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本篇內容介紹了“基于Vue uniapp怎么實現貪吃蛇游戲”的有關知識,在實際案例的操作過程中,不少人都會遇到這樣的困境,接下來就讓小編帶領大家學習一下如何處理這些情況吧!希望大家仔細閱讀,能夠學有所成!
詳細代碼結構如果需要請到github查看
<template> <view ref="body" class="content"> <view>蛇蛇目前:{{snakes.length}}米長</view> <view class="game-field"> <!-- 地面板塊 --> <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">選擇游戲難度</view> <radio-group name="radio" @change="bindLevelChange"> <label class="label"> <radio value="1" :checked="level==1" /><text>簡單模式</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>困難模式</text> </label> <label class="label"> <radio value="4" :checked="level==4" /><text>地獄模式</text> </label> </radio-group> <button type="primary" @click="start">開始游戲</button> </view> <view v-show="ended" class="settle-board"> <view class="title">游戲結束</view> <view class="result">您的蛇蛇達到了{{snakes.length}}米</view> <view class="btns"> <button type="primary" @click="reStart">再次挑戰</button> <button type="primary" plain @click="rePick">重選難度</button> </view> </view> </view> </view> </template> <script> export default { data() { return { blocks: [], // 板塊 worms: [], // 蟲子 snakes: [0, 1, 2, 3], // 蛇身 direction: "right", // 蛇移動方向 }; }, onLoad() { this.initGame(); }, methods: { initGame() { this.blocks = new Array(100).fill(0); // 生成100個地面板塊 this.worms = [Math.floor(Math.random() * 96) + 4]; // 隨機生成蟲子 this.snakes = [0, 1, 2, 3]; // 初始化蛇身位置 } } } </script>
蛇身的渲染根據snakes
來匹配地面板塊的索引 修改對應的背景圖來渲染蛇身
<template> <view class="game-field"> <view class="block" : 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: // 蟲子 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(${snakeBody})`; } break; case 3: // 污染的地塊 bg = `url(${polluteBlock})`; break; } return bg; }, } } </scipt>
通過監聽鍵盤按鍵事件和手勢來控制蛇的方向
<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}}米長</view> <view class="game-field"> <view class="block" :(x, i) in blocks" :key="i"></view> </view> </view> </template> <script> export default { data(){ return { direction: "right", started: false, // 游戲開始了 ended: false, // 游戲結束了 level: 1, // 游戲難度 lastX: 0, lastY: 0, } }, onLoad() { this.initGame(); }, methods:{ initGame() { this.blocks = new Array(100).fill(0); // 生成100個地面板塊 this.worms = [Math.floor(Math.random() * 96) + 4]; // 隨機生成蟲子 this.snakes = [0, 1, 2, 3]; // 初始化蛇身位置 document.onkeydown = (e) => { switch (e.keyCode) { // 獲取當前按下鍵盤鍵的編碼 case 37: // 按下左箭頭鍵 this.bindLeft(); break; case 39: // 按下右箭頭鍵 this.bindRight(); break; case 38: // 按下上箭頭鍵 if (!this.started) { this.level--; } else { this.bindUp(); } break; case 40: // 按下下箭頭鍵 if (!this.started) { this.level++; } else { this.bindDown(); } break; } } }, handleTouchStart(e) { // 手指開始位置 this.lastX = e.touches[0].pageX; this.lastY = e.touches[0].pageY; }, handleTouchMove(e) { let lastX = e.touches[0].pageX; // 移動的x軸坐標 let lastY = e.touches[0].pageY; // 移動的y軸坐標 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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