<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"><html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>贪吃蛇 - by CNwander</title> <style type="text/css"> * {margin:0; padding:0} body {background:#333; -moz-user-select:none; text-align:center; font-size:12px} table {margin:80px auto 10px auto; overflow:hidden; border-collapse:collapse; } td {width:20px; height:20px; border:1px solid #eee; background:#f4f4f4} .cover {background:#39c;} .food {background:#093}. block {background:#333} .brake {background:#f00} .skate {background:#00f} #say {margin-top:50px; color:white} #help {width:420px; margin:0 auto; line-height:17px; color:white} #help span {float:left; margin-right:10px} #help .box {width:15px; height:15px; margin-right:5px; border:1px solid white} #btnStart {clear:both; width:100px; height:30px; margin-top:10px; padding:0; background:#bbb; color:#222; border:1px solid #fff; border-bottom-color:#000; border-right-color:#000; cursor:pointer} </style> <script type="text/javascript"> // code by CNwander. // common function $(str) { return document.getElementById(str); } function $tag(str,target) { target = target || document; return target.getElementsByTagName(str); } // global // constvar WIDTH = 20, //网格宽度 HEIGHT = 20, //网格高度 SAY = ["相当不错,虽然说和CNwander还不是一个级别的","可以啊,再加点油都可以和CNwander媲美了!","一个字,牛,连CNwander都甘拜下风了","差不多行了,别把游戏玩爆了"]; var len = 3, //蛇的长度 speed, //爬行速度 gridElems = multiArray(WIDTH,HEIGHT), //单元格对象 carrier, //承载对象(食物,障碍,滑板,刹车) snake, //蛇每节的坐标点 info, //交互对话 btnStart, //开始按钮 topScore = len, snakeTimer, //蛇行走计时器 brakeTimers = [], //随机刹车 skateTimers = [], //随机滑板 directkey; // 方向键值 37-40 左上右下 window.onload = function(){ info = $("say"); btnStart = $("btnStart"); initGrid(); //网格初始化 document.onkeydown = attachEvents; //绑定方向事件 btnStart.onclick = function (e) { btnStart.blur(); //firefox中必须释放焦点 start(); //游戏开始 btnStart.setAttribute("disabled",true); btnStart.style.color = "#aaa"; } } //开始游戏function start() { len = 3; speed = 10; directkey = 39; carrier = multiArray(WIDTH,HEIGHT); snake = new Array(); clear(); initSnake(); //蛇初始化 addObject("food"); walk(); addRandomBrake(); } //创建网格 function initGrid() { var body = $tag("body")[0]; var table = document.createElement("table"), tbody = document.createElement("tbody") for(var j = 0; j < HEIGHT; j++) { var col = document.createElement("tr"); for(var i = 0; i < WIDTH; i++) { var row = document.createElement("td"); gridElems[i][j] = col.appendChild(row); } tbody.appendChild(col); } table.appendChild(tbody); $("snakeWrap").appendChild(table); } //创建蛇 function initSnake() { var pointer = randomPointer(len-1, len-1, WIDTH/2); for(var i = 0; i < len; i++) { var x = pointer[0] - i, y = pointer[1]; snake.push([x,y]); carrier[x][y] = "cover"; } } //添加键盘事件 function attachEvents(e) { e = e || event; directkey = Math.abs(e.keyCode - directkey) != 2 && e.keyCode > 36 && e.keyCode < 41 ? e.keyCode : directkey; //非方向键、反向无效 return false; }function walk() { if(snakeTimer) window.clearInterval(snakeTimer); snakeTimer = window.setInterval(step, Math.floor(3000/speed)); } function step() { //获取目标点 var headX = snake[0][0], headY = snake[0][1]; switch(directkey) { case 37: headX -= 1; break; case 38: headY -= 1; break; case 39: headX += 1; break case 40: headY += 1; break; } //碰到边界,阻挡物,则结束游戏 if(headX >= WIDTH || headX < 0 || headY >= HEIGHT || headY < 0 || carrier[headX][headY] == "block" || carrier[headX][headY] == "cover" ) { trace("GAME OVER"); if(getText($("score"))*1 < len) trace(len,$("score")); btnStart.removeAttribute("disabled"); btnStart.style.color = "#000"; window.clearInterval(snakeTimer); for(var i = 0; i < brakeTimers.length; i++) window.clearTimeout(brakeTimers[i]); for(var i = 0; i < skateTimers.length; i++) window.clearTimeout(skateTimers[i]); return; } //加速 if(len % 4 == 0 && speed < 60 && carrier[headX][headY] == "food") { speed += 5; walk(); trace("加速!"); } //捡到刹车 if(carrier[headX][headY] == "brake") { speed = 5; walk(); trace("恭喜!捡到刹车一个。"); } //遭遇滑板 if(carrier[headX][headY] == "skate") { speed += 20; walk(); trace("遭遇滑板!"); } //添加阻挡物 if(len % 6 == 0 && len < 60 && carrier[headX][headY] == "food") { addObject("block"); } //对话 if(len <= 40 && len % 10 == 0) { var cheer = SAY[len/10-1]; trace(cheer); } //吃东西 if(carrier[headX][headY] != "food") { var lastX = snake[snake.length-1][0], lastY = snake[snake.length-1][1]; carrier[lastX][lastY] = false; gridElems[lastX][lastY].className = ""; snake.pop(); } else { carrier[headX][headY] = false; trace("吃到食物"); addObject("food"); } snake.unshift([headX,headY]); carrier[headX][headY] = "cover"; gridElems[headX][headY].className = "cover"; len = snake.length; } //添加物品 function addObject(name) { var p = randomPointer(); carrier[p[0]][p[1]] = name; gridElems[p[0]][p[1]].className = name; } //添加随机数量刹车和滑板 function addRandomBrake() { var num = randowNum(1,5); for(var i = 0; i < num; i++) { brakeTimers.push( window.setTimeout(function(){addObject("brake")},randowNum(10000,100000)) ); skateTimers.push( window.setTimeout(function(){addObject("skate")},randowNum(5000,100000)) ); } } //输出信息 function trace(sth,who) { who = who || info; if(document.all) who.innerText = sth; else who.textContent = sth; } //获取信息 function getText(target) { if(document.all) return target.innerText; else return target.textContent; } //创建二维数组 function multiArray(m,n) { var arr = new Array(n); for(var i=0; i<m; i++) arr[i] = new Array(m); return arr; } //清除画面 function clear() { for(var y = 0; y < gridElems.length; y++) { for(var x = 0; x < gridElems[y].length; x++) { gridElems[x][y].className = ""; } } } //产生指定范围随机点 function randomPointer(startX,startY,endX,endY) { startX = startX || 0; startY = startY || 0; endX = endX || WIDTH; endY = endY || HEIGHT; var p = [], x = Math.floor(Math.random()*(endX - startX)) + startX, y = Math.floor(Math.random()*(endY - startY)) + startY; if(carrier[x][y]) return randomPointer(startX,startY,endX,endY); p[0] = x; p[1] = y; return p; } //产生随机整数 function randowNum(start,end) { return Math.floor(Math.random()*(end - start)) + start; } </script> </head> <body onselectstart="return false"> <div id="say">贪吃蛇</div> <div id="snakeWrap"></div> <div id="help"> <span class="box food"></span><span>绿色食物</span> <span class="box block"></span><span>灰色dp</span> <span class="box skate"></span><span>蓝色滑板</span> <span class="box brake"></span><span>红色刹车</span> <span style="float:right">最高分:<strong id="score">0</strong></span> <input type="button" id="btnStart" value="开始游戏" /> </div> </body> </html>
Tips: (老鸟跳过,希望对新手有所帮助)
- IE: element.innerText = FF: element.textContent;
- setAttribute("cellpadding","0")在IE中无效,正确写法cellPadding (一不小心就犯错了);
- FF中,使用绑定在某元素上的键盘事件前,先让它获得焦点,document也不例外,这容易疏忽;
- 在IE中create table element,记得加tbody;
代码(有详细注释):
// code by CNwander.
