用HTML做一个贪吃蛇?
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之前自己写着玩,写了一个,不完美,仅仅是实现了。代码如下
这是index.html
<html xmlns="http://www.w3.org/1999/xhtml"><head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>New Web Project</title>
<script src="js/base.js" type="text/javascript"></script>
<script src="js/application.js" type="text/javascript"></script>
</head>
<body style="width: 100%;height:800px;margin:0;text-align: center">
<div id="gameZone" style="position:relative;margin-left: auto;margin-right: auto;"></div>
</body>
</html>
以下是html中引用的两个js文件
/*** @author bsnpbda
*/
var Class = function(parent)
var klass = function()
this.init.apply(this,arguments);
;
//change klass\'s prototype\'
if(parent)
var subclass = function();
subclass.prototype = parent.prototype;
klass.prototype = new subclass;
klass.prototype._super = parent.prototype;
klass.prototype.init = function();
//define surname for the prototype
klass.fn = klass.prototype;
//add class attribute
klass.extend = function(obj)
var extended = obj.extended;
for(var i in obj)
klass[i] = obj[i];
if(extended) extended(klass);
;
//add instance attribute
klass.include = function(obj)
var included = obj.included;
for(var i in obj)
klass.fn[i] = obj[i];
if(included) included(klass);
;
//add proxy method
klass.proxy = function(func)
var self = this;
return (function()
return func.apply(self,arguments);
)
;
//add instance proxy method
klass.fn.proxy = klass.proxy;
return klass;
* @author bsnpbda
*/
var configuration =
unit:15,
interval:200
var Context = new Class;
Context.extend(
context:null,
getContext:function()
if(!this.context)
this.context = new Context;
return this.context;
);
Context.include(
init:function()
var w = document.body.clientHeight;
var h = document.body.clientWidth;
this.unit = h < w?h/configuration.unit:w/configuration.unit;
this.interval = configuration.interval;
var gameZone = document.getElementById("gameZone");
this.gameZone = gameZone;
var line = this.unit * configuration.unit;
gameZone.style.width = gameZone.style.lineHeight = gameZone.style.height = line + "px";
gameZone.style.borderWidth = "1px";
gameZone.style.borderStyle = "solid";
,
setGame:function(game)
this.game = game;
,
getGame:function()
return this.game;
)
var Dom = new Class;
Dom.include(
init:function(style)
var element = document.createElement("div");
this.element = element;
this.style = style;
for(var s in style)
element.style[s] = this.style[s];
,
attach:function()
Context.getContext().gameZone.appendChild(this.element);
,
remove:function()
Context.getContext().gameZone.removeChild(this.element);
,
refresh:function()
for(var s in this.style)
this.element.style[s] = this.style[s];
)
var PaintModule =
paint:function()
this.element = new Dom(this.style);
this.element.attach();
,
repaint:function()
this.element.refresh();
,
wipeOff:function()
this.element.remove();
;
var Sprite = new Class;
Sprite.include(PaintModule);
Sprite.include(
default_cfg:
id:0,
axisX:0,
axisY:0,
background:"black"
,
init:function(cfg)
var unit = Context.getContext().unit;
this.id = cfg.id || this.default_cfg.id;
this.style = ;
this.style.position = "absolute";
this.style.width = unit+\'px\';
this.style.height = unit+\'px\';
this.axisX = (cfg.axisX || this.default_cfg.axisX);
this.style.left = this.axisX*unit + \'px\';
this.axisY = (cfg.axisY || this.default_cfg.axisY);
this.style.top = this.axisY*unit + \'px\';
this.style.background = cfg.background || this.default_cfg.background;
,
collideWith:function(sprite)
if(this.axisX == sprite.axisX && this.axisY == sprite.axisY)
return true;
else
return false;
);
var SnakeNode = new Class(Sprite);
SnakeNode.include(
init:function(cfg)
this._super.init.call(this,cfg);
this.direction = cfg.direction || this.default_cfg.direction;
this.lastDirc = cfg.lastDirc || this.default_cfg.lastDirc;
this.paint();
,
march:function()
var unit = Context.getContext().unit;
if(this.direction == 0)
this.axisY -= 1;
else if(this.direction == 6)
this.axisY += 1;
else if(this.direction == 9)
this.axisX -= 1;
else if(this.direction == 3)
