学编程的小伙伴或多或少都写过贪吃蛇这个小游戏吧,核心的算法就是通过数组来维护蛇的移动和增长。具体实现方式:
地图:一个 M x N 的网格,每次移动的距离都是网格尺寸的 k 倍
移动:根据键盘按下的移动方向算出蛇头的位置,添加到数组顶部(unshift),同时移除数组的最后一个元素
进食:把食物的位置添加到数组顶部
碰撞:每次绘制前遍历数组,检测蛇头与身体每一块是否接触
原理很简单,实现起来也很简单,可以说是游戏领域的Hello World级的实例了。
那这篇博客的目的是把这个经典的算法再撸一遍?看过这个系列博客的筒子们都知道,这种网上随便一搜就是一堆的东西我是不屑于写的

说一下我本次贪吃蛇游戏的构想:
① 游戏能满帧运行,并且无视觉“卡顿”,而不是传统贪吃蛇的一格一格地往下走;
② 转动时尾巴逐渐收回,而不是突然消失;
③ 进食时身体逐渐增长,而不是突然变长;
④ 碰撞检测,没啥好说的;
⑤ 转动时蛇头也跟着旋转,回正时间与尾巴收回时长一致,而不是突然转过头;
⑥ 身体转折点圆弧过渡,碰撞检测时也检测圆弧;
⑦ 给身体,头、尾盖上贴图;
⑧ 将图片与骨骼绑定,做出蒙皮动画。
⑨ websocket实现多人联机
东西有些多,截止到目前(2020-02-24),我写这篇博客已经实现①②③④,其他的几个是未来将要完善的~~(又开始挖坑了。。
有人可能觉得第一点很简单,不就是把原来的大网格划分为1px * 1px 的小网格么,还是用经典的实现方式不就好了。这么想的人显然没有考虑过性能,先不说要逐像素来移动,光是要对所有像素点做碰撞检测就是极大的运算量(尽管可以算法的优化来过滤掉大部分,但是也不是一个好的解决方案,也不适合后面的贴图等扩展)。
老规矩,说下我的实现方式,首先还是定义一个对象数组,里面的每个对象的结构如下:
{
direction: ???, // 每一截移动方向
x: ???, y: ???, // 每一截的位置
width: ???, height: ??? // 每一截的尺寸
}
然。。然后。。。然后我就把代码完整贴上来吧。。。。真不知道改怎么讲了,有疑问的可以评论区留言
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>贪吃蛇小游戏</title>
<style>
* {
margin: 0;
padding: 0;
}
html, body {
width: 100%;
height: 100%;
}
body {
position: relative;
background: lightgrey;
}
canvas {
position: absolute;
top: 50%;
left: 50%;
transform-origin: center;
transform: translate3d(-50%, -50%, 0);
border: 1px dashed grey;
}
</style>
</head>
<body>
<script>
const CANVAS_WIDTH = 800
const CANVAS_HEIGHT = 800
const canvas = document.createElement('canvas')
canvas.width = CANVAS_WIDTH
canvas.height = CANVAS_HEIGHT
document.body.appendChild(canvas)
const ctx = canvas.getContext('2d')
function checkCollision (box1, box2) {
return !(box1.right <= box2.left || box1.left >= box2.right || box1.top >= box2.bottom || box1.bottom <= box2.top)
}
const DIR = {
UP: 'up',
LEFT: 'left',
DOWN: 'down',
RIGHT: 'right',
}
const KEY_CODE = {
W: 87,
A: 65,
S: 83,
D: 68,
}
const Snake = function () {
this.score = 0
this.crashed = false // 撞上自己
this.headSize = { width: 20, height: 20 } // 头的宽/高
this.partSize = { width: 20, height: 20 } // 每一节宽/高
this.headPos = { x: CANVAS_WIDTH / 4, y: CANVAS_HEIGHT / 2 } // 头部的位置
this.bodyLength = 200 // 身体长度
this.disPlayBodyLength = 200 // 身体长度
this.bodyParts = [
{ direction: DIR.RIGHT, x: this.headPos.x - 200, y: this.headPos.y, width: 200, height: this.partSize.height }
] // 身体组成部分的数组
this.direction = DIR.RIGHT
this.speed = 100 // 每秒移动距离
this.foodPos = { x: 0, y: 0 } // 食物的位置
this.foodSize = { width: 20, height: 20 } // 食物的尺寸
this.eating = false
this.headBox = {
top: this.headPos.y,
right: this.headPos.x + this.headSize.width,
bottom: this.headPos.y + this.headSize.height,
left: this.headPos.x,
}
this.foodBox = {
top: this.foodPos.y,
right: this.foodPos.x + this.foodSize.width,
bottom: this.foodPos.y + this.foodSize.height,
left: this.foodPos.x,
}
this.turn = function (keyCode) {
if ((snake.direction === DIR.DOWN && keyCode === KEY_CODE.S) || (snake.direction === DIR.DOWN && keyCode === KEY_CODE.W)
|| (snake.direction === DIR.RIGHT && keyCode === KEY_CODE.D) || (snake.direction === DIR.RIGHT && keyCode === KEY_CODE.A)
|| (snake.direction === DIR.UP && keyCode === KEY_CODE.W) || (snake.direction === DIR.UP && keyCode === KEY_CODE.S)
