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js 贪食蛇-双蛇抢食

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  • JS
 
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最近在看javascript权威指南,真是写的好啊,在没看html5之前先写个小游戏练练手,看完全部以后策划一个html5游戏,这个游戏断断续续写了大概一周时间,采用面向对象的方式开发的,完成以后还是发现有很多之前设计不足的情况,在下个游戏中一定要改进,有兴趣的朋友给提点意见

1.0js 贪食蛇初稿,上下左右控制方向 空格暂定 回去继续搞..

1.1 面向对象开发的魅力,马上转双蛇抢食,后续开发拦杀

1.2 拦杀已开发完成

本地IE8 火狐17.0 谷歌23.0已测试通过

var SnakeGame = function(options) {
		//游戏配置项
		this.level = 5;//第几关 与速度相关
		this.blockWidth = 13;//身体食物面积(推荐10-20,耐玩性高)
		this.initBodyNum = 5;//初始身体长度
		
		if (options) {//加载控制器 食物 和身体颜色
			this.controler = options.controler;
			this._fm = options.fm;
			this.color = options.color;
		}

	};

	SnakeGame.prototype = {
		start : function() {//开始游戏
			//随机分配一个初始位置
			this.initBodyPos = this.getRnadPos(this.refsnakes);
			
			//创建身体管理器
			this.setBodyManager(new SnakeGame.BodyManager({
				speed : 500 / this.level,
				blockWidth : this.blockWidth,
				initBodyNum : this.initBodyNum,
				initBodyPos : this.initBodyPos
			}));

			//初始化身体
			this._bm.initBody(this._fm);
			
			//绑定鼠标事件
			this.keyBind();
		},
		getRnadPos : function(num){
			var pos = parseInt(Math.random()*(getWindowHeight()/this.blockWidth))*this.blockWidth;
			if(num&&num[0]["initBodyPos"]==pos)
				return this.getRnadPos();
			return pos;
		},
		setBodyManager : function(manager) {
			this._bm = manager;
			this._bm._parent = this;
		},
		setFoodManager : function(manager) {
			this._fm = manager;
		},
		keyBind : function() {
			var me = this;
			var _keyback = document.onkeydown;
			document.onkeydown = function(e) {
				if (_keyback) {
					_keyback(e);
				}

				var event = e || window.event;
				switch (event.keyCode) {
				case me.controler["left"]:
					me._bm.moveDir = 4;
					break;
				case me.controler["top"]:
					me._bm.moveDir = 1;
					break;
				case me.controler["buttom"]:
					me._bm.moveDir = 3;
					break;
				case me.controler["right"]:
					me._bm.moveDir = 2;
					break;
				case 32:
					me._bm.spendMove();
					break;
				}

			};
		},
		setRefSnakeBody : function(snake){//管理所有身体对象
			//被注掉的部分可以减少调用时的代码 但是不利于扩展分辨敌我
			/* if(!this.refsnakes){debugger;
				this.refsnakes = [snake];
				snake.setRefSnakeBody(this);
			}else{
				var flag = true;
				for(var i = 0;i<this.refsnakes.length;i++){
					if(snake===this.refsnakes[i]){
						flag =  false;
					}
				}
				if(flag){
					this.refsnakes.push(snake);
					for(var i = 0;i<this.refsnakes.length;i++){
						this.refsnakes[i].setRefSnakeBody(snake);
					}
				}
			} */
			
			this.refsnakes = snake;
		}
	};

	//身体管理器
	SnakeGame.BodyManager = function(options) {
		this.bodyArr = [];//存放bady的数组

		this.moveDir = 2;//下一步方向 1上 2右 3下 4左

		this.nowDir = 0; //正在移动的方向

		this.gameOptions = options;
	};SnakeGame.BodyManager.prototype = {

		initBody : function(manager) {//初始化身体
			this.setFoodManager(manager);

			for ( var i = 0; i < this.gameOptions["initBodyNum"]; i++) {
				var style = this._parent.color||"red";
				if (i == 0) {
					style = "black";
				}
				this.createBody({
					position : "absolute",
					width : this.gameOptions["blockWidth"],
					height : this.gameOptions["blockWidth"],
					top : this._parent.initBodyPos,
					backgroundColor : style,
					border : '1px',
					left : 0//this.gameOptions["initBodyPos"]
							//- (i * this.gameOptions["blockWidth"])
				});
			}

