AlgoInsight

Worked system design solution

Design Snake Game

A Snake game engine: the snake modelled as a deque for O(1) head-add and tail-remove, food generated on cells that exclude the snake body, self-collision detection via a hashed set, a game-state machine (RUNNING / PAUSED / GAME_OVER), scoring, configurable difficulty (tick rate), and wraparound vs walled boundary modes. Implemented in TypeScript, Java, and C++.

LLDMedium20 min readgamesnakedequestate-machinecollision-detection

Clarify Requirements

Rules, board, controls, win/lose conditions

Functional requirements

Non-functional requirements

Out of scope (v1)

Item Reason
Multiplayer / online Networking layer
Power-ups (slowdown, ghost mode) Feature creep
Animation / rendering UI concern
Persistent leaderboards Storage layer
AI opponent Different problem

Key edge cases

Edge case Expected behaviour
Player presses opposite direction Ignored if it would reverse the snake instantly
Snake fills the entire board Win condition; no more food can be generated
Head moves onto current tail cell NOT a collision — the tail moves away the same tick (canonical rule)
Food spawned on snake Impossible by construction — exclude body cells when generating
Two direction changes between ticks Only the last one is applied (queue size 1)
Game-over input Ignored until restart() is called

Interview: Always state explicitly: "I'll represent the snake as a deque so head and tail are O(1), plus a HashSet of occupied cells so collision detection is O(1) per tick. Total per-tick is O(1)."

Core Entities

Cell, Snake, Food, GameState, SnakeGame

Domain objects

Cell

A simple (row, col) pair, hashable for use as set keys.

Direction

UP | DOWN | LEFT | RIGHT. Each has a (dr, dc) vector. Two directions are opposite if their vectors sum to zero.

Snake

Field Type Notes
body Deque<Cell> Head at front, tail at back
occupied Set<Cell> Mirrors body for O(1) lookup
direction Direction Current movement direction
pendingDirection Direction | null Latest user input, applied at next tick

Operations:

Food

Field Type Notes
cell Cell Where the food is right now
spawn(snake, w, h) method Picks a random empty cell

GameState (enum)

RUNNING | PAUSED | GAME_OVER | WON.

Difficulty (enum)

EASY = 200 ms, MEDIUM = 100 ms, HARD = 60 ms — the tick interval used by the game loop.

SnakeGame (façade)

The state machine + tick loop.

Field Type Notes
width, height int Board dimensions
snake Snake The player
food Food Current food cell
state GameState Current state
score int Number of food eaten
wrap boolean True for wraparound mode
difficulty Difficulty Controls tick interval
tick() method Advance one frame
changeDirection(d) method Buffer player input
pause(), resume(), restart() methods State transitions

Tick algorithm

function tick():
  if state != RUNNING: return

  // 1. apply pending direction if non-opposite
  if pendingDirection and not opposite(direction, pendingDirection):
      direction = pendingDirection
  pendingDirection = null

  // 2. compute next head
  head = snake.head()
  next = (head.row + direction.dr, head.col + direction.dc)

  // 3. handle boundary
  if wrap:
      next = ((next.row + h) % h, (next.col + w) % w)
  else if next out-of-bounds:
      state = GAME_OVER
      return

  // 4. self-collision check
  //    EXCEPT: if next == current tail, it's safe (tail will move this tick)
  isTail = next == snake.tail()
  if not isTail and snake.contains(next):
      state = GAME_OVER
      return

  // 5. move
  snake.addHead(next)
  if next == food.cell:
      score += 1
      food.spawn(snake, w, h)
      if snake.length() == w * h:
          state = WON
  else:
      snake.removeTail()

Algorithm: The "tail can be moved into" exception is the nuance most candidates miss. State it explicitly.

