User prompt
ekrana çift tıklayıp basılı tutunca 2x hızlı hareket etsin
User prompt
eğer food4 10 saniye boyunca yenilmezse fooda dönüşsün
User prompt
kullanıcının can hakkı varsa ve yandıysa eğer kuyruk uzunluğu 1den yeniden başlasın
User prompt
kullanıcının canı 3 yani max değerdeyse ve kullanıcı food3 yerse 50 puan arttırsın
User prompt
food4 ün yavaşlık ve darkness efekti 5 saniye sürsün
User prompt
kullanıcının 1 canı yandığı zaman eğer canı varsa otomatik olarak karakter yanmayacağı bir tarafa doğru hareket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
food3 ü oyuna ekleyelim, %10 ihtimalle çıksın ve kullanıcıya can versin. max 3 canı olsun kullanıcının.
User prompt
can sağ üst köşede yazsın
User prompt
kullanıcıya can hakkı tanımlayalım. başlangıçta 1 canı olsun ve yandığı zaman kaybetsin.
User prompt
food yenildiğinde 2 puan, food4 yenildiğinde 1 puan versin
User prompt
ekranda 2 yem varken, bir yem yediğimizde ekstra olarak sadece 1 yem eklensin, diğeri olduğu yerde kalsın
User prompt
yemlerden birisi yenildiğinde diğeri kaybolmasın
User prompt
food2 yenildikten sonra 5 saniyeliğine arkaplan sarı olsun
User prompt
food2 %20 ihtimalle çıksın
User prompt
food2 yenildiğinde, 5 saniyeliğine 10 kat puan kazandırsın
User prompt
food2 yi oyuna ekle ama çok nadir çıksın
User prompt
puan 10 u geçtiği zaman ekranda aynı anda 2 yem birden olsun
User prompt
darkness ve speed efectleri yalnızca 10 saniyeliğine olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
food4 yenildiği zaman ekran 10 saniyeliğine kararsın ve yılanın hızı 10 saniyeliğine %50 azaltılsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
feeding2 sesi sadece food4 yenildiği zaman çalsın
User prompt
oyun 29da bitmesin tüm ekranı kaplayana kadar devam etsin tüm ekranı kaplayacak kadar uzayınca oyunu kazansın
User prompt
food4 assetini 4 yemde bir çıkacak şekilde oyuna ekle
User prompt
daha ceşitli foodlar koy
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Food Class var Food = Container.expand(function () { var self = Container.call(this); // Food is a yellow ellipse var foodAsset = self.attachAsset('food', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Food2 Class (rare food) var Food2 = Container.expand(function () { var self = Container.call(this); // Use food2 asset var foodAsset = self.attachAsset('food2', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Food3 Class (health food) var Food3 = Container.expand(function () { var self = Container.call(this); // Use food3 asset var foodAsset = self.attachAsset('food3', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Food4 Class (special food every 4th) var Food4 = Container.expand(function () { var self = Container.call(this); // Use food4 asset var foodAsset = self.attachAsset('food4', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Snake Head Class var SnakeHead = Container.expand(function () { var self = Container.call(this); // Head is a unique asset var headAsset = self.attachAsset('snakeHead', { anchorX: 0.5, anchorY: 0.5 }); 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; }); // Wall Class var Wall = Container.expand(function () { var self = Container.call(this); // Wall is a red box var wallAsset = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // --- Game Constants --- // --- Asset Initialization --- // Snake Head Class var GRID_SIZE = 180; // Each cell is 180x180 px (increased) var GRID_COLS = Math.floor(2048 / GRID_SIZE); // 11 var GRID_ROWS = Math.floor(2732 / GRID_SIZE); // 15 var BOARD_WIDTH = GRID_COLS * GRID_SIZE; var BOARD_HEIGHT = GRID_ROWS * GRID_SIZE; var BOARD_OFFSET_X = Math.floor((2048 - BOARD_WIDTH) / 2); var BOARD_OFFSET_Y = Math.floor((2732 - BOARD_HEIGHT) / 2); var SNAKE_START_LENGTH = 2; var SNAKE_MAX_LENGTH = (GRID_COLS - 2) * (GRID_ROWS - 2); // Win when snake fills entire playable area // --- Game State --- var snake = []; var snakeDir = { x: 1, y: 0 }; // Start moving right var nextDir = { x: 1, y: 0 }; var moveTimer = 0; var MOVE_INTERVAL = 210; // ms (biraz yavaşlatıldı) var foods = []; var walls = []; var isDead = false; var isWin = false; var pendingGrowth = 0; var lastTouch = null; var darknessOverlay = null; var isDarkened = false; var isSlowed = false; var originalMoveInterval = MOVE_INTERVAL; var darknessTimer = null; var speedTimer = null; var isMultiplierActive = false; var multiplierTimer = null; var scoreMultiplier = 1; var isYellowBackgroundActive = false; var yellowBackgroundTimer = null; var originalBackgroundColor = 0x181818; var playerLives = 1; var lastTapTime = 0; var isDoubleTouch = false; var speedMultiplier = 1; var touchStartTime = 0; var DOUBLE_TAP_THRESHOLD = 300; // ms // --- Score UI --- var scoreTxt = new Text2('1', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Health UI --- var healthTxt = new Text2('♥ 1', { size: 80, fill: 0xFF0000 }); healthTxt.anchor.set(1, 0); LK.gui.topRight.addChild(healthTxt); // --- Helper Functions --- function gridToPos(col, row) { return { x: BOARD_OFFSET_X + col * GRID_SIZE + GRID_SIZE / 2, y: BOARD_OFFSET_Y + row * GRID_SIZE + GRID_SIZE / 2 }; } function posToGrid(x, y) { var col = Math.floor((x - BOARD_OFFSET_X) / GRID_SIZE); var row = Math.floor((y - BOARD_OFFSET_Y) / GRID_SIZE); return { col: col, row: row }; } function randomFreeCell() { // Returns a random cell not occupied by snake or wall var free = []; for (var r = 1; r < GRID_ROWS - 1; r++) { for (var c = 1; c < GRID_COLS - 1; c++) { var occupied = false; for (var i = 0; i < snake.length; i++) { if (snake[i].col === c && snake[i].row === r) { occupied = true; break; } } for (var f = 0; f < foods.length; f++) { if (foods[f].col === c && foods[f].row === r) { occupied = true; break; } } if (!occupied) free.push({ col: c, row: r }); } } if (free.length === 0) return null; return free[Math.floor(Math.random() * free.length)]; } function setScore(val) { LK.setScore(val); scoreTxt.setText(val); } // --- Wall Setup --- function createWalls() { // Top and bottom for (var c = 0; c < GRID_COLS; c++) { var wallTop = new Wall(); var wallBottom = new Wall(); var posTop = gridToPos(c, 0); var posBottom = gridToPos(c, GRID_ROWS - 1); wallTop.x = posTop.x; wallTop.y = posTop.y; wallTop.col = c; wallTop.row = 0; wallBottom.x = posBottom.x; wallBottom.y = posBottom.y; wallBottom.col = c; wallBottom.row = GRID_ROWS - 1; game.addChild(wallTop); game.addChild(wallBottom); walls.push(wallTop, wallBottom); } // Left and right for (var r = 1; r < GRID_ROWS - 1; r++) { var wallLeft = new Wall(); var wallRight = new Wall(); var posLeft = gridToPos(0, r); var posRight = gridToPos(GRID_COLS - 1, r); wallLeft.x = posLeft.x; wallLeft.y = posLeft.y; wallLeft.col = 0; wallLeft.row = r; wallRight.x = posRight.x; wallRight.y = posRight.y; wallRight.col = GRID_COLS - 1; wallRight.row = r; game.addChild(wallLeft); game.addChild(wallRight); walls.push(wallLeft, wallRight); } } // --- Snake Setup --- function createSnake() { var startCol = Math.floor(GRID_COLS / 2); var startRow = Math.floor(GRID_ROWS / 2); // First segment is the head var head = new SnakeHead(); head.col = startCol; head.row = startRow; var pos = gridToPos(head.col, head.row); head.x = pos.x; head.y = pos.y; game.addChild(head); snake.push(head); // The rest are segments for (var i = 1; i < SNAKE_START_LENGTH; i++) { var seg = new SnakeSegment(); seg.col = startCol - i; seg.row = startRow; var pos2 = gridToPos(seg.col, seg.row); seg.x = pos2.x; seg.y = pos2.y; game.addChild(seg); snake.push(seg); } } // --- Food Setup --- // Track how many foods have been spawned var foodSpawnCount = 0; var food4Timers = []; // Track timers for Food4 items function spawnFood() { // Determine target food count based on score var targetFoodCount = LK.getScore() > 10 ? 2 : 1; // If we already have the target number of foods or more, don't spawn any new ones if (foods.length >= targetFoodCount) { return; } // Calculate how many foods we need to spawn to reach target var foodsToSpawn = targetFoodCount - foods.length; // Spawn the required number of foods for (var f = 0; f < foodsToSpawn; f++) { var cell = randomFreeCell(); if (!cell) continue; foodSpawnCount = typeof foodSpawnCount === "number" ? foodSpawnCount + 1 : 1; var newFood; var randomChance = Math.random(); if (foodSpawnCount % 4 === 0) { newFood = new Food4(); // Start timer to convert Food4 to Food after 10 seconds var food4Timer = LK.setTimeout(function () { // Check if this Food4 still exists and hasn't been eaten var foodIndex = foods.indexOf(newFood); if (foodIndex !== -1 && newFood instanceof Food4) { // Convert Food4 to regular Food var oldCol = newFood.col; var oldRow = newFood.row; var oldPos = gridToPos(oldCol, oldRow); // Remove old Food4 newFood.destroy(); foods.splice(foodIndex, 1); // Create new Food in same position var regularFood = new Food(); regularFood.col = oldCol; regularFood.row = oldRow; regularFood.x = oldPos.x; regularFood.y = oldPos.y; game.addChild(regularFood); foods.push(regularFood); } // Remove timer from tracking array var timerIndex = food4Timers.indexOf(food4Timer); if (timerIndex !== -1) { food4Timers.splice(timerIndex, 1); } }, 10000); // Track the timer food4Timers.push(food4Timer); } else if (randomChance < 0.10) { // 10% chance for Food3 newFood = new Food3(); } else if (randomChance < 0.20) { // 20% chance for Food2 (but only if not Food3) newFood = new Food2(); } else { newFood = new Food(); } newFood.col = cell.col; newFood.row = cell.row; var pos = gridToPos(cell.col, cell.row); newFood.x = pos.x; newFood.y = pos.y; game.addChild(newFood); foods.push(newFood); } } // --- Collision Checks --- function isWall(col, row) { return col === 0 || row === 0 || col === GRID_COLS - 1 || row === GRID_ROWS - 1; } function isSnake(col, row, skipHead) { for (var i = skipHead ? 1 : 0; i < snake.length; i++) { if (snake[i].col === col && snake[i].row === row) return true; } return false; } // --- Game Over / Win --- function triggerGameOver() { if (isDead) return; playerLives--; healthTxt.setText('♥ ' + playerLives); if (playerLives <= 0) { isDead = true; LK.effects.flashScreen(0xff0000, 1000); // Create a container for the game over display var goCont = new Container(); // Create large snake head asset (350x350) var snakeHeadAsset = LK.getAsset('snakeHead', { anchorX: 0.5, anchorY: 0.5, width: 350, height: 350 }); snakeHeadAsset.x = 350 / 2; snakeHeadAsset.y = 350 / 2; // Create large food asset (350x350) var foodAsset = LK.getAsset('food', { anchorX: 0.5, anchorY: 0.5, width: 350, height: 350 }); foodAsset.x = 350 + 350 / 2 + 40; // 40px gap between foodAsset.y = 350 / 2; // Set container size and center on screen var totalWidth = 350 * 2 + 40; var totalHeight = 350; goCont.x = 0; goCont.y = 0; goCont.width = totalWidth; goCont.height = totalHeight; goCont.addChild(snakeHeadAsset); goCont.addChild(foodAsset); // Show the container as a popup overlay (LK will remove it on reset) LK.showGameOver({ customContent: goCont, customContentWidth: totalWidth, customContentHeight: totalHeight, customContentY: 120 // Place below the menu (menu is top 100px, so 120px for margin) }); } else { // Player still has lives, flash red and continue LK.effects.flashScreen(0xff0000, 500); // Reset snake tail length to 1 (only keep the head) for (var i = snake.length - 1; i > 0; i--) { snake[i].destroy(); snake.splice(i, 1); } // Move snake head to a safe position automatically var head = snake[0]; var safeCell = randomFreeCell(); if (safeCell) { // Update head position data head.col = safeCell.col; head.row = safeCell.row; var safePos = gridToPos(safeCell.col, safeCell.row); // Smoothly animate to safe position tween(head, { x: safePos.x, y: safePos.y }, { duration: 300, easing: tween.easeOut }); } } } function triggerWin() { if (isWin) return; isWin = true; LK.effects.flashScreen(0x00ff00, 1000); LK.showYouWin(); } // --- Input Handling (Touch/Drag) --- var dragStart = null; var dragDir = null; function getDirectionFromDrag(dx, dy) { if (Math.abs(dx) > Math.abs(dy)) { return dx > 0 ? { x: 1, y: 0 } : { x: -1, y: 0 }; } else { return dy > 0 ? { x: 0, y: 1 } : { x: 0, y: -1 }; } } game.down = function (x, y, obj) { dragStart = { x: x, y: y }; dragDir = null; // Double-tap detection var currentTime = Date.now(); if (currentTime - lastTapTime < DOUBLE_TAP_THRESHOLD) { // Double tap detected isDoubleTouch = true; speedMultiplier = 2; touchStartTime = currentTime; } else { // Single tap isDoubleTouch = false; speedMultiplier = 1; } lastTapTime = currentTime; }; game.move = function (x, y, obj) { if (!dragStart) return; var dx = x - dragStart.x; var dy = y - dragStart.y; if (Math.abs(dx) > 40 || Math.abs(dy) > 40) { var dir = getDirectionFromDrag(dx, dy); // Prevent reversing if ((dir.x !== -snakeDir.x || dir.y !== -snakeDir.y) && (dir.x !== snakeDir.x || dir.y !== snakeDir.y)) { nextDir = dir; dragDir = dir; dragStart = null; } } }; game.up = function (x, y, obj) { dragStart = null; dragDir = null; // Reset speed when touch is released isDoubleTouch = false; speedMultiplier = 1; }; // --- Main Game Loop --- game.update = function () { if (isDead || isWin) return; moveTimer += 1000 / 60; var currentMoveInterval = MOVE_INTERVAL / speedMultiplier; if (moveTimer < currentMoveInterval) return; moveTimer = 0; // Update direction if (nextDir.x !== -snakeDir.x || nextDir.y !== -snakeDir.y) { snakeDir = { x: nextDir.x, y: nextDir.y }; } // Calculate new head position var head = snake[0]; var newCol = head.col + snakeDir.x; var newRow = head.row + snakeDir.y; // Check collisions if (isWall(newCol, newRow) || isSnake(newCol, newRow, false)) { triggerGameOver(); return; } // Move snake // Remove old head and replace with segment var oldHead = snake[0]; var newSegment = new SnakeSegment(); newSegment.col = oldHead.col; newSegment.row = oldHead.row; newSegment.x = oldHead.x; newSegment.y = oldHead.y; game.addChild(newSegment); snake[0].destroy(); snake[0] = newSegment; // Add new head at the front var newHead = new SnakeHead(); newHead.col = newCol; newHead.row = newRow; var pos = gridToPos(newCol, newRow); newHead.x = pos.x; newHead.y = pos.y; // Set rotation based on direction (asset is upright, so rotate by +90deg for right) if (snakeDir.x === 1 && snakeDir.y === 0) { newHead.rotation = Math.PI / 2; // Right } else if (snakeDir.x === -1 && snakeDir.y === 