this.axisX += 1;
this.style.left = this.axisX*unit + "px";
this.style.top = this.axisY*unit + "px";
this.lastDirc = this.direction;
this.repaint();
,
isOutOfBound:function()
if(this.axisX < 0 || this.axisY < 0 || this.axisX >= configuration.unit || this.axisY >= configuration.unit)
return true;
return false;
)
var Snake = new Class;
Snake.include(
init:function()
this.nodes = []
this.addNode();
this.lock = false;
document.onkeydown = window.onkeydown = this.proxy(function(event)
event = event?event:window.event;
if(this.lock)return;//prevent push button too fast
this.lock = true;
var head = this.nodes[0];
var direction = head.direction;
if(event.keyCode == 37)
if(direction != 3)
head.direction = 9;
else if(event.keyCode == 38)
if(direction != 6)
head.direction = 0;
else if(event.keyCode == 39)
if(direction != 9)
head.direction = 3;
else if(event.keyCode == 40)
if(direction != 0)
head.direction = 6;
this.nodes[0].lastDirc = direction;
)
,
addNode:function()
var lastNode = this.nodes[this.nodes.length-1];
var direction = 3;
var axisX = 0,axisY = 0;
if(lastNode)
direction = lastNode.direction;
if(lastNode.direction==0)
axisY = lastNode.axisY + 1;
axisX = lastNode.axisX;
else if(lastNode.direction==6)
axisY = lastNode.axisY - 1;
axisX = lastNode.axisX;
else if(lastNode.direction == 9)
axisX = lastNode.axisX + 1;
axisY = lastNode.axisY;
else if(lastNode.direction == 3)
axisX = lastNode.axisX - 1;
axisY = lastNode.axisY;
this.nodes.push(new SnakeNode(
id:this.nodes.length+1,
direction:direction,
axisX:axisX,
axisY:axisY
))
,
march:function()
for(var i=0;i<this.nodes.length;i++)
var curNode = this.nodes[i];
var nextDirc = curNode.lastDirc;
curNode.march();
if(i == 0)
if(curNode.isOutOfBound())
alert("游戏结束!");
Context.getContext().game.end();
for(var j=1;j<this.nodes.length;j++)
if(curNode.collideWith(this.nodes[j]))
alert("游戏结束");
Context.getContext().game.end();
break;
if(i+1 < this.nodes.length)
this.nodes[i+1].lastDirc = this.nodes[i+1].direction;
this.nodes[i+1].direction = nextDirc;
var game = Context.getContext().getGame();
if(this.nodes[0].collideWith(game.randomNode))
this.addNode();
game.randomNodeFn();
this.lock = false;
)
var Game = new Class;
Game.include(
init:function()
this.snake = new Snake;
Context.getContext().setGame(this);
,
start:function()
this.randomNodeFn();
var _this = this;
this.interval = setInterval(function()
_this.snake.march();
,Context.getContext().interval);
,
end:function()
window.clearInterval(this.interval);
,
randomNodeFn:function()
if(this.randomNode)this.randomNode.wipeOff();
while(true)
var rd_x = Math.floor(configuration.unit * Math.random());
var rd_y = Math.floor(configuration.unit * Math.random());
var isCrash = false;
for(var i=0;i<this.snake.nodes.length;i++)
if(rd_x == this.snake.nodes[i].axisX && rd_y == this.snake.nodes[i].axisY)
isCrash = true;
break;
if(!isCrash)
this.randomNode = new SnakeNode(
background:\'red\',
axisX:rd_x,
axisY:rd_y
);
break;
);
window.onload = function()
var game = new Game();
game.start();
参考技术A //蛇行走到的当前位置是空地时
function Move2()
Map[AllDiv[0].y][AllDiv[0].x]='0' //蛇走开后,把原位置设置为'0',表示是空地
AllDiv[0].removeNode(true) //把蛇数组当前元素删除,在下面的 CreateSnake()语句重新生成
CreateSnake() //在新的位置生成蛇的<div>
setTimeout('Move()',Times) //再次移动
//蛇行走到的当前位置是食物时
function Move3()
CreateSnake() //蛇数组当前元素不删除,<div>累加一次,蛇长长一节
AllSpan[0].removeNode(true) //把食物数组当前元素删除,在下面的 CreatFood()语句重新生成
CreatFood() //再次随机生成食物
setTimeout('Move()',Times) //再次移动
//蛇越行越快
function oTimes()
Times -= 5
if(Times>5)
setTimeout('oTimes()', SpeedUp)
document.onkeydown=KeyDown
//方向
function KeyDown()
Key=event.keyCode
switch(Key)
case 37:
Dir(-1,0);break //左方向键
case 39:
Dir(1,0);break //右方向键
case 38:
Dir(0,-1);break //上方向键
case 40:
Dir(0,1);break //下方向键
return false
var Star=0
function Dir(x,y)
GoX=x
GoY=y
if(Star==0)
oTimes()
Star=1
Move()
//页面打开时运行
onload = CreateMap; //注意无"()",不是 CreateMap()
//在<body>中调用的语法是:<BODY onload="CreateMap()">,必须加"()"
(JS关键代码,) 参考技术B http://blog.csdn.net/uucai/article/details/9999911
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