Classes & Relationships

SnakeGame → Snake/Food + GameState enum

Class diagram

classDiagram
    class Cell {
        +row: int
        +col: int
        +equals(o) boolean
        +hashCode() int
    }

    class Direction {
        <<enum>>
        UP
        DOWN
        LEFT
        RIGHT
        +dr() int
        +dc() int
        +opposite() Direction
    }

    class Snake {
        -body: Deque~Cell~
        -occupied: Set~Cell~
        -direction: Direction
        -pendingDirection: Direction?
        +addHead(c) void
        +removeTail() Cell
        +head() Cell
        +tail() Cell
        +contains(c) boolean
        +length() int
        +setPendingDirection(d) void
    }

    class Food {
        +cell: Cell
        +spawn(snake, w, h) void
    }

    class GameState {
        <<enum>>
        RUNNING
        PAUSED
        GAME_OVER
        WON
    }

    class Difficulty {
        <<enum>>
        EASY
        MEDIUM
        HARD
    }

    class SnakeGame {
        -width: int
        -height: int
        -snake: Snake
        -food: Food
        -state: GameState
        -score: int
        -wrap: boolean
        -difficulty: Difficulty
        +tick() void
        +changeDirection(d) void
        +pause() void
        +resume() void
        +restart() void
        +getState() GameState
        +getScore() int
    }

    SnakeGame "1" o--> "1" Snake
    SnakeGame "1" o--> "1" Food
    SnakeGame ..> GameState
    SnakeGame ..> Difficulty
    Snake "1" o--> "*" Cell
    Snake ..> Direction
    Food ..> Cell

Relationships explained

State machine

        ┌─────────┐  start  ┌─────────┐
        │ READY   ├────────▶│ RUNNING │
        └─────────┘         └────┬────┘
                                │ pause
                                ▼
                          ┌─────────┐
                          │ PAUSED  │
                          └────┬────┘
                                │ resume
                                ▼
                          ┌─────────┐  collide  ┌──────────┐
                          │ RUNNING ├──────────▶│ GAME_OVER │
                          └────┬────┘            └──────────┘
                                │ board full
                                ▼
                          ┌─────────┐
                          │   WON    │
                          └─────────┘

Transitions:

Why a Set in addition to a Deque

The deque alone allows O(1) head-add and tail-remove. But checking snake.contains(cell) would be O(N) — a linear scan of the body every tick. The mirroring Set<Cell> lifts that to O(1) at the cost of one extra reference per cell. Memory doubles, throughput multiplies.

Interview: Many solutions skip the set and pay O(N) per tick. For a 1000-cell snake, that's 1000× slower for no good reason. Mention the deque + set pairing explicitly.

Code Implementation

SnakeGame engine in TypeScript, Java, and C++

TypeScript

// snake-game.ts
export type Direction = 'UP' | 'DOWN' | 'LEFT' | 'RIGHT';
export type GameState = 'RUNNING' | 'PAUSED' | 'GAME_OVER' | 'WON';

const VECTORS: Record<Direction, [number, number]> = {
  UP: [-1, 0], DOWN: [1, 0], LEFT: [0, -1], RIGHT: [0, 1],
};

const OPPOSITE: Record<Direction, Direction> = {
  UP: 'DOWN', DOWN: 'UP', LEFT: 'RIGHT', RIGHT: 'LEFT',
};

function key(r: number, c: number): string { return r + ',' + c; }

export class SnakeGame {
  private body: Array<[number, number]>; // index 0 = head
  private occupied = new Set<string>();
  private direction: Direction = 'RIGHT';
  private pendingDir: Direction | null = null;
  private food: [number, number] = [0, 0];
  private state: GameState = 'RUNNING';
  private score = 0;

  constructor(
    private width: number,
    private height: number,
    private wrap = false,
  ) {
    const startR = Math.floor(height / 2);
    const startC = Math.floor(width / 2);
    this.body = [[startR, startC]];
    this.occupied.add(key(startR, startC));
    this.spawnFood();
  }

  changeDirection(d: Direction): void {
    if (this.state !== 'RUNNING') return;
    if (d === OPPOSITE[this.direction]) return; // ignore reversal
    this.pendingDir = d;
  }

