| 876 |
}
|
| 877 |
}
|
|
|
|
| 878 |
loadHighScores() {
|
| 879 |
const scores = localStorage.getItem('snakeHighScores');
|
| 880 |
return scores ? JSON.parse(scores) : [];
|
| 881 |
}
|
|
|
|
| 882 |
updateHighScoresTable() {
|
| 883 |
const highScores = this.loadHighScores();
|
| 884 |
const table = document.getElementById('scoresTable');
|
| 885 |
while (table.rows.length > 1) { table.deleteRow(1); } // Clear existing
|
|
|
|
| 886 |
highScores.forEach((entry, index) => {
|
| 887 |
const row = table.insertRow(-1);
|
| 888 |
row.insertCell(0).textContent = index + 1;
|
|
|
|
| 891 |
});
|
| 892 |
}
|
| 893 |
}
|
|
|
|
| 894 |
// Create and start the game
|
| 895 |
const game = new SnakeGame();
|
|
|
|
| 896 |
</script>
|
| 897 |
</body>
|
| 898 |
</html>
|