贪吃蛇游戏是一款经典的益智游戏,有PC和手机等多平台版本。既简单又耐玩。该游戏通过控制蛇头方向吃蛋,从而使得蛇变得越来越长。下面使用js来实现贪吃蛇的游戏
把以下代码保存成Snake.html文件,使用Google或360浏览器打开 :
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8" />
<title>Snake</title>
<style>
</style>
</head>
<body>
<div style="position: relative">
<div style="width: 400px; font-size: 22px; border: 3px solid black;">
分数:<span id="score"></span>
</div>
<canvas id="myCanvas">your browser does not support the canvas</canvas>
<div id="help" style="position: absolute; left: 420px; top: 40px;">
Esc: 重新开始</br>
Enter: 开始/暂停/继续</br>
方向键: 改变蛇的移动方向</br>
Ctrl: 切换控制模式(影响手感)</br>
数字1: 加速</br>
数字2: 减速</br>
</div>
<div id="gameStates" style="position: absolute; left: 420px; top: 200px; color: red">
控制模式: <span id="controlMode"></span></br>
运动状态: <span id="pause"></span></br>
蛇的方向: <span id="snakeDir"></span></br>
蛇的速度: <span id="snakeSpeed"></span></br>
蛇的长度: <span id="snakeLength"></span></br>
<span id="info"></span>
</div>
</div>
</body>
<script type="text/javascript">
/*
By Problue,2015.10.15
*/
var KEY_L = 37;
var KEY_U = 38;
var KEY_R = 39;
var KEY_D = 40;
var KEY_RESET = 27
var KEY_PAUSE = 13;
var KEY_CHANGE_CONTROL_MODE = 17;
var KEY_INC_SPEED = 49;
var KEY_DEC_SPEED = 50;
var MAP_R = 20;
var MAP_C = 20;
var SNAKE_LENGTH_MAX = MAP_R * MAP_C;
var OBJ_SIZE = 20;
var OBJ = {
EMPTY: 0,
SNAKE_HEAD: 1,
SNAKE_BODY: 2,
SNAKE_TAIL: 3,
FOOD: 4,
STONE: 5
};
var colors = ['white', 'midnightblue', 'darkblue', 'mediumblue', 'midnightblue', 'dimgray'];
var mapData = "0000000000000000000000000000000000000000000000000000000000005000000050000005500000000000000000005000000550000000055000000005000000000050000000000550000550000000000005000000500000000000000000000000000000000000000000000000000000050000500000000000000550055000000000000500000000500000000005500000055000000005000000000000000000055000000000050005000000000000000000000000000000000000000000000000000000000000";
var map = [];
var snake = new Snake();
var food = new Point(0, 0);
//var time;
var pause;
var over;
var controlQueueMode;
var controlQueue = new Queue();
var score;
function Snake() {
this.nodes = [];
this.dir = 0;
this.msSpeed = 0;
}
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.clone = function() {
return new Point(this.x, this.y);
}
Point.prototype.equals = function(other) {
if(other === this)
return true;
if(!(other instanceof Point))
return false;
return this.x == other.x && this.y == other.y;
}
function Queue() {
this.arr = [];
this.head = 0;
this.tail = 0;
}
Queue.prototype.enQueue = function(elem) {
this.tail++;
this.arr[this.tail] = elem;
}
Queue.prototype.deQueue = function() {
this.head++;
return this.arr[this.head];
}
Queue.prototype.empty = function() {
return this.head >= this.tail;
}
Queue.prototype.clear = function() {
this.arr.length = 0;
this.head = 0;
this.tail = 0;
}
start();
function start() {
initGame();
initMap();
initSnake();
drawMap();
showGameStates();
updateScore();
drawSnake();
randFood();
drawObj(food, OBJ.FOOD);
}
function initGame() {
canvas = document.getElementById('myCanvas');
cxt = canvas.getContext('2d');
canvas.width = MAP_C * OBJ_SIZE;
canvas.height = MAP_R * OBJ_SIZE;
canvas.style.border = '3px solid black';
document.onkeydown = keydown;
//time = +new Date;
pause = true;
over = 0;
controlQueueMode = true;
score = 0;
}
function initMap() {
for(var r = 0; r < MAP_R; r++) {
map.push([]);
for(var c = 0; c < MAP_C; c++) {
var obj = mapData[r * MAP_C + c] - 0;
map[r][c] = obj;
}
}
}
function initSnake() {
snake.nodes.length = 0;
snake.nodes.push(new Point(2, 0));
snake.nodes.push(new Point(1, 0));
snake.nodes.push(new Point(0, 0));
snake.dir = KEY_R;
snake.msSpeed = 150;
}
function keydown(event) {
var key = window.event ? event.keyCode : event.which;
switch(key) {
case KEY_U:
if(snake.dir != KEY_D) {
snake.dir = key;
controlQueue.enQueue(snake.dir);
}
break;
case KEY_D:
if(snake.dir != KEY_U) {
