将贪吃蛇改造成面向对象,类似插件的东西。
过程中,要把握好this的指向,因为这个,调试了好大会
将randFood进行了修正,添加了一个配置参数与默认参数合并方法,其他的都还是一样的。
html代码没有改,在第一篇文章里
代码附上:
function tanchishe(options) {
this.canvas = options.canvas;
this.span_score = options.span_score;
this.context = this.canvas.getContext('2d');
this.snake = new Array(); //蛇身数组
this.snakeLength = 1; //蛇身长度
this.direct = options.direct || 37; //移动方向
this.food_x; //食物的坐标 可以改为object对象
this.food_y;
this.score = 0; // 得分
this.timer; //setInterval
var defaults = {
maxNumber: 630, // 最大长宽,这里的画布是正方形
stride: 15, //每个小方块的长宽,
speed: 300 // 移动速度
}
this.settings(options, defaults);
this.init();
this.update();
var self = this;
document.onkeydown = function(event) {
console.log(self.direct)
var event = event || window.event;
clearInterval(self.timer);
// 37:左 38:上 39:右 40:下
var newDir = (event.keyCode > 36 && event.keyCode < 41) ? event.keyCode : 40;
// 处理反方向
if (Math.abs(self.direct - newDir) == 2) {
alert("头碰到身体了,Game over!");
} else {
self.direct = newDir;
self.update();
}
}
}
// 将配置参数和默认参数合并
tanchishe.prototype.settings = function(options, defaults) {
this.ops = options || {};
for (var i in defaults) {
if (typeof options[i] === 'undefined') {
options[i] = defaults[i];
} else if (typeof options[i] === 'object') {
for (var deepDef in defaults[i]) {
if (typeof options[i][j] === 'undefined') {
options[i][j] = defaults[i][j];
}
}
}
}
}
// 随机生成食物
tanchishe.prototype.randFood = function() {
// 保证生成的食物会在小方格里
// 小方格的个数
var shang = this.ops.maxNumber / this.ops.stride;
// 小方格个数的整数部分
var zheng = shang / 10;
// 小方格的个位
var yu = shang % 10;
do {
this.food_x = Math.ceil(Math.random() * zheng + yu) * this.ops.stride + 1;
this.food_y = Math.ceil(Math.random() * zheng + yu) * this.ops.stride + 1;
} while (this.isBody(this.food_x, this.food_y));
}
// 判断食物是否在蛇的身体上
tanchishe.prototype.isBody = function(param_x, param_y) {
// 判断蛇头是否碰到了蛇身
for (var i = 0; i < this.snakeLength - 1; i++) {
if (this.snake[i].x === param_x && this.snake[i].y === param_y) {
return true;
}
}
// 判断食物是否在蛇的身体上
var snakeLast = this.snake[this.snakeLength - 1];
if (snakeLast) {
if (snakeLast.x === param_x && snakeLast.y === param_y) {
return true;
}
}
return false;
}
// 定时更新画面
tanchishe.prototype.update = function() {
var self = this;
self.timer = setInterval(function() {
// 到达边界
if (self.snake[0].x < 1 || self.snake[0].y < 1 || self.snake[0].x > self.ops.maxNumber || self.snake[0].y > self.ops.maxNumber) {
clearInterval(self.timer);
alert('出边界了,Game over!');
} else {
// 重新绘制贪吃蛇
self.drawSnake();
// 检测是否吃到食物
self.checkFood();
}
}, self.ops.speed)
}
// 绘制贪吃蛇
tanchishe.prototype.drawSnake = function() {
// 擦出蛇尾巴
var snakeLast = this.snake[this.snakeLength - 1],
snakeHead = this.snake[0];
this.clear(snakeLast.x, snakeLast.y);
// 删除尾巴
this.snake.pop();
// 增加头
this.addHead(snakeHead.x, snakeHead.y);
}
// 增加头
tanchishe.prototype.addHead = function(param_x, param_y) {
var newX, newY;
// 37:左 38:上 39:右 40:下
switch (this.direct) {
case 37:
newX = param_x - this.ops.stride;
newY = param_y;
break;
case 38:
newY = param_y - this.ops.stride;
newX = param_x;
break;
case 39:
newX = param_x + this.ops.stride;
newY = param_y;
break;
case 40:
newY = param_y + this.ops.stride;
newX = param_x;
break;
}
// 增加蛇头
// 检测头是否 碰到身体
if (this.snakeLength > 3 && this.isBody(newX, newY)) {
clearInterval(this.timer);
alert("头碰到身体了,Game over!");
} else {
this.snake.unshift({
x: newX,
y: newY
});
this.draw(this.snake[0].x, this.snake[0].y);
}
}
// 检测是否吃到食物
tanchishe.prototype.checkFood = function() {
if (this.snake[0].x === this.food_x && this.snake[0].y === this.food_y) {
// 增加头
this.snakeLength += 1;
this.addHead(this.food_x, this.food_y);
// 改变分数
this.score += 10;
this.span_score.innerHTML = this.score;
// 改变速度
this.speed = (this.speed > 100) ? (this.speed - 20) : this.speed;
this.randFood();
console.log(this.snake)
console.log(this.food_x)
console.log(this.food_y)
this.draw(this.food_x, this.food_y);
}
}
// 清除
tanchishe.prototype.clear = function(param_x, param_y) {
this.context.clearRect(param_x, param_y, this.ops.stride - 2, this.ops.stride - 2);
}
// 画小方块
tanchishe.prototype.draw = function(param_x, param_y) {
this.context.fillRect(param_x, param_y, this.ops.stride - 2, this.ops.stride - 2);
}
// 初始化函数
tanchishe.prototype.init = function() {
this.canvas.width = this.ops.maxNumber;
this.canvas.height = this.ops.maxNumber;
this.context.lineWidth = 1;
this.context.fillStyle = '#69D69E';
this.context.strokeStyle = "#89EFA3";
var i = 0;
while (i <= this.ops.maxNumber) {
this.context.moveTo(0, i);
this.context.lineTo(this.ops.maxNumber, i);
this.context.stroke();
this.context.moveTo(i, 0);
this.context.lineTo(i, this.ops.maxNumber);
this.context.stroke();
i += this.ops.stride;
}
this.snake.push({
x: 31,
y: 61
});
this.randFood();
this.draw(this.food_x, this.food_y);
this.draw(this.snake[0].x, this.snake[0].y);
}
function tcs(options) {
return new tanchishe(options);
}
在html中调用就行了
window.οnlοad=function(){
tcs({
canvas : document.getElementById('myCanvas'),
span_score : document.getElementById('score'),
maxNumber : 630, // 最大长宽,这里的画布是正方形
stride : 30, //每个小方块的长宽,
speed : 300 // 移动速度
});
}