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snakeGame.js
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748 lines (685 loc) · 27.9 KB
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"use strict";
import "./snakeUtils.js"
import "./snakeInteraction.js"
import "./snakeConst.js"
// 游戏使用的所有Canvas
window.GameCanvas = {
background: document.getElementById("background").getContext("2d"),
wall: document.getElementById("wall").getContext("2d"),
info: document.getElementById("info").getContext("2d"),
food: document.getElementById("food").getContext("2d"),
snake: document.getElementById("snake").getContext("2d"),
tip: document.getElementById("tip").getContext("2d"),
menu: document.getElementById("menu").getContext("2d"),
};
// 游戏使用的音效库,应由GameFunc.playSound间接调用而不应该直接访问此成员调用
window.GameSound = {
eatFood: new Audio("./res/eatfood.mp3"),
gameOver: new Audio("./res/gameover.mp3"),
switchOption: new Audio("./res/switchoption.mp3"),
}
// 游戏使用的全局变量
window.GameVar = {
// 游戏状态,合法值参考 GameConst.StatusEnum
_status: GameEnum.GameStatus.Main,
get status(){ return this._status; },
set status(val){
if(!(val in Object.values(GameEnum.GameStatus))) throw 'error';
this._status = val;
},
// 蛇头当前朝向 合法值参考 GameConst.DirectionEnum
_snakeCurrentAngle: GameEnum.SnakeDirection.Right,
get snakeCurrentAngle(){ return this._snakeCurrentAngle; },
set snakeCurrentAngle(val){
if(!(val in Object.values(GameEnum.SnakeDirection))) throw 'error';
this._snakeCurrentAngle = val;
},
// 蛇头下一帧朝向 合法值参考 GameConst.DirectionEnum
_snakeNextAngle: GameEnum.SnakeDirection.None,
get snakeNextAngle(){ return this._snakeNextAngle; },
set snakeNextAngle(val){
if(!(val in Object.values(GameEnum.SnakeDirection))) throw 'error';
this._snakeNextAngle = val;
},
// 游戏模式,参考 GameEnum.GameMode
_gameMode: 0,
get gameMode(){ return this._gameMode; },
set gameMode(val){
if(!(val in Object.values(GameEnum.GameMode))) throw 'error';
this._gameMode = val;
},
// 菜单选项index位置,从0开始计数
_menuFocusIdx:0,
get menuFocusIdx(){ return this._menuFocusIdx; },
set menuFocusIdx(val){
if(!Number.isInteger(val)) throw 'error';
// 如果当前没有菜单项,报错
if(!(GameVar.status in GameText.GameMenuText)) throw 'error';
// 如果idx超过了菜单项的范围,报错
if(val < 0 || val >= Object.keys(GameText.GameMenuText[GameVar.status]).length) throw 'error';
this._menuFocusIdx = val;
},
//分数
_score:0,
get score(){ return this._score; },
set score(val){
if(!Number.isInteger(val)) throw 'error';
this._score = val;
},
//下次分数获得的额外奖励分(随着时间会逐渐降低)
_gift:0,
get gift(){ return this._gift; },
set gift(val){
if(!Number.isInteger(val)) throw 'error';
this._gift = val;
},
//蛇链表,用于标记蛇位置信息,开始为蛇头,结尾为蛇尾
snakeList:[],
//食物位置,[x,y]
foodPos:[null,null],
//蛇移动速度,每经过此毫秒移动一帧
_speed:200,
get speed(){ return this._speed; },
set speed(val){
if(!Number.isInteger(val)) throw 'error';
