feat: add single player snake mode

Add solo mode where players survive as long as possible while tracking
score (food eaten). Single player games start with a shorter 3-second
countdown vs 10 seconds for multiplayer, maintain exactly 1 food item
for classic snake feel, and end when the player dies rather than when
one player remains.

- Add GameMode type (ModeMultiplayer/ModeSinglePlayer) and Score field
- Filter single player games from "Join a Game" lobby list
- Show "Ready?" and "Score: X" UI for single player mode
- Hide invite link for single player games
- Preserve game mode on rematch
This commit is contained in:
Ryan Hamamura
2026-02-04 07:33:02 -10:00
parent 7faf94fa6d
commit f454e0d220
14 changed files with 205 additions and 78 deletions

View File

@@ -13,7 +13,7 @@ import (
const createGame = `-- name: CreateGame :one
INSERT INTO games (id, board, current_turn, status)
VALUES (?, ?, ?, ?)
RETURNING id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players
RETURNING id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players, game_mode, score
`
type CreateGameParams struct {
@@ -45,6 +45,8 @@ func (q *Queries) CreateGame(ctx context.Context, arg CreateGameParams) (Game, e
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
&i.GameMode,
&i.Score,
)
return i, err
}
@@ -85,7 +87,7 @@ func (q *Queries) DeleteGame(ctx context.Context, id string) error {
}
const getActiveGames = `-- name: GetActiveGames :many
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players FROM games WHERE game_type = 'connect4' AND status < 2
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players, game_mode, score FROM games WHERE game_type = 'connect4' AND status < 2
`
func (q *Queries) GetActiveGames(ctx context.Context) ([]Game, error) {
@@ -111,6 +113,8 @@ func (q *Queries) GetActiveGames(ctx context.Context) ([]Game, error) {
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
&i.GameMode,
&i.Score,
); err != nil {
return nil, err
}
@@ -126,7 +130,7 @@ func (q *Queries) GetActiveGames(ctx context.Context) ([]Game, error) {
}
const getGame = `-- name: GetGame :one
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players FROM games WHERE id = ?
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players, game_mode, score FROM games WHERE id = ?
`
func (q *Queries) GetGame(ctx context.Context, id string) (Game, error) {
@@ -146,6 +150,8 @@ func (q *Queries) GetGame(ctx context.Context, id string) (Game, error) {
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
&i.GameMode,
&i.Score,
)
return i, err
}
@@ -186,7 +192,7 @@ func (q *Queries) GetGamePlayers(ctx context.Context, gameID string) ([]GamePlay
}
const getGamesByUserID = `-- name: GetGamesByUserID :many
SELECT g.id, g.board, g.current_turn, g.status, g.winner_user_id, g.winning_cells, g.created_at, g.updated_at, g.rematch_game_id, g.game_type, g.grid_width, g.grid_height, g.max_players FROM games g
SELECT g.id, g.board, g.current_turn, g.status, g.winner_user_id, g.winning_cells, g.created_at, g.updated_at, g.rematch_game_id, g.game_type, g.grid_width, g.grid_height, g.max_players, g.game_mode, g.score FROM games g
JOIN game_players gp ON g.id = gp.game_id
WHERE gp.user_id = ?
ORDER BY g.updated_at DESC
@@ -215,6 +221,8 @@ func (q *Queries) GetGamesByUserID(ctx context.Context, userID sql.NullString) (
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
&i.GameMode,
&i.Score,
); err != nil {
return nil, err
}

View File

@@ -22,6 +22,8 @@ type Game struct {
GridWidth sql.NullInt64
GridHeight sql.NullInt64
MaxPlayers int64
GameMode int64
Score int64
}
type GamePlayer struct {

