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76 interactive examples

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1

Snake 3D

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Creating Windmill Animation

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Creating Volcano Animation

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Creating Sun Animation

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Creating Spring Animation

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Creating Spider Animation

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Creating Spaceship Animation

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Creating Solar System Animation

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23

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24

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Creating Pine Tree Animation

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Creating Pendulum Animation

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Creating Meteor Animation

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36

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Creating Lighthouse Animation

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Creating Hive Animation

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47

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48

Creating Gear Animation

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50

Creating Flower Animation

51

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52

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53

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70

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76

🎈 Floating Balloons

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Snake 3D

published on 8/22/2025
interactive example

Voxel Snake Game Animation

This guide walks you through how to generate a 3D voxel animation of a snake game using SpatialStudio. The script creates a snake that moves through a 3D grid, collects glowing items, grows longer, and plays sound effects, all rendered into a .splv video file.


What this script does

  • Creates a 128×128×128 voxel scene
  • Animates a snake that moves smoothly, turns at right angles, and grows when it eats
  • Spawns gold collectibles that pulse and trigger particle bursts when collected
  • Renders score and GAME OVER using a 5x5 voxel font
  • Records sound events during simulation and encodes them into the final .splv file

How it works

  1. Grid to voxel mapping The snake moves on an 8×8×8 logical grid. Each grid cell maps to a 16×16×16 block of voxels in the 128³ volume.

  2. Smooth motion Head movement is interpolated between cells for fluid visuals, while body segments follow discretely.

  3. Collectibles and particles Collectibles pulse in brightness and spawn a sparkle burst on pickup. Particles fade and fall with gravity.

  4. Text rendering A 5x5 bitmap font is drawn into voxels to show HUD elements and end text.

  5. Audio synthesis Pickup chimes and a game over tone are synthesized and packed directly into the .splv audio track.

  6. Encoding Frames and audio are passed to splv.Encoder, which writes the .splv output.


Try it yourself

Install dependencies:

pip install spatialstudio numpy tqdm

Save the script as snake_game.py and run:

python snake_game.py

You will get snake_game.splv with visuals and audio.


Full Script

#!/usr/bin/env python3
"""
Voxel Snake Game Animation
Creates an aesthetically pleasing 3D snake that moves through a grid at constant speed
The snake follows classic game mechanics - moving in straight lines and turning at right angles
"""

import math
import numpy as np
import spatialstudio as splv
from tqdm import tqdm
import random
import wave
import struct
import subprocess
import os

# Text rendering system (adapted from text_experiments/text.py)
FONT_5x5 = {
    'A': [
        "  X  ",
        " X X ",
        " XXX ",
        " X X ",
        " X X ",
    ],
    'B': [
        " XX  ",
        " X X ",
        " XX  ",
        " X X ",
        " XX  ",
    ],
    'C': [
        "  XX ",
        " X   ",
        " X   ",
        " X   ",
        "  XX ",
    ],
    'D': [
        " XX  ",
        " X X ",
        " X X ",
        " X X ",
        " XX  ",
    ],
    'E': [
        " XXX ",
        " X   ",
        " XX  ",
        " X   ",
        " XXX ",
    ],
    'F': [
        " XXX ",
        " X   ",
        " XX  ",
        " X   ",
        " X   ",
    ],
    'G': [
        "  XX ",
        " X   ",
        " X X ",
        " X X ",
        "  XX ",
    ],
    'H': [
        " X X ",
        " X X ",
        " XXX ",
        " X X ",
        " X X ",
    ],
    'I': [
        " XXX ",
        "  X  ",
        "  X  ",
        "  X  ",
        " XXX ",
    ],
    'J': [
        "  XX ",
        "   X ",
        "   X ",
        " X X ",
        "  X  ",
    ],
    'K': [
        " X X ",
        " X X ",
        " XX  ",
        " X X ",
        " X X ",
    ],
    'L': [
        " X   ",
        " X   ",
        " X   ",
        " X   ",
        " XXX ",
    ],
    'M': [
        " X X ",
        " XXX ",
        " X X ",
        " X X ",
        " X X ",
    ],
    'N': [
        " X  X",
        " XX X",
        " X XX",
        " X  X",
        " X  X",
    ],
    'O': [
        " XXX ",
        " X X ",
        " X X ",
        " X X ",
        " XXX ",
    ],
    'P': [
        " XX  ",
        " X X ",
        " XX  ",
        " X   ",
        " X   ",
    ],
    'Q': [
        " XXX ",
        " X X ",
        " X X ",
        " XXX ",
        "   X ",
    ],
    'R': [
        " XX  ",
        " X X ",
        " XX  ",
        " X X ",
        " X X ",
    ],
    'S': [
        "  XX ",
        " X   ",
        "  X  ",
        "   X ",
        " XX  ",
    ],
    'T': [
        " XXX ",
        "  X  ",
        "  X  ",
        "  X  ",
        "  X  ",
    ],
    'U': [
        " X X ",
        " X X ",
        " X X ",
        " X X ",
        " XXX ",
    ],
    'V': [
        " X X ",
        " X X ",
        " X X ",
        " X X ",
        "  X  ",
    ],
    'W': [
        " X X ",
        " X X ",
        " X X ",
        " XXX ",
        " X X ",
    ],
    'X': [
        " X X ",
        " X X ",
        "  X  ",
        " X X ",
        " X X ",
    ],
    'Y': [
        " X X ",
        " X X ",
        "  X  ",
        "  X  ",
        "  X  ",
    ],
    'Z': [
        " XXX ",
        "   X ",
        "  X  ",
        " X   ",
        " XXX ",
    ],
    '0': [
        " XXX ",
        " X X ",
        " X X ",
        " X X ",
        " XXX ",
    ],
    '1': [
        "  X  ",
        " XX  ",
        "  X  ",
        "  X  ",
        " XXX ",
    ],
    '2': [
        " XXX ",
        "   X ",
        " XXX ",
        " X   ",
        " XXX ",
    ],
    '3': [
        " XXX ",
        "   X ",
        "  XX ",
        "   X ",
        " XXX ",
    ],
    '4': [
        " X X ",
        " X X ",
        " XXX ",
        "   X ",
        "   X ",
    ],
    '5': [
        " XXX ",
        " X   ",
        " XXX ",
        "   X ",
        " XXX ",
    ],
    '6': [
        "  XX ",
        " X   ",
        " XXX ",
        " X X ",
        " XXX ",
    ],
    '7': [
        " XXX ",
        "   X ",
        "  X  ",
        "  X  ",
        "  X  ",
    ],
    '8': [
        " XXX ",
        " X X ",
        " XXX ",
        " X X ",
        " XXX ",
    ],
    '9': [
        " XXX ",
        " X X ",
        " XXX ",
        "   X ",
        " XX  ",
    ],
    ' ': [
        "     ",
        "     ",
        "     ",
        "     ",
        "     ",
    ],
    ':': [
        "     ",
        "  X  ",
        "     ",
        "  X  ",
        "     ",
    ],
}

