I am making a snake game in JS. Right now I'm able to draw the snake to the canvas and accept a direction to move from the user. Given the direction I'm able to unshift() a new head to the snake, but for some reason I can't use the pop method to remove the tail. This just results in my snake growing bigger and bigger. Any ideas to why this is?
const canvas = document.querySelector('#canvas');
const ctx = canvas.getContext('2d');
//set canvas dimension equal to css dimension
canvas.width = 768;
canvas.height = 512;
//now put those dimensions into variables
const cvsW = canvas.width;
const cvsH = canvas.height;
//create snake unit
const unit = 16;
//create snake array
let snake = [{x: cvsW/2, y: cvsH/2}];
//read user's direction
document.addEventListener('keydown', changeDirection);
let direction;
function changeDirection(e) {
if (e.keyCode == 37 && direction != 'right') direction = 'left';
else if (e.keyCode == 38 && direction != 'down') direction = 'up';
else if (e.keyCode == 39 && direction != 'left') direction = 'right';
else if (e.keyCode == 40 && direction != 'up') direction = 'down';
console.log(direction);
}
function draw() {
for(let i = 0; i < snake.length; i++) {
ctx.fillStyle = 'limegreen';
ctx.fillRect(snake[i].x, snake[i].y, unit, unit);
}
//grab head position
let headX = snake[0].x;
let headY = snake[0].y;
snake.pop();
if(direction == 'left') headX -= unit;
else if(direction == 'up') headY -= unit;
else if(direction == 'right') headX += unit;
else if(direction == 'down') headY += unit;
//create new head
let newHead = {x: headX, y: headY}
//add head to snake
snake.unshift(newHead);
}
setInterval(draw, 100);
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Snake Game</title>
<style>
body {
background-color: #333;
}
canvas {
background-color: #4d4d4d;
margin: auto;
display: block;
position: absolute;
left: 0;
right: 0;
top: 0;
bottom: 0;
width: 750px;
height: 500px;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="script.js"></script>
</body>
</html>
You need to clear the current canvas every iteration, else pixels painted onto the canvas earlier will remain. Add
ctx.clearRect(0, 0, canvas.width, canvas.height);
right before you start iterating over the snake array to paint each square:
const canvas = document.querySelector('#canvas');
const ctx = canvas.getContext('2d');
//set canvas dimension equal to css dimension
canvas.width = 768;
canvas.height = 512;
//now put those dimensions into variables
const cvsW = canvas.width;
const cvsH = canvas.height;
//create snake unit
const unit = 16;
//create snake array
let snake = [{
x: cvsW / 2,
y: cvsH / 2
}];
//read user's direction
document.addEventListener('keydown', changeDirection);
let direction;
function changeDirection(e) {
if (e.keyCode == 37 && direction != 'right') direction = 'left';
else if (e.keyCode == 38 && direction != 'down') direction = 'up';
else if (e.keyCode == 39 && direction != 'left') direction = 'right';
else if (e.keyCode == 40 && direction != 'up') direction = 'down';
console.log(direction);
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = 'limegreen';
for (let i = 0; i < snake.length; i++) {
ctx.fillRect(snake[i].x, snake[i].y, unit, unit);
}
//grab head position
let headX = snake[0].x;
let headY = snake[0].y;
snake.pop();
if (direction == 'left') headX -= unit;
else if (direction == 'up') headY -= unit;
else if (direction == 'right') headX += unit;
else if (direction == 'down') headY += unit;
//create new head
let newHead = {
x: headX,
y: headY
}
//add head to snake
snake.unshift(newHead);
}
setInterval(draw, 100);
body {
background-color: #333;
}
canvas {
background-color: #4d4d4d;
margin: auto;
display: block;
position: absolute;
left: 0;
right: 0;
top: 0;
bottom: 0;
width: 750px;
height: 500px;
}
<canvas id="canvas"></canvas>
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