先上图:
废话不多说,直接奉上代码
* {
margin: 0;
padding: 0;
}
.l {
float: left;
}
.r {
float: right;
}
.clear_fix::after {
content: '';
height: 0;
width: 100%;
display: block;
clear: both;
overflow: hidden;
visibility: hidden;
}
.body {
margin: 50px 0 0 50px;
width: 700px;
}
.cont {
width: 500px;
height: 500px;
border: 1px solid green;
margin-right: 8px;
position: relative;
}
.cont div {
position: absolute;
width: 10px;
height: 10px;
background-color: orange;
border: 1px solid #000;
box-sizing: border-box;
}
.cont .snakeHead {
border-radius: 50%;
}
.cont span {
position: absolute;
display: inline-block;
width: 10px;
height: 10px;
border: 1px solid #000;
box-sizing: border-box;
border-radius: 50%;
background: green;
}
.score {
width: 188px;
height: 500px;
border: 1px solid red;
}
.score p {
text-align: center;
height: 50px;
line-height: 50px;
font-size: 30px;
margin: 20px 0;
color: brown
}
.score .time{
color: chartreuse;
font-size: 20px;
}
.btn {
margin-left: 50px
}
.btn .active {
background-color: green;
}
button {
width: 100px;
height: 30px;
font-size: 24px;
}
0分
时间:
var snake = {
/* 初始化全局属于,已经添加初始事件监听 */
init: function () {
this.btns = document.querySelectorAll('button');
this.score = document.querySelector('p');
this.cont = document.querySelector('.cont');
//时间显示的容器
this.time = document.querySelector('.time');
//蛇的方向,'r'表示向右
this.dir = 'r';
/* 定时器 */
this.timer = '';
/* 初始蛇头位置 */
this.head = {
l: 30,
t: 10
}
//蛇尾
this.ender = {
l: '',
t: ''
};
this.foodItem = {
l: '',
t: ''
};
//为开始的状态
this.isStart = false;
/* 计分器 */
this.counter = 0;
//简单status为1,困难为2,地狱为3
this.status = 1;
this.speed = 10
this.btns[0].onclick = this.startFn //开始或者暂停
this.btns[1].onclick = this.simpleFn //简单模式监听
this.btns[2].onclick = this.difcultFn //困难模式监听
this.btns[3].onclick = this.hardFn //地狱模式监听
this.initCreate();
this.getTime()
//随机一个食物
this.getfood()
},
initCreate() {
//创建一个初始蛇头和蛇身3块
for (let i = 0; i <= 3; i++) {
let item = document.createElement('div');
Object.assign(item.style, {
left: this.head.l - 10 * i + 'px',
top: this.head.t + 'px',
/* borderRaduis: '50%' */
})
if (i == 0) {
item.className = 'snakeHead'
}
snake.cont.appendChild(item);
}
},
/* 增加蛇身一节 */
createSnake: function (obj) {
clearInterval(snake.timer)
var div = document.createElement('div');
div.style.left = snake.ender.l;
div.style.top = snake.ender.t;
snake.cont.appendChild(div);
console.log(snake.cont.children);
snake.move();
/* console.log(snake.cont); */
},
/* 判断是否为开始 */
startFn: function () {
if (!snake.isStart) {
snake.move();
snake.btns[0].innerHTML = '暂停';
snake.isStart = true;
} else {
snake.stop();
snake.btns[0].innerHTML = '开始';
snake.isStart = false;
}
},
/* 开始移动,核心模块 */
move: function () {
document.onkeydown = snake.controlFn;
var itemsAll = snake.cont.children;
/* console.log(itemsAll);
console.log(itemsAll,itemsAll[0].nodeName); */
/* 存储蛇身每一节的数组 */
var items = [];
var span;
/* var items = Array.from(itemsAll).filter(function (v, k) {
return v.nodeName === 'DIV'
}); */
/* console.log(items); */
/* 过滤筛选div(蛇身)与span(食物) */
for (var j = 0; j < itemsAll.length; j++) {
if (itemsAll[j].nodeName == 'DIV') {
items.push(itemsAll[j])
} else {
span = itemsAll[j]
}
}
/* 获取蛇头的位置 */
var l = snake.head.l;
var t = snake.head.t;
console.log(l, t);
console.log(items)
clearInterval(snake.timer)
/* 键盘监听 */
document.onkeydown = snake.controlFn
/* 开始移动 */
snake.timer = setInterval(function () {
/* 记录蛇尾位置,并更新至存放蛇尾对象的身上 */
snake.ender.l = items[items.length - 1].style.left;
snake.ender.t = items[items.length - 1].style.top;
/* 更新蛇身位置 */
for (var i = items.length - 1; i > 0; i--) {
items[i].style.left = items[i - 1].style.left;
items[i].style.top = items[i - 1].style.top;
}
/* 判断蛇头的方向并更新其位置 */
if (snake.dir == 'l') {
l -= snake.speed;
}
if (snake.dir == 'r') {
l += snake.speed;
}
if (snake.dir == 't') {
t -= snake.speed;
}
if (snake.dir == 'b') {
t += snake.speed;
}
/* 出边界y */
if (l < 0 || l > 490 || t < 0 || t > 490) {
clearInterval(snake.timer)
snake.reStart(confirm('蛇皮怪你撞墙了!!是否重新来过?'))