def render_char(frame, ch, x0, y0, z0, color=(255,255,255), axis='z', scale=1):
    ch = ch.upper()
    bitmap = FONT_5x5.get(ch, FONT_5x5[' '])
    height = len(bitmap)

    for y, row in enumerate(bitmap):
        for x, c in enumerate(row):
            if c == 'X':
                # Flip Y by subtracting from height
                flipped_y = height - 1 - y
                
                # Render scaled pixels with bounds checking
                for sy in range(int(scale)):
                    for sx in range(int(scale)):
                        if axis == 'z':
                            voxel_x = x0 + x * int(scale) + sx
                            voxel_y = y0 + flipped_y * int(scale) + sy
                            if 0 <= voxel_x < SIZE and 0 <= voxel_y < SIZE and 0 <= z0 < SIZE:
                                add_voxel_safe(frame, voxel_x, voxel_y, z0, color)

def render_string(frame, text, x0, y0, z0, spacing=1, color=(255,255,255), axis='z', scale=1):
    step = (5 * scale) + spacing
    for i, ch in enumerate(text):
        if axis == 'z':
            render_char(frame, ch, x0 + int(i * step), y0, z0, color, axis, scale)

# Animation parameters
SIZE = 128                  # 128x128x128 voxel grid
FPS = 30                   # frames per second  
SECONDS = 60               # duration in seconds (1 minute)
FRAMES = FPS * SECONDS
OUTPUT_PATH = "snake_game.splv"

# Snake game parameters
GRID_SIZE = 8              # Snake moves on an 8x8x8 logical grid within the voxel space
SNAKE_SPEED = 4.0          # grid cells per second (increased from 2.0)
SNAKE_LENGTH = 3           # initial length in segments (smaller snake)
SEGMENT_SIZE = 2           # voxel thickness of each segment (thinner segments)

# Collectible parameters
MAX_COLLECTIBLES = 3       # maximum number of collectibles on screen at once
COLLECTIBLE_SIZE = 3       # voxel size of collectibles
COLLECTIBLE_SPAWN_RATE = 1.5  # probability of spawning a collectible per second

# Calculate voxel positions from grid coordinates  
CELL_SIZE = SIZE // GRID_SIZE  # Each grid cell is 16x16x16 voxels

def grid_to_voxel(grid_pos):
    """Convert grid coordinates to voxel coordinates (centered in cell)"""
    return [int((pos + 0.5) * CELL_SIZE) for pos in grid_pos]

def add_voxel_safe(frame, x, y, z, color):
    """Safely add a voxel with bounds checking"""
    if 0 <= x < SIZE and 0 <= y < SIZE and 0 <= z < SIZE:
        frame.set_voxel(x, y, z, color)

def generate_pickup_sound(filename="collectible_pickup.wav", duration=0.3, sample_rate=44100):
    """Generate a pleasant pickup sound effect"""
    frames = []
    
    # Generate a pleasant ascending chime sound
    for i in range(int(duration * sample_rate)):
        t = float(i) / sample_rate
        
        # Create a pleasant chime with multiple harmonics
        # Main frequency sweeps up from 440Hz to 880Hz
        freq = 440 + (440 * t / duration)
        