// common
function $(str) {
return document.getElementById(str);
}
function $tag(str,target) {
target = target || document;
return target.getElementsByTagName(str);
}
// global
// const
var WIDTH = 20, //网格宽度
HEIGHT = 20, //网格高度
SAY = ["相当不错,虽然说和CNwander还不是一个级别的","可以啊,再加点油都可以和CNwander媲美了!","一个字,牛,连CNwander都甘拜下风了","差不多行了,别把游戏玩爆了"];
var len = 3, //蛇的长度
speed, //爬行速度
gridElems = multiArray(WIDTH,HEIGHT), //单元格对象
carrier, //承载对象(食物,障碍,滑板,刹车)
snake, //蛇每节的坐标点
info, //交互对话
btnStart, //开始按钮
topScore = len,
snakeTimer, //蛇行走计时器
brakeTimers = [], //随机刹车
skateTimers = [], //随机滑板
directkey; // 方向键值 37-40 左上右下
window.onload = function(){
info = $("say");
btnStart = $("btnStart");
initGrid(); //网格初始化
document.onkeydown = attachEvents; //绑定方向事件
btnStart.onclick = function (e) {
btnStart.blur(); //firefox中必须释放焦点
start(); //游戏开始
btnStart.setAttribute("disabled",true);
btnStart.style.color = "#aaa";
}
}
//开始游戏
function start() {
len = 3;
speed = 10;
directkey = 39;
carrier = multiArray(WIDTH,HEIGHT);
snake = new Array();
clear();
initSnake(); //蛇初始化
addObject("food");
walk();
addRandomBrake();
}
//创建网格
function initGrid() {
var body = $tag("body")[0];
var table = document.createElement("table"),
tbody = document.createElement("tbody")
for(var j = 0; j < HEIGHT; j++) {
var col = document.createElement("tr");
for(var i = 0; i < WIDTH; i++) {
var row = document.createElement("td");
gridElems[i][j] = col.appendChild(row);
}
tbody.appendChild(col);
}
table.appendChild(tbody);
$("snakeWrap").appendChild(table);
}
//创建蛇
function initSnake() {
var pointer = randomPointer(len-1, len-1, WIDTH/2);
for(var i = 0; i < len; i++) {
var x = pointer[0] - i,
y = pointer[1];
snake.push([x,y]);
carrier[x][y] = "cover";
}
}
//添加键盘事件
function attachEvents(e) {
e = e || event;
directkey = Math.abs(e.keyCode - directkey) != 2 && e.keyCode > 36 && e.keyCode < 41 ? e.keyCode : directkey; //非方向键、反向无效
return false;
}
function walk() {
if(snakeTimer) window.clearInterval(snakeTimer);
snakeTimer = window.setInterval(step, Math.floor(3000/speed));
}
function step() {
//获取目标点
var headX = snake[0][0],
headY = snake[0][1];
switch(directkey) {
case 37: headX -= 1; break;
case 38: headY -= 1; break;
case 39: headX += 1; break
case 40: headY += 1; break;
}
//碰到边界,阻挡物,则结束游戏
if(headX >= WIDTH || headX < 0 || headY >= HEIGHT || headY < 0 || carrier[headX][headY] == "block" || carrier[headX][headY] == "cover" ) {
trace("GAME OVER");
if(getText($("score"))*1 < len) trace(len,$("score"));
btnStart.removeAttribute("disabled");
btnStart.style.color = "#000";
window.clearInterval(snakeTimer);
for(var i = 0; i < brakeTimers.length; i++) window.clearTimeout(brakeTimers[i]);
for(var i = 0; i < skateTimers.length; i++) window.clearTimeout(skateTimers[i]);
return;
}
//加速
if(len % 4 == 0 && speed < 60 && carrier[headX][headY] == "food") {
speed += 5;
walk();
trace("加速!");
}
//捡到刹车
if(carrier[headX][headY] == "brake") {
speed = 5;
walk();
trace("恭喜!捡到刹车一个。");
}
//遭遇滑板
if(carrier[headX][headY] == "skate") {
speed += 20;
walk();
trace("遭遇滑板!");
}
//添加阻挡物
if(len % 6 == 0 && len < 60 && carrier[headX][headY] == "food") {
addObject("block");
}
//对话
if(len <= 40 && len % 10 == 0) {
var cheer = SAY[len/10-1];
trace(cheer);
}
//吃东西
if(carrier[headX][headY] != "food") {
var lastX = snake[snake.length-1][0],
lastY = snake[snake.length-1][1];
carrier[lastX][lastY] = false;