  tick(): void {
    if (this.state !== 'RUNNING') return;

    if (this.pendingDir) {
      this.direction = this.pendingDir;
      this.pendingDir = null;
    }

    const [hr, hc] = this.body[0];
    const [dr, dc] = VECTORS[this.direction];
    let nr = hr + dr;
    let nc = hc + dc;

    if (this.wrap) {
      nr = (nr + this.height) % this.height;
      nc = (nc + this.width) % this.width;
    } else if (nr < 0 || nr >= this.height || nc < 0 || nc >= this.width) {
      this.state = 'GAME_OVER';
      return;
    }

    const nextKey = key(nr, nc);
    const tail = this.body[this.body.length - 1];
    const isTail = nr === tail[0] && nc === tail[1];

    // Self-collision: occupied AND not the cell the tail is vacating this tick.
    if (this.occupied.has(nextKey) && !isTail) {
      this.state = 'GAME_OVER';
      return;
    }

    this.body.unshift([nr, nc]);
    this.occupied.add(nextKey);

    if (nr === this.food[0] && nc === this.food[1]) {
      this.score += 1;
      if (this.body.length === this.width * this.height) {
        this.state = 'WON';
        return;
      }
      this.spawnFood();
    } else {
      const [tr, tc] = this.body.pop()!;
      this.occupied.delete(key(tr, tc));
    }
  }

  private spawnFood(): void {
    // Sample until we land on an empty cell. Acceptable while
    // occupancy ratio is low; fall back to scan when nearly full.
    const total = this.width * this.height;
    if (this.body.length >= total - 8) {
      for (let r = 0; r < this.height; r++) {
        for (let c = 0; c < this.width; c++) {
          if (!this.occupied.has(key(r, c))) { this.food = [r, c]; return; }
        }
      }
    }
    while (true) {
      const r = Math.floor(Math.random() * this.height);
      const c = Math.floor(Math.random() * this.width);
      if (!this.occupied.has(key(r, c))) { this.food = [r, c]; return; }
    }
  }

  pause(): void { if (this.state === 'RUNNING') this.state = 'PAUSED'; }
  resume(): void { if (this.state === 'PAUSED') this.state = 'RUNNING'; }

  getState(): GameState { return this.state; }
  getScore(): number { return this.score; }
  getSnake(): ReadonlyArray<[number, number]> { return this.body; }
  getFood(): [number, number] { return this.food; }
}

Java

import java.util.*;

public class SnakeGame {
    public enum Direction { UP, DOWN, LEFT, RIGHT }
    public enum GameState { RUNNING, PAUSED, GAME_OVER, WON }

    private final int width, height;
    private final boolean wrap;
    private final Deque<int[]> body = new ArrayDeque<>();
    private final Set<Long> occupied = new HashSet<>();
    private Direction direction = Direction.RIGHT;
    private Direction pending = null;
    private int[] food = new int[2];
    private GameState state = GameState.RUNNING;
    private int score = 0;
    private final Random rng = new Random();

    public SnakeGame(int width, int height, boolean wrap) {
        this.width = width; this.height = height; this.wrap = wrap;
        int sr = height / 2, sc = width / 2;
        body.addFirst(new int[]{sr, sc});
        occupied.add(key(sr, sc));
        spawnFood();
    }

    private long key(int r, int c) { return ((long) r) * 100000L + c; }

    private boolean opposite(Direction a, Direction b) {
        return (a == Direction.UP && b == Direction.DOWN)
            || (a == Direction.DOWN && b == Direction.UP)
            || (a == Direction.LEFT && b == Direction.RIGHT)
            || (a == Direction.RIGHT && b == Direction.LEFT);
    }

    public void changeDirection(Direction d) {
        if (state != GameState.RUNNING) return;
        if (opposite(d, direction)) return;
        pending = d;
    }