        # Add harmonics for richness
        wave1 = math.sin(freq * 2.0 * math.pi * t) * 0.5
        wave2 = math.sin(freq * 3.0 * 2.0 * math.pi * t) * 0.3
        wave3 = math.sin(freq * 5.0 * 2.0 * math.pi * t) * 0.2
        
        # Envelope: quick attack, gradual decay
        envelope = math.exp(-t * 5.0)
        
        # Combine waves with envelope
        sample = (wave1 + wave2 + wave3) * envelope
        
        # Convert to 16-bit PCM
        sample_int = int(sample * 32767)
        frames.append(struct.pack('<h', sample_int))
    
    # Write WAV file
    with wave.open(filename, 'wb') as wav_file:
        wav_file.setnchannels(1)  # Mono
        wav_file.setsampwidth(2)  # 16-bit
        wav_file.setframerate(sample_rate)
        wav_file.writeframes(b''.join(frames))
    
    return filename

def play_audio_file(filename):
    """Play an audio file using the system's default audio player"""
    try:
        if os.path.exists(filename):
            # Try different audio players based on the system
            if os.name == 'posix':  # macOS/Linux
                if subprocess.run(['which', 'afplay'], capture_output=True).returncode == 0:
                    subprocess.run(['afplay', filename], check=True)
                    return True
                elif subprocess.run(['which', 'aplay'], capture_output=True).returncode == 0:
                    subprocess.run(['aplay', filename], check=True)
                    return True
            elif os.name == 'nt':  # Windows
                subprocess.run(['start', filename], shell=True, check=True)
                return True
    except Exception as e:
        print(f"Could not play audio file: {e}")
    return False

class Particle:
    def __init__(self, pos, velocity, color, lifetime=1.0):
        self.pos = list(pos)  # [x, y, z] in voxel coordinates
        self.velocity = list(velocity)  # [vx, vy, vz] in voxels per second
        self.color = color
        self.lifetime = lifetime
        self.age = 0.0
        self.active = True
        
    def update(self, dt):
        """Update particle position and age"""
        if not self.active:
            return
            
        self.age += dt
        if self.age >= self.lifetime:
            self.active = False
            return
            
        # Update position
        for i in range(3):
            self.pos[i] += self.velocity[i] * dt
            
        # Add gravity effect
        self.velocity[1] -= 50 * dt  # gravity pulls down
        
    def render(self, frame):
        """Render the particle"""
        if not self.active:
            return
            
        # Fade out over lifetime
        alpha = 1.0 - (self.age / self.lifetime)
        faded_color = tuple(int(c * alpha) for c in self.color)
        
        x, y, z = [int(p) for p in self.pos]
        add_voxel_safe(frame, x, y, z, faded_color)

class Collectible:
    def __init__(self, grid_pos):
        self.grid_pos = list(grid_pos)
        self.collected = False
        self.animation_time = 0.0
        
    def update(self, dt):
        """Update collectible animation"""
        self.animation_time += dt
        
    def render(self, frame):
        """Render the collectible with pulsing animation"""
        if self.collected:
            return
            
        # Convert to voxel coordinates
        voxel_pos = [self.grid_pos[j] * CELL_SIZE + CELL_SIZE//2 for j in range(3)]
        
        # Pulsing animation - golden color with brightness variation
        pulse = 0.7 + 0.3 * math.sin(self.animation_time * 8)  # pulse between 0.7 and 1.0
        base_color = (255, 215, 0)  # Gold color
        color = tuple(int(c * pulse) for c in base_color)
        
        # Render as a diamond/star shape
        half_size = COLLECTIBLE_SIZE // 2
        for dx in range(-half_size, half_size + 1):
            for dy in range(-half_size, half_size + 1):
                for dz in range(-half_size, half_size + 1):
                    # Create a diamond shape (manhattan distance)
                    distance = abs(dx) + abs(dy) + abs(dz)
                    if distance <= COLLECTIBLE_SIZE:
                        x = int(voxel_pos[0]) + dx
                        y = int(voxel_pos[1]) + dy
                        z = int(voxel_pos[2]) + dz
                        add_voxel_safe(frame, x, y, z, color)
    
    def create_pickup_particles(self):
        """Create particles for pickup effect"""
        particles = []
        voxel_pos = [self.grid_pos[j] * CELL_SIZE + CELL_SIZE//2 for j in range(3)]
        
        # Create burst of particles
        for _ in range(12):
            # Random velocity in all directions
            velocity = [
                random.uniform(-30, 30),
                random.uniform(10, 40),  # Upward bias
                random.uniform(-30, 30)
            ]
            
            # Start at collectible position with small random offset
            start_pos = [
                voxel_pos[0] + random.uniform(-2, 2),
                voxel_pos[1] + random.uniform(-2, 2),
                voxel_pos[2] + random.uniform(-2, 2)
            ]
            
