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Created January 26, 2021 06:22
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Fading Snake

Fading Snake

No libraries, no preprocessors, no imports not even SVG or canvas. Just plain HTML, CSS, and JavaScript. Check out the source code, for detailed comments.

If you want to know how this game was made, watch the quick introduction for it on YouTube that explains the main game logic and the transitioning effect.

Follow me on Twitter for more

A Pen by vineeth on CodePen.

License.

<div class="container">
<header>
<div class="contrast">100%</div>
<div class="score">0</div>
</header>
<div class="grid"></div>
<footer>Press an arrow key or space to start!
<div>Ready for hard more? Press H</footer>
</div>
<a id="youtube" href="https://youtu.be/TAmYp4jKWoM" target="_blank">
<span>See how this game was made</span>
</a>
<div id="youtube-card">
How to create a snake game with JavaScript
</div>
/*
If you want to learn how this game was made, check out this video, that walks through the main ideas:
YouTube: https://youtu.be/TAmYp4jKWoM
Skillshare: https://skl.sh/3nudJ1o
Follow me on twitter for more: https://twitter.com/HunorBorbely
*/
window.addEventListener("DOMContentLoaded", function (event) {
window.focus(); // Capture keys right away (by default focus is on editor)
// Game data
let snakePositions; // An array of snake positions, starting head first
let applePosition; // The position of the apple
let startTimestamp; // The starting timestamp of the animation
let lastTimestamp; // The previous timestamp of the animation
let stepsTaken; // How many steps did the snake take
let score;
let contrast;
let inputs; // A list of directions the snake still has to take in order
let gameStarted = false;
let hardMode = false;
// Configuration
const width = 15; // Grid width
const height = 15; // Grid height
const speed = 200; // Milliseconds it takes for the snake to take a step in the grid
let fadeSpeed = 5000; // milliseconds it takes the grid to disappear (initially)
let fadeExponential = 1.024; // after each score it will gradually take more time for the grid to fade
const contrastIncrease = 0.5; // contrast you gain after each score
const color = "black"; // Primary color
// Setup: Build up the grid
// The grid consists of (width x height) tiles
// The tiles take the the shape of a grid using CSS grid
// The tile can represent a part of the snake or an apple
// Each tile has a content div that takes an absolute position
// The content can fill the tile or slide in or out from any direction to take the shape of a transitioning snake head or tail
const grid = document.querySelector(".grid");
for (let i = 0; i < width * height; i++) {
const content = document.createElement("div");
content.setAttribute("class", "content");
content.setAttribute("id", i); // Just for debugging, not used
const tile = document.createElement("div");
tile.setAttribute("class", "tile");
tile.appendChild(content);
grid.appendChild(tile);
}
const tiles = document.querySelectorAll(".grid .tile .content");
const containerElement = document.querySelector(".container");
const noteElement = document.querySelector("footer");
const contrastElement = document.querySelector(".contrast");
const scoreElement = document.querySelector(".score");
// Initialize layout
resetGame();
// Resets game variables and layouts but does not start the game (game starts on keypress)
function resetGame() {
// Reset positions
snakePositions = [168, 169, 170, 171];
applePosition = 100; // Initially the apple is always at the same position to make sure it's reachable
// Reset game progress
startTimestamp = undefined;
lastTimestamp = undefined;
stepsTaken = -1; // It's -1 because then the snake will start with a step
score = 0;
contrast = 1;
// Reset inputs
inputs = [];
// Reset header
contrastElement.innerText = `${Math.floor(contrast * 100)}%`;
scoreElement.innerText = hardMode ? `H ${score}` : score;
// Reset tiles
for (const tile of tiles) setTile(tile);
// Render apple
setTile(tiles[applePosition], {
"background-color": color,
"border-radius": "50%"
});
// Render snake
// Ignore the last part (the snake just moved out from it)
for (const i of snakePositions.slice(1)) {
const snakePart = tiles[i];
snakePart.style.backgroundColor = color;
// Set up transition directions for head and tail
if (i == snakePositions[snakePositions.length - 1])