View File

@@ -11,9 +11,9 @@ import (
)
const createSnakeGame = `-- name: CreateSnakeGame :one
INSERT INTO games (id, board, current_turn, status, game_type, grid_width, grid_height, max_players)
VALUES (?, ?, 0, ?, 'snake', ?, ?, 8)
RETURNING id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players
INSERT INTO games (id, board, current_turn, status, game_type, grid_width, grid_height, max_players, game_mode)
VALUES (?, ?, 0, ?, 'snake', ?, ?, 8, ?)
RETURNING id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players, game_mode, score
`
type CreateSnakeGameParams struct {
@@ -22,6 +22,7 @@ type CreateSnakeGameParams struct {
Status int64
GridWidth sql.NullInt64
GridHeight sql.NullInt64
GameMode int64
}
func (q *Queries) CreateSnakeGame(ctx context.Context, arg CreateSnakeGameParams) (Game, error) {
@@ -31,6 +32,7 @@ func (q *Queries) CreateSnakeGame(ctx context.Context, arg CreateSnakeGameParams
arg.Status,
arg.GridWidth,
arg.GridHeight,
arg.GameMode,
)
var i Game
err := row.Scan(
@@ -47,6 +49,8 @@ func (q *Queries) CreateSnakeGame(ctx context.Context, arg CreateSnakeGameParams
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
&i.GameMode,
&i.Score,
)
return i, err
}
@@ -87,7 +91,7 @@ func (q *Queries) DeleteSnakeGame(ctx context.Context, id string) error {
}
const getActiveSnakeGames = `-- name: GetActiveSnakeGames :many
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players FROM games WHERE game_type = 'snake' AND status < 2
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players, game_mode, score FROM games WHERE game_type = 'snake' AND status < 2 AND game_mode = 0
`
func (q *Queries) GetActiveSnakeGames(ctx context.Context) ([]Game, error) {
@@ -113,6 +117,8 @@ func (q *Queries) GetActiveSnakeGames(ctx context.Context) ([]Game, error) {
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
&i.GameMode,
&i.Score,
); err != nil {
return nil, err
}
@@ -128,7 +134,7 @@ func (q *Queries) GetActiveSnakeGames(ctx context.Context) ([]Game, error) {
}
const getSnakeGame = `-- name: GetSnakeGame :one
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players FROM games WHERE id = ? AND game_type = 'snake'
SELECT id, board, current_turn, status, winner_user_id, winning_cells, created_at, updated_at, rematch_game_id, game_type, grid_width, grid_height, max_players, game_mode, score FROM games WHERE id = ? AND game_type = 'snake'
`
func (q *Queries) GetSnakeGame(ctx context.Context, id string) (Game, error) {
@@ -148,6 +154,8 @@ func (q *Queries) GetSnakeGame(ctx context.Context, id string) (Game, error) {
&i.GridWidth,
&i.GridHeight,
&i.MaxPlayers,
&i.GameMode,
&i.Score,
)
return i, err
}
@@ -239,7 +247,7 @@ func (q *Queries) GetUserActiveSnakeGames(ctx context.Context, userID sql.NullSt
const updateSnakeGame = `-- name: UpdateSnakeGame :exec
UPDATE games
SET board = ?, status = ?, winner_user_id = ?, rematch_game_id = ?, updated_at = CURRENT_TIMESTAMP
SET board = ?, status = ?, winner_user_id = ?, rematch_game_id = ?, score = ?, updated_at = CURRENT_TIMESTAMP
WHERE id = ? AND game_type = 'snake'
`
@@ -248,6 +256,7 @@ type UpdateSnakeGameParams struct {
Status int64
WinnerUserID sql.NullString
RematchGameID sql.NullString
Score int64
ID string
}
@@ -257,6 +266,7 @@ func (q *Queries) UpdateSnakeGame(ctx context.Context, arg UpdateSnakeGameParams
arg.Status,
arg.WinnerUserID,
arg.RematchGameID,
arg.Score,
arg.ID,
)
return err

View File

@@ -0,0 +1,7 @@
-- +goose Up
ALTER TABLE games ADD COLUMN game_mode INTEGER NOT NULL DEFAULT 0;
ALTER TABLE games ADD COLUMN score INTEGER NOT NULL DEFAULT 0;
-- +goose Down
ALTER TABLE games DROP COLUMN score;
ALTER TABLE games DROP COLUMN game_mode;