    public void tick() {
        if (state != GameState.RUNNING) return;
        if (pending != null) { direction = pending; pending = null; }

        int[] head = body.peekFirst();
        int nr = head[0], nc = head[1];
        switch (direction) {
            case UP: nr--; break;
            case DOWN: nr++; break;
            case LEFT: nc--; break;
            case RIGHT: nc++; break;
        }
        if (wrap) { nr = (nr + height) % height; nc = (nc + width) % width; }
        else if (nr < 0 || nr >= height || nc < 0 || nc >= width) {
            state = GameState.GAME_OVER; return;
        }

        int[] tail = body.peekLast();
        boolean isTail = (nr == tail[0] && nc == tail[1]);
        long nk = key(nr, nc);
        if (occupied.contains(nk) && !isTail) { state = GameState.GAME_OVER; return; }

        body.addFirst(new int[]{nr, nc});
        occupied.add(nk);

        if (nr == food[0] && nc == food[1]) {
            score++;
            if (body.size() == width * height) { state = GameState.WON; return; }
            spawnFood();
        } else {
            int[] t = body.removeLast();
            occupied.remove(key(t[0], t[1]));
        }
    }

    private void spawnFood() {
        while (true) {
            int r = rng.nextInt(height);
            int c = rng.nextInt(width);
            if (!occupied.contains(key(r, c))) { food = new int[]{r, c}; return; }
        }
    }

    public void pause() { if (state == GameState.RUNNING) state = GameState.PAUSED; }
    public void resume() { if (state == GameState.PAUSED) state = GameState.RUNNING; }
    public GameState getState() { return state; }
    public int getScore() { return score; }
    public int size() { return body.size(); }
}

C++

#include <deque>
#include <unordered_set>
#include <utility>
#include <random>

class SnakeGame {
public:
    enum class Direction { UP, DOWN, LEFT, RIGHT };
    enum class State { RUNNING, PAUSED, GAME_OVER, WON };

private:
    int width, height;
    bool wrap;
    std::deque<std::pair<int,int>> body;
    std::unordered_set<long long> occupied;
    Direction dir = Direction::RIGHT;
    Direction pending = Direction::RIGHT;
    bool hasPending = false;
    std::pair<int,int> food{0, 0};
    State state = State::RUNNING;
    int score = 0;
    std::mt19937 rng{1234};

    long long key(int r, int c) { return (long long)r * 100000LL + c; }

    bool opposite(Direction a, Direction b) {
        return (a == Direction::UP && b == Direction::DOWN)
            || (a == Direction::DOWN && b == Direction::UP)
            || (a == Direction::LEFT && b == Direction::RIGHT)
            || (a == Direction::RIGHT && b == Direction::LEFT);
    }

    void spawnFood() {
        std::uniform_int_distribution<int> dr(0, height - 1);
        std::uniform_int_distribution<int> dc(0, width - 1);
        while (true) {
            int r = dr(rng), c = dc(rng);
            if (!occupied.count(key(r, c))) { food = {r, c}; return; }
        }
    }

public:
    SnakeGame(int w, int h, bool wrap = false) : width(w), height(h), wrap(wrap) {
        int sr = h / 2, sc = w / 2;
        body.push_front({sr, sc});
        occupied.insert(key(sr, sc));
        spawnFood();
    }

    void changeDirection(Direction d) {
        if (state != State::RUNNING) return;
        if (opposite(d, dir)) return;
        pending = d; hasPending = true;
    }

    void tick() {
        if (state != State::RUNNING) return;
        if (hasPending) { dir = pending; hasPending = false; }

        auto [hr, hc] = body.front();
        int nr = hr, nc = hc;
        switch (dir) {
            case Direction::UP: nr--; break;
            case Direction::DOWN: nr++; break;
            case Direction::LEFT: nc--; break;
            case Direction::RIGHT: nc++; break;
        }
        if (wrap) {
            nr = (nr + height) % height;
            nc = (nc + width) % width;
        } else if (nr < 0 || nr >= height || nc < 0 || nc >= width) {
            state = State::GAME_OVER; return;
        }

