/*================================================
Core
================================================*/
g = {};
(function(){ ‘use strict’;
/*================================================
Math
================================================*/
g.m = Math;
g.mathProps = ‘E LN10 LN2 LOG2E LOG10E PI SQRT1_2 SQRT2 abs acos asin atan ceil cos exp floor log round sin sqrt tan atan2 pow max min’.split( ’ ’ );
for ( var i = 0; i < g.mathProps.length; i++ ) {
g[ g.mathProps[ i ] ] = g.m[ g.mathProps[ i ] ];
}
g.m.TWO_PI = g.m.PI * 2;
/*================================================
Miscellaneous
================================================*/
g.isset = function( prop ) {
return typeof prop != ‘undefined’;
};
g.log = function() {
if( g.isset( g.config ) && g.config.debug && window.console ){
console.log( Array.prototype.slice.call( arguments ) );
}
};
})();
/*================================================
Group
================================================*/
(function(){ ‘use strict’;
g.Group = function() {
this.collection = [];
this.length = 0;
};
g.Group.prototype.add = function( item ) {
this.collection.push( item );
this.length++;
};
g.Group.prototype.remove = function( index ) {
if( index < this.length ) {
this.collection.splice( index, 1 );
this.length–;
}
};
g.Group.prototype.empty = function() {
this.collection.length = 0;
this.length = 0;
};
g.Group.prototype.each = function( action, asc ) {
var asc = asc || 0,
i;
if( asc ) {
for( i = 0; i < this.length; i++ ) {
this.collection[ i ] action ;
}
} else {
i = this.length;
while( i-- ) {
this.collection[ i ] action ;
}
}
};
})();
/*================================================
Utilities
================================================*/
(function(){ ‘use strict’;
g.util = {};
/*================================================
Random
================================================*/
g.util.rand = function( min, max ) {
return g.m.random() * ( max - min ) + min;
};
g.util.randInt = function( min, max ) {
return g.m.floor( g.m.random() * ( max - min + 1) ) + min;
};
}());
/*================================================
State
================================================*/
(function(){ ‘use strict’;
g.states = {};
g.addState = function( state ) {
g.states[ state.name ] = state;
};
g.setState = function( name ) {
if( g.state ) {
g.states[ g.state ].exit();
}
g.state = name;
g.states[ g.state ].init();
};
g.currentState = function() {
return g.states[ g.state ];
};
}());
/*================================================
Time
================================================*/
(function(){ ‘use strict’;
g.Time = function() {
this.reset();
}
g.Time.prototype.reset = function() {
this.now = Date.now();
this.last = Date.now();
this.delta = 60;
this.ndelta = 1;
this.elapsed = 0;
this.nelapsed = 0;
this.tick = 0;
};
g.Time.prototype.update = function() {
this.now = Date.now();
this.delta = this.now - this.last;
this.ndelta = Math.min( Math.max( this.delta / ( 1000 / 60 ), 0.0001 ), 10 );
this.elapsed += this.delta;
this.nelapsed += this.ndelta;
this.last = this.now;
this.tick++;
};
})();
/*================================================
Grid Entity
================================================*/
(function(){ ‘use strict’;
g.Grid = function( cols, rows ) {
this.cols = cols;
this.rows = rows;
this.tiles = [];
for( var x = 0; x < cols; x++ ) {
this.tiles[ x ] = [];
for( var y = 0; y < rows; y++ ) {
this.tiles[ x ].push( ‘empty’ );
}
}
};
g.Grid.prototype.get = function( x, y ) {
return this.tiles[ x ][ y ];
};
