【实例简介】自动贪吃蛇.html

【实例截图】

【核心代码】

自动贪吃蛇游戏

html, body {

overflow: hidden;

touch-action: none;

content-zooming: none;

position: absolute;

margin: 0;

padding: 0;

width: 100%;

height: 100%;

background: #111;

}

canvas {

position: absolute;

width: 100vh;

height: 100vh;

margin: auto;

top: 0;

bottom: 0;

left: 0;

right: 0;

user-select: none;

background: #000;

cursor: pointer;

}

var _slicedToArray = function () { function sliceIterator(arr, i) { var _arr = []; var _n = true; var _d = false; var _e = undefined; try { for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i["return"]) _i["return"](); } finally { if (_d) throw _e; } } return _arr; } return function (arr, i) { if (Array.isArray(arr)) { return arr; } else if (Symbol.iterator in Object(arr)) { return sliceIterator(arr, i); } else { throw new TypeError("Invalid attempt to destructure non-iterable instance"); } }; }();

// Adapted from https://johnflux.com/2015/05/02/nokia-6110-part-3-algorithms/

{

// init map

var init = function init() {

snake.body.length = 0;

map.init(10, 10);

map.generate_r(-1, -1, 0, 0);

map.generateTourNumber();

snake.addHead(0, 0);

snake.addHead(1, 0);

snake.addHead(2, 0);

food.add();

if (!running) {

running = true;

run();

}

};

// main loop

var run = function run() {

if (snake.body.length < map.size) requestAnimationFrame(run);else running = false;

if (fullcpgrid || frame % 4 === 0) {

snake.move(snake.nextDirection());

ctx.clearRect(0, 0, canvasWidth, canvasHeight);

map.draw();

}

};

var map = {

// init map

init: function init(width, height) {

var _this = this;

this.width = width;

this.height = height;

this.size = width * height;

this.scale = Math.min(canvasWidth, canvasHeight) / Math.max(this.width, this.height);

// Hamiltonian Cycle

// flags

var _array2D = this.array2D(width, height, true);

var _array2D2 = _slicedToArray(_array2D, 2);

this.tour = _array2D2[0];

this.setTour = _array2D2[1];

var _array2D3 = this.array2D(width / 2, height / 2);

var _array2D4 = _slicedToArray(_array2D3, 2);

this.isVisited = _array2D4[0];

this.setVisited = _array2D4[1];

var _array2D5 = this.array2D(width / 2, height / 2);

var _array2D6 = _slicedToArray(_array2D5, 2);

this.canGoRight = _array2D6[0];

this.setGoRight = _array2D6[1];

var _array2D7 = this.array2D(width / 2, height / 2);

var _array2D8 = _slicedToArray(_array2D7, 2);

this.canGoDown = _array2D8[0];

this.setGoDown = _array2D8[1];

var _array2D9 = this.array2D(width, height);

var _array2D10 = _slicedToArray(_array2D9, 2);

this.isSnake = _array2D10[0];

this.setSnake = _array2D10[1];

this.canGoLeft = function (x, y) {

if (x === 0) return false;

return _this.canGoRight(x - 1, y);

};

this.canGoUp = function (x, y) {

if (y === 0) return false;

return _this.canGoDown(x, y - 1);

};

},

// directions

Left: 1,

Up: 2,

Right: 3,

Down: 4,

// flat 2D array

array2D: function array2D(width, height, protect) {

var data = new Uint16Array(width * height);

return [function (x, y) {

return data[x width * y];

}, protect ? function (x, y, value) {

var i = x width * y;

if (!data[i]) data[i] = value;

} : function (x, y, value) {

data[x width * y] = value;

}];

},

// test snake collision

collision: function collision(x, y) {

if (x < 0 || x >= this.width) return true;

if (y < 0 || y >= this.height) return true;

return this.isSnake(x, y) !== 0;

},

// path distance

distance: function distance(a, b) {

if (a < b) return b - a - 1;else return b - a - 1 this.size;

},

// Hamiltonian Cycle

generate_r: function generate_r(fromx, fromy, x, y) {

if (x < 0 || y < 0 || x >= this.width / 2 || y >= this.height / 2) return;

if (this.isVisited(x, y)) return;

this.setVisited(x, y, 1);

if (fromx !== -1) {

if (fromx < x) this.setGoRight(fromx, fromy, 1);else if (fromx > x) this.setGoRight(x, y, 1);else if (fromy < y) this.setGoDown(fromx, fromy, 1);else if (fromy > y) this.setGoDown(x, y, 1);

