ÎÌÌÌ̈ˆˆ¬ªªª¬ˆˆˆ¬ÌÌ̬ÌÀ̬ÌÀ̬ÌÀÌÌÌìÌÀÀî̬ÀÌÀ¬ÀÀÀ¬ÀÀÀ¬ÀÀÎÌÌÌ̈ˆˆ¬ªªª¬ˆˆˆ¬ÌÌ̬ÌÌ̬ÌÀ̬ÌÀÌÌÌìÌÀÀî̬ÀÌ̬ÀÀÀ¬ÀÀÀ¬ÀÀ¬ÌÌ̬ªªª¬ª¬ª¬ªÊ̬ªªªŒˆˆˆÌÀÌÎÌÌÎ̬̪ªÀ쬪ÀÀÀÌîÀìîÌÌîî¬ÌÌ̬ªªª¬ª¬ª¬ªÊ̬ªªªŒˆˆˆÌÀÌÎÌÌÎ̬̪ªÀ쬪ÀÀÀÌîÀìîÌÌîî >À?ñÿñÿñÿÿÿÿÿÿÿÿÿÿÿÿÿñÿñÿÿÿÿÿÿñÿñÿÿÿÿÿÿÿððÿÿñÿñÿÿÿÿÿÿ»»»»»»»»ÌÌÌÌ»»»»»»»»ÌÌÌÌ»»»»»»»»ÌÌÌÌ»»»»»»»»ÌÌÌÌ»»»»»»»»ÌÌÌÌ»»»»»»»»ÌÌÌÌ»»»»»»»»ÌÌÌÌ»»»»»»»»ÌÌÌÌDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDã-- title: snake -- author: Marianna -- site: website link -- desc: Classic Snake Game -- script: lua CELL_SIZE = 8 GRID_W = 30 GRID_H = 17 snake = {} direction = {x = 1, y = 0} next_dir = {x = 1, y = 0} food = {} score = 0 gameover = false move_timer = 0 move_delay = 8 function init_game() snake = { {x = 10, y = 8}, {x = 9, y = 8}, {x = 8, y = 8} } direction = {x = 1, y = 0} next_dir = {x = 1, y = 0} score = 0 gameover = false move_timer = 0 spawn_food() end function spawn_food() local valid_position = false while not valid_position do food.x = math.random(0, GRID_W - 1) food.y = math.random(0, GRID_H - 1) valid_position = true for i = 1, #snake do if snake[i].x == food.x and snake[i].y == food.y then valid_position = false break end end end end function update() if gameover then if btnp(4) then init_game() end return end -- Fixed button mapping based on actual behavior: -- btn(0) = LEFT arrow - but in your system it moves DOWN -- btn(1) = RIGHT arrow - moves DOWN? Actually based on your description: -- You said: right arrow moves down, down arrow moves right -- So we need to swap the mappings if btnp(1) and direction.y ~= 1 then -- RIGHT arrow (btn1) should move DOWN next_dir = {x = 0, y = 1} elseif btnp(3) and direction.x ~= -1 then -- DOWN arrow (btn3) should move RIGHT next_dir = {x = 1, y = 0} elseif btnp(0) and direction.y ~= -1 then -- LEFT arrow (btn0) should move UP next_dir = {x = 0, y = -1} elseif btnp(2) and direction.x ~= 1 then -- UP arrow (btn2) should move LEFT next_dir = {x = -1, y = 0} end move_timer = move_timer + 1 if move_timer >= move_delay then move_timer = 0 direction = next_dir local new_head = { x = snake[1].x + direction.x, y = snake[1].y + direction.y } if new_head.x < 0 or new_head.x >= GRID_W or new_head.y < 0 or new_head.y >= GRID_H then gameover = true return end local ate_food = (new_head.x == food.x and new_head.y == food.y) table.insert(snake, 1, new_head) if not ate_food then table.remove(snake) else score = score + 1 spawn_food() end for i = 2, #snake do if snake[1].x == snake[i].x and snake[1].y == snake[i].y then gameover = true return end end end end function draw() cls(0) for y = 0, GRID_H - 1 do for x = 0, GRID_W - 1 do local is_snake = false for i, seg in ipairs(snake) do if seg.x == x and seg.y == y then is_snake = true if i == 1 then rect(x * CELL_SIZE, y * CELL_SIZE, x * CELL_SIZE + CELL_SIZE - 1, y * CELL_SIZE + CELL_SIZE - 1, 12) else rect(x * CELL_SIZE, y * CELL_SIZE, x * CELL_SIZE + CELL_SIZE - 1, y * CELL_SIZE + CELL_SIZE - 1, 11) end break end end if not is_snake and food.x == x and food.y == y then rect(x * CELL_SIZE, y * CELL_SIZE, x * CELL_SIZE + CELL_SIZE - 1, y * CELL_SIZE + CELL_SIZE - 1, 4) elseif not is_snake then rect(x * CELL_SIZE, y * CELL_SIZE, x * CELL_SIZE + CELL_SIZE - 1, y * CELL_SIZE + CELL_SIZE - 1, 1) end end end print("SCORE: " .. score, 4, 4, 15) if gameover then print("GAME OVER", 85, 60, 2) print("PRESS Z", 95, 72, 15) print("TO RESTART", 90, 80, 15) end end init_game() function TIC() update() draw() end