g.Grid.prototype.set = function( x, y, val ) {
this.tiles[ x ][ y ] = val;
};
})();
/*================================================
Board Tile Entity
================================================*/
(function(){ ‘use strict’;
g.BoardTile = function( opt ) {
this.parentState = opt.parentState;
this.parentGroup = opt.parentGroup;
this.col = opt.col;
this.row = opt.row;
this.x = opt.x;
this.y = opt.y;
this.z = 0;
this.w = opt.w;
this.h = opt.h;
this.elem = document.createElement( ‘div’ );
this.elem.style.position = ‘absolute’;
this.elem.className = ‘tile’;
this.parentState.stageElem.appendChild( this.elem );
this.classes = {
pressed: 0,
path: 0,
up: 0,
down: 0,
left: 0,
right: 0
}
this.updateDimensions();
};
g.BoardTile.prototype.update = function() {
for( var k in this.classes ) {
if( this.classes[ k ] ) {
this.classes[ k ]–;
}
}
if( this.parentState.food.tile.col == this.col || this.parentState.food.tile.row == this.row ) {
this.classes.path = 1;
if( this.col < this.parentState.food.tile.col ) {
this.classes.right = 1;
} else {
this.classes.right = 0;
}
if( this.col > this.parentState.food.tile.col ) {
this.classes.left = 1;
} else {
this.classes.left = 0;
}
if( this.row > this.parentState.food.tile.row ) {
this.classes.up = 1;
} else {
this.classes.up = 0;
}
if( this.row < this.parentState.food.tile.row ) {
this.classes.down = 1;
} else {
this.classes.down = 0;
}
} else {
this.classes.path = 0;
}
if( this.parentState.food.eaten ) {
this.classes.path = 0;
}
};
g.BoardTile.prototype.updateDimensions = function() {
this.x = this.col * this.parentState.tileWidth;
this.y = this.row * this.parentState.tileHeight;
this.w = this.parentState.tileWidth - this.parentState.spacing;
this.h = this.parentState.tileHeight - this.parentState.spacing;
this.elem.style.left = this.x + ‘px’;
this.elem.style.top = this.y + ‘px’;
this.elem.style.width = this.w + ‘px’;
this.elem.style.height = this.h + ‘px’;
};
g.BoardTile.prototype.render = function() {
var classString = ‘’;
for( var k in this.classes ) {
if( this.classes[ k ] ) {
classString += k + ’ ';
}
}
this.elem.className = 'tile ’ + classString;
};
})();
/*================================================
Snake Tile Entity
================================================*/
(function(){ ‘use strict’;
g.SnakeTile = function( opt ) {
this.parentState = opt.parentState;
this.parentGroup = opt.parentGroup;
this.col = opt.col;
this.row = opt.row;
this.x = opt.x;
this.y = opt.y;
this.w = opt.w;
this.h = opt.h;
this.color = null;
this.scale = 1;
this.rotation = 0;
this.blur = 0;
this.alpha = 1;
this.borderRadius = 0;
this.borderRadiusAmount = 0;
this.elem = document.createElement( ‘div’ );
this.elem.style.position = ‘absolute’;
this.parentState.stageElem.appendChild( this.elem );
};
g.SnakeTile.prototype.update = function( i ) {
this.x = this.col * this.parentState.tileWidth;
this.y = this.row * this.parentState.tileHeight;
if( i == 0 ) {
this.color = ‘#fff’;
this.blur = this.parentState.dimAvg * 0.03 + Math.sin( this.parentState.time.elapsed / 200 ) * this.parentState.dimAvg * 0.015;
if( this.parentState.snake.dir == ‘n’ ) {
this.borderRadius = this.borderRadiusAmount + '% ’ + this.borderRadiusAmount + ‘% 0 0’;
} else if( this.parentState.snake.dir == ‘s’ ) {
this.borderRadius = '0 0 ’ + this.borderRadiusAmount + '% ’ + this.borderRadiusAmount + ‘%’;
} else if( this.parentState.snake.dir == ‘e’ ) {
this.borderRadius = '0 ’ + this.borderRadiusAmount + '% ’ + this.borderRadiusAmount + ‘% 0’;
} else if( this.parentState.snake.dir == ‘w’ ) {
