不知道如何在块之间添加一点空间



我在这篇文章的底部写了小蛇游戏。

现在我想用块之间的一点(黑色(空间分隔蛇体的每个块,以便绿色块彼此明显分开一点。

[s] [s] [s] [s].[s]就是现在的一块绿色的蛇体,但我不知道如何添加两者之间的空间。

我对JS很满意,但CSS的这些细节对我来说仍然是一个谜。我甚至不确定我是否首先使用正确的方法来"画"蛇。

let _game;
var gameLoopHandle;
var pollingHandle;
let Snake = function(forGame,startingDirection, startingBody){
this.going = startingDirection || "RIGHT";
this.go = function(direction){
let snakeHead = {x:this.getHead().x,y:this.getHead().y};

switch(direction.toLowerCase()){
case "left":
snakeHead.y--;
this.going = "LEFT";
break;
case "right":
snakeHead.y++;
this.going = "RIGHT";
break;
case "up":
snakeHead.x--;
this.going = "UP";
break;
case "down":
snakeHead.x++;
this.going = "DOWN";
break;
}
let newBlock = 
generateBlock(snakeHead.x,snakeHead.y,
this.gameInstance.boardSizeX,this.gameInstance.boardSizeY);
if (this.posIsApple(newBlock)) {
this.gameInstance.score++;
this.gameInstance.genApple = true;
} else {
this.removeBockTailFromSnake();
}
if (this.posIsTail(newBlock)){

this.gameInstance.ended = true;
}

this.addBlockHeadToSnake(newBlock);
};
this.body = startingBody || [
{x:9,y:8},
{x:9,y:9},
{x:9,y:10},
{x:9,y:11}
];
this.gameInstance = forGame;
this.getHead = function(){
return this.body[this.body.length-1];
};
this.posIsTail = function(pos){
for (let i = 0; i<this.body.length;i++){
if (pos.x === this.body[i].x && pos.y === this.body[i].y) {
return true;
}
}
return false;
};
this.posIsApple = function(pos){
return pos.x === this.gameInstance.apple.x && pos.y === this.gameInstance.apple.y;
};
this.addBlockHeadToSnake = function(block){
this.body.push(block);
}
this.removeBockTailFromSnake = function(){
this.body.shift();
}
}
let serverListener = function(keyEvents){
console.log(keyEvents);
for (let i = 0; i<keyEvents.length;i++) {
var event = new Event('keydown');
event.key="Arrow" + capitalizeFirstLetter(keyEvents[i].toLowerCase());
document.dispatchEvent(event);
}
}

let SnakeGame = function(){
this.board = [];
this.snake = {};
this.apple = {};
this.score = 0;
this.speed = 500;
this.ended = false;
this.genApple = true;
this.boardSizeX = 20;
this.boardSizeY = 20;
this.manager = {};
}
SnakeGame.prototype.init = function(options){
options = options || {};
this.boardSizeX = options.boardSizeX || 20;
this.boardSizeY = options.boardSizeY || 20;

this.snake = options.snake || new Snake(this);