            # Bright sparkle colors
            colors = [
                (255, 255, 100),  # Bright yellow
                (255, 200, 100),  # Orange-yellow
                (255, 255, 200),  # Light yellow
                (255, 150, 50),   # Orange
            ]
            color = random.choice(colors)
            
            particles.append(Particle(start_pos, velocity, color, lifetime=0.8))
            
        return particles

class SnakeGame:
    def __init__(self):
        # Snake starts in center, moving right
        center = GRID_SIZE // 2
        self.head_pos = [center, center, center]
        self.direction = [1, 0, 0]  # moving right initially
        
        # Snake body segments (positions in grid coordinates)
        self.segments = []
        for i in range(SNAKE_LENGTH):
            self.segments.append([center - i - 1, center, center])
        
        # Path planning - create a interesting route through 3D space
        self.path_points = self.generate_path()
        self.current_target = 0
        
        # Animation timing
        self.steps_per_cell = FPS / SNAKE_SPEED  # frames needed to move one grid cell
        self.step_counter = 0
        
        # Collectibles system
        self.collectibles = []
        self.snake_length = SNAKE_LENGTH  # current snake length (can grow)
        self.spawn_timer = 0.0
        self.score = 0
        
        # Sound system - track when sounds should be played
        self.sound_events = []  # List of (frame_number, sound_type) tuples
        self.current_frame = 0
        
        # Particle system
        self.particles = []
        
        # Game state
        self.game_over = False
        self.game_over_frame = None
        self.collision_avoidance_disabled = False  # Will be enabled near end
        
        # Audio progression system
        self.consecutive_collections = 0
        self.last_collection_frame = 0
        
        # Spawn initial collectibles strategically
        print(f"🐍 Snake starting at {self.head_pos} with {len(self.segments)} segments")
        self.spawn_collectible()
        self.spawn_collectible()
        self.spawn_collectible()  # Spawn one more for better gameplay
        print(f"📊 Initial setup: {len(self.collectibles)} collectibles spawned")
        
    def generate_path(self):
        """Generate an interesting path through 3D space for the snake to follow"""
        points = []
        # Create a path that moves through different levels and directions
        
        # Level 1: Horizontal figure-8 pattern
        center = GRID_SIZE // 2
        for angle in np.linspace(0, 4*math.pi, 16):
            x = center + int(2.5 * math.cos(angle))
            z = center + int(1.5 * math.sin(2*angle))
            y = 2
            points.append([max(1, min(GRID_SIZE-2, x)), y, max(1, min(GRID_SIZE-2, z))])
        
        # Level 2: Rising spiral
        for i in range(12):
            angle = i * 0.8
            x = center + int(2 * math.cos(angle))
            z = center + int(2 * math.sin(angle)) 
            y = 2 + i // 3
            points.append([max(1, min(GRID_SIZE-2, x)), min(GRID_SIZE-2, y), max(1, min(GRID_SIZE-2, z))])
        
        # Level 3: Top level box pattern
        top_y = GRID_SIZE - 2
        box_points = [
            [2, top_y, 2], [6, top_y, 2], [6, top_y, 6], [2, top_y, 6], [2, top_y, 2],
            [3, top_y, 3], [5, top_y, 3], [5, top_y, 5], [3, top_y, 5], [3, top_y, 3]
        ]
        points.extend(box_points)
        
        return points
    
    def spawn_collectible(self):
        """Spawn a new collectible at a strategic position"""
        if len(self.collectibles) >= MAX_COLLECTIBLES:
            return
            
        # Try to spawn in accessible locations for better gameplay
        attempts = 0
        while attempts < 100:  # More attempts to find good positions
            if attempts < 40 and len(self.path_points) > 0:
                # First try spawning along the path points
                path_idx = random.randint(0, len(self.path_points) - 1)
                base_pos = self.path_points[path_idx]
                # Add some randomness around the path point
                pos = [
                    max(1, min(GRID_SIZE - 2, base_pos[0] + random.randint(-1, 1))),
                    max(1, min(GRID_SIZE - 2, base_pos[1] + random.randint(-1, 1))),
                    max(1, min(GRID_SIZE - 2, base_pos[2] + random.randint(-1, 1)))
                ]
            elif attempts < 70:
                # Try spawning in open areas (corners and edges)
                edge_positions = [
                    [1, 1, 1], [1, 1, GRID_SIZE-2], [1, GRID_SIZE-2, 1], [1, GRID_SIZE-2, GRID_SIZE-2],
                    [GRID_SIZE-2, 1, 1], [GRID_SIZE-2, 1, GRID_SIZE-2], [GRID_SIZE-2, GRID_SIZE-2, 1], [GRID_SIZE-2, GRID_SIZE-2, GRID_SIZE-2],
                    [GRID_SIZE//2, 1, GRID_SIZE//2], [GRID_SIZE//2, GRID_SIZE-2, GRID_SIZE//2],
                    [1, GRID_SIZE//2, GRID_SIZE//2], [GRID_SIZE-2, GRID_SIZE//2, GRID_SIZE//2]
                ]
                pos = random.choice(edge_positions)
            else:
                # Random position as final fallback
                pos = [
                    random.randint(1, GRID_SIZE - 2),
                    random.randint(1, GRID_SIZE - 2), 
                    random.randint(1, GRID_SIZE - 2)
                ]
            