			this.startMove();
		},
		createBody : function(options) {//创建一块身体

			var _body = document.createElement("div");
			_body.style.position = "absolute";
			_body.style.width = options["width"] + "px";
			_body.style.height = options["height"] + "px";
			_body.style.top = options["top"] + "px";
			_body.style.left = options["left"] + "px";
			_body.style.background = options["backgroundColor"];
			_body.style.display = options["display"] || "block";
			_body.style.border = "1px solid";
			this.bodyArr.push(_body);

			document.body.appendChild(_body);

			return _body;
		},
		moveBody : function(num) {//移动身体
			if (this.nowDir != 0
					&& Math.abs(this.moveDir - this.nowDir) % 2 == 0) {//控制限制,例:在方向为左时 按左或右无效
				this.moveDir = this.nowDir;
			}
			var lastPosition = {};
			for ( var i = 0; i < this.bodyArr.length; i++) {
				this.bodyArr[i].style.display = "block";//显示身体

				var _l = getElementPos(this.bodyArr[i]).x;//获取身体坐标
				var _t = getElementPos(this.bodyArr[i]).y;
				var _cssparam = {
					left : _l,
					top : _t
				};
				var _dw = parseInt(this.bodyArr[i].offsetWidth,
						10);//获取块的宽度,因为是正方形所以高度也一样
				if (i == 0) {//是头的情况下
					var _dir, _len;//方向 和 移动的距离
					if (this.moveDir == 1 || this.moveDir == 3) {//1或3是垂直移动
						_dir = "top";
						if (this.moveDir == 1) {
							num = 0 - num;
						}
						_len = getElementPos(this.bodyArr[i]).y + num;
						if (_len<0 || _len>getWindowHeight()) {
							this.stopMove();
							return;
						}
					} else {//2或4是水平移动
						_dir = "left";
						if (this.moveDir == 4) {
							num = 0 - num;
						}
						_len = getElementPos(this.bodyArr[i]).x + num;
						if (_len<0 || _len+_dw>getWindowWidth()) {
							this.stopMove();
							return;
						}
					}

					_cssparam[_dir] = _len;

					for ( var j = 1; j < this.bodyArr.length; j++) {//如果头部撞到了自己的身体
						var _l2 = getElementPos(this.bodyArr[j]).x;
						var _t2 = getElementPos(this.bodyArr[j]).y;

						if (_l2 == _cssparam["left"] && _t2 == _cssparam["top"]) {
							this.stopMove();
							return;
						}
					}
					
					if(this._parent.refsnakes&&this._parent.refsnakes.length>0){//判断是否撞到对手的身体上
						for(var h = 0;h<this._parent.refsnakes.length;h++){
							var refbodys = this._parent.refsnakes[h]._bm["bodyArr"];
							for(var f = 0;f<refbodys.length;f++){
								if(refbodys[f].offsetLeft == _cssparam["left"] && refbodys[f].offsetTop == _cssparam["top"]){
									if(f==0){//如果撞的对手的头,那么同归
										this._parent.refsnakes[h]._bm.stopMove(true);
										this.stopMove();
										alert("打和");
										return;
									}
									this.stopMove();
									return;
								}
							}
							
						}
						
					}

				} else {//不是头部的话 只要照着上一个块的位置移动就行了
					_cssparam["left"] = lastPosition.x;
					_cssparam["top"] = lastPosition.y;
				}

				this.bodyArr[i].style.left = _cssparam["left"] + "px";
				this.bodyArr[i].style.top = _cssparam["top"] + "px";

				//记录上一个块
				lastPosition.x = _l;
				lastPosition.y = _t;
			}

			//头部位置
			var _hpl = this.bodyArr[0].style.left;
			var _hpt = this.bodyArr[0].style.top;