this.borderRadius = this.borderRadiusAmount + '% 0 0 ’ + this.borderRadiusAmount + ‘%’;
}
} else {
this.color = ‘#fff’;
this.blur = 0;
this.borderRadius = ‘0’;
}
this.alpha = 1 - ( i / this.parentState.snake.tiles.length ) * 0.6;
this.rotation = ( this.parentState.snake.justAteTick / this.parentState.snake.justAteTickMax ) * 90;
this.scale = 1 + ( this.parentState.snake.justAteTick / this.parentState.snake.justAteTickMax ) * 1;
};
g.SnakeTile.prototype.updateDimensions = function() {
this.w = this.parentState.tileWidth - this.parentState.spacing;
this.h = this.parentState.tileHeight - this.parentState.spacing;
};
g.SnakeTile.prototype.render = function( i ) {
this.elem.style.left = this.x + ‘px’;
this.elem.style.top = this.y + ‘px’;
this.elem.style.width = this.w + ‘px’;
this.elem.style.height = this.h + ‘px’;
this.elem.style.backgroundColor = 'rgba(255, 255, 255, ’ + this.alpha + ‘)’;
this.elem.style.boxShadow = '0 0 ’ + this.blur + ‘px #fff’;
this.elem.style.borderRadius = this.borderRadius;
};
})();
/*================================================
Food Tile Entity
================================================*/
(function(){ ‘use strict’;
g.FoodTile = function( opt ) {
this.parentState = opt.parentState;
this.parentGroup = opt.parentGroup;
this.col = opt.col;
this.row = opt.row;
this.x = opt.x;
this.y = opt.y;
this.w = opt.w;
this.h = opt.h;
this.blur = 0;
this.scale = 1;
this.hue = 100;
this.opacity = 0;
this.elem = document.createElement( ‘div’ );
this.elem.style.position = ‘absolute’;
this.parentState.stageElem.appendChild( this.elem );
};
g.FoodTile.prototype.update = function() {
this.x = this.col * this.parentState.tileWidth;
this.y = this.row * this.parentState.tileHeight;
this.blur = this.parentState.dimAvg * 0.03 + Math.sin( this.parentState.time.elapsed / 200 ) * this.parentState.dimAvg * 0.015;
this.scale = 0.8 + Math.sin( this.parentState.time.elapsed / 200 ) * 0.2;
if( this.parentState.food.birthTick || this.parentState.food.deathTick ) {
if( this.parentState.food.birthTick ) {
this.opacity = 1 - ( this.parentState.food.birthTick / 1 ) * 1;
} else {
this.opacity = ( this.parentState.food.deathTick / 1 ) * 1;
}
} else {
this.opacity = 1;
}
};
g.FoodTile.prototype.updateDimensions = function() {
this.w = this.parentState.tileWidth - this.parentState.spacing;
this.h = this.parentState.tileHeight - this.parentState.spacing;
};
g.FoodTile.prototype.render = function() {
this.elem.style.left = this.x + ‘px’;
this.elem.style.top = this.y + ‘px’;
this.elem.style.width = this.w + ‘px’;
this.elem.style.height = this.h + ‘px’;
this.elem.style[ ‘transform’ ] = ‘translateZ(0) scale(’ + this.scale + ‘)’;
this.elem.style.backgroundColor = ‘hsla(’ + this.hue + ‘, 100%, 60%, 1)’;
this.elem.style.boxShadow = '0 0 ’ + this.blur + ‘px hsla(’ + this.hue + ‘, 100%, 60%, 1)’;
this.elem.style.opacity = this.opacity;
};
})();
/*================================================
Snake Entity
================================================*/
(function(){ ‘use strict’;
g.Snake = function( opt ) {
this.parentState = opt.parentState;
this.dir = ‘e’,
this.currDir = this.dir;
this.tiles = [];
for( var i = 0; i < 5; i++ ) {
this.tiles.push( new g.SnakeTile({
parentState: this.parentState,
parentGroup: this.tiles,
col: 8 - i,
row: 3,
x: ( 8 - i ) * opt.parentState.tileWidth,
y: 3 * opt.parentState.tileHeight,
w: opt.parentState.tileWidth - opt.parentState.spacing,
h: opt.parentState.tileHeight - opt.parentState.spacing
}));
}
this.last = 0;
this.updateTick = 10;
this.updateTickMax = this.updateTick;
