/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Food Class var Food = Container.expand(function () { var self = Container.call(this); self.foodType = FOOD_TYPES[0]; var foodAsset = self.attachAsset('food1', { anchorX: 0.5, anchorY: 0.5 }); self.setType = function (typeObj) { self.foodType = typeObj; // Remove old asset if any if (self._foodAsset) self._foodAsset.destroy(); self._foodAsset = self.attachAsset(typeObj.id, { anchorX: 0.5, anchorY: 0.5 }); }; return self; }); // Food Score Popup Class var FoodScorePopup = Container.expand(function () { var self = Container.call(this); var txt = new Text2("+0", { size: 80, fill: "#fff", stroke: "#000", strokeThickness: 8 }); txt.anchor.set(0.5, 0.5); self.addChild(txt); self.setScore = function (score) { txt.setText("+" + score); }; self.show = function (x, y) { self.x = x; self.y = y; self.alpha = 1; game.addChild(self); tween(self, { y: y - 100, alpha: 0 }, { duration: 700, easing: tween.easeOutCubic, onComplete: function onComplete() { self.destroy(); } }); }; return self; }); // Snake Head Class (with accessory) var SnakeHead = Container.expand(function () { var self = Container.call(this); var segmentAsset = self.attachAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5 }); // Add accessory (e.g. white ellipse as "hat") var accessory = self.attachAsset('snakeHeadAccessory', { anchorX: 0.5, anchorY: 0.5, y: -20 }); return self; }); // Snake Segment Class var SnakeSegment = Container.expand(function () { var self = Container.call(this); // Each segment is a green box var segmentAsset = self.attachAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Food type definitions // Orange // Blueberry // Yellow lemon // Green melon // Red apple // --- Game Constants --- // --- Asset Initialization --- var FOOD_TYPES = [{ id: 'food1', score: 1, color: 0xff3c28 }, { id: 'food2', score: 3, color: 0x3ecf4a }, { id: 'food3', score: 5, color: 0xffe156 }, { id: 'food4', score: 7, color: 0x5c6bc0 }, { id: 'food5', score: 10, color: 0xff8a65 }]; var GRID_SIZE = 80; // Each cell is 80x80 px var GRID_WIDTH = Math.floor(2048 / GRID_SIZE); var GRID_HEIGHT = Math.floor(2732 / GRID_SIZE); var MOVE_INTERVAL = 120; // ms between snake moves // --- Grid Background --- var gridBg = new Container(); for (var gx = 0; gx < GRID_WIDTH; gx++) { for (var gy = 0; gy < GRID_HEIGHT; gy++) { // Draw a faint box for each grid cell var cell = LK.getAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5, x: gridToPos(gx, gy).x, y: gridToPos(gx, gy).y, width: GRID_SIZE, height: GRID_SIZE, alpha: 0.08, // Very faint color: 0xcccccc // Subtle gray grid lines }); gridBg.addChild(cell); } } game.addChild(gridBg); // --- Game State --- var snake = []; // Array of SnakeSegment var snakeDir = { x: 1, y: 0 }; // Initial direction: right var nextDir = { x: 1, y: 0 }; // Next direction to turn to var food = null; var foodPos = { x: 0, y: 0 }; var moveTimer = null; var isAlive = true; var pendingGrowth = 0; // --- Score UI --- var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Helper Functions --- function gridToPos(gx, gy) { // Center the grid in the game area var offsetX = Math.floor((2048 - GRID_WIDTH * GRID_SIZE) / 2); var offsetY = Math.floor((2732 - GRID_HEIGHT * GRID_SIZE) / 2); return { x: offsetX + gx * GRID_SIZE + GRID_SIZE / 2, y: offsetY + gy * GRID_SIZE + GRID_SIZE / 2 }; } function posToGrid(x, y) { var offsetX = Math.floor((2048 - GRID_WIDTH * GRID_SIZE) / 2); var offsetY = Math.floor((2732 - GRID_HEIGHT * GRID_SIZE) / 2); return { x: Math.floor((x - offsetX) / GRID_SIZE), y: Math.floor((y - offsetY) / GRID_SIZE) }; } function spawnFood() { // Remove old food if exists if (food) { food.destroy(); food = null; } // Find empty cell var emptyCells = []; for (var gx = 0; gx < GRID_WIDTH; gx++) { for (var gy = 0; gy < GRID_HEIGHT; gy++) { var occupied = false; for (var i = 0; i < snake.length; i++) { if (snake[i].gx === gx && snake[i].gy === gy) { occupied = true; break; } } // Prevent food from spawning on another food (if multiple foods are present) if (!occupied && food && food.gx === gx && food.gy === gy) { occupied = true; } if (!occupied) { emptyCells.push({ x: gx, y: gy }); } } } if (emptyCells.length === 0) { // No space left, player wins! LK.showYouWin(); return; } var idx = Math.floor(Math.random() * emptyCells.length); foodPos = emptyCells[idx]; food = new Food(); // Randomize food type var foodTypeIdx = Math.floor(Math.random() * FOOD_TYPES.length); var typeObj = FOOD_TYPES[foodTypeIdx]; food.setType(typeObj); var pos = gridToPos(foodPos.x, foodPos.y); food.x = pos.x; food.y = pos.y; food.gx = foodPos.x; food.gy = foodPos.y; food.foodType = typeObj; game.addChild(food); } // --- Snake Initialization --- function resetGame() { // Remove old snake for (var i = 0; i < snake.length; i++) { snake[i].destroy(); } snake = []; // Remove food if (food) { food.destroy(); food = null; } // Ensure grid background is at the back if (gridBg && gridBg.parent) { gridBg.parent.removeChild(gridBg); game.addChildAt(gridBg, 0); } // Reset state isAlive = true; score = 0; scoreTxt.setText(score); snakeDir = { x: 1, y: 0 }; nextDir = { x: 1, y: 0 }; pendingGrowth = 2; // Start with 3 segments // Place snake in center var startX = Math.floor(GRID_WIDTH / 2); var startY = Math.floor(GRID_HEIGHT / 2); for (var i = 0; i < 3; i++) { var seg; if (i === 0) { seg = new SnakeHead(); } else { seg = new SnakeSegment(); } seg.gx = startX - i; seg.gy = startY; var pos = gridToPos(seg.gx, seg.gy); seg.x = pos.x; seg.y = pos.y; game.addChild(seg); snake.push(seg); } spawnFood(); // Start move timer if (moveTimer) LK.clearInterval(moveTimer); moveTimer = LK.setInterval(moveSnake, MOVE_INTERVAL); } // --- Snake Movement --- function moveSnake() { if (!isAlive) return; // Update direction if ((nextDir.x !== -snakeDir.x || nextDir.y !== -snakeDir.y // Prevent 180 turns ) && (nextDir.x !== snakeDir.x || nextDir.y !== snakeDir.y)) { snakeDir.x = nextDir.x; snakeDir.y = nextDir.y; } // Calculate new head position var head = snake[0]; var newGX = head.gx + snakeDir.x; var newGY = head.gy + snakeDir.y; // Check wall collision if (newGX < 0 || newGX >= GRID_WIDTH || newGY < 0 || newGY >= GRID_HEIGHT) { gameOver(); return; } // Check self collision for (var i = 0; i < snake.length; i++) { if (snake[i].gx === newGX && snake[i].gy === newGY) { gameOver(); return; } } // Move segments var prevGX = head.gx; var prevGY = head.gy; var prevPos = gridToPos(prevGX, prevGY); // Move head head.gx = newGX; head.gy = newGY; var newPos = gridToPos(newGX, newGY); tween(head, { x: newPos.x, y: newPos.y }, { duration: MOVE_INTERVAL - 10, easing: tween.linear }); // Move body for (var i = 1; i < snake.length; i++) { var seg = snake[i]; var tmpGX = seg.gx; var tmpGY = seg.gy; var tmpPos = gridToPos(tmpGX, tmpGY); seg.gx = prevGX; seg.gy = prevGY; tween(seg, { x: prevPos.x, y: prevPos.y }, { duration: MOVE_INTERVAL - 10, easing: tween.linear }); prevGX = tmpGX; prevGY = tmpGY; prevPos = tmpPos; } // Growth if (pendingGrowth > 0) { var tail = snake[snake.length - 1]; var newSeg = new SnakeSegment(); newSeg.gx = prevGX; newSeg.gy = prevGY; var tailPos = gridToPos(prevGX, prevGY); newSeg.x = tailPos.x; newSeg.y = tailPos.y; game.addChild(newSeg); snake.push(newSeg); pendingGrowth--; } // Check food collision if (head.gx === food.gx && head.gy === food.gy) { var foodScore = food.foodType && food.foodType.score ? food.foodType.score : 1; score += foodScore; scoreTxt.setText(score); pendingGrowth++; // Show score popup var popup = new FoodScorePopup(); popup.setScore(foodScore); popup.show(food.x, food.y); spawnFood(); } } // --- Game Over --- function gameOver() { isAlive = false; LK.effects.flashScreen(0xff0000, 800); if (moveTimer) LK.clearInterval(moveTimer); LK.setTimeout(function () { LK.showGameOver(); }, 800); } // --- Input Handling --- // Touch/drag/swipe: change direction var dragStart = null; var dragLast = null; var dragThreshold = 40; // px function handleDirectionInput(x, y) { // Convert to grid var head = snake[0]; var pos = gridToPos(head.gx, head.gy); var dx = x - pos.x; var dy = y - pos.y; if (Math.abs(dx) > Math.abs(dy)) { // Horizontal if (dx > dragThreshold && snakeDir.x !== -1) { nextDir = { x: 1, y: 0 }; } else if (dx < -dragThreshold && snakeDir.x !== 1) { nextDir = { x: -1, y: 0 }; } } else { // Vertical if (dy > dragThreshold && snakeDir.y !== -1) { nextDir = { x: 0, y: 1 }; } else if (dy < -dragThreshold && snakeDir.y !== 1) { nextDir = { x: 0, y: -1 }; } } } // Touch down: start drag game.down = function (x, y, obj) { dragStart = { x: x, y: y }; dragLast = { x: x, y: y }; }; // Touch move: detect swipe game.move = function (x, y, obj) { if (!dragStart) return; var dx = x - dragStart.x; var dy = y - dragStart.y; if (Math.abs(dx) > dragThreshold || Math.abs(dy) > dragThreshold) { handleDirectionInput(x, y); dragStart = { x: x, y: y }; // Reset for next swipe } dragLast = { x: x, y: y }; }; // Touch up: tap to turn (if no swipe) game.up = function (x, y, obj) { if (!dragStart) return; var dx = x - dragStart.x; var dy = y - dragStart.y; if (Math.abs(dx) < dragThreshold && Math.abs(dy) < dragThreshold) { // Tap: move toward tapped grid cell, only in cardinal direction, not diagonally var head = snake[0]; var headGrid = { x: head.gx, y: head.gy }; var tapGrid = posToGrid(x, y); // If already at tap cell, do nothing if (headGrid.x !== tapGrid.x || headGrid.y !== tapGrid.y) { // Determine direction to move: only one axis at a time var diffX = tapGrid.x - headGrid.x; var diffY = tapGrid.y - headGrid.y; if (Math.abs(diffX) > Math.abs(diffY)) { // Move horizontally if (diffX > 0) { nextDir = { x: 1, y: 0 }; } else if (diffX < 0) { nextDir = { x: -1, y: 0 }; } } else if (Math.abs(diffY) > 0) { // Move vertically if (diffY > 0) { nextDir = { x: 0, y: 1 }; } else if (diffY < 0) { nextDir = { x: 0, y: -1 }; } } } } dragStart = null; dragLast = null; }; // --- Game Update (not used for movement, but could be used for future features) --- game.update = function () { // No per-frame logic needed for MVP }; // --- Start Game --- resetGame();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Food Class
var Food = Container.expand(function () {
var self = Container.call(this);
self.foodType = FOOD_TYPES[0];
var foodAsset = self.attachAsset('food1', {
anchorX: 0.5,
anchorY: 0.5
});
self.setType = function (typeObj) {
self.foodType = typeObj;
// Remove old asset if any
if (self._foodAsset) self._foodAsset.destroy();
self._foodAsset = self.attachAsset(typeObj.id, {
anchorX: 0.5,
anchorY: 0.5
});
};
return self;
});
// Food Score Popup Class
var FoodScorePopup = Container.expand(function () {
var self = Container.call(this);
var txt = new Text2("+0", {
size: 80,
fill: "#fff",
stroke: "#000",
