游戏演示
代码结构
渲染蛇身
控制蛇的方向
游戏演示 代码结构详细代码结构如果需要请到github查看
<template>
<view ref="body" class="content">
<view>蛇蛇目前:{{snakes.length}}米长</view>
<view class="game-field">
<!-- 地面板块 -->
<view class="block" v-for="(x, i) in blocks" :key="i"></view>
</view>
<view v-show="!started || ended" class="game-board-wrap">
<view v-show="!started" class="game-board">
<view class="title">选择游戏难度</view>
<radio-group name="radio" @change="bindLevelChange">
<label class="label">
<radio value="1" :checked="level==1" /><text>简单模式</text>
</label>
<label class="label">
<radio value="2" :checked="level==2" /><text>正常模式</text>
</label>
<label class="label">
<radio value="3" :checked="level==3" /><text>困难模式</text>
</label>
<label class="label">
<radio value="4" :checked="level==4" /><text>地狱模式</text>
</label>
</radio-group>
<button type="primary" @click="start">开始游戏</button>
</view>
<view v-show="ended" class="settle-board">
<view class="title">游戏结束</view>
<view class="result">您的蛇蛇达到了{{snakes.length}}米</view>
<view class="btns">
<button type="primary" @click="reStart">再次挑战</button>
<button type="primary" plain @click="rePick">重选难度</button>
</view>
</view>
</view>
</view>
</template>
<script>
export default {
data() {
return {
blocks: [], // 板块
worms: [], // 虫子
snakes: [0, 1, 2, 3], // 蛇身
direction: "right", // 蛇移动方向
};
},
onLoad() {
this.initGame();
},
methods: {
initGame() {
this.blocks = new Array(100).fill(0); // 生成100个地面板块
this.worms = [Math.floor(Math.random() * 96) + 4]; // 随机生成虫子
this.snakes = [0, 1, 2, 3]; // 初始化蛇身位置
}
}
}
</script>
渲染蛇身
蛇身的渲染根据snakes
来匹配地面板块的索引 修改对应的背景图来渲染蛇身
<template>
<view class="game-field">
<view class="block" :style="`background-image: ${bg(x, i)}" v-for="(x, i) in blocks" :key="i">
</view>
</view>
</template>
<script>
import worm from "worm.png";
import snakeBody from "snake_body.png";
import snakeHead from "snake_head.png";
import snakeTail from "snake_tail.png";
import polluteBlock from "pollute.png";
import wormBoom from "worm_4.png";
export default {
methods: {
bg(type, index) {
let bg = "";
switch (type) {
case 0: // 地板
bg = "unset";
break;
case 1: // 虫子
if (this.boom) {
bg = `url(${wormBoom})`;
} else {
bg = `url(${worm})`;
}
break;
case 2: // 蛇
let head = this.snakes[this.snakes.length - 1];
let tail = this.snakes[0];
if (index === head) {
bg = `url(${snakeHead})`;
} else if (index === tail) {
bg = `url(${snakeTail})`;
} else {
bg = `url(${snakeBody})`;
}
break;
case 3: // 污染的地块
bg = `url(${polluteBlock})`;
break;
}
return bg;
},
}
}
</scipt>
控制蛇的方向
通过监听键盘按键事件和手势来控制蛇的方向
<template>
<view ref="body" class="content" @keyup.left="bindLeft" @keyup.right="bindRight" @keyup.down="bindDown"
@keyup.up="bindUp" @touchstart="handleTouchStart" @touchmove="handleTouchMove">
<view>蛇蛇目前:{{snakes.length}}米长</view>
<view class="game-field">
<view class="block" :style="`background-image: ${bg(x, i)}; v-for="(x, i) in blocks" :key="i"></view>
</view>
</view>
</template>
<script>
export default {
data(){
return {
direction: "right",
started: false, // 游戏开始了
ended: false, // 游戏结束了
level: 1, // 游戏难度
lastX: 0,
lastY: 0,
}
},
onLoad() {
this.initGame();
},
methods:{
initGame() {
this.blocks = new Array(100).fill(0); // 生成100个地面板块
this.worms = [Math.floor(Math.random() * 96) + 4]; // 随机生成虫子
this.snakes = [0, 1, 2, 3]; // 初始化蛇身位置
document.onkeydown = (e) => {
switch (e.keyCode) { // 获取当前按下键盘键的编码
case 37: // 按下左箭头键
this.bindLeft();
break;
case 39: // 按下右箭头键
this.bindRight();
break;
case 38: // 按下上箭头键
if (!this.started) {
this.level--;
} else {
this.bindUp();
}
break;
case 40: // 按下下箭头键
if (!this.started) {
this.level++;
} else {
this.bindDown();
}
break;
}
}
},
handleTouchStart(e) {
// 手指开始位置
this.lastX = e.touches[0].pageX;
this.lastY = e.touches[0].pageY;
},
handleTouchMove(e) {
let lastX = e.touches[0].pageX; // 移动的x轴坐标
let lastY = e.touches[0].pageY; // 移动的y轴坐标
let touchX = lastX - this.lastX;
let touchY = lastY - this.lastY
if (Math.abs(touchX) > Math.abs(touchY)) {
if (touchX < 0) {
if(this.direction === "right") return;
this.direction = 'left'
} else if (touchX > 0) {
if(this.direction === "left") return;
this.direction = 'right'
}
} else {
if (touchY < 0) {
if(this.direction === "down") return;
this.direction = 'up'
} else if (touchY > 0) {
if(this.direction === "up") return;
this.direction = 'down'
}
}
this.lastX = lastX;
this.lastY = lastY;
},
bindUp() {
if (this.direction === "down") return;
this.direction = "up";
},
bindDown() {
if (this.direction === "up") return;
this.direction = "down";
},
bindLeft() {
if (this.direction === "right") return;
this.direction = "left";
},
bindRight() {
if (this.direction === "left") return;
this.direction = "right";
},
}
}
</script>
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