View File

@@ -171,6 +171,7 @@ func (p *SnakePersister) SaveSnakeGame(sg *snake.SnakeGame) error {
Status: int64(sg.Status),
GridWidth: gridWidth,
GridHeight: gridHeight,
GameMode: int64(sg.Mode),
})
return err
}
@@ -193,6 +194,7 @@ func (p *SnakePersister) SaveSnakeGame(sg *snake.SnakeGame) error {
Status: int64(sg.Status),
WinnerUserID: winnerUserID,
RematchGameID: rematchGameID,
Score: int64(sg.Score),
ID: sg.ID,
})
}
@@ -220,6 +222,8 @@ func (p *SnakePersister) LoadSnakeGame(id string) (*snake.SnakeGame, error) {
State: state,
Players: make([]*snake.Player, 8),
Status: snake.Status(row.Status),
Mode: snake.GameMode(row.GameMode),
Score: int(row.Score),
}
if row.RematchGameID.Valid {

View File

@@ -1,6 +1,6 @@
-- name: CreateSnakeGame :one
INSERT INTO games (id, board, current_turn, status, game_type, grid_width, grid_height, max_players)
VALUES (?, ?, 0, ?, 'snake', ?, ?, 8)
INSERT INTO games (id, board, current_turn, status, game_type, grid_width, grid_height, max_players, game_mode)
VALUES (?, ?, 0, ?, 'snake', ?, ?, 8, ?)
RETURNING *;
-- name: GetSnakeGame :one
@@ -8,14 +8,14 @@ SELECT * FROM games WHERE id = ? AND game_type = 'snake';
-- name: UpdateSnakeGame :exec
UPDATE games
SET board = ?, status = ?, winner_user_id = ?, rematch_game_id = ?, updated_at = CURRENT_TIMESTAMP
SET board = ?, status = ?, winner_user_id = ?, rematch_game_id = ?, score = ?, updated_at = CURRENT_TIMESTAMP
WHERE id = ? AND game_type = 'snake';
-- name: DeleteSnakeGame :exec
DELETE FROM games WHERE id = ? AND game_type = 'snake';
-- name: GetActiveSnakeGames :many
SELECT * FROM games WHERE game_type = 'snake' AND status < 2;
SELECT * FROM games WHERE game_type = 'snake' AND status < 2 AND game_mode = 0;
-- name: CreateSnakePlayer :exec
INSERT INTO game_players (game_id, user_id, guest_player_id, nickname, color, slot)

24
main.go
View File

@@ -152,17 +152,27 @@ func main() {
snakeNickname = c.Signal(username)
}
// Snake create game actions — one per preset
var snakePresetClicks []h.H
// Snake create game actions — one per preset for solo and multiplayer
var snakeSoloClicks []h.H
var snakeMultiClicks []h.H
for _, preset := range snake.GridPresets {
w, ht := preset.Width, preset.Height
snakePresetClicks = append(snakePresetClicks, c.Action(func() {
snakeSoloClicks = append(snakeSoloClicks, c.Action(func() {
name := snakeNickname.String()
if name == "" {
return
}
c.Session().Set("nickname", name)
si := snakeStore.Create(w, ht)
si := snakeStore.Create(w, ht, snake.ModeSinglePlayer)
c.Redirectf("/snake/%s", si.ID())
}).OnClick())
snakeMultiClicks = append(snakeMultiClicks, c.Action(func() {
name := snakeNickname.String()
if name == "" {
return
}
c.Session().Set("nickname", name)
si := snakeStore.Create(w, ht, snake.ModeMultiplayer)
c.Redirectf("/snake/%s", si.ID())
}).OnClick())
}
@@ -181,7 +191,8 @@ func main() {
TabClickConnect4: tabClickConnect4.OnClick(),
TabClickSnake: tabClickSnake.OnClick(),
SnakeNicknameBind: snakeNickname.Bind(),
SnakePresetClicks: snakePresetClicks,
SnakeSoloClicks: snakeSoloClicks,
SnakeMultiClicks: snakeMultiClicks,
ActiveSnakeGames: snakeStore.ActiveGames(),
})
})
@@ -599,7 +610,8 @@ func main() {
content = append(content, ui.SnakeBoard(sg))
}
if sg.Status == snake.StatusWaitingForPlayers || sg.Status == snake.StatusCountdown {
// Only show invite link for multiplayer games
if sg.Mode == snake.ModeMultiplayer && (sg.Status == snake.StatusWaitingForPlayers || sg.Status == snake.StatusCountdown) {
content = append(content, ui.SnakeInviteLink(sg.ID))
}

