代码实现ts: 1 ‘use strict‘ 2 module Main { 3 4 const FloorType = { 5 space: "space", 6 snack: "body", 7 food: "food" 8 } 9 const enum Direction { 10 left = 37, 11 up = 38, 12 right = 39, 13 down = 40 14 } 15 interface Block { 16 pos: Pos 17 type: string 18 node: HTMLElement 19 20 } 21 interface Pos { 22 x: number 23 y: number 24 } 25 let score: number = 0; 26 export class FLoor { 27 28 private table: HTMLTableElement 29 public row: number 30 public col: number 31 public blocks: Block[] 32 private parent: HTMLElement 33 constructor(options?) { 34 console.log(options); 35 options = options || {}; 36 this.table = document.createElement("table"); 37 this.parent = options.parent || document.body; 38 this.row = options.row || 20; 39 this.col = options.col || 20; 40 this.blocks = []; 41 } 42 DrawFloor() { 43 44 for (let i = 0; i < this.row; i++) { 45 let tr = <HTMLTableRowElement>this.table.insertRow(-1); 46 for (let k = 0; k < this.col; k++) { 47 let td = <HTMLTableCellElement>tr.insertCell(-1); 48 td.className = FloorType.space; 49 let block: Block = { 50 pos: { x: k, y: i }, 51 type: FloorType.space, 52 node: td 53 } 54 this.blocks.push(block); 55 } 56 } 57 this.parent.appendChild(this.table); 58 59 } 60 DrawGameOver() { 61 let div = document.createElement("div"); 62 div.className = "gameover"; 63 div.innerHTML = "Game Over score:" + score; 64 div.style.top = this.row * 20 / 2 - 50 + "px"; 65 div.style.left = this.row * 20 / 2 - 100 + "px"; 66 this.parent.appendChild(div); 67 68 } 69 70 ReDraw(blocks: Block[]) { 71 72 blocks.forEach((block) => { block.node.className = block.type }) 73 } 74 } 75 export class Snack { 76 77 private len: number; 78 private speed: number; 79 private bodies: Block[]; 80 private direction: Direction; 81 private floor: FLoor; 82 private timer?: number; 83 constructor(floor: FLoor, options?) { 84 options = options || {}; 85 this.len = options.len || 3; 86 this.speed = options.speed || 60; 87 this.direction = options.direction || Direction.right; 88 this.floor = options.floor || floor; 89 this.bodies = []; 90 } 91 DrawSnack() { 92 93 let setDirection = (e: KeyboardEvent): void => { 94 const keycode = e.keyCode; 95 switch (keycode) { 96 case Direction.left: 97 if (this.direction !== Direction.right) { 98 this.direction = Direction.left; 99 } 100 break; 101 102 case Direction.right: 103 if (this.direction !== Direction.left) { 104 this.direction = Direction.right; 105 } 106 break; 107 case Direction.up: 108 if (this.direction !== Direction.down) { 109 this.direction = Direction.up; 110 } 111 break; 112 case Direction.down: 113 if (this.direction !== Direction.up) { 114 this.direction = Direction.down; 115 } 116 break; 117 } 118 } 119 document.addEventListener(‘keydown‘, setDirection, false); 120 for (let i = 0; i < this.len; i++) { 121 this.bodies.push(this.floor.blocks[i]); 122 } 123 this.RandFood(); 124 this.bodies.forEach((block) => { block.type = FloorType.snack }); 125 this.floor.ReDraw(this.bodies); 126 this.timer = setInterval(() => { this.Move() }, this.speed); 127 } 128 RandFood() { 129 130 let p: Pos = { 131 x: Math.ceil(this.floor.col * Math.random()), 132 y: Math.ceil(this.floor.row * Math.random()), 133 } 134 let food = this.floor.blocks.filter((block) => { 135 if (block.pos.x == p.x && block.pos.y == p.y) { 136 return true; 137 } 138 }); 139 food[0].type = FloorType.food; 140 this.floor.ReDraw(food); 141 142 143 } 144 Move() { 145 146 let head: Block = this.bodies[this.bodies.length - 1]; 147 let next: Block = this.next(head); 148 if (!next || next.type == FloorType.snack) { 149 this.Die(); 150 return; 151 } 152 if (next.type == FloorType.food) { 153 this.bodies.push(next); 154 next.type = FloorType.snack; 155 this.floor.ReDraw(this.bodies); 156 this.RandFood(); 157 next = this.next(this.bodies[this.bodies.length - 1]); 158 score++; 159 } 160 161 let tail: Block = <Block>this.bodies.shift(); 162 tail.type = FloorType.space; 163 next.type = FloorType.snack; 164 this.bodies.push(next); 165 this.floor.ReDraw([tail]); 166 this.floor.ReDraw(this.bodies); 167 } 168 Die() { 169 clearInterval(this.timer); 170 this.floor.DrawGameOver(); 171 } 172 173 next(targert: Block): Block { 174 let x: number; 175 let y: number; 176 switch (this.direction) { 177 case Direction.left: 178 x = targert.pos.x - 1; 179 y = targert.pos.y; 180 break; 181 case Direction.right: 182 x = targert.pos.x + 1; 183 y = targert.pos.y; 184 break; 185 case Direction.up: 186 x = targert.pos.x; 187 y = targert.pos.y - 1; 188 break; 189 case Direction.down: 190 x = targert.pos.x; 191 y = targert.pos.y + 1; 192 break; 193 } 194 return this.floor.blocks.filter((block) => { 195 if (x == block.pos.x && y == block.pos.y) { 196 return true; 197 } 198 })[0]; 199 200 } 201 202 203 } 204 205 } 206 let floor=new Main.FLoor({ 207 208 parent:document.getElementById("box") 209 }); 210 floor.DrawFloor(); 211 let snack=new Main.Snack(floor); 212 snack.DrawSnack();html页面
1 <html lang="en"> 2 3 <head> 4 <meta charset="UTF-8"> 5 <meta name="viewport" content="width=device-width, initial-scale=1.0"> 6 <meta http-equiv="X-UA-Compatible" content="ie=edge"> 7 <title>Document</title> 8 <style> 9 table { 10 border-bottom: 1px solid black; 11 border-right: 1px solid black; 12 border-collapse: collapse; 13 } 14 15 td { 16 border-left: 1px solid black; 17 border-top: 1px solid black; 18 padding: 10px; 19 20 } 21 22 .space { 23 background-color: white; 24 } 25 26 .body { 27 background-color: black; 28 } 29 30 .food { 31 background-color: red; 32 } 33 .gameover{ 34 35 position: absolute; 36 font-size: 36px; 37 color: aqua; 38 width:200px; 39 text-align: center; 40 } 41 #box{ 42 float: left; 43 position: relative; 44 45 } 46 </style> 47 </head> 48 49 <body> 50 51 <div id="box"> 52 53 </div> 54 <script src="Snack.js"></script> 55 <!-- <script src="Game.js"></script> --> 56 </body> 57 58 </html>代码下载:发送邮件to:[email protected]
原文地址:https://www.cnblogs.com/xiaotiejiang/p/9233388.html
时间: 2024-10-12 07:01:42