strokeThickness: 8
});
txt.anchor.set(0.5, 0.5);
self.addChild(txt);
self.setScore = function (score) {
txt.setText("+" + score);
};
self.show = function (x, y) {
self.x = x;
self.y = y;
self.alpha = 1;
game.addChild(self);
tween(self, {
y: y - 100,
alpha: 0
}, {
duration: 700,
easing: tween.easeOutCubic,
onComplete: function onComplete() {
self.destroy();
}
});
};
return self;
});
// Snake Head Class (with accessory)
var SnakeHead = Container.expand(function () {
var self = Container.call(this);
var segmentAsset = self.attachAsset('snakeSegment', {
anchorX: 0.5,
anchorY: 0.5
});
// Add accessory (e.g. white ellipse as "hat")
var accessory = self.attachAsset('snakeHeadAccessory', {
anchorX: 0.5,
anchorY: 0.5,
y: -20
});
return self;
});
// Snake Segment Class
var SnakeSegment = Container.expand(function () {
var self = Container.call(this);
// Each segment is a green box
var segmentAsset = self.attachAsset('snakeSegment', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Food type definitions
// Orange
// Blueberry
// Yellow lemon
// Green melon
// Red apple
// --- Game Constants ---
// --- Asset Initialization ---
var FOOD_TYPES = [{
id: 'food1',
score: 1,
color: 0xff3c28
}, {
id: 'food2',
score: 3,
color: 0x3ecf4a
}, {
id: 'food3',
score: 5,
color: 0xffe156
}, {
id: 'food4',
score: 7,
color: 0x5c6bc0
}, {
id: 'food5',
score: 10,
color: 0xff8a65
}];
var GRID_SIZE = 80; // Each cell is 80x80 px
var GRID_WIDTH = Math.floor(2048 / GRID_SIZE);
var GRID_HEIGHT = Math.floor(2732 / GRID_SIZE);
var MOVE_INTERVAL = 120; // ms between snake moves
// --- Grid Background ---
var gridBg = new Container();
for (var gx = 0; gx < GRID_WIDTH; gx++) {
for (var gy = 0; gy < GRID_HEIGHT; gy++) {
// Draw a faint box for each grid cell
var cell = LK.getAsset('snakeSegment', {
anchorX: 0.5,
anchorY: 0.5,
x: gridToPos(gx, gy).x,
y: gridToPos(gx, gy).y,
width: GRID_SIZE,
height: GRID_SIZE,
alpha: 0.08,
// Very faint
color: 0xcccccc // Subtle gray grid lines
});
gridBg.addChild(cell);
}
}
game.addChild(gridBg);
// --- Game State ---
var snake = []; // Array of SnakeSegment
var snakeDir = {
x: 1,
y: 0
}; // Initial direction: right
var nextDir = {
x: 1,
y: 0
}; // Next direction to turn to
var food = null;
var foodPos = {
x: 0,
y: 0
};
var moveTimer = null;
var isAlive = true;
var pendingGrowth = 0;
// --- Score UI ---
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// --- Helper Functions ---
function gridToPos(gx, gy) {
// Center the grid in the game area
var offsetX = Math.floor((2048 - GRID_WIDTH * GRID_SIZE) / 2);
var offsetY = Math.floor((2732 - GRID_HEIGHT * GRID_SIZE) / 2);
return {
x: offsetX + gx * GRID_SIZE + GRID_SIZE / 2,
y: offsetY + gy * GRID_SIZE + GRID_SIZE / 2
};
}
function posToGrid(x, y) {
var offsetX = Math.floor((2048 - GRID_WIDTH * GRID_SIZE) / 2);
var offsetY = Math.floor((2732 - GRID_HEIGHT * GRID_SIZE) / 2);
return {
x: Math.floor((x - offsetX) / GRID_SIZE),
y: Math.floor((y - offsetY) / GRID_SIZE)
};
}
function spawnFood() {
// Remove old food if exists
if (food) {
food.destroy();
food = null;
}
// Find empty cell
var emptyCells = [];
for (var gx = 0; gx < GRID_WIDTH; gx++) {
for (var gy = 0; gy < GRID_HEIGHT; gy++) {
var occupied = false;
for (var i = 0; i < snake.length; i++) {
if (snake[i].gx === gx && snake[i].gy === gy) {
occupied = true;
break;
}
}
// Prevent food from spawning on another food (if multiple foods are present)
if (!occupied && food && food.gx === gx && food.gy === gy) {
occupied = true;
}
if (!occupied) {
emptyCells.push({
x: gx,
y: gy
});
}
}
}
if (emptyCells.length === 0) {
// No space left, player wins!
