AI 生成: A classic Snake game built with HTML, CSS, and JavaScript. Control the snake to eat food, grow longer, and avoid hitting walls or yourself.
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// Snake Game Logic
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(function () {
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'use strict';
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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const scoreEl = document.getElementById('score');
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const highScoreEl = document.getElementById('high-score');
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const restartBtn = document.getElementById('restartBtn');
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const GRID_SIZE = 20; // size of each cell in pixels
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const COLS = canvas.width / GRID_SIZE;
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const ROWS = canvas.height / GRID_SIZE;
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let snake, direction, nextDirection, food, score, highScore, gameOver, gameLoop;
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highScore = Number(localStorage.getItem('snakeHighScore')) || 0;
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highScoreEl.textContent = highScore;
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// Initialize a new game state
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function init() {
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snake = [
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{ x: 10, y: 10 },
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{ x: 9, y: 10 },
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{ x: 8, y: 10 }
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];
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direction = { x: 1, y: 0 };
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nextDirection = { x: 1, y: 0 };
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score = 0;
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gameOver = false;
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scoreEl.textContent = score;
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placeFood();
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if (gameLoop) clearInterval(gameLoop);
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gameLoop = setInterval(update, 100);
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}
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// Place food at a random empty cell
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function placeFood() {
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let newFood;
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do {
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newFood = {
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x: Math.floor(Math.random() * COLS),
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y: Math.floor(Math.random() * ROWS)
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};
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} while (snake.some(seg => seg.x === newFood.x && seg.y === newFood.y));
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food = newFood;
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}
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// Update game state each tick
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function update() {
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if (gameOver) return;
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direction = nextDirection;
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const head = {
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x: snake[0].x + direction.x,
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y: snake[0].y + direction.y
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};
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// Wall collision
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if (head.x < 0 || head.x >= COLS || head.y < 0 || head.y >= ROWS) {
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return endGame();
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}
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// Self collision
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if (snake.some(seg => seg.x === head.x && seg.y === head.y)) {
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return endGame();
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}
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snake.unshift(head);
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// Eat food
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if (head.x === food.x && head.y === food.y) {
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score += 10;
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scoreEl.textContent = score;
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if (score > highScore) {
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highScore = score;
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highScoreEl.textContent = highScore;
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localStorage.setItem('snakeHighScore', highScore);
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}
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placeFood();
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} else {
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snake.pop();
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}
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draw();
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}
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// Draw everything on the canvas
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function draw() {
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// Background
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ctx.fillStyle = '#16213e';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Grid lines (subtle)
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ctx.strokeStyle = 'rgba(78, 204, 163, 0.08)';
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for (let i = 1; i < COLS; i++) {
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ctx.beginPath();
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ctx.moveTo(i * GRID_SIZE, 0);
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ctx.lineTo(i * GRID_SIZE, canvas.height);
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ctx.stroke();
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}
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for (let j = 1; j < ROWS; j++) {
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ctx.beginPath();
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ctx.moveTo(0, j * GRID_SIZE);
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ctx.lineTo(canvas.width, j * GRID_SIZE);
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ctx.stroke();
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}
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// Food
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ctx.fillStyle = '#e94560';
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ctx.beginPath();
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ctx.arc(
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food.x * GRID_SIZE + GRID_SIZE / 2,
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food.y * GRID_SIZE + GRID_SIZE / 2,
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GRID_SIZE / 2 - 2,
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0,
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Math.PI * 2
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);
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ctx.fill();
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// Snake
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snake.forEach((seg, i) => {
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ctx.fillStyle = i === 0 ? '#4ecca3' : '#3aa886';
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ctx.fillRect(
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seg.x * GRID_SIZE + 1,
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seg.y * GRID_SIZE + 1,
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GRID_SIZE - 2,
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GRID_SIZE - 2
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);
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});
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// Game over overlay
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if (gameOver) {
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ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.fillStyle = '#e94560';
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ctx.font = 'bold 32px sans-serif';
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ctx.textAlign = 'center';
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ctx.fillText('Game Over', canvas.width / 2, canvas.height / 2 - 10);
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ctx.fillStyle = '#eee';
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ctx.font = '18px sans-serif';
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ctx.fillText('Press Restart to play again', canvas.width / 2, canvas.height / 2 + 30);
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}
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}
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// End the game
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function endGame() {
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gameOver = true;
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clearInterval(gameLoop);
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draw();
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}
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// Keyboard controls
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document.addEventListener('keydown', (e) => {
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const key = e.key.toLowerCase();
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let newDir = null;
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if (key === 'arrowup' || key === 'w') newDir = { x: 0, y: -1 };
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else if (key === 'arrowdown' || key === 's') newDir = { x: 0, y: 1 };
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else if (key === 'arrowleft' || key === 'a') newDir = { x: -1, y: 0 };
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else if (key === 'arrowright' || key === 'd') newDir = { x: 1, y: 0 };
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if (!newDir) return;
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e.preventDefault();
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// Prevent reversing direction
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if (newDir.x === -direction.x && newDir.y === -direction.y) return;
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nextDirection = newDir;
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});
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restartBtn.addEventListener('click', init);
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// Start the game
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init();
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})();
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