this._speed = val;
},
//每帧处理setInterval句柄,用于控制游戏是否行动,0代表目前无循环事件
_intervalHandle: 0,
get intervalHandle(){ return this._intervalHandle; },
set intervalHandle(val){
if(!Number.isInteger(val)) throw 'error';
this._intervalHandle = val;
},
// 是否播放音效,bool类型
_isMute: false,
get isMute(){ return this._isMute; },
set isMute(val){
if(val !== true && val !== false) throw 'error';
this._isMute = val;
},
};
// 游戏使用的所有相关游戏方法
window.GameFunc = {
// 绘制相关方法
changeLanguage: (lang) => {
window.GameText = GameTextI18n[lang];
GameFunc.drawBackground();
GameFunc.drawInfo();
GameFunc.drawMenu();
},
switchMute: (isOpen=true) => {
GameVar.isMute = isOpen;
},
playSound: (name) => {
if(GameVar.isMute) return;
let sound = GameSound[name];
sound.currentTime = 0
sound.play();
},
drawPixel: (canvas, x, y, fillColor, borderColor) => {
// 明确每个像素点 10*10
let spanWidth = 1;
let width = 10 - spanWidth;
canvas.fillStyle = fillColor;
canvas.strokeStyle = borderColor;
canvas.lineWidth = spanWidth;
canvas.beginPath();
canvas.rect(x * 10 + spanWidth, y * 10 + spanWidth, width, width);
canvas.fill();
canvas.stroke();
},
drawBackground: (bgColor = "#001323") => {
let bg = GameCanvas.background;
let text = GameText.GameBackgroundText;
// 黑色背景
bg.fillStyle = bgColor;
bg.fillRect(0,0,800,600);
// 左右分割线
bg.fillStyle="#000000";
bg.fillRect(600,0,10,600);
// "贪吃蛇" 镂空文字
bg.font='40px 微软雅黑';
bg.strokeStyle='#ffffff';
bg.strokeText(text.gameName,640,50);
// 游戏介绍
bg.font='16px 微软雅黑';
bg.fillStyle='#ffffff';
let topIntroduce = 260
text.gameIntroduce.forEach((e)=>{
bg.fillText(e, 630, topIntroduce);
topIntroduce += 20;
});
topIntroduce = 550;
text.gameAuthorInfo.forEach((e)=>{
bg.fillText(e, 630, topIntroduce);
topIntroduce += 20;
});
},
drawWall: (fillColor = "#383838", strokeColor = "#000000") => {
let wall = GameCanvas.wall;
for(let fi = 0; fi < 60; fi++){
GameFunc.drawPixel(wall, fi, 0, fillColor, strokeColor);
GameFunc.drawPixel(wall, fi, 59,fillColor, strokeColor);
GameFunc.drawPixel(wall, 0, fi, fillColor, strokeColor);
GameFunc.drawPixel(wall, 59, fi,fillColor, strokeColor);
}
},
drawMenu: () => {
let status = GameVar.status;
let menuCanvas = GameCanvas.menu;
menuCanvas.clearRect(0,0,600,600);
// 如果该模式没有菜单的话,结束运行不绘制菜单
if(!(status in GameText.GameMenuText)) return;
menuCanvas.strokeStyle = '#ffffff';
menuCanvas.fillStyle = '#ffffff';
menuCanvas.lineWidth = 2;
menuCanvas.font = '22px 微软雅黑';
// 给出一个[str...]列表用于绘制
let startdraw = (li) => {
let leftRect = 229, leftText = 259;
let topRect = 229, topText = 259;
let width = 146;
let height = 46;
let span = 70;
li.forEach((e) => {
menuCanvas.strokeRect(leftRect, topRect, width, height);
menuCanvas.fillText(e, leftText, topText);
topRect += span;
topText += span;
});
};
// 生成一段菜单列表并交由startdraw绘制
let menuItems = (()=>{