}
items[0].style.left = l + 'px';
items[0].style.top = t + 'px';
/* 更新记录蛇头的对象 */
snake.head.l = l
snake.head.t = t
/* console.log(items[0].style); */
/* 插入蛇头 */
snake.cont.appendChild(items[0])
for (var k = 1; k < items.length; k++) {
/* 判断蛇头是否咬到了自己 */
if (items[0].style.left == items[k].style.left && items[0].style.top == items[k]
.style.top) {
snake.reStart(confirm('蛇皮怪你咬死自己了,是否重新来过?'))
/* console.log(items[0].style.left,items[0].style.top);
console.log(items[0].style.left,items[0].style.top); */
clearInterval(snake.timer)
/* alert('Game Over!');
window.location.reload(true) */
return
}
/* 插入蛇身 */
snake.cont.appendChild(items[k])
}
/* 吃到了食物 */
console.log(span.style.left, span.style.top);
/* console.log(l, '吃到了食物'); */
if (l == parseInt(span.style.left) && t == parseInt(span.style.top)) {
snake.eat()
}
}, parseInt(300 / snake.status))
},
eat() {
snake.createSnake()
snake.getfood()
snake.counter++;
snake.score.innerHTML = `${snake.counter*100}分`
},
/* 游戏结束判断是否重新开始 */
reStart: function (value) {
if (value) {
window.location.reload(true)
}
},
/* 生产食物 */
getfood: function () {
if (document.querySelector('span')) {
console.log('进来了');
document.querySelector('span').remove();
}
var span = document.createElement('span');
var l = snake.randM(0, 49) * 10
var t = snake.randM(0, 49) * 10
console.log('得到食物', l, t);
span.style.left = l + 'px';
span.style.top = t + 'px';
snake.cont.appendChild(span);
if (snake.isStart) {
snake.move()
}
},
/* 产生随机数 */
getTime() {
let time,h,m,s
setInterval(function () {
time = new Date()
h = time.getHours()
m = time.getMinutes();
s = time.getSeconds();
if (h < 10) {
h = '0' + h
}
if (m < 10) {
m = '0' + m
}
if (s < 10) {
s = '0' + s
}
snake.time.innerHTML = `${h}: ${m}: ${s}`
}, 1000)
},
randM: function (min, max) {
return Math.round(Math.random() * (max - min) + min)
},
/* 暂停 */
stop: function () {
clearInterval(snake.timer)
},
/* 简单模式 */
simpleFn: function () {
snake.status = 1;
snake.btnFn()
snake.btns[1].className = 'active'
},
/* 复杂模式 */
difcultFn: function () {
snake.status = 3;
snake.btnFn()
snake.btns[2].className = 'active'
},
/* 地狱模式 */
hardFn: function () {
snake.status = 5;
snake.btnFn()
snake.btns[3].className = 'active'
},
btnFn: function () {
snake.btns.forEach(function (v, k) {
v.className = ''
});
if (snake.isStart) {
snake.move();
}
},
/* 按键操作蛇的移动 */
controlFn: function (el) {
var el = el || window.event;
var code = el.keycode || el.which;
console.log(code);
if ((code == 40 || code == 83)&&snake.dir !='t') {
snake.dir = 'b'
}
if ((code == 39 || code == 68)&&snake.dir !='l') {
snake.dir = 'r'
}
if ((code == 38 || code == 87)&&snake.dir !='b') {
snake.dir = 't'
}
if ((code == 37 || code == 65)&&snake.dir !='r') {
snake.dir = 'l'
}
}
}
snake.init();