View File

@@ -152,8 +152,12 @@ func RemoveFood(state *GameState, indices []int) {
}
// SpawnFood adds food items to maintain the target count.
func SpawnFood(state *GameState, playerCount int) {
// Single player always maintains exactly 1 food for classic snake feel.
func SpawnFood(state *GameState, playerCount int, mode GameMode) {
target := playerCount/2 + 1
if mode == ModeSinglePlayer {
target = 1
}
for len(state.Food) < target {
p := randomEmptyCell(state)
if p == nil {

View File

@@ -9,13 +9,19 @@ const (
tickInterval = time.Second / targetFPS
snakeSpeed = 7 // cells per second
moveInterval = time.Second / snakeSpeed
countdownSeconds = 10
countdownSecondsMultiplayer = 10
countdownSecondsSinglePlayer = 3
inactivityLimit = 60 * time.Second
)
func (si *SnakeGameInstance) startOrResetCountdownLocked() {
si.game.Status = StatusCountdown
si.game.CountdownEnd = time.Now().Add(countdownSeconds * time.Second)
countdown := countdownSecondsMultiplayer
if si.game.Mode == ModeSinglePlayer {
countdown = countdownSecondsSinglePlayer
}
si.game.CountdownEnd = time.Now().Add(time.Duration(countdown) * time.Second)
si.loopOnce.Do(func() {
si.stopCh = make(chan struct{})
@@ -86,7 +92,7 @@ func (si *SnakeGameInstance) initGame() {
state := si.game.State
state.Snakes = SpawnSnakes(activeSlots, state.Width, state.Height)
SpawnFood(state, len(activeSlots))
SpawnFood(state, len(activeSlots), si.game.Mode)
}
func (si *SnakeGameInstance) gamePhase() {
@@ -152,17 +158,34 @@ func (si *SnakeGameInstance) gamePhase() {
// Check food eaten (only by surviving snakes)
eaten := CheckFood(state)
RemoveFood(state, eaten)
SpawnFood(state, si.game.PlayerCount())
SpawnFood(state, si.game.PlayerCount(), si.game.Mode)
// Track score for single player
si.game.Score += len(eaten)
// Check game over
alive := AliveCount(state)
gameOver := false
if si.game.Mode == ModeSinglePlayer {
// Single player ends when the player dies (alive == 0)
if alive == 0 {
gameOver = true
// No winner in single player - just final score
}
} else {
// Multiplayer ends when 1 or fewer alive
if alive <= 1 {
si.game.Status = StatusFinished
gameOver = true
winnerIdx := LastAlive(state)
if winnerIdx >= 0 && winnerIdx < len(si.game.Players) {
si.game.Winner = si.game.Players[winnerIdx]
}
}
}
if gameOver {
si.game.Status = StatusFinished
}
if si.persister != nil {
si.persister.SaveSnakeGame(si.game)
@@ -171,7 +194,7 @@ func (si *SnakeGameInstance) gamePhase() {
si.gameMu.Unlock()
si.notify()
if alive <= 1 {
if gameOver {
return
}
}