0) { newHead.rotation = -Math.PI / 2; // Left } else if (snakeDir.x === 0 && snakeDir.y === -1) { newHead.rotation = 0; // Up } else if (snakeDir.x === 0 && snakeDir.y === 1) { newHead.rotation = Math.PI; // Down } game.addChild(newHead); snake.unshift(newHead); // Check food collision var ateFood = false; var eatenFood = null; for (var f = 0; f < foods.length; f++) { if (foods[f].col === newCol && foods[f].row === newRow) { ateFood = true; eatenFood = foods[f]; break; } } if (ateFood) { // Remove the eaten food from the foods array and destroy it for (var i = 0; i < foods.length; i++) { if (foods[i] === eatenFood) { foods[i].destroy(); foods.splice(i, 1); break; } } // Calculate score based on food type and multiplier var pointsToAdd; if (eatenFood instanceof Food4) { pointsToAdd = 1 * scoreMultiplier; // Food4 gives 1 point } else { pointsToAdd = 2 * scoreMultiplier; // Food and Food2 give 2 points } setScore(LK.getScore() + pointsToAdd); pendingGrowth += 1; // Play feeding sound LK.getSound('feeding').play(); // Handle Food3 special effect - give health (max 3 lives) or bonus points if at max health if (eatenFood instanceof Food3) { if (playerLives < 3) { playerLives++; healthTxt.setText('♥ ' + playerLives); } else { // Player is at max health (3 lives), give 50 bonus points setScore(LK.getScore() + 50); } } // Handle Food2 special effect - 10x multiplier for 5 seconds if (eatenFood instanceof Food2) { if (!isMultiplierActive) { isMultiplierActive = true; scoreMultiplier = 10; // Clear any existing multiplier timer if (multiplierTimer) { LK.clearTimeout(multiplierTimer); } // Remove multiplier after exactly 5 seconds multiplierTimer = LK.setTimeout(function () { scoreMultiplier = 1; isMultiplierActive = false; multiplierTimer = null; }, 5000); } // Yellow background effect for 5 seconds if (!isYellowBackgroundActive) { isYellowBackgroundActive = true; game.setBackgroundColor(0xFFFF00); // Yellow color // Clear any existing yellow background timer if (yellowBackgroundTimer) { LK.clearTimeout(yellowBackgroundTimer); } // Restore original background after exactly 5 seconds yellowBackgroundTimer = LK.setTimeout(function () { game.setBackgroundColor(originalBackgroundColor); isYellowBackgroundActive = false; yellowBackgroundTimer = null; }, 5000); } } // Play feeding2 sound only when Food4 is eaten if (eatenFood instanceof Food4) { // Clear any associated timer since Food4 was eaten for (var t = food4Timers.length - 1; t >= 0; t--) { LK.clearTimeout(food4Timers[t]); food4Timers.splice(t, 1); } LK.getSound('feeding2').play(); // Create darkness effect for 10 seconds if (!isDarkened) { isDarkened = true; darknessOverlay = LK.getAsset('snakeSegment', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732, tint: 0x000000 }); darknessOverlay.alpha = 0; game.addChild(darknessOverlay); // Fade in darkness tween(darknessOverlay, { alpha: 0.7 }, { duration: 500 }); // Clear any existing darkness timer if (darknessTimer) { LK.clearTimeout(darknessTimer); } // Remove darkness after exactly 5 seconds darknessTimer = LK.setTimeout(function () { if (darknessOverlay) { tween(darknessOverlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { if (darknessOverlay) { darknessOverlay.destroy(); darknessOverlay = null; } isDarkened = false; darknessTimer = null; } }); } }, 5000); } // Reduce snake speed by 50% for 10 seconds if (!isSlowed) { isSlowed = true; MOVE_INTERVAL = originalMoveInterval * 1.5; // 50% slower // Clear any existing speed timer if (speedTimer) { LK.clearTimeout(speedTimer); } // Restore original speed after