gridElems[lastX][lastY].className = "";
snake.pop();
} else {
carrier[headX][headY] = false;
trace("吃到食物");
addObject("food");
}
snake.unshift([headX,headY]);
carrier[headX][headY] = "cover";
gridElems[headX][headY].className = "cover";
len = snake.length;
}
//添加物品
function addObject(name) {
var p = randomPointer();
carrier[p[0]][p[1]] = name;
gridElems[p[0]][p[1]].className = name;
}
//添加随机数量刹车和滑板
function addRandomBrake() {
var num = randowNum(1,5);
for(var i = 0; i < num; i++) {
brakeTimers.push( window.setTimeout(function(){addObject("brake")},randowNum(10000,100000)) );
skateTimers.push( window.setTimeout(function(){addObject("skate")},randowNum(5000,100000)) );
}
}
//输出信息
function trace(sth,who) {
who = who || info;
if(document.all) who.innerText = sth;
else who.textContent = sth;
}
//获取信息
function getText(target) {
if(document.all) return target.innerText;
else return target.textContent;
}
//创建二维数组
function multiArray(m,n) {
var arr = new Array(n);
for(var i=0; i<m; i++)
arr[i] = new Array(m);
return arr;
}
//清除画面
function clear() {
for(var y = 0; y < gridElems.length; y++) {
for(var x = 0; x < gridElems[y].length; x++) {
gridElems[x][y].className = "";
}
}
}
//产生指定范围随机点
function randomPointer(startX,startY,endX,endY) {
startX = startX || 0;
startY = startY || 0;
endX = endX || WIDTH;
endY = endY || HEIGHT;
var p = [],
x = Math.floor(Math.random()*(endX - startX)) + startX,
y = Math.floor(Math.random()*(endY - startY)) + startY;
if(carrier[x][y]) return randomPointer(startX,startY,endX,endY);
p[0] = x;
p[1] = y;
return p;
}
//产生随机整数
function randowNum(start,end) {
return Math.floor(Math.random()*(end - start)) + start;
}
// common
function $(str) {
return document.getElementById(str);
}
function $tag(str,target) {
target = target || document;
return target.getElementsByTagName(str);
}
// global
// const
var WIDTH = 20, //网格宽度
HEIGHT = 20, //网格高度
SAY = ["相当不错,虽然说和CNwander还不是一个级别的","可以啊,再加点油都可以和CNwander媲美了!","一个字,牛,连CNwander都甘拜下风了","差不多行了,别把游戏玩爆了"];
var len = 3, //蛇的长度
speed, //爬行速度
gridElems = multiArray(WIDTH,HEIGHT), //单元格对象
carrier, //承载对象(食物,障碍,滑板,刹车)
snake, //蛇每节的坐标点
info, //交互对话
btnStart, //开始按钮
topScore = len,
snakeTimer, //蛇行走计时器
brakeTimers = [], //随机刹车
skateTimers = [], //随机滑板
directkey; // 方向键值 37-40 左上右下
window.onload = function(){
info = $("say");
btnStart = $("btnStart");
initGrid(); //网格初始化
document.onkeydown = attachEvents; //绑定方向事件
btnStart.onclick = function (e) {
btnStart.blur(); //firefox中必须释放焦点
start(); //游戏开始
btnStart.setAttribute("disabled",true);
btnStart.style.color = "#aaa";
}
}
//开始游戏
function start() {
len = 3;
speed = 10;
directkey = 39;
carrier = multiArray(WIDTH,HEIGHT);
snake = new Array();
clear();
initSnake(); //蛇初始化
addObject("food");
walk();
addRandomBrake();
}
//创建网格
function initGrid() {
var body = $tag("body")[0];
var table = document.createElement("table"),
tbody = document.createElement("tbody")
for(var j = 0; j < HEIGHT; j++) {
var col = document.createElement("tr");
for(var i = 0; i < WIDTH; i++) {
var row = document.createElement("td");
gridElems[i][j] = col.appendChild(row);
}
tbody.appendChild(col);
}
table.appendChild(tbody);
$("snakeWrap").appendChild(table);
}
//创建蛇
function initSnake() {
var pointer = randomPointer(len-1, len-1, WIDTH/2);
for(var i = 0; i < len; i++) {
var x = pointer[0] - i,
y = pointer[1];