// 获取菜单的按钮数目
let nums = Object.keys(GameText.GameMenuText[status]).length;
// 开始逐一获取菜单文字
let list = []
for(let i = 0; i < nums; i++){
list.push(GameText.GameMenuText[status][i]);
}
return list;
})();
// 开始绘制菜单
startdraw(menuItems);
// 画激活的部分
menuCanvas.strokeStyle='#ff6666';
menuCanvas.lineWidth=5;
menuCanvas.strokeRect(229,229 + ( GameVar.menuFocusIdx * 70),146,46);
},
drawInfo: () => {
if(GameVar.status === GameEnum.GameStatus.Gaming){
let info = GameCanvas.info;
info.clearRect(600,0,200,600);
info.font='22px 微软雅黑';
info.fillStyle='#ffffff';
info.fillText(GameText.GameMenuText[GameEnum.GameStatus.Main][GameVar.gameMode],630,140);
info.fillText(GameText.GameInfoText.score + ': ' + GameVar.score,630,175);
info.fillText(GameText.GameInfoText.snakeSize + ': ' + GameVar.snakeList.length,630,210);
}
},
drawSnake: () => {
let snake = GameCanvas.snake;
snake.clearRect(0,0,700,600);
// 绘制蛇身
let snakelist = GameVar.snakeList;
snakelist.forEach(pix => {
GameFunc.drawPixel(snake, pix.x, pix.y, "#F08080", "#F08080");
});
// 绘制蛇头
GameFunc.drawPixel(snake, snakelist[0].x, snakelist[0].y, "#F0E68C", "#F0E68C");
},
drawFood: () => {
let foodCanvas = GameCanvas.food;
foodCanvas.clearRect(0,0,600,600);
// 生成一个不在蛇身的一个食物坐标
do{
let x = GameUtils.randomInteger(1,58);
let y = GameUtils.randomInteger(1,58);
GameVar.food = new GameClass.Point(x, y);
}while(GameVar.snakeList.some(x => x.equal(GameVar.food)));
GameFunc.drawPixel(foodCanvas, GameVar.food.x, GameVar.food.y, "#ff3333", "#ff3333");
},
// 游戏初始化,为下面的几个方法合理的赋值,并且开始游戏
gameInit: () => {
GameFunc.gameModeFunc = GameMode[GameVar.gameMode];
GameFunc.gameModeFunc.gameStart();
},
gameModeFunc: {
calcEatFood: null,
calcHitFatal: null,
calcSnake: null,
gameStart: null,
gamePaused: null,
gameContinue: null,
gameEnd: null,
},
};
window.GameMode = {
[GameEnum.GameMode.Easy]: {
calcEatFood:() => {
if(GameVar.snakeList[0].equal(GameVar.food)){
//吃到食物,保留蛇尾,刷新食物,加分数
let bonus;
bonus = Math.floor((GameVar.gift>=0?GameVar.gift:0)+(10000/GameVar.speed));
GameVar.score += bonus;
GameFunc.drawInfo();
GameFunc.drawFood();
GameVar.gift = (GameVar.menuFocusIdx * 2 + 1) * (
Math.abs(GameVar.food.x - GameVar.snakeList[0].x) +
Math.abs(GameVar.food.y - GameVar.snakeList[0].y)
);
GameFunc.playSound('eatFood');
}else{
//没吃到食物,去掉蛇尾
GameVar.snakeList.pop();
}
},
calcHitFatal: () => {
let isFatal = GameVar.snakeList.some(e =>
e !== GameVar.snakeList[0] && GameVar.snakeList[0].equal(e) // 撞蛇
);
if(isFatal){
GameFunc.gameModeFunc.gameEnd();
GameFunc.playSound('gameOver');
}
},
calcSnake: () => {
//计算蛇下一次走向
let direction;
if(GameVar.snakeNextAngle) direction = GameVar.snakeNextAngle
else direction = GameVar.snakeCurrentAngle;
let snakelist = GameVar.snakeList;
let Point = GameClass.Point;
let x = snakelist[0].x, y = snakelist[0].y