}

for (var i = 0; i < 2; i ) {

var r = Math.floor(Math.random() * 4);

switch (r) {

case 0:

this.generate_r(x, y, x - 1, y);

break;

case 1:

this.generate_r(x, y, x 1, y);

break;

case 2:

this.generate_r(x, y, x, y - 1);

break;

case 3:

this.generate_r(x, y, x, y 1);

break;

}

}

this.generate_r(x, y, x - 1, y);

this.generate_r(x, y, x 1, y);

this.generate_r(x, y, x, y 1);

this.generate_r(x, y, x, y - 1);

},

// find next direction in cycle

findNextDir: function findNextDir(x, y, dir) {

if (dir === this.Right) {

if (this.canGoUp(x, y)) return this.Up;

if (this.canGoRight(x, y)) return this.Right;

if (this.canGoDown(x, y)) return this.Down;

return this.Left;

} else if (dir === this.Down) {

if (this.canGoRight(x, y)) return this.Right;

if (this.canGoDown(x, y)) return this.Down;

if (this.canGoLeft(x, y)) return this.Left;

return this.Up;

} else if (dir === this.Left) {

if (this.canGoDown(x, y)) return this.Down;

if (this.canGoLeft(x, y)) return this.Left;

if (this.canGoUp(x, y)) return this.Up;

return this.Right;

} else if (dir === this.Up) {

if (this.canGoLeft(x, y)) return this.Left;

if (this.canGoUp(x, y)) return this.Up;

if (this.canGoRight(x, y)) return this.Right;

return this.Down;

}

return -1; //Unreachable

},

// generate Hamiltonian Cycle

generateTourNumber: function generateTourNumber() {

var x = 0;

var y = 0;

var dir = this.canGoDown(x, y) ? this.Up : this.Left;

var number = 0;

do {

var nextDir = this.findNextDir(x, y, dir);

switch (dir) {

case this.Right:

this.setTour(x * 2, y * 2, number );

if (nextDir === dir || nextDir === this.Down || nextDir === this.Left) this.setTour(x * 2 1, y * 2, number );

if (nextDir === this.Down || nextDir === this.Left) this.setTour(x * 2 1, y * 2 1, number );

if (nextDir === this.Left) this.setTour(x * 2, y * 2 1, number );

break;

case this.Down:

this.setTour(x * 2 1, y * 2, number );

if (nextDir === dir || nextDir === this.Left || nextDir === this.Up) this.setTour(x * 2 1, y * 2 1, number );

if (nextDir === this.Left || nextDir === this.Up) this.setTour(x * 2, y * 2 1, number );

if (nextDir === this.Up) this.setTour(x * 2, y * 2, number );

break;

case this.Left:

this.setTour(x * 2 1, y * 2 1, number );

if (nextDir === dir || nextDir === this.Up || nextDir === this.Right) this.setTour(x * 2, y * 2 1, number );

if (nextDir === this.Up || nextDir === this.Right) this.setTour(x * 2, y * 2, number );

if (nextDir === this.Right) this.setTour(x * 2 1, y * 2, number );

break;

case this.Up:

this.setTour(x * 2, y * 2 1, number );

if (nextDir === dir || nextDir === this.Right || nextDir === this.Down) this.setTour(x * 2, y * 2, number );

if (nextDir === this.Right || nextDir === this.Down) this.setTour(x * 2 1, y * 2, number );

if (nextDir === this.Down) this.setTour(x * 2 1, y * 2 1, number );

break;

}

dir = nextDir;

switch (nextDir) {

case this.Right:

x;

break;

case this.Left:

--x;

break;

case this.Down:

y;

break;

case this.Up:

--y;

break;

}

} while (number !== this.size);

},

// get next node

getNext: function getNext(x, y, dir) {

switch (dir) {

case this.Left:

if (x) return {

x: x - 1,

y: y

};

break;

case this.Up:

if (y) return {

x: x,

y: y - 1

};

break;

case this.Right:

return {

x: x 1,

y: y

};

break;

case this.Down:

return {

x: x,

y: y 1

};

break;

}

return {

x: x,

y: y

};

},

// draw map

draw: function draw() {

ctx.beginPath();

ctx.strokeStyle = "#fff";

ctx.lineCap = "round";

ctx.lineJoin = "round";

ctx.lineWidth = this.scale * 0.5;

var _iteratorNormalCompletion = true;

var _didIteratorError = false;

var _iteratorError = undefined;

try {

for (var _iterator = snake.body[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {

var b = _step.value;

ctx.lineTo(this.scale * 0.5 b.x * this.scale, this.scale * 0.5 b.y * this.scale);