}
SnakeGame.prototype.setSnake = function(){
// sets snake to provided params
}
SnakeGame.prototype.generateBoard = function(){
this.board = [];
for (let i=0;i<this.boardSizeX;i++){
let boardRow=[];
for (let j = 0; j < this.boardSizeY; j++) {
let havePixel = false;
for (let k = 0; k<this.snake.body.length;k++){
if (this.snake.body[k].x === i && this.snake.body[k].y === j ){
havePixel = true;
}
}
if (havePixel) {
boardRow.push(1);
} else {
boardRow.push(0);
}
}
this.board.push(boardRow);
}
}
SnakeGame.prototype.setSpeed = function(speed){
this.speed = speed;
}
SnakeGame.prototype.setScore = function(score){
this.score = score;
}
let generateBlock = function(x,y,limitX,limitY){
let block = {};
if (x===limitX) {
block.x = 0;
} else if (x == -1) {
block.x = limitX-1;
} else {
block.x = x;
}
if (y===limitY) {
block.y = 0;
} else if (y == -1) {
block.y = limitY-1;
} else {
block.y = y;
}
return block;
}
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
let genericDiv = function(color){
let returnDiv = document.createElement("div");
returnDiv.style.height = "10px";
returnDiv.style.width = "10px";
returnDiv.style.background = color;
return returnDiv;
}
let snakeDiv = function(){
return genericDiv("lime");
}
let emptyDiv = function(){
return genericDiv("black");
}
let appleDiv = function(){
return genericDiv("red");
}
function updateDOM(game) {
var el = document.getElementById("gameboard");
el.innerHTML = "";
el.style.position = "relative";
var scoreEl = document.getElementById("score");
scoreEl.innerText = game.score;
if (game.genApple) {
generateAppleNoCollision(game);
}
for (let i =0;i<game.board.length;i++){
let snakeRowDiv = document.createElement("div");
//snakeRowDiv.style.position = "absolute";
for (let j=0;j<game.board[i].length;j++){
let whichDiv = null;
if (game.board[i][j]){
whichDiv = snakeDiv();
} else if (i==game.apple.x && j == game.apple.y){
whichDiv = appleDiv();
} 

if (whichDiv == null){
whichDiv = emptyDiv();
}

whichDiv.style.position = "absolute";
whichDiv.style.left = j * (parseInt(whichDiv.style.width)) + "px";
whichDiv.style.top = (i * (parseInt(whichDiv.style.height)) + 100)  + "px";
snakeRowDiv.appendChild(whichDiv);

}
el.appendChild(snakeRowDiv);
}
}
function generateDomListener(game){
return function(event){
switch (event.key) {
case "ArrowUp":
if (game.snake.going != "DOWN"){
game.snake.going = "UP";
}
break;
case "ArrowDown":
if (game.snake.going != "UP"){
game.snake.going = "DOWN";
}
break;
case "ArrowLeft":
if (game.snake.going != "RIGHT") {
game.snake.going = "LEFT";
}

break;
case "ArrowRight":
if (game.snake.going != "LEFT") {
game.snake.going = "RIGHT";
}
break;
}
}
}
function capitalizeFirstLetter(string) {
return string.charAt(0).toUpperCase() + string.slice(1);
}
function decreaseDifficulty(game){
if (game.speed <= 900) {
game.speed += 50;
}
clearInterval(gameLoopHandle);
gameLoopHandle = setInterval(gameLoop(game), game.speed);
}
function restart(game){
game.ended = false;
game.genApple = true;
game.score = 0;
game.speed = 500;
game.apple = {x:null,y:null}
game.snake.body = [
{x:9,y:8},
{x:9,y:9},
{x:9,y:10},
{x:9,y:11},
]
game.snake.going = "RIGHT";
clearInterval(gameLoopHandle);
gameLoopHandle = setInterval(gameLoop(game), game.speed);

