<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title></title>
<style>
.map {
width: 800px;
height: 600px;
background-color: #CCC;
position: relative;
}
</style>
</head>
<body>
<div class="map"></div>
<script>
//自调用函数-----食物的
((function () {
//用来保存每个小方块食物
var elements = [];
//食物就是一个对象有,颜色,宽高,横纵坐标,先定义构造函数然后创建对象
function Food(x, y, width, height, color) {
this.x = x || 0;
this.y = y || 0;
this.width = width || 20;
this.height = height || 20;
this.color = color || "green";
}
//为原型添加初始化的方法(作用:在页面上显示这个食物)
//因为食物要在地图上显示,所以,需要地图这个参数
Food.prototype.init = function (map) {
//每次创建先进行删除
remove();
//创建div
var div = document.createElement("div");
//把div加到map中
map.appendChild(div);
//设置div的样式
div.style.width = this.width + "px";
div.style.height = this.height + "px";
div.style.backgroundColor = this.color;
//脱离文档流
div.style.position = "absolute";
//随机横纵坐标
this.x = parseInt(Math.random() * (map.offsetWidth / this.width)) * this.width;
this.y = parseInt(Math.random() * (map.offsetHeight / this.height)) * this.height;
div.style.left = this.x + "px";
div.style.top = this.y + "px";
//把div加到elements数组中
elements.push(div);
};
//私有函数,删除食物的
function remove() {
//elements数组中有这个食物
for (var i = 0; i < elements.length; i++) {
var ele = elements[i];
//找到这个元素的父级元素,然后删除这个子元素
ele.parentNode.removeChild(ele);
//把elements中的这个元素删除
elements.splice(i, 1);
}
}
window.Food = Food;
})());
//自调用函数-----小蛇
(function () {
var elements = [];
//小蛇的构造函数
function Snake(width, height, direction) {
//小蛇的每个部分的宽和高
this.width = width || 20;
this.height = height || 20;
//小蛇的身体
this.body = [
{x: 3, y: 2, color: "red"},
{x: 2, y: 2, color: "orange"},
{x: 1, y: 2, color: "orange"}
];
//方向
this.direction = direction || "right";
}
//为原型添加方法-----小蛇初始化的方法
Snake.prototype.init = function (map) {
//删除原来的小蛇
remove();
//循环遍历创建div
for (var i = 0; i < this.body.length; i++) {
//数组中的每个数组元素都是一个对象
var obj = this.body[i];
//创建div
var div = document.createElement("div");
//把div加入到map中
map.appendChild(div);
//设置div的样式
div.style.width = this.width + "px";
div.style.height = this.height + "px";
div.style.position = "absolute";
div.style.left = obj.x * this.width + "px";
div.style.top = obj.y * this.height + "px";
div.style.backgroundColor = obj.color;
//方向暂时不定
//把div加入到elements数组中------目的是为了删除
elements.push(div);
}
};
//为原型添加方法,让小蛇动起来
Snake.prototype.move = function (food, map) {
//改变小蛇身体的坐标位置
var i = this.body.length - 1;
for (; i > 0; i--) {
this.body[i].x = this.body[i - 1].x;
this.body[i].y = this.body[i - 1].y;
}
//判断方向----改变小蛇的头的坐标位置
switch (this.direction) {
case "right":
this.body[0].x += 1;
break;
case "left":
this.body[0].x -= 1;
break;
case "top":
this.body[0].y -= 1;
break;
case "bottom":
this.body[0].y += 1;
break;
}
//判断有没有吃到食物
//小蛇的头的坐标和食物的坐标一致
var headX = this.body[0].x * this.width;
var headY = this.body[0].y * this.height;
//判断坐标
if (headX == food.x && headY == food.y) {
//获取小蛇的最后的尾巴
var last = this.body[this.body.length - 1];
//把最后的蛇尾复制一个,重新的加入到小蛇的body中
this.body.push({
x: last.x,
y: last.y,
color: last.color
});
//把食物删除,重新初始化食物
food.init(map);
}
};
window.Snake = Snake;
//删除小蛇的私有函数
function remove() {
//获取数组
var i = elements.length - 1;
for (; i >= 0; i--) {
//从当前子元素找到其父级元素然后再删除子元素
var ele = elements[i];
//从map中删除这个元素
ele.parentNode.removeChild(ele);
elements.splice(i, 1);
}
}
}());
//自调用函数-----游戏对象
(function () {
var that = null;
//游戏的构造函数
function Game(map) {
this.map = map;
this.food = new Food();
this.snake = new Snake();
that = this;
}
Game.prototype.init = function () {
//初始化游戏
//食物初始化
this.food.init(this.map);
//小蛇初始化
this.snake.init(this.map);
//调用自动移动小蛇的方法
this.runSnake(this.food, this.map);
//调用按键方法
this.bindKey();
// setInterval(function () {
// that.snake.move(that.food, that.map);
// that.snake.init(that.map);
// }, 150)
};
//添加原型方法-------设置小蛇可以自动的跑起来
Game.prototype.runSnake = function (food, map) {
//自动的去移动
var timeId = setInterval(function () {
//此时的this是window
//移动小蛇
this.snake.move(food, map);
//初始化小蛇
this.snake.init(map);
//横坐标的最大值
var maxX = map.offsetWidth / this.snake.width;
//纵坐标的最大值
var maxY = map.offsetHeight / this.snake.width;
//小蛇的头的坐标
var headX = this.snake.body[0].x;
var headY = this.snake.body[0].y;
console.log(headX + "-------------" + headY);
console.log(maxX);
//横坐标
if (headX < 0 || headX >= maxX) {
//撞墙了,停止定时器
clearInterval(timeId);
alert("游戏结束");
}
//纵坐标
if (headY < 0 || headY >= maxY) {
//撞墙了,停止定时器
clearInterval(timeId);
alert("游戏结束");
}
}.bind(that), 150)
};
//添加原型方法-----设置用户按键,改变小蛇移动的方向
Game.prototype.bindKey = function () {
document.addEventListener("keydown", function (e) {
//这里的this应该是触发keydown的时间的对象---document
//所以这里的this就是document
//获取按键的值
switch (e.keyCode) {
case 37:
this.snake.direction = "left";
break;
case 38:
this.snake.direction = "top";
break;
case 39:
this.snake.direction = "right";
break;
case 40:
this.snake.direction = "bottom";
break;
}
}.bind(that), false)
};
window.Game = Game;
}());
var gm = new Game(document.querySelector(".map"));
gm.init();
</script>
</body>
</html>