|| (snake.direction === DIR.LEFT && keyCode === KEY_CODE.A) || (snake.direction === DIR.LEFT && keyCode === KEY_CODE.D)) {
return false
}
const bodyPart = { x: this.headPos.x, y: this.headPos.y, width: this.partSize.width, height: this.partSize.height }
switch (keyCode) {
case KEY_CODE.W: // 上 W
this.direction = DIR.UP
this.headPos.y -= this.headSize.height
bodyPart.direction = DIR.UP
break
case KEY_CODE.A: // 左 A
this.direction = DIR.LEFT
this.headPos.x -= this.headSize.width
bodyPart.direction = DIR.LEFT
break
case KEY_CODE.S: // 下 S
this.direction = DIR.DOWN
this.headPos.y += this.headSize.height
bodyPart.direction = DIR.DOWN
break
case KEY_CODE.D: // 右 D
this.direction = DIR.RIGHT
this.headPos.x += this.headSize.width
bodyPart.direction = DIR.RIGHT
break
}
// 增加转角长度然后减小
this.disPlayBodyLength += this.partSize.width
this.bodyParts.unshift(bodyPart)
}
this.move = function (delta) {
if (this.disPlayBodyLength - this.bodyLength > 1) {
this.disPlayBodyLength = this.bodyLength + (this.disPlayBodyLength - this.bodyLength) * 0.5
}
else {
this.disPlayBodyLength = this.bodyLength
}
// 身体
const bodyParts = []
let nextHeadPos = Object.assign({}, this.headPos)
const distance = delta / 1000 * this.speed
switch (this.direction) {
case DIR.UP: // 上
nextHeadPos.y -= distance
break
case DIR.LEFT: // 左
nextHeadPos.x -= distance
break
case DIR.RIGHT: // 下
nextHeadPos.x += distance
break
case DIR.DOWN: // 右
nextHeadPos.y += distance
break
}
const nextHeadBox = {
top: nextHeadPos.y,
right: nextHeadPos.x + this.headSize.width,
bottom: nextHeadPos.y + this.headSize.height,
left: nextHeadPos.x,
}
let addedLength = 0
if (this.bodyParts.length > 0) {
let curPart
let curPartBox
let delta = 0
// 临时长度(加上转角增加的部分)
const bodyPartLength = this.disPlayBodyLength
// const bodyPartLength = this.disPlayBodyLength + this.bodyParts.length * this.partSize.width
let end = false
for (let i = 0; !end && i < this.bodyParts.length; i++) {
curPart = this.bodyParts[i]
// 该部分方向向右
if (curPart.direction === DIR.RIGHT) {
if (i === 0) { curPart.width += distance }
delta = addedLength + curPart.width - bodyPartLength
// 若超过了总长度则截取
if (delta >= 0) {
curPart.x += delta
curPart.width -= delta
bodyParts.push(curPart)
end = true
}
else {
addedLength += curPart.width
bodyParts.push(curPart)
}
}
// 该部分方向向下
else if (curPart.direction === DIR.DOWN) {
if (i === 0) {
curPart.height += distance
}
delta = addedLength + curPart.height - bodyPartLength
// 若超过了总长度则截取
if (delta >= 0) {
curPart.y += delta
curPart.height -= delta
bodyParts.push(curPart)
end = true
}
else {
addedLength += curPart.height
bodyParts.push(curPart)
}
}
// 该部分方向向左
else if (curPart.direction === DIR.LEFT) {
if (i === 0) {
curPart.x -= distance
curPart.width += distance
}
delta = addedLength + curPart.width - bodyPartLength
// 若超过了总长度则截取
if (delta >= 0) {
curPart.width -= delta
bodyParts.push(curPart)
end = true
}
else {
addedLength += curPart.width
bodyParts.push(curPart)
}
}
// 该部分方向向上
else if (curPart.direction === DIR.UP) {
if (i === 0) {
curPart.y -= distance
curPart.height += distance
}
delta = addedLength + curPart.height - bodyPartLength
// 若超过了总长度则截取
if (delta >= 0) {
curPart.height -= delta