if(direction === 1){ GameVar.snakeCurrentAngle=1; y--; }
else if(direction === 2){ GameVar.snakeCurrentAngle=2; x--; }
else if(direction === 3){ GameVar.snakeCurrentAngle=3; y++; }
else if(direction === 4){ GameVar.snakeCurrentAngle=4; x++; }
//允许撞墙
if(x === 0) x = 58;
if(x === 59) x = 1;
if(y === 0) y = 58;
if(y === 59) y = 1;
snakelist.unshift(new Point(x, y));
//计算蛇吃到了食物
GameVar.gift--;
GameFunc.gameModeFunc.calcEatFood();
GameFunc.drawSnake();
//计算蛇不撞蛇、墙
GameFunc.gameModeFunc.calcHitFatal();
GameVar.snakeNextAngle = GameEnum.SnakeDirection.None;
},
gameStart: () => {
GameVar.status = GameEnum.GameStatus.Gaming;
GameFunc.drawMenu();
GameFunc.drawInfo();
GameVar.speed = 50;
//创建蛇链表
var Point = GameClass.Point;
GameVar.snakeList=[
new Point(20,29), new Point(19,29), new Point(18,29),
new Point(17,29), new Point(16,29)
];
GameVar.snakeCurrentAngle = GameEnum.SnakeDirection.Right;
GameFunc.drawInfo();
GameFunc.drawSnake();
GameFunc.drawFood();
GameFunc.gameModeFunc.gameContinue();
},
gamePaused: () => {
if(GameVar.status === GameEnum.GameStatus.Gaming){
if(GameVar.intervalHandle !== 0) {
clearInterval(GameVar.intervalHandle);
GameVar.intervalHandle = 0;
}
GameVar.status = GameEnum.GameStatus.GamePaused;
GameVar.menuFocusIdx = 0;
GameFunc.drawMenu();
}
},
gameContinue: () => {
GameVar.status = GameEnum.GameStatus.Gaming;
setTimeout(()=>{
if(GameVar.status !== GameEnum.GameStatus.Gaming) return;
if(GameVar.intervalHandle !== 0) return;
GameVar.intervalHandle = setInterval(()=>{
GameFunc.gameModeFunc.calcSnake();
}, GameVar.speed);
},1000);
GameFunc.drawMenu();
},
gameEnd: () => {
clearInterval(GameVar.intervalHandle);
GameVar.intervalHandle = 0;
GameVar.status = GameEnum.GameStatus.Main;
GameVar.menuFocusIdx = 0;
GameVar.snakeNextAngle = GameEnum.SnakeDirection.None;
GameVar.anakedefaultangle = GameEnum.SnakeDirection.Right;
//GameVar.gameMode = 0;
GameVar.score = 0;
GameVar.gift = 0;
GameVar.snakeList = [];
GameVar.foodPos = null;
GameFunc.drawMenu(1);
},
},
[GameEnum.GameMode.Normal]: {
calcEatFood:() => {
if(GameVar.snakeList[0].equal(GameVar.food)){
//吃到食物,保留蛇尾,刷新食物,加分数
let bonus;
bonus = Math.floor((GameVar.gift>=0?GameVar.gift:0)+(10000/GameVar.speed) );
GameVar.score += bonus;
GameFunc.drawInfo();
GameFunc.drawFood();
GameVar.gift = (GameVar.menuFocusIdx * 2 + 1) * (
Math.abs(GameVar.food.x - GameVar.snakeList[0].x) +
Math.abs(GameVar.food.y - GameVar.snakeList[0].y)
);
GameFunc.playSound('eatFood');
}else{
//没吃到食物,去掉蛇尾
GameVar.snakeList.pop();
}
},
calcHitFatal: () => {
let isFatal = GameVar.snakeList.some(e => (
( e.x < 1 || e.x > 58 || e.y < 1 || e.y > 58 ) || // 撞墙
( e !== GameVar.snakeList[0] && GameVar.snakeList[0].equal(e) ) // 撞蛇
));
if(isFatal){
GameFunc.gameModeFunc.gameEnd();