snakePart.style.left = 0;
if (i == snakePositions[0]) snakePart.style.right = 0;
}
}
// Handle user inputs (e.g. start the game)
window.addEventListener("keydown", function (event) {
// If not an arrow key or space or H was pressed then return
if (
![
"ArrowLeft",
"ArrowUp",
"ArrowRight",
"ArrowDown",
" ",
"H",
"h",
"E",
"e"
].includes(event.key)
)
return;
// If an arrow key was pressed then first prevent default
event.preventDefault();
// If space was pressed restart the game
if (event.key == " ") {
resetGame();
startGame();
return;
}
// Set Hard mode
if (event.key == "H" || event.key == "h") {
hardMode = true;
fadeSpeed = 4000;
fadeExponential = 1.025;
noteElement.innerHTML = `Hard mode. Press space to start!`;
noteElement.style.opacity = 1;
resetGame();
return;
}
// Set Easy mode
if (event.key == "E" || event.key == "e") {
hardMode = false;
fadeSpeed = 5000;
fadeExponential = 1.024;
noteElement.innerHTML = `Easy mode. Press space to start!`;
noteElement.style.opacity = 1;
resetGame();
return;
}
// If an arrow key was pressed add the direction to the next moves
// Do not allow to add the same direction twice consecutively
// The snake can't do a full turn either
// Also start the game if it hasn't started yet
if (
event.key == "ArrowLeft" &&
inputs[inputs.length - 1] != "left" &&
headDirection() != "right"
) {
inputs.push("left");
if (!gameStarted) startGame();
return;
}
if (
event.key == "ArrowUp" &&
inputs[inputs.length - 1] != "up" &&
headDirection() != "down"
) {
inputs.push("up");
if (!gameStarted) startGame();
return;
}
if (
event.key == "ArrowRight" &&
inputs[inputs.length - 1] != "right" &&
headDirection() != "left"
) {
inputs.push("right");
if (!gameStarted) startGame();
return;
}
if (
event.key == "ArrowDown" &&
inputs[inputs.length - 1] != "down" &&
headDirection() != "up"
) {
inputs.push("down");
if (!gameStarted) startGame();
return;
}
});
// Start the game
function startGame() {
gameStarted = true;
noteElement.style.opacity = 0;
window.requestAnimationFrame(main);
}
// The main game loop
// This function gets invoked approximately 60 times per second to render the game
// It keeps track of the total elapsed time and time elapsed since last call
// Based on that animates the snake either by transitioning it in between tiles or stepping it to the next tile
function main(timestamp) {
try {
if (startTimestamp === undefined) startTimestamp = timestamp;
const totalElapsedTime = timestamp - startTimestamp;
const timeElapsedSinceLastCall = timestamp - lastTimestamp;
const stepsShouldHaveTaken = Math.floor(totalElapsedTime / speed);
const percentageOfStep = (totalElapsedTime % speed) / speed;
// If the snake took a step from a tile to another one
if (stepsTaken != stepsShouldHaveTaken) {
stepAndTransition(percentageOfStep);
// If it’s time to take a step
const headPosition = snakePositions[snakePositions.length - 1];
if (headPosition == applePosition) {
// Increase score
score++;
scoreElement.innerText = hardMode ? `H ${score}` : score;
// Generate another apple
addNewApple();
// Increase the contrast after each score
// Don't let the contrast go above 1
contrast = Math.min(1, contrast + contrastIncrease);
// Debugging
console.log(`Contrast increased by ${contrastIncrease * 100}%`);
console.log(
"New fade speed (from 100% to 0% in milliseconds)",
Math.pow(fadeExponential, score) * fadeSpeed
);
}
stepsTaken++;
} else {
transition(percentageOfStep);
}
if (lastTimestamp) {
// Decrease the contrast based on the time passed an the current score
// With a higher score the contrast decreases slower
const contrastDecrease =
timeElapsedSinceLastCall /
(Math.pow(fadeExponential, score) * fadeSpeed);
// Don't let the contrast drop below zero
contrast = Math.max(0, contrast - contrastDecrease);
}
contrastElement.innerText = `${Math.floor(contrast * 100)}%`;
containerElement.style.opacity = contrast;
window.requestAnimationFrame(main);
} catch (error) {
// Write a note about restarting game and setting difficulty
const pressSpaceToStart = "Press space to reset the game.";
const changeMode = hardMode
? "Back to easy mode? Press the letter E."
: "Ready for hard more? Press the letter H.";
const followMe =
'Follow me <a href="https://twitter.com/HunorBorbely" , target="_blank">@HunorBorbely</a>';
noteElement.innerHTML = `${error.message}. ${pressSpaceToStart} <div>${changeMode}</div> ${followMe}`;