snake.dir = key;
controlQueue.enQueue(snake.dir);
}
break;
case KEY_L:
if(snake.dir != KEY_R) {
snake.dir = key;
controlQueue.enQueue(snake.dir);
}
break;
case KEY_R:
if(snake.dir != KEY_L) {
snake.dir = key;
controlQueue.enQueue(snake.dir);
}
break;
case KEY_RESET:
start();
break;
case KEY_PAUSE:
pause = !pause;
if(!pause) {
controlQueue.clear();
move();
}
break;
case KEY_CHANGE_CONTROL_MODE:
controlQueueMode = !controlQueueMode;
controlQueue.clear();
break;
case KEY_INC_SPEED:
snake.msSpeed -= 10;
break;
case KEY_DEC_SPEED:
snake.msSpeed += 10;
break;
default: ;
}
showGameStates();
}
function moveStep() {
showGameStates();
var newHead = snake.nodes[0].clone();
var oldTail = snake.nodes[snake.nodes.length - 1].clone();
switch(snake.dir) {
case KEY_U:
newHead.y--;
break;
case KEY_R:
newHead.x++;
break;
case KEY_L:
newHead.x--;
break;
case KEY_D:
newHead.y++;
break;
}
var coord = '坐标(' + snake.nodes[0].x + ',' + snake.nodes[0].y + ')是';
info(coord + '空');
if((newHead.x > MAP_C - 1 || newHead.x < 0) ||
(newHead.y > MAP_R - 1 || newHead.y < 0)) {
info(coord + '墙壁');
over = 1;
return;
}
if(isInSnake(newHead)) {
info(coord + '自己');
over = 2;
return;
}
var thing = map[newHead.y][newHead.x];
if(thing == OBJ.STONE) {
info(coord + '石头');
over = 3;
return;
}
if(thing == OBJ.FOOD) {
info(coord + '食物');
snake.nodes.push(new Point(0, 0));
map[newHead.y][newHead.x] = OBJ.EMPTY;
randFood();
drawObj(food, OBJ.FOOD);
updateScore();
showGameStates();
}
for(var i = snake.nodes.length - 1; i >= 1; i--)
snake.nodes[i] = snake.nodes[i - 1].clone();
snake.nodes[0] = newHead;
drawObj(oldTail, OBJ.EMPTY);
drawSnake();
}
function move() {
if(pause)
return;
if(controlQueueMode && !controlQueue.empty())
snake.dir = controlQueue.deQueue();
moveStep();
if(over) {
over = 0;
var turn = [];
turn[KEY_U] = KEY_R;
turn[KEY_D] = KEY_L;
turn[KEY_L] = KEY_U;
turn[KEY_R] = KEY_D;
snake.dir = turn[snake.dir];
}
setTimeout(move, snake.msSpeed);
}
function isInSnake(point) {
for(var i = 0; i < snake.nodes.length; i++)
if(snake.nodes[i].equals(point))
return true;
return false;
}
function randFood() {
function randInt(n, m) {
return Math.floor(Math.random() * (m - n)) + n;
}
function smart(pt) {
if(pt.x == snake.nodes[0].x) {
if(snake.dir == KEY_U)
return pt.x - snake.nodes[0].x < 0;
if(snake.dir == KEY_D)
return pt.x - snake.nodes[0].x > 0;
}
if(pt.y == snake.nodes[0].y) {
if(snake.dir == KEY_L)
return pt.y - snake.nodes[0].y < 0;
if(snake.dir == KEY_R)
return pt.y - snake.nodes[0].y > 0;
}
return false;
}
do
{
food.x = randInt(0, MAP_C);
food.y = randInt(0, MAP_R);
} while(isInSnake(food) || smart(food) ||
map[food.y][food.x] != OBJ.EMPTY);
map[food.y][food.x] = OBJ.FOOD;
}
function info(str) {
$('info').innerHTML = str;
}
function showGameStates() {
$('pause').innerHTML = pause ? '静止' : '移动';
$('controlMode').innerHTML = controlQueueMode ? '队列' : '普通';
var toText = [];
toText[KEY_L] = '左';
toText[KEY_U] = '上';
toText[KEY_R] = '右';
toText[KEY_D] = '下';
$('snakeDir').innerHTML = toText[snake.dir];
$('snakeSpeed').innerHTML = snake.msSpeed + 'ms/' + OBJ_SIZE + 'px';
$('snakeLength').innerHTML = snake.nodes.length;
}
function updateScore() {
$('score').innerHTML = score++;
}
function drawMap() {
var pt = new Point(0, 0);
for(var r = 0; r < MAP_R; r++) {
for(var c = 0; c < MAP_C; c++) {
if(map[r][c] == OBJ.STONE) {
pt.x = c;
pt.y = r;
drawObj(pt, OBJ.STONE);
}
}
}
}
function drawSnake() {
drawObj(snake.nodes[0], OBJ.SNAKE_HEAD);
for(var i = 1; i < snake.nodes.length - 1; i++)
drawObj(snake.nodes[i], OBJ.SNAKE_BODY);
drawObj(snake.nodes[snake.nodes.length - 1], OBJ.SNAKE_TAIL);
}
function drawObj(point, type) {
cxt.fillStyle = colors[type];
cxt.fillRect(point.x * OBJ_SIZE, point.y * OBJ_SIZE,
OBJ_SIZE, OBJ_SIZE);
}
function $(id) {
return document.getElementById(id);
}
</script>
</html>
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