标签:lan 取数 初始化 改变 定时 hat offset 部分 foo
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title></title> <style> .map { width: 800px; height: 600px; background-color: #CCC; position: relative; } </style> </head> <body> <div class="map"></div> <script> //自调用函数-----食物的 ((function () { //用来保存每个小方块食物 var elements = []; //食物就是一个对象有,颜色,宽高,横纵坐标,先定义构造函数然后创建对象 function Food(x, y, width, height, color) { this.x = x || 0; this.y = y || 0; this.width = width || 20; this.height = height || 20; this.color = color || "green"; } //为原型添加初始化的方法(作用:在页面上显示这个食物) //因为食物要在地图上显示,所以,需要地图这个参数 Food.prototype.init = function (map) { //每次创建先进行删除 remove(); //创建div var div = document.createElement("div"); //把div加到map中 map.appendChild(div); //设置div的样式 div.style.width = this.width + "px"; div.style.height = this.height + "px"; div.style.backgroundColor = this.color; //脱离文档流 div.style.position = "absolute"; //随机横纵坐标 this.x = parseInt(Math.random() * (map.offsetWidth / this.width)) * this.width; this.y = parseInt(Math.random() * (map.offsetHeight / this.height)) * this.height; div.style.left = this.x + "px"; div.style.top = this.y + "px"; //把div加到elements数组中 elements.push(div); }; //私有函数,删除食物的 function remove() { //elements数组中有这个食物 for (var i = 0; i < elements.length; i++) { var ele = elements[i]; //找到这个元素的父级元素,然后删除这个子元素 ele.parentNode.removeChild(ele); //把elements中的这个元素删除 elements.splice(i, 1); } } window.Food = Food; })()); //自调用函数-----小蛇 (function () { var elements = []; //小蛇的构造函数 function Snake(width, height, direction) { //小蛇的每个部分的宽和高 this.width = width || 20; this.height = height || 20; //小蛇的身体 this.body = [ {x: 3, y: 2, color: "red"}, {x: 2, y: 2, color: "orange"}, {x: 1, y: 2, color: "orange"} ]; //方向 this.direction = direction || "right"; } //为原型添加方法-----小蛇初始化的方法 Snake.prototype.init = function (map) { //删除原来的小蛇 remove(); //循环遍历创建div for (var i = 0; i < this.body.length; i++) { //数组中的每个数组元素都是一个对象 var obj = this.body[i]; //创建div var div = document.createElement("div"); //把div加入到map中 map.appendChild(div); //设置div的样式 div.style.width = this.width + "px"; div.style.height = this.height + "px"; div.style.position = "absolute"; div.style.left = obj.x * this.width + "px"; div.style.top = obj.y * this.height + "px"; div.style.backgroundColor = obj.color; //方向暂时不定 //把div加入到elements数组中------目的是为了删除 elements.push(div); } }; //为原型添加方法,让小蛇动起来 Snake.prototype.move = function (food, map) { //改变小蛇身体的坐标位置 var i = this.body.length - 1; for (; i > 0; i--) { this.body[i].x = this.body[i - 1].x; this.body[i].y = this.body[i - 1].y; } //判断方向----改变小蛇的头的坐标位置 switch (this.direction) { case "right": this.body[0].x += 1; break; case "left": this.body[0].x -= 1; break; case "top": this.body[0].y -= 1; break; case "bottom": this.body[0].y += 1; break; } //判断有没有吃到食物 //小蛇的头的坐标和食物的坐标一致 var headX = this.body[0].x * this.width; var headY = this.body[0].y * this.height; //判断坐标 if (headX == food.x && headY == food.y) { //获取小蛇的最后的尾巴 var last = this.body[this.body.length - 1]; //把最后的蛇尾复制一个,重新的加入到小蛇的body中 this.body.push({ x: last.x, y: last.y, color: last.color }); //把食物删除,重新初始化食物 food.init(map); } }; window.Snake = Snake; //删除小蛇的私有函数 function remove() { //获取数组 var i = elements.length - 1; for (; i >= 0; i--) { //从当前子元素找到其父级元素然后再删除子元素 var ele = elements[i]; //从map中删除这个元素 ele.parentNode.removeChild(ele); elements.splice(i, 1); } } }()); //自调用函数-----游戏对象 (function () { var that = null; //游戏的构造函数 function Game(map) { this.map = map; this.food = new Food(); this.snake = new Snake(); that = this; } Game.prototype.init = function () { //初始化游戏 //食物初始化 this.food.init(this.map); //小蛇初始化 this.snake.init(this.map); //调用自动移动小蛇的方法 this.runSnake(this.food, this.map); //调用按键方法 this.bindKey(); // setInterval(function () { // that.snake.move(that.food, that.map); // that.snake.init(that.map); // }, 150) }; //添加原型方法-------设置小蛇可以自动的跑起来 Game.prototype.runSnake = function (food, map) { //自动的去移动 var timeId = setInterval(function () { //此时的this是window //移动小蛇 this.snake.move(food, map); //初始化小蛇 this.snake.init(map); //横坐标的最大值 var maxX = map.offsetWidth / this.snake.width; //纵坐标的最大值 var maxY = map.offsetHeight / this.snake.width; //小蛇的头的坐标 var headX = this.snake.body[0].x; var headY = this.snake.body[0].y; console.log(headX + "-------------" + headY); console.log(maxX); //横坐标 if (headX < 0 || headX >= maxX) { //撞墙了,停止定时器 clearInterval(timeId); alert("游戏结束"); } //纵坐标 if (headY < 0 || headY >= maxY) { //撞墙了,停止定时器 clearInterval(timeId); alert("游戏结束"); } }.bind(that), 150) }; //添加原型方法-----设置用户按键,改变小蛇移动的方向 Game.prototype.bindKey = function () { document.addEventListener("keydown", function (e) { //这里的this应该是触发keydown的时间的对象---document //所以这里的this就是document //获取按键的值 switch (e.keyCode) { case 37: this.snake.direction = "left"; break; case 38: this.snake.direction = "top"; break; case 39: this.snake.direction = "right"; break; case 40: this.snake.direction = "bottom"; break; } }.bind(that), false) }; window.Game = Game; }()); var gm = new Game(document.querySelector(".map")); gm.init(); </script> </body> </html>
标签:lan 取数 初始化 改变 定时 hat offset 部分 foo
原文地址:https://www.cnblogs.com/cuilichao/p/9570272.html