GameFunc.playSound('gameOver');
}
},
calcSnake: () => {
//计算蛇下一次走向
let direction;
if(GameVar.snakeNextAngle) direction = GameVar.snakeNextAngle
else direction = GameVar.snakeCurrentAngle;
let snakelist = GameVar.snakeList;
let Point = GameClass.Point;
let x = snakelist[0].x, y = snakelist[0].y
if(direction === 1){ GameVar.snakeCurrentAngle=1; y--; }
else if(direction === 2){ GameVar.snakeCurrentAngle=2; x--; }
else if(direction === 3){ GameVar.snakeCurrentAngle=3; y++; }
else if(direction === 4){ GameVar.snakeCurrentAngle=4; x++; }
snakelist.unshift(new Point(x, y));
//计算蛇吃到了食物
GameVar.gift--;
GameFunc.gameModeFunc.calcEatFood();
GameFunc.drawSnake();
//计算蛇不撞蛇、墙
GameFunc.gameModeFunc.calcHitFatal();
GameVar.snakeNextAngle = GameEnum.SnakeDirection.None;
},
gameStart: () => {
GameVar.status = GameEnum.GameStatus.Gaming;
GameFunc.drawMenu();
GameFunc.drawInfo();
GameVar.speed = 50;
//创建蛇链表
var Point = GameClass.Point;
GameVar.snakeList=[
new Point(20,29), new Point(19,29), new Point(18,29),
new Point(17,29), new Point(16,29)
];
GameVar.snakeCurrentAngle = GameEnum.SnakeDirection.Right;
GameFunc.drawInfo();
GameFunc.drawSnake();
GameFunc.drawFood();
GameFunc.gameModeFunc.gameContinue();
},
gamePaused: () => {
if(GameVar.status === GameEnum.GameStatus.Gaming){
if(GameVar.intervalHandle !== 0) {
clearInterval(GameVar.intervalHandle);
GameVar.intervalHandle = 0;
}
GameVar.status = GameEnum.GameStatus.GamePaused;
GameVar.menuFocusIdx = 0;
GameFunc.drawMenu();
}
},
gameContinue: () => {
GameVar.status = GameEnum.GameStatus.Gaming;
setTimeout(()=>{
if(GameVar.status !== GameEnum.GameStatus.Gaming) return;
if(GameVar.intervalHandle !== 0) return;
GameVar.intervalHandle = setInterval(()=>{
GameFunc.gameModeFunc.calcSnake();
}, GameVar.speed);
},1000);
GameFunc.drawMenu();
},
gameEnd: () => {
clearInterval(GameVar.intervalHandle);
GameVar.intervalHandle = 0;
GameVar.status = GameEnum.GameStatus.Main;
GameVar.menuFocusIdx = 0;
GameVar.snakeNextAngle = GameEnum.SnakeDirection.None;
GameVar.anakedefaultangle = GameEnum.SnakeDirection.Right;
//GameVar.gameMode = 0;
GameVar.score = 0;
GameVar.gift = 0;
GameVar.snakeList = [];
GameVar.foodPos = null;
GameFunc.drawMenu(1);
},
},
[GameEnum.GameMode.Hard]: {
calcEatFood:() => {
if(GameVar.snakeList[0].equal(GameVar.food)){
//吃到食物,保留蛇尾,刷新食物,加分数
let bonus;
bonus = Math.floor((GameVar.gift>=0?GameVar.gift:0)+(10000/GameVar.speed) );
GameVar.score += bonus;
// 蛇尾+30长度
for(let i = 0; i < 29; i++)
GameVar.snakeList.push(GameVar.snakeList[GameVar.snakeList.length - 1].clone());
GameFunc.drawInfo();
GameFunc.drawFood();
GameVar.gift = (GameVar.menuFocusIdx * 2 + 1) * (
Math.abs(GameVar.food.x - GameVar.snakeList[0].x) +
Math.abs(GameVar.food.y - GameVar.snakeList[0].y)
);
GameFunc.playSound('eatFood');
}else{