this.updateTickLimit = 3;
this.updateTickChange = 0.2;
this.deathFlag = 0;
this.justAteTick = 0;
this.justAteTickMax = 1;
this.justAteTickChange = 0.05;
// sync data grid of the play state
var i = this.tiles.length;
while( i-- ) {
this.parentState.grid.set( this.tiles[ i ].col, this.tiles[ i ].row, ‘snake’ );
}
};
g.Snake.prototype.updateDimensions = function() {
var i = this.tiles.length;
while( i-- ) {
this.tiles[ i ].updateDimensions();
}
};
g.Snake.prototype.update = function() {
if( this.parentState.keys.up ) {
if( this.dir != ‘s’ && this.dir != ‘n’ && this.currDir != ‘s’ && this.currDir != ‘n’ ) {
this.dir = ‘n’;
}
} else if( this.parentState.keys.down) {
if( this.dir != ‘n’ && this.dir != ‘s’ && this.currDir != ‘n’ && this.currDir != ‘s’ ) {
this.dir = ‘s’;
}
} else if( this.parentState.keys.right ) {
if( this.dir != ‘w’ && this.dir != ‘e’ && this.currDir != ‘w’ && this.currDir != ‘e’ ) {
this.dir = ‘e’;
}
} else if( this.parentState.keys.left ) {
if( this.dir != ‘e’ && this.dir != ‘w’ && this.currDir != ‘e’ && this.currDir != ‘w’ ) {
this.dir = ‘w’;
}
}
this.parentState.keys.up = 0;
this.parentState.keys.down = 0;
this.parentState.keys.right = 0;
this.parentState.keys.left = 0;
this.updateTick += this.parentState.time.ndelta;
if( this.updateTick >= this.updateTickMax ) {
// reset the update timer to 0, or whatever leftover there is
this.updateTick = ( this.updateTick - this.updateTickMax );
// rotate snake block array
this.tiles.unshift( new g.SnakeTile({
parentState: this.parentState,
parentGroup: this.tiles,
col: this.tiles[ 0 ].col,
row: this.tiles[ 0 ].row,
x: this.tiles[ 0 ].col * this.parentState.tileWidth,
y: this.tiles[ 0 ].row * this.parentState.tileHeight,
w: this.parentState.tileWidth - this.parentState.spacing,
h: this.parentState.tileHeight - this.parentState.spacing
}));
this.last = this.tiles.pop();
this.parentState.stageElem.removeChild( this.last.elem );
this.parentState.boardTiles.collection[ this.last.col + ( this.last.row * this.parentState.cols ) ].classes.pressed = 2;
// sync data grid of the play state
var i = this.tiles.length;
while( i-- ) {
this.parentState.grid.set( this.tiles[ i ].col, this.tiles[ i ].row, ‘snake’ );
}
this.parentState.grid.set( this.last.col, this.last.row, ‘empty’ );
// move the snake’s head
if ( this.dir == ‘n’ ) {
this.currDir = ‘n’;
this.tiles[ 0 ].row -= 1;
} else if( this.dir == ‘s’ ) {
this.currDir = ‘s’;
this.tiles[ 0 ].row += 1;
} else if( this.dir == ‘w’ ) {
this.currDir = ‘w’;
this.tiles[ 0 ].col -= 1;
} else if( this.dir == ‘e’ ) {
this.currDir = ‘e’;
this.tiles[ 0 ].col += 1;
}
// wrap walls
this.wallFlag = false;
if( this.tiles[ 0 ].col >= this.parentState.cols ) {
this.tiles[ 0 ].col = 0;
this.wallFlag = true;
}
if( this.tiles[ 0 ].col < 0 ) {
this.tiles[ 0 ].col = this.parentState.cols - 1;
this.wallFlag = true;
}
if( this.tiles[ 0 ].row >= this.parentState.rows ) {
this.tiles[ 0 ].row = 0;
this.wallFlag = true;
}
if( this.tiles[ 0 ].row < 0 ) {
this.tiles[ 0 ].row = this.parentState.rows - 1;
this.wallFlag = true;
}
// check death by eating self
if( this.parentState.grid.get( this.tiles[ 0 ].col, this.tiles[ 0 ].row ) == ‘snake’ ) {
this.deathFlag = 1;
clearTimeout( this.foodCreateTimeout );
}
// check eating of food
if( this.parentState.grid.get( this.tiles[ 0 ].col, this.tiles[ 0 ].row ) == ‘food’ ) {
this.tiles.push( new g.SnakeTile({
parentState: this.parentState,
parentGroup: this.tiles,
col: this.last.col,
row: this.last.row,
x: this.last.col * this.parentState.tileWidth,
