JSFiddle - React, Tailwind, and code Playground
HTML
<canvas id="gameField" height="500" width="500">
</canvas>
CSS
canvas {
position: absolute;
top: 0;
bottom: 0;
left: 0;
right: 0;
margin: auto;
border: 5px solid grey;
}
JavaScript
var gameField = document.getElementById('gameField');
var ctx = gameField.getContext("2d");
var blockSize = 10;
columnCt = gameField.width / blockSize;
rowsCt = gameField.height / blockSize;
var block = function(x, y) {
this.x = x;
this.y = y;
}
block.prototype.drawBlock = function() {
ctx.fillStyle = "blue";
ctx.fillRect(this.x * blockSize, this.y * blockSize, blockSize,
blockSize);
};
block.prototype.drawApple = function() {
ctx.fillStyle = "red";
ctx.textBaseline = "bottom";
ctx.arc(this.x, this.y, 6, 2 * Math.PI, false);
ctx.fill();
}
var Snake = function() {
this.segments = [new block(20, 20), new block(19, 20), new block(18, 20), new block(17, 20),
new block(16, 20), new block(15, 20), new block(14, 20), new block(13, 20), new block(12, 20),
new block(11, 20), new block(10, 20)
];
this.direction = "right";
}
Snake.prototype.drawSnake = function() {
for (i = 0; i < this.segments.length; i++) {
this.segments[i].drawBlock();
}
}
Snake.prototype.setDirection = function(dir) {
if (this.direction == "left" && dir == "right" || this.direction == "right" && dir == "left" || this.direction == "up" && dir == "down" ||
this.direction == "down" && dir == "up") {
return
} else {
this.direction = dir;
};
};
Snake.prototype.objectCollide = function(obj) {
if (this.segments[0].x == Math.round(obj.x / blockSize) && this.segments[0].y == Math.round(obj.y / blockSize)) {
return true
} else {
return false
}
};
Snake.prototype.move = function() {
var head = this.segments[0];
var newHead;
switch (this.direction) {
case "right":
newHead = new block(head.x + 1, head.y);
break;
case "left":
newHead = new block(head.x - 1, head.y)
break;
case "down":
newHead = new block(head.x, head.y + 1)
break;
case "up":
newHead = new block(head.x, head.y - 1)
break;
}
this.segments.unshift(newHead);
if (!this.objectCollide(myApple)) {
...