js贪吃蛇 原生js canvas实现简单贪吃蛇
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Js原生贪吃蛇:canvas
HTML
<canvas id="can"></canvas>
CSS
#can{ background: #000000; height: 400px; width: 850px; }
JS
//公共板块 var blockSize = 10; //地图的高宽 var mapW = 300; var mapH = 150; //历史食物var var historyfood = new Array(); //食物数组 var img = new Image() var arrFood = ["ananas.png","hamburg.png","watermelon.png"] historyfood =[{x: 0,y:0}]; //贪吃蛇默认值 var snake = [{x:3,y:0},{x:2,y:0},{x:1,y:0}] //贪吃蛇方向 var directionX = 1; var directionY = 0; //添加一个标记,标记食物是否被吃掉 //默认值:没有被吃掉 var isFood = false; //判断游戏状态 //默认游戏继续 var gameState = false; //限制贪吃蛇所移动的方向不能反方向操作 var lockleft = true; var lockright = true; var lockup = true; var lockdown = true; //贪吃蛇分数 var count = 0; //贪吃蛇速度 var speed = 1000 - (count + 5); $(function () { $("#divContainer").height($("#can").height()); //1,获取到画布对象 var can = document.getElementById("can"); //2,获取到画图工具箱 var tools = can.getContext('2d'); tools.beginPath(); //设置食物默认值 var XY = Randomfood(); console.log(XY); var x1 = Randomfood().x; var y1 = Randomfood().y; img.src = "/aimless/img/GluttonousSnakeFood/"+ arrFood[Math.floor(Math.random() * arrFood.length)]; //控制贪吃蛇移动 document.addEventListener('keydown',function (e){ switch (e.keyCode) { case 38: if (lockup){ directionX = 0; directionY = -1; lockdown = false; lockleft = true; lockright = true; } break; case 40: if (lockdown){ directionX = 0; directionY = 1; lockup = false; lockleft = true; lockright = true; } break; case 37: if (lockleft){ directionX = - 1; directionY = 0; lockright = false; lockup = true; lockdown = true; } break; case 39: if (lockright){ directionX = 1; directionY = 0; lockleft = false; lockup = true; lockdown = true; } break; } }) setIntervalSnake(tools,x1,y1); //4,找位置 }) function setIntervalSnake(tools,x1,y1){ setInterval(function (){ if (gameState){ return; } //1,擦除画板 tools.clearRect(0,0,850,420); var oldHead = snake[0]; if (oldHead.x < 0 || oldHead.y < 0 || oldHead.x * blockSize >= mapW || oldHead.y * blockSize >= mapH){ gameState = true; alert("游戏结束"); }else { //蛇移动 if (snake[0].x * blockSize === x1 && snake[0].y * blockSize === y1){ isFood = true; } else { snake.pop() } var newHead = { x: oldHead.x + directionX, y: oldHead.y + directionY } snake.unshift(newHead); } //2,判断食物是否被吃掉,吃掉刷新,不吃掉不刷新 if (isFood){ count = count + 1; $("#count").html(count); x1 = Randomfood().x; y1 = Randomfood().y; img.src = "/aimless/img/GluttonousSnakeFood/"+ arrFood[Math.floor(Math.random() * arrFood.length)]; isFood = false; } tools.drawImage(img,x1,y1,blockSize,blockSize); //蛇身数组 var Thesnakebody = new Array(); //3,画蛇 for (var i = 0; i < snake.length; i++){ if (i == 0){ tools.fillStyle = "#9933CC"; } else { var newHead1 = { x: snake[i].x, y: snake[i].y } Thesnakebody.unshift(newHead1); tools.fillStyle = "#33adcc"; } tools.fillRect(snake[i].x * blockSize,snake[i].y * blockSize,blockSize,blockSize); } // //判断蛇头咬到了蛇身 Thesnakebody.forEach(item=>{ if(item.x == snake[0].x && item.y == snake[0].y){ gameState = true; setIntervalSnake(tools,x1,y1); } }) //4,画地图 var width = Math.round($("#can").width() / blockSize); var height = Math.round($("#can").height() / blockSize); for (var i = 1; i < width;i++){ tools.moveTo(0,blockSize * i); tools.lineTo($("#can").width(),blockSize * i); } for (var i = 1; i < height;i++){ tools.moveTo(blockSize * i,0); tools.lineTo(blockSize * i,$("#can").height()); } tools.strokeStyle = "#FFFFFF"; //5,绘制 tools.stroke(); },speed / 3); } //随机食物不 function Randomfood() { var RandomX = Math.floor(Math.random() * mapW / blockSize) * blockSize; var RandomY = Math.floor(Math.random() * mapH / blockSize) * blockSize; setInterval(function (){ snake.forEach(item=>{ console.log(RandomX / blockSize,RandomY / blockSize); // console.log(item.x,item.y); if(item.x == RandomX / blockSize && item.y == RandomY / blockSize){ return Randomfood(); } else { return ; } }) }, 10 / 3); var newRandom = { x: RandomX, y: RandomY } return newRandom; }
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