y: this.last.row * this.parentState.tileHeight,
w: this.parentState.tileWidth - this.parentState.spacing,
h: this.parentState.tileHeight - this.parentState.spacing
}));
if( this.updateTickMax - this.updateTickChange > this.updateTickLimit ) {
this.updateTickMax -= this.updateTickChange;
}
this.parentState.score++;
this.parentState.scoreElem.innerHTML = this.parentState.score;
this.justAteTick = this.justAteTickMax;
this.parentState.food.eaten = 1;
this.parentState.stageElem.removeChild( this.parentState.food.tile.elem );
var _this = this;
this.foodCreateTimeout = setTimeout( function() {
_this.parentState.food = new g.Food({
parentState: _this.parentState
});
}, 300);
}
// check death by eating self
if( this.deathFlag ) {
g.setState( ‘play’ );
}
}
// update individual snake tiles
var i = this.tiles.length;
while( i-- ) {
this.tiles[ i ].update( i );
}
if( this.justAteTick > 0 ) {
this.justAteTick -= this.justAteTickChange;
} else if( this.justAteTick < 0 ) {
this.justAteTick = 0;
}
};
g.Snake.prototype.render = function() {
// render individual snake tiles
var i = this.tiles.length;
while( i-- ) {
this.tiles[ i ].render( i );
}
};
})();
/*================================================
Food Entity
================================================*/
(function(){ ‘use strict’;
g.Food = function( opt ) {
this.parentState = opt.parentState;
this.tile = new g.FoodTile({
parentState: this.parentState,
col: 0,
row: 0,
x: 0,
y: 0,
w: opt.parentState.tileWidth - opt.parentState.spacing,
h: opt.parentState.tileHeight - opt.parentState.spacing
});
this.reset();
this.eaten = 0;
this.birthTick = 1;
this.deathTick = 0;
this.birthTickChange = 0.025;
this.deathTickChange = 0.05;
};
g.Food.prototype.reset = function() {
var empty = [];
for( var x = 0; x < this.parentState.cols; x++) {
for( var y = 0; y < this.parentState.rows; y++) {
var tile = this.parentState.grid.get( x, y );
if( tile == ‘empty’ ) {
empty.push( { x: x, y: y } );
}
}
}
var newTile = empty[ g.util.randInt( 0, empty.length - 1 ) ];
this.tile.col = newTile.x;
this.tile.row = newTile.y;
};
g.Food.prototype.updateDimensions = function() {
this.tile.updateDimensions();
};
g.Food.prototype.update = function() {
// update food tile
this.tile.update();
if( this.birthTick > 0 ) {
this.birthTick -= this.birthTickChange;
} else if( this.birthTick < 0 ) {
this.birthTick = 0;
}
// sync data grid of the play state
this.parentState.grid.set( this.tile.col, this.tile.row, ‘food’ );
};
g.Food.prototype.render = function() {
this.tile.render();
};
})();
/*================================================
Play State
================================================*/
(function(){ ‘use strict’;
function StatePlay() {
this.name = ‘play’;
}
StatePlay.prototype.init = function() {
this.scoreElem = document.querySelector( ‘.score’ );
this.stageElem = document.querySelector( ‘.stage’ );
this.dimLong = 28;
this.dimShort = 16;
this.padding = 0.25;
this.boardTiles = new g.Group();
this.keys = {};
this.foodCreateTimeout = null;
this.score = 0;
this.scoreElem.innerHTML = this.score;
this.time = new g.Time();
this.getDimensions();
if( this.winWidth < this.winHeight ) {
this.rows = this.dimLong;
this.cols = this.dimShort;
} else {
this.rows = this.dimShort;
this.cols = this.dimLong;
}
this.spacing = 1;
this.grid = new g.Grid( this.cols, this.rows );
this.resize();
this.createBoardTiles();
this.bindEvents();
this.snake = new g.Snake({
自我介绍一下,小编13年上海交大毕业,曾经在小公司待过,也去过华为、OPPO等大厂,18年进入阿里一直到现在。
深知大多数前端工程师,想要提升技能,往往是自己摸索成长或者是报班学习,但对于培训机构动则几千的学费,着实压力不小。自己不成体系的自学效果低效又漫长,而且极易碰到天花板技术停滞不前!