noteElement.style.opacity = 1;
containerElement.style.opacity = 1;
}
lastTimestamp = timestamp;
}
// Moves the snake and sets up tiles for the transition function so the transition function will be more effective (the transition function gets called more frequently)
function stepAndTransition(percentageOfStep) {
// Calculate the next position and add it to the snake
const newHeadPosition = getNextPosition();
console.log(`Snake stepping into tile ${newHeadPosition}`);
snakePositions.push(newHeadPosition);
// Start with tail instead of head
// Because the head might step into the previous position of the tail
// Clear tile, yet keep it in the array if the snake grows.
// Whenever the snake steps into a new tile, it will leave the last one.
// Yet the last tile stays in the array if the snake just grows.
// As a sideeffect in case the snake just eats an apple,
// the tail transitioning will happen on a this "hidden" tile
// (so the tail appears as stationary).
const previousTail = tiles[snakePositions[0]];
setTile(previousTail);
if (newHeadPosition != applePosition) {
// Drop the previous tail
snakePositions.shift();
// Set up and start transition for new tail
// Make sure it heads to the right direction and set initial size
const tail = tiles[snakePositions[0]];
const tailDi = tailDirection();
// The tail value is inverse because it slides out not in
const tailValue = `${100 - percentageOfStep * 100}%`;
if (tailDi == "right")
setTile(tail, {
left: 0,
width: tailValue,
"background-color": color
});
if (tailDi == "left")
setTile(tail, {
right: 0,
width: tailValue,
"background-color": color
});
if (tailDi == "down")
setTile(tail, {
top: 0,
height: tailValue,
"background-color": color
});
if (tailDi == "up")
setTile(tail, {
bottom: 0,
height: tailValue,
"background-color": color
});
}
// Set previous head to full size
const previousHead = tiles[snakePositions[snakePositions.length - 2]];
setTile(previousHead, { "background-color": color });
// Set up and start transitioning for new head
// Make sure it heads to the right direction and set initial size
const head = tiles[newHeadPosition];
const headDi = headDirection();
const headValue = `${percentageOfStep * 100}%`;
if (headDi == "right")
setTile(head, {
left: 0, // Slide in from left
width: headValue,
"background-color": color,
"border-radius": 0
});
if (headDi == "left")
setTile(head, {
right: 0, // Slide in from right
width: headValue,
"background-color": color,
"border-radius": 0
});
if (headDi == "down")
setTile(head, {
top: 0, // Slide in from top
height: headValue,
"background-color": color,
"border-radius": 0
});
if (headDi == "up")
setTile(head, {
bottom: 0, // Slide in from bottom
height: headValue,
"background-color": color,
"border-radius": 0
});
}
// Transition head and tail between two steps
// Called with every animation frame, except when stepping to a new tile
function transition(percentageOfStep) {
// Transition head
const head = tiles[snakePositions[snakePositions.length - 1]];
const headDi = headDirection();
const headValue = `${percentageOfStep * 100}%`;
if (headDi == "right" || headDi == "left") head.style.width = headValue;
if (headDi == "down" || headDi == "up") head.style.height = headValue;
// Transition tail
const tail = tiles[snakePositions[0]];
const tailDi = tailDirection();
const tailValue = `${100 - percentageOfStep * 100}%`;
if (tailDi == "right" || tailDi == "left") tail.style.width = tailValue;
if (tailDi == "down" || tailDi == "up") tail.style.height = tailValue;
}
// Calculate to which tile will the snake step into
// Throw error if the snake bites its tail or hits the wall
function getNextPosition() {
const headPosition = snakePositions[snakePositions.length - 1];
const snakeDirection = inputs.shift() || headDirection();
switch (snakeDirection) {
case "right": {
const nextPosition = headPosition + 1;
if (nextPosition % width == 0) throw Error("The snake hit the wall");
// Ignore the last snake part, it'll move out as the head moves in
if (snakePositions.slice(1).includes(nextPosition))
throw Error("The snake bit itself");
return nextPosition;
}
case "left": {
const nextPosition = headPosition - 1;
if (nextPosition % width == width - 1 || nextPosition < 0)
throw Error("The snake hit the wall");
// Ignore the last snake part, it'll move out as the head moves in
if (snakePositions.slice(1).includes(nextPosition))
throw Error("The snake bit itself");