//没吃到食物,去掉蛇尾
GameVar.snakeList.pop();
}
},
calcHitFatal: () => {
let isFatal = GameVar.snakeList.some(e => (
( e.x < 1 || e.x > 58 || e.y < 1 || e.y > 58 ) || // 撞墙
( e !== GameVar.snakeList[0] && GameVar.snakeList[0].equal(e) ) // 撞蛇
));
if(isFatal){
GameFunc.gameModeFunc.gameEnd();
GameFunc.playSound('gameOver');
}
},
calcSnake: () => {
//计算蛇下一次走向
let direction;
if(GameVar.snakeNextAngle) direction = GameVar.snakeNextAngle
else direction = GameVar.snakeCurrentAngle;
let snakelist = GameVar.snakeList;
let Point = GameClass.Point;
let x = snakelist[0].x, y = snakelist[0].y
if(direction === 1){ GameVar.snakeCurrentAngle=1; y--; }
else if(direction === 2){ GameVar.snakeCurrentAngle=2; x--; }
else if(direction === 3){ GameVar.snakeCurrentAngle=3; y++; }
else if(direction === 4){ GameVar.snakeCurrentAngle=4; x++; }
snakelist.unshift(new Point(x, y));
//计算蛇吃到了食物
GameVar.gift--;
GameFunc.gameModeFunc.calcEatFood();
GameFunc.drawSnake();
//计算蛇不撞蛇、墙
GameFunc.gameModeFunc.calcHitFatal();
GameVar.snakeNextAngle = GameEnum.SnakeDirection.None;
},
gameStart: () => {
GameVar.status = GameEnum.GameStatus.Gaming;
GameFunc.drawMenu();
GameFunc.drawInfo();
GameVar.speed = 50;
//创建蛇链表
var Point = GameClass.Point;
GameVar.snakeList=[
new Point(20,29), new Point(19,29), new Point(18,29),
new Point(17,29), new Point(16,29)
];
GameVar.snakeCurrentAngle = GameEnum.SnakeDirection.Right;
GameFunc.drawInfo();
GameFunc.drawSnake();
GameFunc.drawFood();
GameFunc.gameModeFunc.gameContinue();
},
gamePaused: () => {
if(GameVar.status === GameEnum.GameStatus.Gaming){
if(GameVar.intervalHandle !== 0) {
clearInterval(GameVar.intervalHandle);
GameVar.intervalHandle = 0;
}
GameVar.status = GameEnum.GameStatus.GamePaused;
GameVar.menuFocusIdx = 0;
GameFunc.drawMenu();
}
},
gameContinue: () => {
GameVar.status = GameEnum.GameStatus.Gaming;
setTimeout(()=>{
if(GameVar.status !== GameEnum.GameStatus.Gaming) return;
if(GameVar.intervalHandle !== 0) return;
GameVar.intervalHandle = setInterval(()=>{
GameFunc.gameModeFunc.calcSnake();
}, GameVar.speed);
},1000);
GameFunc.drawMenu();
},
gameEnd: () => {
clearInterval(GameVar.intervalHandle);
GameVar.intervalHandle = 0;
GameVar.status = GameEnum.GameStatus.Main;
GameVar.menuFocusIdx = 0;
GameVar.snakeNextAngle = GameEnum.SnakeDirection.None;
GameVar.anakedefaultangle = GameEnum.SnakeDirection.Right;
//GameVar.gameMode = 0;
GameVar.score = 0;
GameVar.gift = 0;
GameVar.snakeList = [];
GameVar.foodPos = null;
GameFunc.drawMenu(1);
},
},
[GameEnum.GameMode.DoM]: {
calcEatFood:() => {
if(GameVar.snakeList[0].equal(GameVar.food)){
//吃到食物,保留蛇尾,刷新食物,加分数
let bonus;
bonus = Math.floor((GameVar.gift>=0?GameVar.gift:0)+(10000/GameVar.speed) );
GameVar.score += bonus;
// 蛇尾+30长度
for(let i = 0; i < 29; i++)