snake.push([x,y]);
carrier[x][y] = "cover";
}
}
//添加键盘事件
function attachEvents(e) {
e = e || event;
directkey = Math.abs(e.keyCode - directkey) != 2 && e.keyCode > 36 && e.keyCode < 41 ? e.keyCode : directkey; //非方向键、反向无效
return false;
}
function walk() {
if(snakeTimer) window.clearInterval(snakeTimer);
snakeTimer = window.setInterval(step, Math.floor(3000/speed));
}
function step() {
//获取目标点
var headX = snake[0][0],
headY = snake[0][1];
switch(directkey) {
case 37: headX -= 1; break;
case 38: headY -= 1; break;
case 39: headX += 1; break
case 40: headY += 1; break;
}
//碰到边界,阻挡物,则结束游戏
if(headX >= WIDTH || headX < 0 || headY >= HEIGHT || headY < 0 || carrier[headX][headY] == "block" || carrier[headX][headY] == "cover" ) {
trace("GAME OVER");
if(getText($("score"))*1 < len) trace(len,$("score"));
btnStart.removeAttribute("disabled");
btnStart.style.color = "#000";
window.clearInterval(snakeTimer);
for(var i = 0; i < brakeTimers.length; i++) window.clearTimeout(brakeTimers[i]);
for(var i = 0; i < skateTimers.length; i++) window.clearTimeout(skateTimers[i]);
return;
}
//加速
if(len % 4 == 0 && speed < 60 && carrier[headX][headY] == "food") {
speed += 5;
walk();
trace("加速!");
}
//捡到刹车
if(carrier[headX][headY] == "brake") {
speed = 5;
walk();
trace("恭喜!捡到刹车一个。");
}
//遭遇滑板
if(carrier[headX][headY] == "skate") {
speed += 20;
walk();
trace("遭遇滑板!");
}
//添加阻挡物
if(len % 6 == 0 && len < 60 && carrier[headX][headY] == "food") {
addObject("block");
}
//对话
if(len <= 40 && len % 10 == 0) {
var cheer = SAY[len/10-1];
trace(cheer);
}
//吃东西
if(carrier[headX][headY] != "food") {
var lastX = snake[snake.length-1][0],
lastY = snake[snake.length-1][1];
carrier[lastX][lastY] = false;
gridElems[lastX][lastY].className = "";
snake.pop();
} else {
carrier[headX][headY] = false;
trace("吃到食物");
addObject("food");
}
snake.unshift([headX,headY]);
carrier[headX][headY] = "cover";
gridElems[headX][headY].className = "cover";
len = snake.length;
}
//添加物品
function addObject(name) {
var p = randomPointer();
carrier[p[0]][p[1]] = name;
gridElems[p[0]][p[1]].className = name;
}
//添加随机数量刹车和滑板
function addRandomBrake() {
var num = randowNum(1,5);
for(var i = 0; i < num; i++) {
brakeTimers.push( window.setTimeout(function(){addObject("brake")},randowNum(10000,100000)) );
skateTimers.push( window.setTimeout(function(){addObject("skate")},randowNum(5000,100000)) );
}
}
//输出信息
function trace(sth,who) {
who = who || info;
if(document.all) who.innerText = sth;
else who.textContent = sth;
}
//获取信息
function getText(target) {
if(document.all) return target.innerText;
else return target.textContent;
}
//创建二维数组
function multiArray(m,n) {
var arr = new Array(n);
for(var i=0; i<m; i++)
arr[i] = new Array(m);
return arr;
}
//清除画面
function clear() {
for(var y = 0; y < gridElems.length; y++) {
for(var x = 0; x < gridElems[y].length; x++) {
gridElems[x][y].className = "";
}
}
}
//产生指定范围随机点
function randomPointer(startX,startY,endX,endY) {
startX = startX || 0;
startY = startY || 0;
endX = endX || WIDTH;
endY = endY || HEIGHT;
var p = [],
x = Math.floor(Math.random()*(endX - startX)) + startX,
y = Math.floor(Math.random()*(endY - startY)) + startY;
if(carrier[x][y]) return randomPointer(startX,startY,endX,endY);
p[0] = x;
p[1] = y;
return p;
}
//产生随机整数
function randowNum(start,end) {
return Math.floor(Math.random()*(end - start)) + start;
}