return nextPosition;
}
case "down": {
const nextPosition = headPosition + width;
if (nextPosition > width * height - 1)
throw Error("The snake hit the wall");
// Ignore the last snake part, it'll move out as the head moves in
if (snakePositions.slice(1).includes(nextPosition))
throw Error("The snake bit itself");
return nextPosition;
}
case "up": {
const nextPosition = headPosition - width;
if (nextPosition < 0) throw Error("The snake hit the wall");
// Ignore the last snake part, it'll move out as the head moves in
if (snakePositions.slice(1).includes(nextPosition))
throw Error("The snake bit itself");
return nextPosition;
}
}
}
// Calculate in which direction the snake's head is moving
function headDirection() {
const head = snakePositions[snakePositions.length - 1];
const neck = snakePositions[snakePositions.length - 2];
return getDirection(head, neck);
}
// Calculate in which direction of the snake's tail
function tailDirection() {
const tail1 = snakePositions[0];
const tail2 = snakePositions[1];
return getDirection(tail1, tail2);
}
function getDirection(first, second) {
if (first - 1 == second) return "right";
if (first + 1 == second) return "left";
if (first - width == second) return "down";
if (first + width == second) return "up";
throw Error("the two tile are not connected");
}
// Generates a new apple on the field
function addNewApple() {
// Find a position for the new apple that is not yet taken by the snake
let newPosition;
do {
newPosition = Math.floor(Math.random() * width * height);
} while (snakePositions.includes(newPosition));
// Set new apple
setTile(tiles[newPosition], {
"background-color": color,
"border-radius": "50%"
});
// Note that the apple is here
applePosition = newPosition;
}
// Resets size and position related CSS properties
function setTile(element, overrides = {}) {
const defaults = {
width: "100%",
height: "100%",
top: "auto",
right: "auto",
bottom: "auto",
left: "auto",
"background-color": "transparent"
};
const cssProperties = { ...defaults, ...overrides };
element.style.cssText = Object.entries(cssProperties)
.map(([key, value]) => `${key}: ${value};`)
.join(" ");
}
});
html,
body {
height: 100%;
margin: 0;
}
body {
--size: 15px;
--color: black;
font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
color: var(--color);
background-color: #ff8585;
background: linear-gradient(
162deg,
rgba(255, 133, 133, 1) 0%,
rgba(227, 84, 95, 1) 100%
);
}
footer {
font-size: 0.8em;
}
@media (min-height: 425px) {
body {
--size: 25px;
}
footer {
height: 40px;
font-size: 1em;
}
}
.container {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
height: 100%;
}
header {
display: flex;
justify-content: space-between;
width: calc(var(--size) * 17);
font-size: 2em;
font-weight: 900;
}
.grid {
display: grid;
grid-template-columns: repeat(15, auto);
grid-template-rows: repeat(15, auto);
border: var(--size) solid var(--color);
}
.tile {
position: relative;
width: var(--size);
height: var(--size);
}
.content {
position: absolute;
width: 100%;
height: 100%;
}
footer {
margin-top: 20px;
max-width: calc(var(--size) * 17);
text-align: center;
}
footer a:visited {
color: inherit;
}
#youtube,
#youtube-card {
display: none;
}
@media (min-height: 425px) {
/** Youtube logo by https://codepen.io/alvaromontoro */
#youtube {
z-index: 2;
display: block;
width: 100px;
height: 70px;
position: absolute;
bottom: 20px;
right: 20px;
background: white;
border-radius: 50% / 11%;
transform: scale(0.8);
transition: transform 0.5s;
}
#youtube:hover,
#youtube:focus {
transform: scale(0.9);
background: red;
}
#youtube::before {
content: "";
display: block;
position: absolute;
top: 7.5%;
left: -6%;
width: 112%;
height: 85%;
background: white;
border-radius: 9% / 50%;
}
#youtube:hover::before,
#youtube:focus::before {
background: red;
}
#youtube::after {
content: "";
display: block;
position: absolute;
top: 20px;
left: 40px;
width: 45px;
height: 30px;
border: 15px solid transparent;
box-sizing: border-box;
border-left: 30px solid #ff8585;
}
#youtube:hover::after,
#youtube:focus::after {
border-left: 30px solid white;
}
#youtube span {
font-size: 0;
position: absolute;
width: 0;
height: 0;
overflow: hidden;
}
#youtube:hover + #youtube-card {
display: block;
position: absolute;
bottom: 12px;
right: 10px;
padding: 25px 130px 25px 25px;
width: 300px;
background-color: white;
}
}
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