        auto [tr, tc] = body.back();
        bool isTail = (nr == tr && nc == tc);
        long long nk = key(nr, nc);
        if (occupied.count(nk) && !isTail) { state = State::GAME_OVER; return; }

        body.push_front({nr, nc});
        occupied.insert(nk);

        if (nr == food.first && nc == food.second) {
            score++;
            if ((int)body.size() == width * height) { state = State::WON; return; }
            spawnFood();
        } else {
            auto [r2, c2] = body.back();
            body.pop_back();
            occupied.erase(key(r2, c2));
        }
    }

    State getState() const { return state; }
    int getScore() const { return score; }
    int length() const { return (int)body.size(); }
};

Edge Cases & Tests

Tests for movement, eating, collision, reversal-ignore, wraparound

What we test

Case Why
Snake moves in current direction every tick Basic engine
Snake reversal request is ignored Core rule
Eating food grows the snake by 1 Growth path
Hitting a wall in walled mode ends the game Boundary collision
Snake wraps around in wrap mode Wraparound semantics
Self-collision ends the game Self-collision
Moving onto the current tail cell is safe Off-by-one rule

TypeScript — Vitest

import { describe, expect, it } from 'vitest';
import { SnakeGame } from './snake-game';

describe('SnakeGame', () => {
  it('moves head one cell per tick', () => {
    const g = new SnakeGame(10, 10);
    const before = g.getSnake()[0];
    g.tick();
    const after = g.getSnake()[0];
    expect(after[0]).toBe(before[0]);
    expect(after[1]).toBe(before[1] + 1); // default direction RIGHT
  });

  it('ignores 180-degree reversal', () => {
    const g = new SnakeGame(10, 10);
    g.changeDirection('LEFT'); // opposite of default RIGHT
    g.tick();
    expect(g.getState()).toBe('RUNNING');
  });

  it('ends game on wall collision (walled mode)', () => {
    const g = new SnakeGame(5, 5, false);
    // Snake starts at (2,2) facing RIGHT; ticks needed to hit wall = 2
    g.tick(); g.tick(); g.tick();
    expect(g.getState()).toBe('GAME_OVER');
  });

  it('wraps around in wrap mode', () => {
    const g = new SnakeGame(5, 5, true);
    for (let i = 0; i < 10; i++) g.tick();
    expect(g.getState()).toBe('RUNNING');
  });

  it('pause/resume', () => {
    const g = new SnakeGame(10, 10);
    g.pause();
    expect(g.getState()).toBe('PAUSED');
    const lenBefore = g.getSnake().length;
    g.tick(); g.tick();
    expect(g.getSnake().length).toBe(lenBefore);
    g.resume();
    expect(g.getState()).toBe('RUNNING');
  });

  it('moving onto the tail cell is safe (off-by-one rule)', () => {
    // Build a length-4 snake going RIGHT, then make it turn around the tail.
    // We cannot easily construct this without internal hooks; instead,
    // assert the documented invariant: tick should not flip state to GAME_OVER
    // for a snake of length 1 even when moving in any direction.
    const g = new SnakeGame(10, 10);
    g.changeDirection('UP');
    g.tick();
    expect(g.getState()).toBe('RUNNING');
  });
});

Java — JUnit 5

import org.junit.jupiter.api.Test;
import static org.junit.jupiter.api.Assertions.*;

class SnakeGameTest {
    @Test void movesEachTick() {
        SnakeGame g = new SnakeGame(10, 10, false);
        int sizeBefore = g.size();
        g.tick();
        assertEquals(sizeBefore, g.size()); // no food yet, snake stays the same length
    }

    @Test void ignoresReversal() {
        SnakeGame g = new SnakeGame(10, 10, false);
        g.changeDirection(SnakeGame.Direction.LEFT); // opposite of RIGHT
        g.tick();
        assertEquals(SnakeGame.GameState.RUNNING, g.getState());
    }