View File

@@ -47,7 +47,7 @@ func (ss *SnakeStore) makeNotify(gameID string) func() {
}
}
func (ss *SnakeStore) Create(width, height int) *SnakeGameInstance {
func (ss *SnakeStore) Create(width, height int, mode GameMode) *SnakeGameInstance {
id := generateID(4)
sg := &SnakeGame{
ID: id,
@@ -57,6 +57,7 @@ func (ss *SnakeStore) Create(width, height int) *SnakeGameInstance {
},
Players: make([]*Player, 8),
Status: StatusWaitingForPlayers,
Mode: mode,
}
si := &SnakeGameInstance{
game: sg,
@@ -134,8 +135,8 @@ func (ss *SnakeStore) Delete(id string) error {
return nil
}
// ActiveGames returns metadata of games that can be joined.
// Copies game data to avoid holding nested locks.
// ActiveGames returns metadata of multiplayer games that can be joined.
// Single player games are excluded. Copies game data to avoid holding nested locks.
func (ss *SnakeStore) ActiveGames() []*SnakeGame {
ss.gamesMu.RLock()
instances := make([]*SnakeGameInstance, 0, len(ss.games))
@@ -148,7 +149,7 @@ func (ss *SnakeStore) ActiveGames() []*SnakeGame {
for _, si := range instances {
si.gameMu.RLock()
g := si.game
if g.Status == StatusWaitingForPlayers || g.Status == StatusCountdown {
if g.Mode == ModeMultiplayer && (g.Status == StatusWaitingForPlayers || g.Status == StatusCountdown) {
games = append(games, g)
}
si.gameMu.RUnlock()
@@ -220,7 +221,10 @@ func (si *SnakeGameInstance) Join(player *Player) bool {
si.notify()
if si.game.PlayerCount() >= 2 {
// Single player starts countdown immediately when 1 player joins
if si.game.Mode == ModeSinglePlayer && si.game.PlayerCount() >= 1 {
si.startOrResetCountdownLocked()
} else if si.game.Mode == ModeMultiplayer && si.game.PlayerCount() >= 2 {
si.startOrResetCountdownLocked()
}
@@ -267,9 +271,10 @@ func (si *SnakeGameInstance) CreateRematch() *SnakeGameInstance {
// (which acquires gamesMu) to avoid lock ordering deadlock.
width := si.game.State.Width
height := si.game.State.Height
mode := si.game.Mode
si.gameMu.Unlock()
newSI := si.store.Create(width, height)
newSI := si.store.Create(width, height, mode)
newID := newSI.ID()
si.gameMu.Lock()

View File

@@ -14,6 +14,13 @@ const (
DirRight
)
type GameMode int
const (
ModeMultiplayer GameMode = iota // Default (0) - backward compatible
ModeSinglePlayer // Single player survival mode
)
// Opposite returns true if a and b are 180-degree reversals.
func (d Direction) Opposite(other Direction) bool {
switch d {
@@ -88,6 +95,8 @@ type SnakeGame struct {
Winner *Player // nil if draw
CountdownEnd time.Time // when countdown reaches 0
RematchGameID *string
Mode GameMode // ModeMultiplayer or ModeSinglePlayer
Score int // tracks food eaten in single player
}
func (sg *SnakeGame) IsFinished() bool {
@@ -132,6 +141,7 @@ func (sg *SnakeGame) snapshot() *SnakeGame {
}
cp.Players = make([]*Player, len(sg.Players))
copy(cp.Players, sg.Players)
// Mode and Score are value types, already copied by *sg
return &cp
}

View File

@@ -18,7 +18,8 @@ type LobbyProps struct {
TabClickConnect4 h.H
TabClickSnake h.H
SnakeNicknameBind h.H
SnakePresetClicks []h.H
SnakeSoloClicks []h.H
SnakeMultiClicks []h.H
ActiveSnakeGames []*snake.SnakeGame
}
@@ -40,7 +41,7 @@ func LobbyView(p LobbyProps) h.H {
var tabContent h.H
if p.ActiveTab == "snake" {
tabContent = SnakeLobbyTab(p.SnakeNicknameBind, p.SnakePresetClicks, p.ActiveSnakeGames)
tabContent = SnakeLobbyTab(p.SnakeNicknameBind, p.SnakeSoloClicks, p.SnakeMultiClicks, p.ActiveSnakeGames)
} else {
tabContent = connect4LobbyContent(p)
}