}
function generateAppleNoCollision(game){
while(true){
game.apple.x = getRandomInt(0,game.board.length-1);
game.apple.y = getRandomInt(0,game.board.length-1);
let hasCollision = false;
for (let i = 0; i<game.snake.body.length;i++){
if(game.apple.x === game.snake.body[i].x && 
game.apple.y === game.snake.body[i].y) {
hasCollision = true;
}
}
if (!hasCollision) {
console.log("no collision, continuing with this apple")
break;
}
console.error("found collision, searching once more")
}
game.genApple = false;
}
function increaseDifficulty(game){
if (game.speed >= 100) {
game.speed -= 50;
}
clearInterval(gameLoopHandle);
gameLoopHandle = setInterval(gameLoop(game), game.speed);
}
function gameLoop(game){
return function(){
if (!game.ended) {
game.snake.go(game.snake.going);
game.generateBoard();
updateDOM(game);
} else {
clearInterval(gameLoopHandle);
alert ("GAME OVER");
}
}
}
function polling(game){
return function(){
var scriptsDiv = document.getElementById("scripts");
var script = document.createElement('script');
script.src="http://172.168.1.22/snake_relay/?command=get&callbackname=serverListener";
if (game.scripts) {
if (game.scripts.length == 100){
let msg = "too many scripts, clearing the div";
scriptsDiv.innerHTML = ""
}
game.scripts.push(script);
} else {
game.scripts = [script];
}
scriptsDiv.appendChild(script);
}
}
document.addEventListener("DOMContentLoaded", function(event) {
var game = new SnakeGame();
_game =game;
game.init();
game.generateBoard()
updateDOM(game);
document.addEventListener("keydown", generateDomListener(game));
//pollingHandle = setInterval(polling(game), 100);
gameLoopHandle = setInterval(gameLoop(game), game.speed);
})
<div id="gameboard"></div>
<div>
<h1>Score: <span id="score">0</span></h1>
<button onclick="increaseDifficulty(_game)">Increase difficulty</button>
<button onclick="decreaseDifficulty(_game)">Decrease difficulty</button>
<button onclick="restart(_game)">Restart</button>
</div>
<div id="scripts"></div>

您可以在snakeDiv中设置边框并将必要的值传递到snakeDiv中。

let snakeDiv = function(){
return genericDiv("lime", "1px solid #000000");
}

您可以将边框大小设置为所需的任何大小。

let _game;
var gameLoopHandle;
var pollingHandle;
let Snake = function(forGame,startingDirection, startingBody){
this.going = startingDirection || "RIGHT";
this.go = function(direction){
let snakeHead = {x:this.getHead().x,y:this.getHead().y};

switch(direction.toLowerCase()){
case "left":
snakeHead.y--;
this.going = "LEFT";
break;
case "right":
snakeHead.y++;
this.going = "RIGHT";
break;
case "up":
snakeHead.x--;
this.going = "UP";
break;
case "down":
snakeHead.x++;
this.going = "DOWN";
break;
}
let newBlock = 
generateBlock(snakeHead.x,snakeHead.y,
this.gameInstance.boardSizeX,this.gameInstance.boardSizeY);
if (this.posIsApple(newBlock)) {
this.gameInstance.score++;
this.gameInstance.genApple = true;
} else {
this.removeBockTailFromSnake();
}
if (this.posIsTail(newBlock)){

this.gameInstance.ended = true;
}

this.addBlockHeadToSnake(newBlock);
};
this.body = startingBody || [
{x:9,y:8},
{x:9,y:9},
{x:9,y:10},
{x:9,y:11}
];
this.gameInstance = forGame;
this.getHead = function(){
return this.body[this.body.length-1];
};
this.posIsTail = function(pos){
for (let i = 0; i<this.body.length;i++){
if (pos.x === this.body[i].x && pos.y === this.body[i].y) {
return true;
}
}
return false;
};
this.posIsApple = function(pos){
return pos.x === this.gameInstance.apple.x && pos.y === this.gameInstance.apple.y;
};
this.addBlockHeadToSnake = function(block){
this.body.push(block);
}
this.removeBockTailFromSnake = function(){
this.body.shift();
}
}
let serverListener = function(keyEvents){
console.log(keyEvents);
for (let i = 0; i<keyEvents.length;i++) {
var event = new Event('keydown');
event.key="Arrow" + capitalizeFirstLetter(keyEvents[i].toLowerCase());
document.dispatchEvent(event);
}
}

let SnakeGame = function(){
this.board = [];
this.snake = {};
this.apple = {};
this.score = 0;
this.speed = 500;
this.ended = false;
this.genApple = true;
this.boardSizeX = 20;
this.boardSizeY = 20;
this.manager = {};
}
SnakeGame.prototype.init = function(options){
options = options || {};
this.boardSizeX = options.boardSizeX || 20;
this.boardSizeY = options.boardSizeY || 20;

this.snake = options.snake || new Snake(this);