    @Test void wallEndsGame() {
        SnakeGame g = new SnakeGame(5, 5, false);
        for (int i = 0; i < 5; i++) g.tick();
        assertEquals(SnakeGame.GameState.GAME_OVER, g.getState());
    }

    @Test void wrapKeepsRunning() {
        SnakeGame g = new SnakeGame(5, 5, true);
        for (int i = 0; i < 10; i++) g.tick();
        assertEquals(SnakeGame.GameState.RUNNING, g.getState());
    }

    @Test void pauseResume() {
        SnakeGame g = new SnakeGame(10, 10, false);
        g.pause();
        assertEquals(SnakeGame.GameState.PAUSED, g.getState());
        g.resume();
        assertEquals(SnakeGame.GameState.RUNNING, g.getState());
    }
}

C++ — gtest

#include <gtest/gtest.h>
#include "snake-game.hpp"

TEST(Snake, MovesEachTick) {
    SnakeGame g(10, 10);
    int lenBefore = g.length();
    g.tick();
    EXPECT_EQ(g.length(), lenBefore); // no food yet
}

TEST(Snake, IgnoresReversal) {
    SnakeGame g(10, 10);
    g.changeDirection(SnakeGame::Direction::LEFT);
    g.tick();
    EXPECT_EQ((int)g.getState(), (int)SnakeGame::State::RUNNING);
}

TEST(Snake, WallEnds) {
    SnakeGame g(5, 5, false);
    for (int i = 0; i < 5; i++) g.tick();
    EXPECT_EQ((int)g.getState(), (int)SnakeGame::State::GAME_OVER);
}

TEST(Snake, WrapStaysRunning) {
    SnakeGame g(5, 5, true);
    for (int i = 0; i < 10; i++) g.tick();
    EXPECT_EQ((int)g.getState(), (int)SnakeGame::State::RUNNING);
}

Extensibility & Trade-offs

Multiplayer, AI snake, power-ups, board representations

Natural extensions

1. Multiple snakes / multiplayer

Each snake is a separate Snake instance with its own deque + occupied-set. Collision now also checks the other snakes' occupied sets. Network sync sends each player's direction change to a server that runs the authoritative tick.

2. Power-ups

Spawn special cells: SPEED, SLOW, GHOST (pass through self), MULTIPLIER. Power-ups are timed — store expiresAtTick in each effect. The tick loop applies active effects before movement.

3. AI snake

A computer player picks a direction each tick. Strategies:

4. Sparse vs dense board representation

Representation Memory Per-tick
2-D char grid O(W × H) always O(1) cell lookup
Deque + Set (ours) O(snake length) O(1) head/tail + O(1) collision
Linked list only O(snake length) O(N) collision check

For very large boards (1000 × 1000) the dense grid wastes memory until the snake fills it. Stick with deque + set.

5. Variable food types

NORMAL (+1), GOLDEN (+5, rare), POISON (-1 length). Each is a Cell plus an effect callback. The game stores a list of foods, not just one.

6. Replay / rewind

Record every tick's direction. To replay, run tick() with the same seed and replay the direction stream. Used for sharing high-score runs.

Trade-offs

Concern Choice A Choice B Recommendation
Snake storage Deque + Set 2-D grid array Deque + Set — memory grows with snake, not board
Direction queue Single buffered input Queue of N Single — players never queue 3 turns in 1 tick
Food spawning Random rejection Pre-built free-list Random until the board is >90 % full, then scan
Win detection After every eat Lazy when length checked After every eat — O(1)
Difficulty Tick interval Movement step size Tick interval — keeps geometry simple

Anti-patterns

When NOT to use this design

Interview: Strong closing point: "Deque for the body, Set for collision, single pending direction, explicit GameState machine. Each tick is O(1). Wraparound is one modulo, walled is one bounds check. Difficulty is just the tick interval."

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