View File

@@ -7,14 +7,32 @@ import (
"github.com/ryanhamamura/via/h"
)
func SnakeLobbyTab(nicknameBind h.H, presetClicks []h.H, activeGames []*snake.SnakeGame) h.H {
var presetButtons []h.H
func SnakeLobbyTab(nicknameBind h.H, soloClicks, multiClicks []h.H, activeGames []*snake.SnakeGame) h.H {
// Solo play buttons
var soloButtons []h.H
for i, preset := range snake.GridPresets {
var click h.H
if i < len(presetClicks) {
click = presetClicks[i]
if i < len(soloClicks) {
click = soloClicks[i]
}
presetButtons = append(presetButtons,
soloButtons = append(soloButtons,
h.Button(
h.Class("btn btn-secondary"),
h.Type("button"),
h.Text(fmt.Sprintf("%s (%d×%d)", preset.Name, preset.Width, preset.Height)),
click,
),
)
}
// Multiplayer buttons
var multiButtons []h.H
for i, preset := range snake.GridPresets {
var click h.H
if i < len(multiClicks) {
click = multiClicks[i]
}
multiButtons = append(multiButtons,
h.Button(
h.Class("btn btn-primary"),
h.Type("button"),
@@ -24,9 +42,7 @@ func SnakeLobbyTab(nicknameBind h.H, presetClicks []h.H, activeGames []*snake.Sn
)
}
createSection := h.Div(h.Class("mb-6"),
h.H3(h.Class("text-lg font-bold mb-2"), h.Text("Create Game")),
h.Div(h.Class("mb-4"),
nicknameField := h.Div(h.Class("mb-4"),
h.FieldSet(h.Class("fieldset"),
h.Label(h.Class("label"), h.Text("Your Nickname"), h.Attr("for", "snake-nickname")),
h.Input(
@@ -38,8 +54,16 @@ func SnakeLobbyTab(nicknameBind h.H, presetClicks []h.H, activeGames []*snake.Sn
h.Attr("required"),
),
),
),
h.Div(append([]h.H{h.Class("flex gap-2 justify-center")}, presetButtons...)...),
)
soloSection := h.Div(h.Class("mb-6"),
h.H3(h.Class("text-lg font-bold mb-2"), h.Text("Play Solo")),
h.Div(append([]h.H{h.Class("flex gap-2 justify-center")}, soloButtons...)...),
)
multiSection := h.Div(h.Class("mb-6"),
h.H3(h.Class("text-lg font-bold mb-2"), h.Text("Create Multiplayer Game")),
h.Div(append([]h.H{h.Class("flex gap-2 justify-center")}, multiButtons...)...),
)
var gameListEl h.H
@@ -68,7 +92,9 @@ func SnakeLobbyTab(nicknameBind h.H, presetClicks []h.H, activeGames []*snake.Sn
}
return h.Div(
createSection,
nicknameField,
soloSection,
multiSection,
gameListEl,
)
}

View File

@@ -12,6 +12,11 @@ import (
func SnakeStatusBanner(sg *snake.SnakeGame, mySlot int, rematchClick h.H) h.H {
switch sg.Status {
case snake.StatusWaitingForPlayers:
if sg.Mode == snake.ModeSinglePlayer {
return h.Div(h.Class("alert bg-base-200 text-xl font-bold"),
h.Text("Ready?"),
)
}
return h.Div(h.Class("alert bg-base-200 text-xl font-bold"),
h.Text("Waiting for players..."),
)
@@ -35,6 +40,12 @@ func SnakeStatusBanner(sg *snake.SnakeGame, mySlot int, rematchClick h.H) h.H {
)
}
}
// Show score during single player gameplay
if sg.Mode == snake.ModeSinglePlayer {
return h.Div(h.Class("alert alert-success text-xl font-bold"),
h.Text(fmt.Sprintf("Score: %d", sg.Score)),
)
}
return h.Div(h.Class("alert alert-success text-xl font-bold"),
h.Text("Go!"),
)
@@ -42,7 +53,11 @@ func SnakeStatusBanner(sg *snake.SnakeGame, mySlot int, rematchClick h.H) h.H {
case snake.StatusFinished:
var msg string
var class string
if sg.Winner != nil {
if sg.Mode == snake.ModeSinglePlayer {
msg = fmt.Sprintf("Game Over! Score: %d", sg.Score)
class = "alert alert-info text-xl font-bold"
} else if sg.Winner != nil {
if sg.Winner.Slot == mySlot {
msg = "You win!"
class = "alert alert-success text-xl font-bold"