exactly 5 seconds speedTimer = LK.setTimeout(function () { MOVE_INTERVAL = originalMoveInterval; isSlowed = false; speedTimer = null; }, 5000); } } spawnFood(); // Win condition if (snake.length >= SNAKE_MAX_LENGTH) { triggerWin(); return; } } // Remove tail if not growing if (pendingGrowth > 0) { pendingGrowth--; } else { var tail = snake.pop(); tail.destroy(); } }; // --- Draw Board Grid Background --- var gridBg = new Container(); for (var r = 0; r < GRID_ROWS; r++) { for (var c = 0; c < GRID_COLS; c++) { // Use a light color for grid lines, and a slightly darker fill for the cell var cell = LK.getAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5, x: BOARD_OFFSET_X + c * GRID_SIZE + GRID_SIZE / 2, y: BOARD_OFFSET_Y + r * GRID_SIZE + GRID_SIZE / 2, width: GRID_SIZE, height: GRID_SIZE, tint: (r + c) % 2 === 0 ? 0x232323 : 0x1a1a1a // subtle checkerboard for clarity }); // Add a border by overlaying a slightly smaller cell of the same color as background var border = LK.getAsset('snakeSegment', { anchorX: 0.5, anchorY: 0.5, x: BOARD_OFFSET_X + c * GRID_SIZE + GRID_SIZE / 2, y: BOARD_OFFSET_Y + r * GRID_SIZE + GRID_SIZE / 2, width: GRID_SIZE - 8, height: GRID_SIZE - 8, tint: (r + c) % 2 === 0 ? 0x181818 : 0x181818 // match background }); gridBg.addChild(cell); gridBg.addChild(border); } } game.addChild(gridBg); // --- Game Initialization --- createWalls(); createSnake(); spawnFood(); setScore(1); ;
===================================================================
--- original.js
+++ change.js
@@ -86,11 +86,11 @@
/****
* Game Code
****/
-// Snake Head Class
-// --- Asset Initialization ---
// --- Game Constants ---
+// --- Asset Initialization ---
+// Snake Head Class
var GRID_SIZE = 180; // Each cell is 180x180 px (increased)
var GRID_COLS = Math.floor(2048 / GRID_SIZE); // 11
var GRID_ROWS = Math.floor(2732 / GRID_SIZE); // 15
var BOARD_WIDTH = GRID_COLS * GRID_SIZE;
@@ -129,8 +129,13 @@
var isYellowBackgroundActive = false;
var yellowBackgroundTimer = null;
var originalBackgroundColor = 0x181818;
var playerLives = 1;
+var lastTapTime = 0;
+var isDoubleTouch = false;
+var speedMultiplier = 1;
+var touchStartTime = 0;
+var DOUBLE_TAP_THRESHOLD = 300; // ms
// --- Score UI ---
var scoreTxt = new Text2('1', {
size: 120,
fill: 0xFFFFFF
@@ -437,8 +442,21 @@
x: x,
y: y
};
dragDir = null;
+ // Double-tap detection
+ var currentTime = Date.now();
+ if (currentTime - lastTapTime < DOUBLE_TAP_THRESHOLD) {
+ // Double tap detected
+ isDoubleTouch = true;
+ speedMultiplier = 2;
+ touchStartTime = currentTime;
+ } else {
+ // Single tap
+ isDoubleTouch = false;
+ speedMultiplier = 1;
+ }
+ lastTapTime = currentTime;
};
game.move = function (x, y, obj) {
if (!dragStart) return;
var dx = x - dragStart.x;
@@ -455,14 +473,18 @@
};
game.up = function (x, y, obj) {
dragStart = null;
dragDir = null;
+ // Reset speed when touch is released
+ isDoubleTouch = false;
+ speedMultiplier = 1;
};
// --- Main Game Loop ---
game.update = function () {
if (isDead || isWin) return;
moveTimer += 1000 / 60;
- if (moveTimer < MOVE_INTERVAL) return;
+ var currentMoveInterval = MOVE_INTERVAL / speedMultiplier;
+ if (moveTimer < currentMoveInterval) return;
moveTimer = 0;
// Update direction
if (nextDir.x !== -snakeDir.x || nextDir.y !== -snakeDir.y) {
snakeDir = {
a woman head. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2d pixel art red brick wall. In-Game asset. 2d. High contrast. No shadows
2d pixel art snake skin. High contrast. No shadows
add 10x text to this pic
kalp şekli pixel art 2d. In-Game asset. High contrast. No shadows