			//如果头部吃到食物
			if (this._fm && _hpl == this._fm.pos["x"] + "px"
					&& _hpt == this._fm.pos["y"] + "px") {
				this.createBody({//创建一个隐藏的身体,身体会马上根据上一个块的坐标把他带上去
					position : "absolute",
					width : this.gameOptions["blockWidth"],
					height : this.gameOptions["blockWidth"],
					top : -10,
					backgroundColor : this._parent.color,
					border : '1px',
					left : -10,
					display : "none"
				});
				this._fm.randomPosi();
				//this.changeSpeed(1);
			}

			this.nowDir = this.moveDir;
		},
		startMove : function() {//开始移动
			var me = this;
			function intervalCall() {//将移动方法闭包起来
				me.moveBody(me.gameOptions["blockWidth"]);
			}
			this.moveTimer = setInterval(intervalCall,//根据速度开始执行
					this.gameOptions["speed"]);
		},
		changeSpeed : function(num) {//加速的方法
			this.gameOptions["speed"] = this.gameOptions["speed"] - num;
			this.spendMove();
			this.startMove();
		},
		spendMove : function() {//暂定
			var me = this;
			if (!this.moveTimer) {
				me.startMove();
			} else {
				clearInterval(this.moveTimer);
				this.moveTimer = null;
			}
		},
		setFoodManager : function(manager) {//提供食物管理器
			this._fm = manager;
		},
		stopMove : function(flag) {//发生碰撞即将停止
			clearInterval(this.moveTimer);
			for ( var j = 0; j < this.bodyArr.length; j++) {//当前身体清空掉
				this.bodyArr[j].parentNode.removeChild(this.bodyArr[j]);
			}
			if(this._parent.refsnakes){
				if(this._parent.refsnakes.length==1){//如果一只有个对手,那么这个对手赢了
					if(!flag){
						alert(this._parent.refsnakes[0].color+" 赢");
					}
					
					var reload = function(){
						window.location.reload();
					}
					setTimeout(reload,3000);//3秒后重新游戏
				}
				
				for(var i = 0;i<this._parent.refsnakes.length;i++){//把自己从别人的对手列表中清除
					var subref = this._parent.refsnakes[i].refsnakes;
					
					for(var j = 0;j<subref.length;j++){
						if(subref[j]==this._parent){
							subref.splice(j,1);
						}
					}
				}
			}
		}
	};

	//食物管理器
	SnakeGame.FoodManager = function(options) {
		this.gameOptions = options;
		var me = this;

		this.foodDom;

		this.getRandomPos = function() {
			var _rw = parseInt(Math.random()
					* (getWindowWidth() / me.gameOptions["blockWidth"] - 1));
			var _rh = parseInt(Math.random()
					* (getWindowHeight() / me.gameOptions["blockWidth"] - 1));

			return {
				x : _rw * me.gameOptions["blockWidth"],
				y : _rh * me.gameOptions["blockWidth"]
			}

		}
		this.pos = this.getRandomPos();
		this.initFood({
			backgroundColor : "blue",
			left : this.pos["x"],
			top : this.pos["y"],
			width : this.gameOptions["blockWidth"],
			height : this.gameOptions["blockWidth"]
		});
	}

	SnakeGame.FoodManager.prototype = {
		initFood : function(options) {
			this.foodDom = document.createElement("div");
			this.foodDom.style.position = "absolute";
			this.foodDom.style.width = options["width"] + "px";
			this.foodDom.style.height = options["height"] + "px";
			this.foodDom.style.top = options["top"] + "px";
			this.foodDom.style.left = options["left"] + "px";
			this.foodDom.style.background = options["backgroundColor"];

			document.body.appendChild(this.foodDom);
		},
		randomPosi : function() {
			this.pos = this.getRandomPos();
			this.foodDom.style.top = this.pos["y"] + "px";
			this.foodDom.style.left = this.pos["x"] + "px";
		}

	}
	var param = new SnakeGame();

	//构造食物管理器
	var fm = new SnakeGame.FoodManager({
		blockWidth : param.blockWidth
	});

	
	//两条蛇 有不同的控制方式 相同的食物管理器
	var snake1 = new SnakeGame({
		controler : {
			buttom : 83,
			left : 65,
			top : 87,
			right : 68
		},
		fm : fm,
		color : 'red'
	});

	
	var snake2 = new SnakeGame({
		controler : {
			buttom : 40,
			left : 37,
			top : 38,
			right : 39
		},
		fm : fm,
		color : 'green'
	});
	
	/* var snake3 = new SnakeGame({
		controler : {
			buttom : 40,
			left : 37,
			top : 38,
			right : 39
		},
		fm : fm,
		color : 'yellow'
	}); */
	snake1.setRefSnakeBody([snake2/* ,snake3 */]);//配置对手列表,由此来分辨是敌是友
	snake2.setRefSnakeBody([snake1/* ,snake3 */]);
	//snake3.setRefSnakeBody([snake2,snake1]);
	
	snake1.start();
	snake2.start();
	//snake3.start();

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