            # Check if position is occupied by snake
            occupied = False
            if pos == self.head_pos:
                occupied = True
            for segment in self.segments:
                if pos == segment:
                    occupied = True
                    break
                    
            # Check if position is occupied by existing collectible
            for collectible in self.collectibles:
                if pos == collectible.grid_pos:
                    occupied = True
                    break
                    
            if not occupied:
                self.collectibles.append(Collectible(pos))
                print(f"🌟 Collectible spawned at {pos}")
                break
                
            attempts += 1
    
    def check_collectible_collision(self):
        """Check if snake head collides with any collectibles"""
        # Get the current head position (accounting for interpolation)
        current_positions = self.get_interpolated_positions()
        if not current_positions:
            return False
            
        # Use the interpolated head position
        head_pos = current_positions[0]
        # Convert to grid coordinates for comparison
        head_grid_pos = [int(round(head_pos[i])) for i in range(3)]
        
        for collectible in self.collectibles:
            if not collectible.collected:
                # Check if head is exactly at the collectible position (direct hit)
                if head_grid_pos == collectible.grid_pos:
                    # Collectible collected!
                    collectible.collected = True
                    self.score += 1
                    self.snake_length += 1  # Grow the snake
                    
                    # Update consecutive collection tracking
                    frame_gap = self.current_frame - self.last_collection_frame
                    if frame_gap <= 90:  # Within 3 seconds (90 frames at 30fps)
                        self.consecutive_collections += 1
                    else:
                        self.consecutive_collections = 1  # Reset chain
                    
                    self.last_collection_frame = self.current_frame
                    
                    # Record sound event with pitch information
                    pitch_level = min(self.consecutive_collections - 1, 6)  # Cap at 6 levels
                    self.sound_events.append((self.current_frame, "pickup", pitch_level))
                    
                    # Create particle effect
                    pickup_particles = collectible.create_pickup_particles()
                    self.particles.extend(pickup_particles)
                    
                    print(f"🍎 Collectible collected at {collectible.grid_pos}! Score: {self.score}, Snake length: {self.snake_length}")
                    print(f"   Head was at {head_grid_pos} (exact match!) Consecutive: {self.consecutive_collections}, Pitch: {pitch_level}")
                    return True
        return False
    
    def update_collectibles(self, dt):
        """Update all collectibles and handle spawning"""
        # Update existing collectibles
        for collectible in self.collectibles:
            collectible.update(dt)
        
        # Remove collected collectibles after a short delay
        self.collectibles = [c for c in self.collectibles if not c.collected]
        
        # Handle spawning - spawn more aggressively to ensure collection opportunities
        self.spawn_timer += dt
        spawn_probability = COLLECTIBLE_SPAWN_RATE * dt
        # Increase spawn rate if there are fewer collectibles
        if len(self.collectibles) < 2:
            spawn_probability *= 2.0  # Double spawn rate when low on collectibles
        if random.random() < spawn_probability:
            self.spawn_collectible()
    
    def would_collide_with_self(self, new_head):
        """Check if moving to new_head would cause self-collision"""
        # Check against current segments (body)
        for segment in self.segments:
            if new_head == segment:
                return True
        return False
    
    def find_safe_direction(self, preferred_direction):
        """Find a safe direction that doesn't cause self-collision"""
        # If collision avoidance is disabled (for game over), allow collision
        if self.collision_avoidance_disabled:
            return preferred_direction
            
        # All possible directions: right, left, up, down, forward, back
        directions = [
            [1, 0, 0], [-1, 0, 0],   # x-axis
            [0, 1, 0], [0, -1, 0],   # y-axis  
            [0, 0, 1], [0, 0, -1]    # z-axis
        ]
        
        # Try preferred direction first if safe
        if preferred_direction != [0, 0, 0]:
            new_head = [self.head_pos[i] + preferred_direction[i] for i in range(3)]
            # Check bounds and self-collision
            in_bounds = all(1 <= new_head[i] <= GRID_SIZE-2 for i in range(3))
            if in_bounds and not self.would_collide_with_self(new_head):
                return preferred_direction
        
        # If preferred direction is unsafe, try other directions
        for direction in directions:
            # Don't reverse direction (move backwards into body)
            if direction == [-d for d in self.direction]:
                continue
                
            new_head = [self.head_pos[i] + direction[i] for i in range(3)]
            # Check bounds and self-collision
            in_bounds = all(1 <= new_head[i] <= GRID_SIZE-2 for i in range(3))
            if in_bounds and not self.would_collide_with_self(new_head):
                return direction
        