LK.showYouWin();
return;
}
var idx = Math.floor(Math.random() * emptyCells.length);
foodPos = emptyCells[idx];
food = new Food();
// Randomize food type
var foodTypeIdx = Math.floor(Math.random() * FOOD_TYPES.length);
var typeObj = FOOD_TYPES[foodTypeIdx];
food.setType(typeObj);
var pos = gridToPos(foodPos.x, foodPos.y);
food.x = pos.x;
food.y = pos.y;
food.gx = foodPos.x;
food.gy = foodPos.y;
food.foodType = typeObj;
game.addChild(food);
}
// --- Snake Initialization ---
function resetGame() {
// Remove old snake
for (var i = 0; i < snake.length; i++) {
snake[i].destroy();
}
snake = [];
// Remove food
if (food) {
food.destroy();
food = null;
}
// Ensure grid background is at the back
if (gridBg && gridBg.parent) {
gridBg.parent.removeChild(gridBg);
game.addChildAt(gridBg, 0);
}
// Reset state
isAlive = true;
score = 0;
scoreTxt.setText(score);
snakeDir = {
x: 1,
y: 0
};
nextDir = {
x: 1,
y: 0
};
pendingGrowth = 2; // Start with 3 segments
// Place snake in center
var startX = Math.floor(GRID_WIDTH / 2);
var startY = Math.floor(GRID_HEIGHT / 2);
for (var i = 0; i < 3; i++) {
var seg;
if (i === 0) {
seg = new SnakeHead();
} else {
seg = new SnakeSegment();
}
seg.gx = startX - i;
seg.gy = startY;
var pos = gridToPos(seg.gx, seg.gy);
seg.x = pos.x;
seg.y = pos.y;
game.addChild(seg);
snake.push(seg);
}
spawnFood();
// Start move timer
if (moveTimer) LK.clearInterval(moveTimer);
moveTimer = LK.setInterval(moveSnake, MOVE_INTERVAL);
}
// --- Snake Movement ---
function moveSnake() {
if (!isAlive) return;
// Update direction
if ((nextDir.x !== -snakeDir.x || nextDir.y !== -snakeDir.y // Prevent 180 turns
) && (nextDir.x !== snakeDir.x || nextDir.y !== snakeDir.y)) {
snakeDir.x = nextDir.x;
snakeDir.y = nextDir.y;
}
// Calculate new head position
var head = snake[0];
var newGX = head.gx + snakeDir.x;
var newGY = head.gy + snakeDir.y;
// Check wall collision
if (newGX < 0 || newGX >= GRID_WIDTH || newGY < 0 || newGY >= GRID_HEIGHT) {
gameOver();
return;
}
// Check self collision
for (var i = 0; i < snake.length; i++) {
if (snake[i].gx === newGX && snake[i].gy === newGY) {
gameOver();
return;
}
}
// Move segments
var prevGX = head.gx;
var prevGY = head.gy;
var prevPos = gridToPos(prevGX, prevGY);
// Move head
head.gx = newGX;
head.gy = newGY;
var newPos = gridToPos(newGX, newGY);
tween(head, {
x: newPos.x,
y: newPos.y
}, {
duration: MOVE_INTERVAL - 10,
easing: tween.linear
});
// Move body
for (var i = 1; i < snake.length; i++) {
var seg = snake[i];
var tmpGX = seg.gx;
var tmpGY = seg.gy;
var tmpPos = gridToPos(tmpGX, tmpGY);
seg.gx = prevGX;
seg.gy = prevGY;
tween(seg, {
x: prevPos.x,
y: prevPos.y
}, {
duration: MOVE_INTERVAL - 10,
easing: tween.linear
});
prevGX = tmpGX;
prevGY = tmpGY;
prevPos = tmpPos;
}
// Growth
if (pendingGrowth > 0) {
var tail = snake[snake.length - 1];
var newSeg = new SnakeSegment();
newSeg.gx = prevGX;
newSeg.gy = prevGY;
var tailPos = gridToPos(prevGX, prevGY);
newSeg.x = tailPos.x;
newSeg.y = tailPos.y;
game.addChild(newSeg);
snake.push(newSeg);
pendingGrowth--;
}
// Check food collision
