1P ranking
| Player name | Score | Wave | Date |
|---|
Bracket
| Player name | Score | Date |
|---|
數值同 snake-game.js 一致;敵人 HP 示範 metaLevel 0 同 metaLevel 12(帳號 meta 會影響實際局內 spawn)。
| Group | Field | Base / first value | Change per level |
|---|
| Home Lv | Max HP(達到該級) | 升去下一級 🍏 |
|---|
| Lv | 升下一級 🍏/💰 | Training ms | Max on map | Kill power |
|---|
| Lv | 升下一級 🍏/💰 | Carry | Body | Unit HP | Speed× |
|---|
| Wave | 每批 spawn 數 | 批次間隔 ticks | HP(meta 0) | HP(meta 12) |
|---|
Head (#0f380f) plus two body segments (#306230) like the canvas; numbers on body show food + coins you are carrying toward Home.
Head tile (#174d5a / cyan core) with two darker trail segments (#0d3540) when the route is long enough — matches the in-map helper.
Dark shell (#2b2b2b) with orange core (#ff7a5f); center number is bomb power — same silhouette as map bombers.
3×3 zone (green tiles + darker core): HP strip along the edge, banked food 🍏 and coins 💰 beside it. The black tile south of Home (1P) opens upgrade / repair — same collision cell as on the map.
Same LCD strip as above the map: current wave, dotted gap + countdown to the next wave, and score on the right.
Spawn on grass cells as emoji like the canvas: green apple vs red apple for food value, money bag for coins — same visuals as in-game pickups.
Weapon drops render as the dagger emoji 🗡 (same font path as the map icon), not a separate HUD glyph.
While the weapon timer runs, yellow / orange rings pulse around your head — that radius is your melee arc (HUD shows the countdown).
Drawn as filled tiles: main body colour by type and a smaller tail tile behind — same blocky look as on the survival map.
Turn Enemies power atk On in Options: the foe stops; head + side tiles flash red ~1s at double flicker rate (wind-up SFX). During wind-up and the whole dash the enemy ignores your knife melee arc — you must run. Wind-up keeps the usual small tail dot. The 3-wide line then surges five full cells in half-cell steps; one short dash hit sound is scheduled per half step (10 times), slightly staggered in time so bursts do not cancel. While dashing, the original tail stays visible and full-width tail blocks trail the path behind; when the dash ends, those extra blocks vanish quickly from the old tail outward. A hit knocks your snake head two cells away from the enemy. Half-step timing keeps other enemies at about one cell over the dash. Touching any of the three tiles still hurts your snake; 5s cooldown before the next charge.
Tap the playfield to pause; you get the semi-transparent overlay and pause menu like during a run.
Final score, rank, and name entry use the usual survival flow; exact numeric tuning lives under Options → Data.
Options → Data for full numbers & tuning
1P ranking
| Player name | Score | Wave | Date |
|---|
Bracket
| Player name | Score | Date |
|---|
Top 5!留名上榜