}
SnakeGame.prototype.setSnake = function(){
// sets snake to provided params
}
SnakeGame.prototype.generateBoard = function(){
this.board = [];
for (let i=0;i<this.boardSizeX;i++){
let boardRow=[];
for (let j = 0; j < this.boardSizeY; j++) {
let havePixel = false;
for (let k = 0; k<this.snake.body.length;k++){
if (this.snake.body[k].x === i && this.snake.body[k].y === j ){
havePixel = true;
}
}
if (havePixel) {
boardRow.push(1);
} else {
boardRow.push(0);
}
}
this.board.push(boardRow);
}
}
SnakeGame.prototype.setSpeed = function(speed){
this.speed = speed;
}
SnakeGame.prototype.setScore = function(score){
this.score = score;
}
let generateBlock = function(x,y,limitX,limitY){
let block = {};
if (x===limitX) {
block.x = 0;
} else if (x == -1) {
block.x = limitX-1;
} else {
block.x = x;
}
if (y===limitY) {
block.y = 0;
} else if (y == -1) {
block.y = limitY-1;
} else {
block.y = y;
}
return block;
}
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
let genericDiv = function(color, border){
let returnDiv = document.createElement("div");
returnDiv.style.height = "10px";
returnDiv.style.width = "10px";
returnDiv.style.background = color;
returnDiv.style.border = border;
return returnDiv;
}
let snakeDiv = function(){
return genericDiv("lime", "1px solid #000000");
}
let emptyDiv = function(){
return genericDiv("black");
}
let appleDiv = function(){
return genericDiv("red");
}
function updateDOM(game) {
var el = document.getElementById("gameboard");
el.innerHTML = "";
el.style.position = "relative";
var scoreEl = document.getElementById("score");
scoreEl.innerText = game.score;
if (game.genApple) {
generateAppleNoCollision(game);
}
for (let i =0;i<game.board.length;i++){
let snakeRowDiv = document.createElement("div");
//snakeRowDiv.style.position = "absolute";
for (let j=0;j<game.board[i].length;j++){
let whichDiv = null;
if (game.board[i][j]){
whichDiv = snakeDiv();
} else if (i==game.apple.x && j == game.apple.y){
whichDiv = appleDiv();
} 

if (whichDiv == null){
whichDiv = emptyDiv();
}

whichDiv.style.position = "absolute";
whichDiv.style.left = j * (parseInt(whichDiv.style.width)) + "px";
whichDiv.style.top = (i * (parseInt(whichDiv.style.height)) + 100)  + "px";
snakeRowDiv.appendChild(whichDiv);

}
el.appendChild(snakeRowDiv);
}
}
function generateDomListener(game){
return function(event){
switch (event.key) {
case "ArrowUp":
if (game.snake.going != "DOWN"){
game.snake.going = "UP";
}
break;
case "ArrowDown":
if (game.snake.going != "UP"){
game.snake.going = "DOWN";
}
break;
case "ArrowLeft":
if (game.snake.going != "RIGHT") {
game.snake.going = "LEFT";
}

break;
case "ArrowRight":
if (game.snake.going != "LEFT") {
game.snake.going = "RIGHT";
}
break;
}
}
}
function capitalizeFirstLetter(string) {
return string.charAt(0).toUpperCase() + string.slice(1);
}
function decreaseDifficulty(game){
if (game.speed <= 900) {
game.speed += 50;
}
clearInterval(gameLoopHandle);
gameLoopHandle = setInterval(gameLoop(game), game.speed);
}
function restart(game){
game.ended = false;
game.genApple = true;
game.score = 0;
game.speed = 500;
game.apple = {x:null,y:null}
game.snake.body = [
{x:9,y:8},
{x:9,y:9},
{x:9,y:10},
{x:9,y:11},
]
game.snake.going = "RIGHT";
clearInterval(gameLoopHandle);
gameLoopHandle = setInterval(gameLoop(game), game.speed);

