原生js canvas實現簡單貪吃蛇
阿新 • • 發佈:2021-03-12
本文例項為大家分享了js canvas實現簡單貪吃蛇的具體程式碼,供大家參考,具體內容如下
Js原生貪吃蛇:canvas
HTML
<canvas id="can"></canvas>
#can{ background: #000000; height: 400px; width: 850px; }
JS
//公共板塊 var blockSize = 10; //地圖的高寬 var mapW = 300; var mapH = 150; //歷史食物var var historyfood = new Array(); //食物陣列 var img = new Image() var arrFood = ["ananas.png","hamburg.png","watermelon.png"] historyfood =[{x: 0,y:0}]; //貪吃蛇預設值 var snake = [{x:3,y:0},{x:2,{x:1,y:0}] //貪吃蛇方向 var directionX = 1; var directionY = 0; //新增一個標記,標記食物是否被吃掉 //預設值:沒有被吃掉 var isFood = false; //判斷遊戲狀態 //預設遊戲繼續 var gameState = false; //限制貪吃蛇所移動的方向不能反方向操作 var lockleft = true; var lockright = true; var lockup = true; var lockdown = true; //貪吃蛇分數 var count = 0; //貪吃蛇速度 var speed = 1000 - (count + 5); $(function () { $("#divContainer").height($("#can").height()); //1,獲取到畫布物件 var can = document.getElementById("can"); //2,獲取到畫圖工具箱 var tools = can.getCont程式設計客棧ext('2d'); tools.beginPath(); //設定食物預設值 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)]; //控制貪吃蛇移動 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){程式設計客棧 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; }程式設計客棧}) setIntervalSnake(tools,x1,y1); //4,找位置 }) function setIntervalSnake(tools,y1){ setInterval(function (){ if (gameState){ return; } //1,擦除畫板 tools.clearRect(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("遊戲結束"); }else { //蛇移動 if (snake[0].x wbxMsI* blockSize === x1 && snake[0].y * blockSize === y1){ isFood = true; } else { snake.powww.cppcns.comp() } var newHead = { x: oldHead.x + directionX,y: oldHead.y + directionY } snake.unshift(newHead); } //2,判斷食物是否被吃掉,吃掉重新整理,不吃掉不重新整理 if (isFood){ count = count + 1; $("#count").html(count); x1 = Randomfood().x; y1 = Randomfood().y; img.src = "/aimless/img/GluttonousSnakeFood/"+ arrFood[Math.floor(Math.random() * arrFood.length)]; isFood = false; } tools.drawImage(img,y1,blockSize,blockSize); //蛇身陣列 var Thesnakebody = new Array(); //3,畫蛇 for (var i = 0; i < snake.length; i++){ if (i == 0){ tools.fillStyle = "#9933CC"; } else { var newHead1 = { x: snake[i].x,y: snake[i].y } Thesnakebody.unshift(newHead1); tools.fillStyle = "#33adcc"; } tools.fillRect(snake[i].x * blockSize,snake[i].y * blockSize,blockSize); } // //判斷蛇頭咬到了蛇身 Thesnakebody.forEach(item=>{ if(item.x == snake[0].x && item.y == snake[0].y){ gameState = true; setIntervalSnake(tools,y1); } }) //4,畫地圖 var width = Math.round($("#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,繪製 tools.stroke(); },speed / 3); } //隨機食物不 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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