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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Snake Game (WASD Controls, Larger Area, Obstacles, Slower Enemies)</title>
    <style>
        body {
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
            margin: 0;
            background-color: #f0f0f0;
        }
        canvas {
            border: 2px solid #333;
        }
    </style>
</head>
<body>
    <canvas id="gameCanvas" width="800" height="800"></canvas>
    <script>
        const canvas = document.getElementById('gameCanvas');
        const ctx = canvas.getContext('2d');

        const gridSize = 20;
        const tileCount = canvas.width / gridSize;

        let snake = [
            {x: 20, y: 20},
        ];
        let food = {x: 15, y: 15};
        let dx = 0;
        let dy = 0;
        let score = 0;
        let obstacles = [];
        let enemies = [];
        let enemyMoveCounter = 0;

        function generateObstacles() {
            obstacles = [];
            for (let i = 0; i < 20; i++) {
                obstacles.push({
                    x: Math.floor(Math.random() * tileCount),
                    y: Math.floor(Math.random() * tileCount)
                });
            }
        }

        function generateEnemies() {
            enemies = [];
            for (let i = 0; i < 3; i++) {
                enemies.push({
                    x: Math.floor(Math.random() * tileCount),
                    y: Math.floor(Math.random() * tileCount)
                });
            }
        }

        generateObstacles();
        generateEnemies();

        function drawGame() {
            clearCanvas();
            moveSnake();
            moveEnemies();
            drawSnake();
            drawFood();
            drawObstacles();
            drawEnemies();
            checkCollision();
            drawScore();
        }

        function clearCanvas() {
            ctx.fillStyle = 'white';
            ctx.fillRect(0, 0, canvas.width, canvas.height);
        }

        function moveSnake() {
            const head = {x: snake[0].x + dx, y: snake[0].y + dy};
            snake.unshift(head);

            if (head.x === food.x && head.y === food.y) {
                score++;
                generateFood();
            } else {
                snake.pop();
            }
        }

        function moveEnemies() {
            enemyMoveCounter++;
            if (enemyMoveCounter >= 2.5) { // Move enemies every 2.5 game loops (60% slower)
                enemyMoveCounter = 0;
                enemies.forEach(enemy => {
                    const head = snake[0];
                    if (enemy.x < head.x) enemy.x++;
                    else if (enemy.x > head.x) enemy.x--;
                    if (enemy.y < head.y) enemy.y++;
                    else if (enemy.y > head.y) enemy.y--;
                });
            }
        }

        function drawSnake() {
            ctx.fillStyle = 'green';
            snake.forEach(segment => {
                ctx.fillRect(segment.x * gridSize, segment.y * gridSize, gridSize - 2, gridSize - 2);
            });
        }

        function drawFood() {
            ctx.fillStyle = 'red';
            ctx.fillRect(food.x * gridSize, food.y * gridSize, gridSize - 2, gridSize - 2);
        }

        function drawObstacles() {
            ctx.fillStyle = 'gray';
            obstacles.forEach(obstacle => {
                ctx.fillRect(obstacle.x * gridSize, obstacle.y * gridSize, gridSize - 2, gridSize - 2);
            });
        }

        function drawEnemies() {
            ctx.fillStyle = 'purple';
            enemies.forEach(enemy => {
                ctx.fillRect(enemy.x * gridSize, enemy.y * gridSize, gridSize - 2, gridSize - 2);
            });
        }

        function generateFood() {
            do {
                food.x = Math.floor(Math.random() * tileCount);
                food.y = Math.floor(Math.random() * tileCount);
            } while (isCollision(food) || isOnSnake(food) || isOnEnemy(food));
        }

        function isCollision(pos) {
            return obstacles.some(obstacle => obstacle.x === pos.x && obstacle.y === pos.y);
        }

        function isOnSnake(pos) {
            return snake.some(segment => segment.x === pos.x && segment.y === pos.y);
        }

        function isOnEnemy(pos) {
            return enemies.some(enemy => enemy.x === pos.x && enemy.y === pos.y);
        }

        function checkCollision() {
            const head = snake[0];

            if (head.x < 0 || head.x >= tileCount || head.y < 0 || head.y >= tileCount) {
                resetGame();
                return;
            }

            for (let i = 1; i < snake.length; i++) {
                if (head.x === snake[i].x && head.y === snake[i].y) {
                    resetGame();
                    return;
                }
            }

            if (isCollision(head) || isOnEnemy(head)) {
                resetGame();
            }
        }

        function resetGame() {
            snake = [{x: 20, y: 20}];
            food = {x: 15, y: 15};
            dx = 0;
            dy = 0;
            score = 0;
            enemyMoveCounter = 0;
            generateObstacles();
            generateEnemies();
            generateFood();
        }

        function drawScore() {
            ctx.fillStyle = 'black';
            ctx.font = '20px Arial';
            ctx.fillText(`Score: ${score}`, 10, 30);
        }

        document.addEventListener('keydown', changeDirection);

        function changeDirection(event) {
            const key = event.key.toLowerCase();

            const goingUp = dy === -1;
            const goingDown = dy === 1;
            const goingRight = dx === 1;
            const goingLeft = dx === -1;

            if (key === 'a' && !goingRight) {
                dx = -1;
                dy = 0;
            }

            if (key === 'w' && !goingDown) {
                dx = 0;
                dy = -1;
            }

            if (key === 'd' && !goingLeft) {
                dx = 1;
                dy = 0;
            }

            if (key === 's' && !goingUp) {
                dx = 0;
                dy = 1;
            }
        }

        function gameLoop() {
            drawGame();
            setTimeout(gameLoop, 100);
        }

        gameLoop();
    </script>
</body>
</html>