bodyParts.push(curPart)
end = true
}
else {
addedLength += curPart.height
bodyParts.push(curPart)
}
}
curPartBox = {
top: curPart.y,
right: curPart.x + curPart.width,
bottom: curPart.y + curPart.height,
left: curPart.x,
}
if (i !== 0 && !this.crashed && checkCollision(nextHeadBox, curPartBox)) {
console.log(`和第${i + 1}截尾巴撞上了`)
console.log('score:', this.score)
this.crashed = true
}
}
}
this.headPos = nextHeadPos
this.bodyParts = bodyParts
this.headBox = nextHeadBox
}
// 和eat拆分开来是因为willEat必须每次循环调用,eat每帧调用,也许会穿过food
this.willEat = function () {
if (!this.eating && checkCollision(this.headBox, this.foodBox)) {
this.eating = true
}
}
this.eat = function () {
if (this.eating) {
this.bodyLength += this.foodSize.width
this.disPlayBodyLength += this.foodSize.width
this.createFood()
this.speed *= 1.05
this.eating = false
this.score += 1
}
}
this.createFood = function () {
const foodPos = {
x: Math.random() * (CANVAS_WIDTH - this.foodSize.width),
y: Math.random() * (CANVAS_HEIGHT - this.foodSize.height),
}
const foodBox = {
top: foodPos.y,
right: foodPos.x + this.foodSize.width,
bottom: foodPos.y + this.foodSize.height,
left: foodPos.x,
}
// 头部是否碰撞
if (checkCollision(this.headBox, foodBox)) {
this.createFood()
}
else {
// 循环遍历蛇身体,如果有碰撞则重新计算
// for (let i = 0; i < this.bodyParts.length; i++) {
// ?? this.createFood()
// }
this.foodPos = foodPos
this.foodBox = foodBox
}
}
this.draw = function () {
ctx.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT)
// 蛇头
ctx.fillStyle = 'rgba(0,10,10,0.5)'
ctx.fillRect(this.headPos.x, this.headPos.y, this.headSize.width, this.headSize.height)
// 蛇身
ctx.fillStyle = 'rgba(0,80,80,0.5)'
if (this.bodyParts.length > 0) {
for (let i = 0; i < this.bodyParts.length; i++) {
ctx.fillRect(this.bodyParts[i].x, this.bodyParts[i].y, this.bodyParts[i].width, this.bodyParts[i].height)
}
}
// 食物
ctx.fillStyle = 'rgba(0,2,127,1)'
ctx.fillRect(this.foodPos.x, this.foodPos.y, this.foodSize.width, this.foodSize.height)
// ctx.end()
}
this.update = function (delta) {
this.eat()
this.move(delta)
this.draw()
}
}
const snake = new Snake()
snake.createFood()
window.addEventListener('keydown', function (e) {
const keyCode = e.keyCode
if (keyCode === 32) {
return stop ? play() : pause()
}
[KEY_CODE.W, KEY_CODE.A, KEY_CODE.S, KEY_CODE.D].indexOf(keyCode) !== -1 && snake.turn(keyCode)
})
let fps = 60 // 每秒帧数
let lockFps = true // 锁定帧率
let interval = 1000 / fps // 连续帧之间间隔(理论)
let stop = false // 停止动画
let timeLast = performance.now() // 上一帧时间
let delta = 0 // 连续帧之间间隔(实际)
let distance = 0
const tick = function (timestamp) {
if (stop) return false
snake.willEat()
delta = timestamp - timeLast
if (lockFps) {
if (delta > interval) {
snake.update(delta)
timeLast = timestamp
}
}
else {
snake.update(delta)
timeLast = timestamp
}
!snake.crashed && requestAnimationFrame(tick)
}
const pause = function () {
stop = true
}
const play = function () {
stop = false
timeLast = performance.now()
requestAnimationFrame(tick)
}
requestAnimationFrame(tick)
</script>
</body>
</html>
WASD控制方式,space暂停,当时为了调试用的,懒得去了2333
有几个缺陷:
- 蛇头撞墙检测
- 生成食物时禁止生成在身体上
就酱,后面补吧~23333
来源:oschina
链接:https://my.oschina.net/codingDog/blog/3171618