}
function generateAppleNoCollision(game){
while(true){
game.apple.x = getRandomInt(0,game.board.length-1);
game.apple.y = getRandomInt(0,game.board.length-1);
let hasCollision = false;
for (let i = 0; i<game.snake.body.length;i++){
if(game.apple.x === game.snake.body[i].x && 
game.apple.y === game.snake.body[i].y) {
hasCollision = true;
}
}
if (!hasCollision) {
console.log("no collision, continuing with this apple")
break;
}
console.error("found collision, searching once more")
}
game.genApple = false;
}
function increaseDifficulty(game){
if (game.speed >= 100) {
game.speed -= 50;
}
clearInterval(gameLoopHandle);
gameLoopHandle = setInterval(gameLoop(game), game.speed);
}
function gameLoop(game){
return function(){
if (!game.ended) {
game.snake.go(game.snake.going);
game.generateBoard();
updateDOM(game);
} else {
clearInterval(gameLoopHandle);
alert ("GAME OVER");
}
}
}
function polling(game){
return function(){
var scriptsDiv = document.getElementById("scripts");
var script = document.createElement('script');
script.src="http://172.168.1.22/snake_relay/?command=get&callbackname=serverListener";
if (game.scripts) {
if (game.scripts.length == 100){
let msg = "too many scripts, clearing the div";
scriptsDiv.innerHTML = ""
}
game.scripts.push(script);
} else {
game.scripts = [script];
}
scriptsDiv.appendChild(script);
}
}
document.addEventListener("DOMContentLoaded", function(event) {
var game = new SnakeGame();
_game =game;
game.init();
game.generateBoard()
updateDOM(game);
document.addEventListener("keydown", generateDomListener(game));
//pollingHandle = setInterval(polling(game), 100);
gameLoopHandle = setInterval(gameLoop(game), game.speed);
})
<div id="gameboard"></div>
<div>
<h1>Score: <span id="score">0</span></h1>
<button onclick="increaseDifficulty(_game)">Increase difficulty</button>
<button onclick="decreaseDifficulty(_game)">Decrease difficulty</button>
<button onclick="restart(_game)">Restart</button>
</div>
<div id="scripts"></div>

您需要执行以下操作 .css:

#gameboard > div > div {
box-sizing: border-box;
}

并按如下方式更新CC_6:

// pass extra parameter to track the snake blocks
let snakeDiv = function(){
return genericDiv("lime", 'snake');
}
// depending on the extra parameter add extra css property to snake blocks only
let genericDiv = function(color, snake){
let returnDiv = document.createElement("div");
returnDiv.style.height = "10px";
returnDiv.style.width = "10px";
returnDiv.style.background = color;
if(snake){
returnDiv.style.borderWidth = "1px";
returnDiv.style.borderColor = "black";
returnDiv.style.borderStyle = "solid";
}
return returnDiv;
}

工作小提琴:

let _game;
var gameLoopHandle;
var pollingHandle;
let Snake = function(forGame,startingDirection, startingBody){
this.going = startingDirection || "RIGHT";
this.go = function(direction){
let snakeHead = {x:this.getHead().x,y:this.getHead().y};

switch(direction.toLowerCase()){
case "left":
snakeHead.y--;
this.going = "LEFT";
break;
case "right":
snakeHead.y++;
this.going = "RIGHT";
break;
case "up":
snakeHead.x--;
this.going = "UP";
break;
case "down":
snakeHead.x++;
this.going = "DOWN";
break;
}
let newBlock = 
generateBlock(snakeHead.x,snakeHead.y,
this.gameInstance.boardSizeX,this.gameInstance.boardSizeY);
if (this.posIsApple(newBlock)) {
this.gameInstance.score++;
this.gameInstance.genApple = true;
} else {
this.removeBockTailFromSnake();
}
if (this.posIsTail(newBlock)){