        # If no safe direction found, keep current direction (emergency)
        return self.direction
    
    def find_nearest_collectible(self):
        """Find the nearest uncollected collectible"""
        nearest = None
        min_distance = float('inf')
        
        for collectible in self.collectibles:
            if not collectible.collected:
                # Calculate Manhattan distance
                distance = sum(abs(self.head_pos[i] - collectible.grid_pos[i]) for i in range(3))
                if distance < min_distance:
                    min_distance = distance
                    nearest = collectible
        
        return nearest
    
    def update_direction(self):
        """Update snake direction to move toward collectibles or follow path"""
        # Priority 1: Move toward nearest collectible
        nearest_collectible = self.find_nearest_collectible()
        if nearest_collectible:
            target = nearest_collectible.grid_pos
        else:
            # Priority 2: Follow the predetermined path
            if self.current_target >= len(self.path_points):
                self.current_target = 0  # Loop back to start
            target = self.path_points[self.current_target]
        
        # Calculate direction to target
        diff = [target[i] - self.head_pos[i] for i in range(3)]
        
        # Choose the axis with the largest difference
        max_diff = max(abs(d) for d in diff) if any(d != 0 for d in diff) else 0
        if max_diff == 0:
            # Reached target, move to next path point if following path
            if not nearest_collectible:
                self.current_target += 1
            return
        
        # Set preferred direction to move toward target (one axis at a time)
        preferred_direction = [0, 0, 0]
        for i in range(3):
            if abs(diff[i]) == max_diff:
                preferred_direction[i] = 1 if diff[i] > 0 else -1
                break
        
        # Find safe direction (avoiding self-collision)
        self.direction = self.find_safe_direction(preferred_direction)
    
    def update(self, frame_number):
        """Update snake position based on constant speed movement"""
        self.current_frame = frame_number
        dt = 1.0 / FPS  # delta time for this frame
        
        # Check if we should trigger game over (near end of animation)
        if not self.game_over and frame_number > FRAMES - 150:  # Last 5 seconds
            # Disable collision avoidance to allow "accidental" collision
            self.collision_avoidance_disabled = True
        
        # If game is over, don't update movement
        if self.game_over:
            # Still update particles for visual effects
            for particle in self.particles:
                particle.update(dt)
            self.particles = [p for p in self.particles if p.active]
            return
        
        # Update collectibles
        self.update_collectibles(dt)
        
        # Update particles
        for particle in self.particles:
            particle.update(dt)
        
        # Remove inactive particles
        self.particles = [p for p in self.particles if p.active]
        
        # Check for collisions every frame (not just when moving to new grid cell)
        self.check_collectible_collision()
        
        self.step_counter += 1
        
        # Move to next grid cell when enough time has passed
        if self.step_counter >= self.steps_per_cell:
            self.step_counter = 0
            
            # Update direction toward next target
            self.update_direction()
            
            # Move head
            new_head = [self.head_pos[i] + self.direction[i] for i in range(3)]
            
            # Keep snake within bounds
            for i in range(3):
                new_head[i] = max(1, min(GRID_SIZE-2, new_head[i]))
            
            # Check for self-collision BEFORE moving
            if self.would_collide_with_self(new_head):
                self.game_over = True
                self.game_over_frame = frame_number
                self.sound_events.append((frame_number, "game_over"))
                print(f"💀 GAME OVER! Snake collided with itself at frame {frame_number}")
                print(f"🏆 Final score: {self.score} collectibles collected!")
                print(f"🐍 Final snake length: {self.snake_length} segments")
                return
            
            # Check if we reached the target
            target = self.path_points[self.current_target] if self.current_target < len(self.path_points) else self.path_points[0]
            if new_head == target:
                self.current_target += 1
            
            # Update snake body
            self.segments.insert(0, list(self.head_pos))  # Add old head to body
            
            # Update head position
            self.head_pos = new_head
            
            # Maintain snake length (grow if collectibles were eaten)
            if len(self.segments) > self.snake_length:
                self.segments.pop()  # Remove tail
    
    def get_interpolated_positions(self):
        """Get smoothly interpolated positions for rendering"""
        # Interpolation factor for smooth movement between grid cells
        t = self.step_counter / self.steps_per_cell
        
        positions = []
        
        # Interpolated head position
        if self.segments:
            old_head = self.segments[0]
            interp_head = [old_head[i] + t * self.direction[i] for i in range(3)]
            positions.append(interp_head)
        else:
            positions.append(list(self.head_pos))
        
        # Body segments (no interpolation needed, they follow discretely)
        positions.extend(self.segments)
        
        return positions
    
    def render_contiguous_segment(self, frame, start_pos, end_pos, color, size):
        """Render a contiguous segment between two positions"""
        # Convert grid positions to voxel coordinates
        start_voxel = [start_pos[j] * CELL_SIZE + CELL_SIZE//2 for j in range(3)]
        end_voxel = [end_pos[j] * CELL_SIZE + CELL_SIZE//2 for j in range(3)]
        
        # Calculate the direction vector
        direction = [end_voxel[i] - start_voxel[i] for i in range(3)]
        
        # Find the maximum distance along any axis
        max_distance = max(abs(d) for d in direction)
        if max_distance == 0:
            # Same position, just render a single segment
            self.render_single_segment(frame, start_voxel, color, size)
            return
        