if (head.gx === food.gx && head.gy === food.gy) {
var foodScore = food.foodType && food.foodType.score ? food.foodType.score : 1;
score += foodScore;
scoreTxt.setText(score);
pendingGrowth++;
// Show score popup
var popup = new FoodScorePopup();
popup.setScore(foodScore);
popup.show(food.x, food.y);
spawnFood();
}
}
// --- Game Over ---
function gameOver() {
isAlive = false;
LK.effects.flashScreen(0xff0000, 800);
if (moveTimer) LK.clearInterval(moveTimer);
LK.setTimeout(function () {
LK.showGameOver();
}, 800);
}
// --- Input Handling ---
// Touch/drag/swipe: change direction
var dragStart = null;
var dragLast = null;
var dragThreshold = 40; // px
function handleDirectionInput(x, y) {
// Convert to grid
var head = snake[0];
var pos = gridToPos(head.gx, head.gy);
var dx = x - pos.x;
var dy = y - pos.y;
if (Math.abs(dx) > Math.abs(dy)) {
// Horizontal
if (dx > dragThreshold && snakeDir.x !== -1) {
nextDir = {
x: 1,
y: 0
};
} else if (dx < -dragThreshold && snakeDir.x !== 1) {
nextDir = {
x: -1,
y: 0
};
}
} else {
// Vertical
if (dy > dragThreshold && snakeDir.y !== -1) {
nextDir = {
x: 0,
y: 1
};
} else if (dy < -dragThreshold && snakeDir.y !== 1) {
nextDir = {
x: 0,
y: -1
};
}
}
}
// Touch down: start drag
game.down = function (x, y, obj) {
dragStart = {
x: x,
y: y
};
dragLast = {
x: x,
y: y
};
};
// Touch move: detect swipe
game.move = function (x, y, obj) {
if (!dragStart) return;
var dx = x - dragStart.x;
var dy = y - dragStart.y;
if (Math.abs(dx) > dragThreshold || Math.abs(dy) > dragThreshold) {
handleDirectionInput(x, y);
dragStart = {
x: x,
y: y
}; // Reset for next swipe
}
dragLast = {
x: x,
y: y
};
};
// Touch up: tap to turn (if no swipe)
game.up = function (x, y, obj) {
if (!dragStart) return;
var dx = x - dragStart.x;
var dy = y - dragStart.y;
if (Math.abs(dx) < dragThreshold && Math.abs(dy) < dragThreshold) {
// Tap: move toward tapped grid cell, only in cardinal direction, not diagonally
var head = snake[0];
var headGrid = {
x: head.gx,
y: head.gy
};
var tapGrid = posToGrid(x, y);
// If already at tap cell, do nothing
if (headGrid.x !== tapGrid.x || headGrid.y !== tapGrid.y) {
// Determine direction to move: only one axis at a time
var diffX = tapGrid.x - headGrid.x;
var diffY = tapGrid.y - headGrid.y;
if (Math.abs(diffX) > Math.abs(diffY)) {
// Move horizontally
if (diffX > 0) {
nextDir = {
x: 1,
y: 0
};
} else if (diffX < 0) {
nextDir = {
x: -1,
y: 0
};
}
} else if (Math.abs(diffY) > 0) {
// Move vertically
if (diffY > 0) {
nextDir = {
x: 0,
y: 1
};
} else if (diffY < 0) {
nextDir = {
x: 0,
y: -1
};
}
}
}
}
dragStart = null;
dragLast = null;
};
// --- Game Update (not used for movement, but could be used for future features) ---
game.update = function () {
// No per-frame logic needed for MVP
};
// --- Start Game ---
resetGame();
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ultra realistic strawberry. In-Game asset. 2d. High contrast. No shadows
ultra realistic orange fruit. In-Game asset. 2d. High contrast. No shadows
snake head 16x16. In-Game asset. 2d. High contrast. No shadows