this.gameInstance.ended = true;
}

this.addBlockHeadToSnake(newBlock);
};
this.body = startingBody || [
{x:9,y:8},
{x:9,y:9},
{x:9,y:10},
{x:9,y:11}
];
this.gameInstance = forGame;
this.getHead = function(){
return this.body[this.body.length-1];
};
this.posIsTail = function(pos){
for (let i = 0; i<this.body.length;i++){
if (pos.x === this.body[i].x && pos.y === this.body[i].y) {
return true;
}
}
return false;
};
this.posIsApple = function(pos){
return pos.x === this.gameInstance.apple.x && pos.y === this.gameInstance.apple.y;
};
this.addBlockHeadToSnake = function(block){
this.body.push(block);
}
this.removeBockTailFromSnake = function(){
this.body.shift();
}
}
let serverListener = function(keyEvents){
console.log(keyEvents);
for (let i = 0; i<keyEvents.length;i++) {
var event = new Event('keydown');
event.key="Arrow" + capitalizeFirstLetter(keyEvents[i].toLowerCase());
document.dispatchEvent(event);
}
}

let SnakeGame = function(){
this.board = [];
this.snake = {};
this.apple = {};
this.score = 0;
this.speed = 500;
this.ended = false;
this.genApple = true;
this.boardSizeX = 20;
this.boardSizeY = 20;
this.manager = {};
}
SnakeGame.prototype.init = function(options){
options = options || {};
this.boardSizeX = options.boardSizeX || 20;
this.boardSizeY = options.boardSizeY || 20;

this.snake = options.snake || new Snake(this);

}
SnakeGame.prototype.setSnake = function(){
// sets snake to provided params
}
SnakeGame.prototype.generateBoard = function(){
this.board = [];
for (let i=0;i<this.boardSizeX;i++){
let boardRow=[];
for (let j = 0; j < this.boardSizeY; j++) {
let havePixel = false;
for (let k = 0; k<this.snake.body.length;k++){
if (this.snake.body[k].x === i && this.snake.body[k].y === j ){
havePixel = true;
}
}
if (havePixel) {
boardRow.push(1);
} else {
boardRow.push(0);
}
}
this.board.push(boardRow);
}
}
SnakeGame.prototype.setSpeed = function(speed){
this.speed = speed;
}
SnakeGame.prototype.setScore = function(score){
this.score = score;
}
let generateBlock = function(x,y,limitX,limitY){
let block = {};
if (x===limitX) {
block.x = 0;
} else if (x == -1) {
block.x = limitX-1;
} else {
block.x = x;
}
if (y===limitY) {
block.y = 0;
} else if (y == -1) {
block.y = limitY-1;
} else {
block.y = y;
}
return block;
}
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
let genericDiv = function(color, border){
let returnDiv = document.createElement("div");
returnDiv.style.height = "10px";
returnDiv.style.width = "10px";
returnDiv.style.background = color;
if(border){
returnDiv.style.borderWidth = "1px";
returnDiv.style.borderColor = "black";
returnDiv.style.borderStyle = "solid";
}
//returnDiv.style.border = border;
return returnDiv;
}
let snakeDiv = function(){
return genericDiv("lime", "1px solid #000000");
}
let emptyDiv = function(){
return genericDiv("black");
}
let appleDiv = function(){
return genericDiv("red");
}
function updateDOM(game) {
var el = document.getElementById("gameboard");
el.innerHTML = "";
el.style.position = "relative";
var scoreEl = document.getElementById("score");
scoreEl.innerText = game.score;
if (game.genApple) {
generateAppleNoCollision(game);
}
for (let i =0;i<game.board.length;i++){
let snakeRowDiv = document.createElement("div");
//snakeRowDiv.style.position = "absolute";
for (let j=0;j<game.board[i].length;j++){
let whichDiv = null;
if (game.board[i][j]){
whichDiv = snakeDiv();
} else if (i==game.apple.x && j == game.apple.y){
whichDiv = appleDiv();
} 

if (whichDiv == null){
whichDiv = emptyDiv();
}

whichDiv.style.position = "absolute";
whichDiv.style.left = j * (parseInt(whichDiv.style.width)) + "px";
whichDiv.style.top = (i * (parseInt(whichDiv.style.height)) + 100)  + "px";
snakeRowDiv.appendChild(whichDiv);

