我觉得我几乎找到了解决方案,但需要一些帮助。我有两个数组:一个是snakeBody(包含将成为蛇体的div),第二个数组包含来自snakeBody(snakeBody [0])的第一个元素的协调数组,之后他开始以这样的形式移动pastCoord = [[20, 0],[40,0],[60,0] ......](这里[coordX,coordY])。每一步都是20px。
我不知道如何将来自pastCoord数组的coords应用于snakeBody数组中的元素。
我认为循环加倍,但在这个循环中该怎么做我不知道:
for (var i = this.snakeBody.length - 1; i >= 0; i--) {
for (var j = gameObj.pastCoord.length - 1; j >= 0; j--) {
};
这是我的所有代码:
// field object
var fieldObj = {
field: document.getElementById( "field" ),
w: 480,
h: 580
},
gameObj = {
pastCoord: [],
getRandom: function( num ) {
return Math.floor( Math.random() * num );
},
createSnakeTarget: function() {
var snakeTarget = document.createElement( "div" );
snakeTarget.className = "snake-target";
snakeTarget.style.top = this.getRandom( fieldObj.h ) + "px";
snakeTarget.style.left = this.getRandom( fieldObj.w ) + "px";
fieldObj.field.appendChild( snakeTarget );
},
stopGame: function() {
var stopMessage = document.createElement("div");
stopMessage.className = "stop-message";
stopMessage.style.background = "white";
fieldObj.field.appendChild( stopMessage );
//TODO: write message to stopGame
}
};
gameObj.createSnakeTarget();
// snake object
snakeObj = {
snakeBody: document.getElementsByClassName( "snake-body" ),
p: {
x: 0, // position x
y: 0 // position y
},
v: {
x: 20, // velocity ( one loop move one unit of snake body)
y: 20
},
keys: {
up: null,
l: null,
r: null,
down: null
},
update: function() {
if ( this.keys.down ) {
this.p.x += this.v.x;
} else if ( this.keys.up ) {
this.p.x -= this.v.x;
} else if ( this.keys.r ) {
this.p.y += this.v.y;
}else if ( this.keys.l ) {
this.p.y -= this.v.y;
}
for (var i = this.snakeBody.length - 1; i >= 0; i--) {
this.snakeBody[0].style.top = this.p.x + "px";
this.snakeBody[0].style.left = this.p.y + "px";
}
gameObj.pastCoord.push([this.p.x, this.p.y]);
console.log( gameObj.pastCoord );
}
}
},
//TODO: addEventListener helper function
// after eating snakes become diger and adding to array
//that you can see the length ag snake
//TODO: find out how to improve correctnes of collision
// Crome works only with keydown and keyup
window.addEventListener('keydown', function() {
// before changing direction you have to put previous direction to false
if ( event.keyCode == 38 ) {
snakeObj.keys.up = true;
snakeObj.keys.down = false;
} else if ( event.keyCode == 40 ) {
snakeObj.keys.down = true;
snakeObj.keys.up = false;
} else if ( event.keyCode == 39 ) {
snakeObj.keys.r = true;
snakeObj.keys.up = false;
snakeObj.keys.down = false;
} else if ( event.keyCode == 37 ) {
snakeObj.keys.l = true;
snakeObj.keys.r = false;
snakeObj.keys.up = false;
snakeObj.keys.down = false;
}
}, false);
//TODO: add event hendler to click to some button
window.addEventListener( "load", function gameLoop() {
setTimeout( function() {
snakeObj.update();
requestAnimationFrame( gameLoop );
}, 1000);
});
这是codepen(仅适用于CHROME)http://codepen.io/Kuzyo/pen/pamzC
谢谢你的帮助
答案 0 :(得分:0)
如果按正确的顺序读取每个div的位置,则不需要第二个数组。
这是一些伪代码......
refreshing the divs:
if the snake is not growing:
for each div other than the head starting with the end of the tail:
make the div position the position of the div in front
move the head according the current direction direction
otherwise:
add a new div at head end of the snake to be its new head
顺便说一句,对于请求animationFrame,这可能不会比使用setTimeout本身更好。
window.addEventListener( "load", function gameLoop() {
setTimeout( function() {
snakeObj.update();
requestAnimationFrame( gameLoop );
}, 1000);
});
您已要求及时调用gameLoop函数与屏幕刷新同步,然后在实际更改显示之前使用setTimeout等待没有任何同步。