const c = document.getElementById('canv'); const ctx = c.getContext('2d'); /*<==== DEFINING GAME CONSTANTS ====>*/ const CANVAS_SIZE = {x: 400, y: 600}; const GAME_SIZE = {x: 8, y: 12}; const BLOCK_SIZE = {x: CANVAS_SIZE.x / GAME_SIZE.x, y: CANVAS_SIZE.y / GAME_SIZE.y}; const GAME_STATE = 0; // 0 = playing, 1 = lost const UPDATE_RATE = 20; // updates per second const BACKGROUND_COLOUR = '#8D7F76'; const SNAKE_COLOUR = '#B62946'; const APPLE_COLOUR = '#2CC427'; /*<==== DEFINING CLASS STRUCTURES ====>*/ class Apple { constructor() { } spawn() { } update() { } } class Snake { constructor() { this.snake = [ ]; this.direction = 2; // 0 = up, 1 = left, 2 = down, 3 = right this.pos = {x: 0, y: 0}; } spawn() { } freeze() { } update() { } } class Block { constructor(x, y) { this.pos = {x: x, y: y}; } } /*<==== GAME INITIALIZATION ====>*/ let GameGrid = [ [] ]; // 0 = empty, 1 = snake / block, 2 = apple; for (let i = 0; i < GAME_SIZE.x; i++) { GameGrid[i] = []; for (let j = 0; j < GAME_SIZE.y; j++) { GameGrid[i][j] = 0; } } let ActiveSnake = new Snake(); let ActiveApple = new Apple(); /*<==== GAME LOGIC AND EVENT HANDLING ====>*/ function gameLoop() { } function handleKeyDown(event) { switch (event.key) { case 'w': case 'W': ActiveSnake.direction = 0; break; case 'd': case 'D': ActiveSnake.direction = 1; break; case 's': case 'S': ActiveSnake.direction = 2; break; case 'a': case 'A': ActiveSnake.direction = 3; break; } } window.addEventListener('keydown', handleKeyDown); setInterval(gameLoop, 1000 / UPDATE_RATE);