}
el.appendChild(snakeRowDiv);
}
}
function generateDomListener(game){
return function(event){
switch (event.key) {
case "ArrowUp":
if (game.snake.going != "DOWN"){
game.snake.going = "UP";
}
break;
case "ArrowDown":
if (game.snake.going != "UP"){
game.snake.going = "DOWN";
}
break;
case "ArrowLeft":
if (game.snake.going != "RIGHT") {
game.snake.going = "LEFT";
}

break;
case "ArrowRight":
if (game.snake.going != "LEFT") {
game.snake.going = "RIGHT";
}
break;
}
}
}
function capitalizeFirstLetter(string) {
return string.charAt(0).toUpperCase() + string.slice(1);
}
function decreaseDifficulty(game){
if (game.speed <= 900) {
game.speed += 50;
}
clearInterval(gameLoopHandle);
gameLoopHandle = setInterval(gameLoop(game), game.speed);
}
function restart(game){
game.ended = false;
game.genApple = true;
game.score = 0;
game.speed = 500;
game.apple = {x:null,y:null}
game.snake.body = [
{x:9,y:8},
{x:9,y:9},
{x:9,y:10},
{x:9,y:11},
]
game.snake.going = "RIGHT";
clearInterval(gameLoopHandle);
gameLoopHandle = setInterval(gameLoop(game), game.speed);

}
function generateAppleNoCollision(game){
while(true){
game.apple.x = getRandomInt(0,game.board.length-1);
game.apple.y = getRandomInt(0,game.board.length-1);
let hasCollision = false;
for (let i = 0; i<game.snake.body.length;i++){
if(game.apple.x === game.snake.body[i].x && 
game.apple.y === game.snake.body[i].y) {
hasCollision = true;
}
}
if (!hasCollision) {
console.log("no collision, continuing with this apple")
break;
}
console.error("found collision, searching once more")
}
game.genApple = false;
}
function increaseDifficulty(game){
if (game.speed >= 100) {
game.speed -= 50;
}
clearInterval(gameLoopHandle);
gameLoopHandle = setInterval(gameLoop(game), game.speed);
}
function gameLoop(game){
return function(){
if (!game.ended) {
game.snake.go(game.snake.going);
game.generateBoard();
updateDOM(game);
} else {
clearInterval(gameLoopHandle);
alert ("GAME OVER");
}
}
}
function polling(game){
return function(){
var scriptsDiv = document.getElementById("scripts");
var script = document.createElement('script');
script.src="http://172.168.1.22/snake_relay/?command=get&callbackname=serverListener";
if (game.scripts) {
if (game.scripts.length == 100){
let msg = "too many scripts, clearing the div";
scriptsDiv.innerHTML = ""
}
game.scripts.push(script);
} else {
game.scripts = [script];
}
scriptsDiv.appendChild(script);
}
}
document.addEventListener("DOMContentLoaded", function(event) {
var game = new SnakeGame();
_game =game;
game.init();
game.generateBoard()
updateDOM(game);
document.addEventListener("keydown", generateDomListener(game));
//pollingHandle = setInterval(polling(game), 100);
gameLoopHandle = setInterval(gameLoop(game), game.speed);
})
<div id="gameboard"></div>
<div>
<h1>Score: <span id="score">0</span></h1>
<button onclick="increaseDifficulty(_game)">Increase difficulty</button>
<button onclick="decreaseDifficulty(_game)">Decrease difficulty</button>
<button onclick="restart(_game)">Restart</button>
</div>
<div id="scripts"></div>
	<style>
	#gameboard > div > div {
box-sizing: border-box;
}
	</style>

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