}

} catch (err) {

_didIteratorError = true;

_iteratorError = err;

} finally {

try {

if (!_iteratorNormalCompletion && _iterator.return) {

_iterator.return();

}

} finally {

if (_didIteratorError) {

throw _iteratorError;

}

}

}

ctx.stroke();

if (snake.body.length < map.size - 1) {

ctx.beginPath();

ctx.fillStyle = "#f80";

ctx.arc(this.scale * 0.5 food.x * this.scale, this.scale * 0.5 food.y * this.scale, 0.4 * this.scale, 0, 2 * Math.PI);

ctx.fill();

}

}

};

// food object

var food = {

x: 0,

y: 0,

// add random food

add: function add() {

var emptyNodes = [];

for (var x = 0; x < map.width; x) {

for (var y = 0; y < map.height; y) {

if (!map.collision(x, y)) emptyNodes.push({

x: x,

y: y

});

}

}

if (emptyNodes.length) {

var p = emptyNodes[Math.floor(Math.random() * emptyNodes.length)];

this.x = p.x;

this.y = p.y;

}

}

};

// the snake

var snake = {

body: [],

head: {

x: 0,

y: 0

},

removeTail: function removeTail() {

var p = this.body.shift();

map.setSnake(p.x, p.y, 0);

},

addHead: function addHead(x, y) {

this.head.x = x;

this.head.y = y;

this.body.push({

x: x,

y: y

});

map.setSnake(x, y, 1);

},

move: function move(dir) {

var next = map.getNext(this.head.x, this.head.y, dir);

this.addHead(next.x, next.y);

if (next.x === food.x && next.y === food.y) {

food.add();

} else this.removeTail();

},

// snake IA

nextDirection: function nextDirection() {

var x = this.head.x;

var y = this.head.y;

var pathNumber = map.tour(x, y);

var distanceToFood = map.distance(pathNumber, map.tour(food.x, food.y));

var distanceToTail = map.distance(pathNumber, map.tour(snake.body[0].x, snake.body[0].y));

var cuttingAmountAvailable = distanceToTail - 4;

var numEmptySquaresOnBoard = map.size - snake.body.length - 1;

if (distanceToFood < distanceToTail) cuttingAmountAvailable -= 1;

var cuttingAmountDesired = distanceToFood;

if (cuttingAmountDesired < cuttingAmountAvailable) cuttingAmountAvailable = cuttingAmountDesired;

if (cuttingAmountAvailable < 0) cuttingAmountAvailable = 0;

var canGoRight = !map.collision(x 1, y);

var canGoLeft = !map.collision(x - 1, y);

var canGoDown = !map.collision(x, y 1);

var canGoUp = !map.collision(x, y - 1);

var bestDir = -1;

var bestDist = -1;

var dist = 0;

if (canGoRight) {

dist = map.distance(pathNumber, map.tour(x 1, y));

if (dist <= cuttingAmountAvailable && dist > bestDist) {

bestDir = map.Right;

bestDist = dist;

}

}

if (canGoLeft) {

dist = map.distance(pathNumber, map.tour(x - 1, y));

if (dist <= cuttingAmountAvailable && dist > bestDist) {

bestDir = map.Left;

bestDist = dist;

}

}

if (canGoDown) {

dist = map.distance(pathNumber, map.tour(x, y 1));

if (dist <= cuttingAmountAvailable && dist > bestDist) {

bestDir = map.Down;

bestDist = dist;

}

}

if (canGoUp) {

dist = map.distance(pathNumber, map.tour(x, y - 1));

if (dist <= cuttingAmountAvailable && dist > bestDist) {

bestDir = map.Up;

bestDist = dist;

}

}

if (bestDist >= 0) return bestDir;

if (canGoUp) return map.Up;

if (canGoLeft) return map.Left;

if (canGoDown) return map.Down;

if (canGoRight) return map.Right;

return map.Right;

}

};

// init canvas

var canvas = document.getElementById("c");

var ctx = canvas.getContext('2d');

var canvasWidth = canvas.width = 600;

var canvasHeight = canvas.height = 600;

canvas.onclick = init;

var running = false;

var frame = 0;

var fullcpgrid = window.location.href.indexOf("fullcpgrid") > -1;

init();

}

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