        # Interpolate along the path to fill gaps
        steps = max(int(max_distance), 1)
        for step in range(steps + 1):
            t = step / steps if steps > 0 else 0
            interp_pos = [
                start_voxel[i] + t * direction[i] for i in range(3)
            ]
            self.render_single_segment(frame, interp_pos, color, size)
    
    def render_single_segment(self, frame, voxel_pos, color, size):
        """Render a single segment at the given voxel position"""
        half_size = size // 2
        for dx in range(-half_size, half_size + 1):
            for dy in range(-half_size, half_size + 1):
                for dz in range(-half_size, half_size + 1):
                    # Add some shape variation - not perfectly cubic
                    distance = abs(dx) + abs(dy) + abs(dz)
                    if distance <= size:
                        x = int(voxel_pos[0]) + dx
                        y = int(voxel_pos[1]) + dy
                        z = int(voxel_pos[2]) + dz
                        add_voxel_safe(frame, x, y, z, color)

    def render(self, frame):
        """Render the snake, collectibles, particles, and UI to the frame"""
        # Render collectibles first (so they appear behind snake if overlapping)
        for collectible in self.collectibles:
            collectible.render(frame)
        
        # Render particles
        for particle in self.particles:
            particle.render(frame)
        
        # Render snake with contiguous segments
        positions = self.get_interpolated_positions()
        
        # Color scheme - vibrant gaming colors
        head_color = (255, 100, 100)      # Bright red head
        body_colors = [
            (100, 255, 100),              # Bright green
            (120, 255, 120),              # Light green  
            (80, 200, 80),                # Medium green
            (60, 180, 60),                # Darker green
        ]
        
        if len(positions) == 0:
            return
            
        # Render head
        head_voxel_pos = [positions[0][j] * CELL_SIZE + CELL_SIZE//2 for j in range(3)]
        self.render_single_segment(frame, head_voxel_pos, head_color, SEGMENT_SIZE + 1)
        
        # Render body segments with connections
        for i in range(1, len(positions)):
            # Choose color for this segment
            color_idx = (i - 1) % len(body_colors)
            color = body_colors[color_idx]
            
            # Render the segment itself
            segment_voxel_pos = [positions[i][j] * CELL_SIZE + CELL_SIZE//2 for j in range(3)]
            self.render_single_segment(frame, segment_voxel_pos, color, SEGMENT_SIZE)
            
            # Render connection between this segment and the previous one
            prev_pos = positions[i-1]
            curr_pos = positions[i]
            self.render_contiguous_segment(frame, prev_pos, curr_pos, color, SEGMENT_SIZE)
        
        # Render score in top left corner
        score_text = f"SCORE: {self.score}"
        render_string(frame, score_text, 2, SIZE-8, 2, spacing=1, color=(255, 255, 255), axis='z', scale=1)
        
        # Render game over text if game is over
        if self.game_over:
            # Render "GAME" and "OVER" on separate lines
            game_text = "GAME"
            over_text = "OVER"
            
            # Calculate positioning for centered text
            game_width = len(game_text) * 6 * 2  # scale=2
            over_width = len(over_text) * 6 * 2  # scale=2
            
            game_center_x = (SIZE - game_width) // 2
            over_center_x = (SIZE - over_width) // 2
            center_y = SIZE // 2
            
            # Render "GAME" on first line
            render_string(frame, game_text, game_center_x, center_y + 6, SIZE//2, 
                         spacing=2, color=(255, 0, 0), axis='z', scale=2)
            
            # Render "OVER" on second line (below "GAME")
            render_string(frame, over_text, over_center_x, center_y - 6, SIZE//2, 
                         spacing=2, color=(255, 0, 0), axis='z', scale=2)
    
    def generate_audio_for_splv(self, sample_rate=44100):
        """Generate audio buffer for direct encoding into .splv file"""
        if not self.sound_events:
            print("No sound events recorded")
            return None, None
            
        # Calculate total duration
        total_duration = SECONDS
        total_samples = int(total_duration * sample_rate)
        
        # Initialize audio buffer
        audio_buffer = np.zeros(total_samples, dtype=np.float32)
        
        # Generate pickup sounds with different pitches
        pickup_duration = 0.3
        pickup_samples = int(pickup_duration * sample_rate)
        pickup_sounds = {}  # Dictionary to store different pitch levels
        
        # Create 7 different pitch levels (0-6)
        for pitch_level in range(7):
            pickup_sound = np.zeros(pickup_samples, dtype=np.float32)
            
            # Base frequency increases with pitch level
            base_freq = 440 + (pitch_level * 80)  # 440, 520, 600, 680, 760, 840, 920 Hz
            
            for i in range(pickup_samples):
                t = float(i) / sample_rate
                freq = base_freq + (base_freq * 0.5 * t / pickup_duration)  # Slight upward sweep
                
                wave1 = math.sin(freq * 2.0 * math.pi * t) * 0.5
                wave2 = math.sin(freq * 3.0 * 2.0 * math.pi * t) * 0.3
                wave3 = math.sin(freq * 5.0 * 2.0 * math.pi * t) * 0.2
                
                envelope = math.exp(-t * 5.0)
                pickup_sound[i] = (wave1 + wave2 + wave3) * envelope * 0.3  # Lower volume
            
            pickup_sounds[pitch_level] = pickup_sound
        
        # Generate game over sound (dramatic descending tone)
        game_over_duration = 1.5
        game_over_samples = int(game_over_duration * sample_rate)
        game_over_sound = np.zeros(game_over_samples, dtype=np.float32)
        
        for i in range(game_over_samples):
            t = float(i) / sample_rate
            # Descending frequency from 330Hz to 110Hz
            freq = 330 - (220 * t / game_over_duration)
            
