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微信小程序之贪吃蛇游戏实现方法

来源:互联网

本文主要介绍了微信小程序实现的贪吃蛇游戏,结合实例形式分析了微信小程序实现贪吃蛇游戏功能的相关界面布局与代码逻辑操作技巧,并附带源码供读者下载参考,需要的朋友可以参考下,希望能帮助到大家。

本文实例讲述了微信小程序实现的贪吃蛇游戏。分享给大家供大家参考,具体如下:

先来看看运行效果:

具体代码如下:

界面布局 pages/snake/snake/snake.wxml:

<!--snake.wxml--><view class="control" bindtouchstart="tapStart" bindtouchmove="tapMove" bindtouchend="tapEnd"><view class="score">  <view class="title">snake</view>  <view class="scoredetail">    <view class="scoredesc">得分</view>    <view class="scorenumber">{{score}}</view>  </view>  <view class="scoredetail">    <view class="scoredesc">历史最高</view>    <view class="scorenumber">{{maxscore}}</view>  </view></view><view class="ground">  <view wx:for="{{ground}}" class="rows" wx:for-item="cols">    <view wx:for="{{cols}}" class="block block_{{item}}" >    </view>  </view></view><modal class="modal" hidden="{{modalHidden}}" no-cancel bindconfirm="modalChange"> <view> 游戏结束,重新开始吗? </view></modal></view>

逻辑功能 pages/snake/snake/snake.js:

//snake.jsvar app = getApp();Page({  data:{    score: 0,//比分    maxscore: 0,//最高分    startx: 0,    starty: 0,    endx:0,    endy:0,//以上四个做方向判断来用    ground:[],//存储操场每个方块    rows:28,    cols:22,//操场大小    snake:[],//存蛇    food:[],//存食物    direction:&#39;&#39;,//方向    modalHidden: true,    timer:&#39;&#39;  } ,  onLoad:function(){    var maxscore = wx.getStorageSync(&#39;maxscore&#39;);    if(!maxscore) maxscore = 0    this.setData({    maxscore:maxscore    });    this.initGround(this.data.rows,this.data.cols);//初始化操场    this.initSnake(3);//初始化蛇    this.creatFood();//初始化食物    this.move();//蛇移动  },  //计分器  storeScore:function(){   if(this.data.maxscore < this.data.score){   this.setData({    maxscore:this.data.score    })    wx.setStorageSync(&#39;maxscore&#39;, this.data.maxscore)   } }, //操场  initGround:function(rows,cols){    for(var i=0;i<rows;i++){      var arr=[];      this.data.ground.push(arr);      for(var j=0;j<cols;j++){        this.data.ground[i].push(0);      }    }  },  //蛇  initSnake:function(len){    for(var i=0;i<len;i++){      this.data.ground[0][i]=1;      this.data.snake.push([0,i]);    }  },  //移动函数  move:function(){    var that=this;    this.data.timer=setInterval(function(){      that.changeDirection(that.data.direction);      that.setData({        ground:that.data.ground      });    },400);  },  tapStart: function(event){    this.setData({      startx: event.touches[0].pageX,      starty: event.touches[0].pageY      })  },  tapMove: function(event){    this.setData({      endx: event.touches[0].pageX,      endy: event.touches[0].pageY      })  },  tapEnd: function(event){    var heng = (this.data.endx) ? (this.data.endx - this.data.startx) : 0;    var shu = (this.data.endy) ? (this.data.endy - this.data.starty) : 0;    if(Math.abs(heng) > 5 || Math.abs(shu) > 5){      var direction = (Math.abs(heng) > Math.abs(shu)) ? this.computeDir(1, heng):this.computeDir(0, shu);      switch(direction){      case &#39;left&#39;:        if(this.data.direction==&#39;right&#39;)return;        break;      case &#39;right&#39;:        if(this.data.direction==&#39;left&#39;)return;        break;      case &#39;top&#39;:        if(this.data.direction==&#39;bottom&#39;)return;        break;      case &#39;bottom&#39;:        if(this.data.direction==&#39;top&#39;)return;        break;      default:    }    this.setData({    startx:0,    starty:0,    endx:0,    endy:0,    direction:direction    })  }  },  computeDir: function(heng, num){  if(heng) return (num > 0) ? &#39;right&#39; : &#39;left&#39;;  return (num > 0) ? &#39;bottom&#39; : &#39;top&#39;;  },  creatFood:function(){    var x=Math.floor(Math.random()*this.data.rows);    var y=Math.floor(Math.random()*this.data.cols);    var ground= this.data.ground;    ground[x][y]=2;    this.setData({      ground:ground,      food:[x,y]    });  },  changeDirection:function(dir){    switch(dir){    case &#39;left&#39;:      return this.changeLeft();      break;    case &#39;right&#39;:      return this.changeRight();      break;    case &#39;top&#39;:      return this.changeTop();      break;    case &#39;bottom&#39;:      return this.changeBottom();      break;    default:    }  },  changeLeft:function(){    var arr=this.data.snake;    var len=this.data.snake.length;    var snakeHEAD=arr[len-1][1];    var snakeTAIL=arr[0];    var ground=this.data.ground;    ground[snakeTAIL[0]][snakeTAIL[1]]=0;     for(var i=0;i<len-1;i++){        arr[i]=arr[i+1];      };    var x=arr[len-1][0];    var y=arr[len-1][1]-1;    arr[len-1]=[x,y];      this.checkGame(snakeTAIL);    for(var i=1;i<len;i++){      ground[arr[i][0]][arr[i][1]]=1;    }   this.setData({        ground:ground,      snake:arr    });    return true;  },  changeRight:function(){    var arr=this.data.snake;    var len=this.data.snake.length;    var snakeHEAD=arr[len-1][1];    var snakeTAIL=arr[0];    var ground=this.data.ground;    ground[snakeTAIL[0]][snakeTAIL[1]]=0;     for(var i=0;i<len-1;i++){        arr[i]=arr[i+1];      };    var x=arr[len-1][0];    var y=arr[len-1][1]+1;    arr[len-1]=[x,y];    this.checkGame(snakeTAIL);    for(var i=1;i<len;i++){      ground[arr[i][0]][arr[i][1]]=1;    }     this.setData({        ground:ground,      snake:arr    });  //  var y=this.data.snake[0][1];  //  var x=this.data.snake[0][0];  //   this.data.ground[x][y]=0;  //   console.log(this.data.ground[x]);  //   console.log(this.data.snake);  //   for(var i=0;i<this.data.snake.length-1;i++){  //     this.data.snake[i]=this.data.snake[i+1];  //   }  //   this.data.snake[this.data.snake.length-1][1]++;  //   for(var j=1;j<this.data.snake.length;j++){  //     this.data.ground[this.data.snake[j][0]][this.data.snake[j][1]]=1;  //   }    return true;  },  changeTop:function(){    var arr=this.data.snake;    var len=this.data.snake.length;    var snakeHEAD=arr[len-1][1];    var snakeTAIL=arr[0];    var ground=this.data.ground;    ground[snakeTAIL[0]][snakeTAIL[1]]=0;     for(var i=0;i<len-1;i++){        arr[i]=arr[i+1];      };    var x=arr[len-1][0]-1;    var y=arr[len-1][1];    arr[len-1]=[x,y];      this.checkGame(snakeTAIL);    for(var i=1;i<len;i++){      ground[arr[i][0]][arr[i][1]]=1;    }     this.setData({      ground:ground,      snake:arr    });    return true;  },  changeBottom:function(){    var arr=this.data.snake;    var len=this.data.snake.length;    var snakeHEAD=arr[len-1];    var snakeTAIL=arr[0];    var ground=this.data.ground;    ground[snakeTAIL[0]][snakeTAIL[1]]=0;     for(var i=0;i<len-1;i++){        arr[i]=arr[i+1];      };    var x=arr[len-1][0]+1;    var y=arr[len-1][1];    arr[len-1]=[x,y];    this.checkGame(snakeTAIL);    for(var i=1;i<len;i++){      ground[arr[i][0]][arr[i][1]]=1;    }     this.setData({      ground:ground,      snake:arr    });    return true;  },  checkGame:function(snakeTAIL){    var arr=this.data.snake;    var len=this.data.snake.length;    var snakeHEAD=arr[len-1];    if(snakeHEAD[0]<0||snakeHEAD[0]>=this.data.rows||snakeHEAD[1]>=this.data.cols||snakeHEAD[1]<0){        clearInterval(this.data.timer);          this.setData({          modalHidden: false,            })     }    for(var i=0;i<len-1;i++){      if(arr[i][0]==snakeHEAD[0]&&arr[i][1]==snakeHEAD[1]){        clearInterval(this.data.timer);          this.setData({            modalHidden: false,          })      }    }    if(snakeHEAD[0]==this.data.food[0]&&snakeHEAD[1]==this.data.food[1]){      arr.unshift(snakeTAIL);      this.setData({        score:this.data.score+10      });      this.storeScore();      this.creatFood();    }  },  modalChange:function(){  this.setData({      score: 0,    ground:[],    snake:[],      food:[],      modalHidden: true,      direction:&#39;&#39;  })  this.onLoad();  }});

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标签: 贪吃蛇程序