1.1
Browse files- SlitherGame.html +135 -0
SlitherGame.html
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| 1 |
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<!DOCTYPE html>
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| 2 |
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Slither Game</title>
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<link rel="icon" type="image/x-icon" href="/static/favicon.ico">
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #000;
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}
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canvas {
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="gameCanvas"></canvas>
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<script>
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const canvas = document.getElementById('gameCanvas');
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const ctx = canvas.getContext('2d');
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// Game variables
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const player = {
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x: canvas.width / 2,
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y: canvas.height / 2,
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size: 10,
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speed: 3,
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| 35 |
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trail: [],
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maxTrail: 100,
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color: '#00FF00'
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};
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const food = {
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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size: 5,
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color: '#FF0000'
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};
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let direction = { x: 0, y: 0 };
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// Mouse movement
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window.addEventListener('mousemove', (e) => {
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const angle = Math.atan2(e.clientY - player.y, e.clientX - player.x);
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direction.x = Math.cos(angle) * player.speed;
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direction.y = Math.sin(angle) * player.speed;
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});
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// Touch movement (for mobile)
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window.addEventListener('touchmove', (e) => {
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e.preventDefault();
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const touch = e.touches[0];
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const angle = Math.atan2(touch.clientY - player.y, touch.clientX - player.x);
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direction.x = Math.cos(angle) * player.speed;
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direction.y = Math.sin(angle) * player.speed;
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});
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function gameLoop() {
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// Clear canvas
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ctx.fillStyle = '#000';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update player position
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player.x += direction.x;
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player.y += direction.y;
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// Keep player on screen
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if (player.x < 0) player.x = canvas.width;
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if (player.x > canvas.width) player.x = 0;
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if (player.y < 0) player.y = canvas.height;
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if (player.y > canvas.height) player.y = 0;
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// Add current position to trail
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player.trail.push({ x: player.x, y: player.y });
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if (player.trail.length > player.maxTrail) {
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player.trail.shift();
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}
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// Draw trail
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for (let i = 0; i < player.trail.length; i++) {
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const segment = player.trail[i];
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const size = player.size * (i / player.trail.length);
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ctx.fillStyle = player.color;
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ctx.beginPath();
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ctx.arc(segment.x, segment.y, size, 0, Math.PI * 2);
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ctx.fill();
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}
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// Draw player
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ctx.fillStyle = player.color;
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ctx.beginPath();
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ctx.arc(player.x, player.y, player.size, 0, Math.PI * 2);
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ctx.fill();
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// Draw food
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ctx.fillStyle = food.color;
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ctx.beginPath();
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ctx.arc(food.x, food.y, food.size, 0, Math.PI * 2);
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ctx.fill();
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// Check collision with food
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const dist = Math.sqrt(
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Math.pow(player.x - food.x, 2) +
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Math.pow(player.y - food.y, 2)
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);
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if (dist < player.size + food.size) {
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// Increase trail length
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player.maxTrail += 50;
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// Create new food
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food.x = Math.random() * canvas.width;
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food.y = Math.random() * canvas.height;
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}
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requestAnimationFrame(gameLoop);
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}
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gameLoop();
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// Resize handler
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| 129 |
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window.addEventListener('resize', () => {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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});
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</script>
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</body>
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| 135 |
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</html>
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