因此收集整理了一份《2024年Web前端开发全套学习资料》,初衷也很简单,就是希望能够帮助到想自学提升又不知道该从何学起的朋友,同时减轻大家的负担。
既有适合小白学习的零基础资料,也有适合3年以上经验的小伙伴深入学习提升的进阶课程,基本涵盖了95%以上前端开发知识点,真正体系化!
由于文件比较大,这里只是将部分目录截图出来,每个节点里面都包含大厂面经、学习笔记、源码讲义、实战项目、讲解视频,并且会持续更新!
如果你觉得这些内容对你有帮助,可以扫码获取!!(备注:前端)
最后
资料过多,篇幅有限,需要文中全部资料可以点击这里获取前端面试资料PDF完整版!
自古成功在尝试。不尝试永远都不会成功。勇敢的尝试是成功的一半。
em = document.querySelector( ‘.stage’ );
this.dimLong = 28;
this.dimShort = 16;
this.padding = 0.25;
this.boardTiles = new g.Group();
this.keys = {};
this.foodCreateTimeout = null;
this.score = 0;
this.scoreElem.innerHTML = this.score;
this.time = new g.Time();
this.getDimensions();
if( this.winWidth < this.winHeight ) {
this.rows = this.dimLong;
this.cols = this.dimShort;
} else {
this.rows = this.dimShort;
this.cols = this.dimLong;
}
this.spacing = 1;
this.grid = new g.Grid( this.cols, this.rows );
this.resize();
this.createBoardTiles();
this.bindEvents();
this.snake = new g.Snake({
自我介绍一下,小编13年上海交大毕业,曾经在小公司待过,也去过华为、OPPO等大厂,18年进入阿里一直到现在。
深知大多数前端工程师,想要提升技能,往往是自己摸索成长或者是报班学习,但对于培训机构动则几千的学费,着实压力不小。自己不成体系的自学效果低效又漫长,而且极易碰到天花板技术停滞不前!
因此收集整理了一份《2024年Web前端开发全套学习资料》,初衷也很简单,就是希望能够帮助到想自学提升又不知道该从何学起的朋友,同时减轻大家的负担。
[外链图片转存中…(img-LXxcWmg4-1713002970533)]
[外链图片转存中…(img-vgAo1AhG-1713002970534)]
既有适合小白学习的零基础资料,也有适合3年以上经验的小伙伴深入学习提升的进阶课程,基本涵盖了95%以上前端开发知识点,真正体系化!
[外链图片转存中…(img-o41UnlVs-1713002970534)]
由于文件比较大,这里只是将部分目录截图出来,每个节点里面都包含大厂面经、学习笔记、源码讲义、实战项目、讲解视频,并且会持续更新!
如果你觉得这些内容对你有帮助,可以扫码获取!!(备注:前端)
最后
[外链图片转存中…(img-wbT9skAd-1713002970534)]
[外链图片转存中…(img-mpDDRzgq-1713002970535)]
资料过多,篇幅有限,需要文中全部资料可以点击这里获取前端面试资料PDF完整版!
自古成功在尝试。不尝试永远都不会成功。勇敢的尝试是成功的一半。