GameVar.snakeList.push(GameVar.snakeList[GameVar.snakeList.length - 1].clone());
GameFunc.drawInfo();
GameFunc.drawFood();
GameVar.gift = (GameVar.menuFocusIdx * 2 + 1) * (
Math.abs(GameVar.food.x - GameVar.snakeList[0].x) +
Math.abs(GameVar.food.y - GameVar.snakeList[0].y)
);
GameFunc.playSound('eatFood');
}else{
//没吃到食物,去掉蛇尾
GameVar.snakeList.pop();
}
},
calcHitFatal: () => {
let isFatal = GameVar.snakeList.some(e => (
( e.x < 1 || e.x > 58 || e.y < 1 || e.y > 58 ) || // 撞墙
( e !== GameVar.snakeList[0] && GameVar.snakeList[0].equal(e) ) // 撞蛇
));
if(isFatal){
GameFunc.gameModeFunc.gameEnd();
GameFunc.playSound('gameOver');
}
},
calcSnake: () => {
//计算蛇下一次走向
let direction;
if(GameVar.snakeNextAngle) direction = GameVar.snakeNextAngle
else direction = GameVar.snakeCurrentAngle;
let snakelist = GameVar.snakeList;
let Point = GameClass.Point;
let x = snakelist[0].x, y = snakelist[0].y
if(direction === 1){ GameVar.snakeCurrentAngle=1; y--; }
else if(direction === 2){ GameVar.snakeCurrentAngle=2; x--; }
else if(direction === 3){ GameVar.snakeCurrentAngle=3; y++; }
else if(direction === 4){ GameVar.snakeCurrentAngle=4; x++; }
snakelist.unshift(new Point(x, y));
//计算蛇吃到了食物
GameVar.gift--;
GameFunc.gameModeFunc.calcEatFood();
GameFunc.drawSnake();
//计算蛇不撞蛇、墙
GameFunc.gameModeFunc.calcHitFatal();
GameVar.snakeNextAngle = GameEnum.SnakeDirection.None;
},
gameStart: () => {
GameVar.status = GameEnum.GameStatus.Gaming;
GameFunc.drawMenu();
GameFunc.drawInfo();
GameVar.speed = 25;
//创建蛇链表
var Point = GameClass.Point;
GameVar.snakeList=[
new Point(20,29), new Point(19,29), new Point(18,29),
new Point(17,29), new Point(16,29)
];
GameVar.snakeCurrentAngle = GameEnum.SnakeDirection.Right;
GameFunc.drawInfo();
GameFunc.drawSnake();
GameFunc.drawFood();
GameFunc.gameModeFunc.gameContinue();
},
gamePaused: () => {
if(GameVar.status === GameEnum.GameStatus.Gaming){
if(GameVar.intervalHandle !== 0) {
clearInterval(GameVar.intervalHandle);
GameVar.intervalHandle = 0;
}
GameVar.status = GameEnum.GameStatus.GamePaused;
GameVar.menuFocusIdx = 0;
GameFunc.drawMenu();
}
},
gameContinue: () => {
GameVar.status = GameEnum.GameStatus.Gaming;
setTimeout(()=>{
if(GameVar.status !== GameEnum.GameStatus.Gaming) return;
if(GameVar.intervalHandle !== 0) return;
GameVar.intervalHandle = setInterval(()=>{
GameFunc.gameModeFunc.calcSnake();
}, GameVar.speed);
},1000);
GameFunc.drawMenu();
},
gameEnd: () => {
clearInterval(GameVar.intervalHandle);
GameVar.intervalHandle = 0;
GameVar.status = GameEnum.GameStatus.Main;
GameVar.menuFocusIdx = 0;
GameVar.snakeNextAngle = GameEnum.SnakeDirection.None;
GameVar.anakedefaultangle = GameEnum.SnakeDirection.Right;
//GameVar.gameMode = 0;
GameVar.score = 0;
GameVar.gift = 0;
GameVar.snakeList = [];
GameVar.foodPos = null;
GameFunc.drawMenu(1);
},
},
}