            # Multiple harmonics for dramatic effect
            wave1 = math.sin(freq * 2.0 * math.pi * t) * 0.6
            wave2 = math.sin(freq * 0.5 * 2.0 * math.pi * t) * 0.4
            wave3 = math.sin(freq * 1.5 * 2.0 * math.pi * t) * 0.3
            
            # Gradual decay envelope
            envelope = math.exp(-t * 1.5)
            game_over_sound[i] = (wave1 + wave2 + wave3) * envelope * 0.5
        
        # Place sound effects at the correct times
        for sound_event in self.sound_events:
            if len(sound_event) == 2:
                # Old format: (frame_number, sound_type)
                frame_number, sound_type = sound_event
                pitch_level = 0  # Default pitch
            else:
                # New format: (frame_number, sound_type, pitch_level)
                frame_number, sound_type, pitch_level = sound_event
            
            time_seconds = frame_number / FPS
            sample_start = int(time_seconds * sample_rate)
            
            if sound_type == "pickup":
                # Use the appropriate pitch level
                pickup_sound = pickup_sounds.get(pitch_level, pickup_sounds[0])
                # Add pickup sound to buffer
                for i in range(pickup_samples):
                    if sample_start + i < total_samples:
                        audio_buffer[sample_start + i] += pickup_sound[i]
            elif sound_type == "game_over":
                # Add game over sound to buffer
                for i in range(game_over_samples):
                    if sample_start + i < total_samples:
                        audio_buffer[sample_start + i] += game_over_sound[i]
        
        # Normalize audio to prevent clipping
        if np.max(np.abs(audio_buffer)) > 0:
            audio_buffer = audio_buffer / np.max(np.abs(audio_buffer)) * 0.8
        
        # Convert to uint8 format for SPLV encoding (as per spatialstudio docs)
        # First convert to 16-bit range, then to uint8
        audio_16bit = (audio_buffer * 32767).astype(np.int16)
        audio_uint8 = ((audio_16bit.astype(np.float32) + 32768) / 65536 * 255).astype(np.uint8)
        
        # Audio parameters: (channels, sampleRate, bytesPerSample)
        audio_params = (1, sample_rate, 1)  # Mono, 44.1kHz, 1 byte per sample
        
        return audio_uint8, audio_params

def main():
    """Generate the snake game animation"""
    print(f"Creating snake game animation: {SIZE}³ voxels, {SECONDS}s @ {FPS}fps")
    print(f"Snake moves on {GRID_SIZE}³ logical grid at {SNAKE_SPEED} cells/second")
    
    # Initialize snake game
    snake = SnakeGame()
    
    # Initialize encoder with audio support (we'll generate audio after simulation)
    # Use placeholder audio params for now
    audio_params = (1, 44100, 1)  # Mono, 44.1kHz, 1 byte per sample
    
    encoder = splv.splv.Encoder(
        width=SIZE,
        height=SIZE, 
        depth=SIZE,
        framerate=FPS,
        audioParams=audio_params,  # Enable audio encoding
        outputPath=OUTPUT_PATH
    )
    
    # Generate frames
    for frame_idx in tqdm(range(FRAMES), desc="Generating frames"):
        # Update snake position
        snake.update(frame_idx)
        
        # Create frame
        frame = splv.splv.Frame(SIZE, SIZE, SIZE)
        
        # Render snake
        snake.render(frame)
        
        # Encode frame
        encoder.encode(frame)
    
    # Now generate audio data based on collected sound events
    audio_data, _ = snake.generate_audio_for_splv()
    
    # Encode audio data into the .splv file
    if audio_data is not None and len(snake.sound_events) > 0:
        print(f"🎵 Encoding {len(audio_data)} audio samples into .splv file...")
        encoder.encode_audio(audio_data)
        print(f"🎶 {len(snake.sound_events)} sound effects included")
    
    encoder.finish()
    print(f"✨ Snake game animation with audio saved to {OUTPUT_PATH}")
    print(f"🏆 Final score: {snake.score} collectibles collected!")
    print(f"🐍 Final snake length: {snake.snake_length} segments")
    
    if snake.sound_events:
        print("🔊 Audio has been encoded directly into the .splv file!")
    else:
        print("🔇 No collectibles were collected, no audio track generated")

if __name__ == "__main__":
    main()

Next steps

  • Adjust GRID_SIZE, SNAKE_SPEED, and COLLECTIBLE_SPAWN_RATE to shape gameplay.
  • Tweak the color palette in render for a different look.
  • Increase SECONDS to render a longer run.
  • Add new sound types by extending sound_events handling.