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Kros

凡心所向,素履以往,生如逆旅,一苇以航
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    • 使用贪吃蛇类
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  • 贪吃蛇
kros
2025-09-02

封装贪吃蛇类

  • 监听keydown事件,通过event.key区分四个方向,相同方向或相反方向按键无效。
  • 定义贪吃蛇蛇身数组snakeList,将下标转换成坐标点coorX、coorY根据不同方向移动坐标点
  • 普通class变量无法用户响应式渲染,所以格子数组需要使用ref定义,已达到实时响应渲染
  • 监听事件需要再页面卸载时移除,暴露endGame方法用户移除监听事件
import { ref, Ref } from 'vue'

enum Direction {
  Up = 1,
  Down = 2,
  Left = 3,
  Right = 4
}

export enum CellType {
  /**
   * 空白格子
   */
  Empty = 0,
  /**
   * 墙壁格子
   */
  Wall = 1,
  /**
   * 蛇身格子
   */
  Snake = 2,
  /**
   * 食物格子
   */
  Snack = 3
}

export class SnakeGame {
  /**
   * 棋盘相关
   */
  private grid: number[];
  public renderGrid: Ref<number[]>;
  private gH: number;
  private gW: number;
  /**
   * 蛇身相关
   */  
  private snakeList: number[];
  private snack: number | null;
  private direction: Direction;
  private timer: any;


  constructor(rows: number, cols: number) {
    this.gH = rows;
    this.gW = cols;
    this.grid = Array.from({ length: rows * cols }, () => CellType.Empty);
    this.initGrid(cols, rows);
    this.renderGrid = ref(this.grid)

    window.addEventListener('keydown', this.handleKeyDown)
  }

  /**
   * 初始化基础格子
   */
  initGrid = (w, h) => {
    this.grid = Array(h * w).fill(0)
    for(let i = 0; i < this.grid.length; i++) {
      if(i < w || i >= (h - 1) * w || i % w === 0 || i % w === w - 1) {
        this.grid[i] = CellType.Wall
      }
    }
  }

  /**
   * 初始化蛇身
   */
  private initSnake = () => {
    // 获取所有 grid 为 0 的索引
    const emptyCells = this.grid
      .map((cell, idx) => cell === 0 ? idx : -1)
      .filter(idx => idx !== -1)
    // 随机选择一个起点
    const randomIdx = Math.floor(Math.random() * emptyCells.length)
    const startIdx = emptyCells[randomIdx]
    // 生成长度为 2 的蛇身(可以调整长度)
    if (startIdx + 1 != emptyCells[randomIdx + 1]) {
      // 如果起点在右边界,向左延伸
      this.snakeList = [startIdx - 1, startIdx]
      this.direction = Direction.Left
    } else {
      if (startIdx % this.gW < this.gW / 2) {
        this.snakeList = [startIdx + 1, startIdx]
        this.direction = Direction.Right
      } else {
        this.snakeList = [startIdx, startIdx + 1]
        this.direction = Direction.Left
      }
    }
  }

  /**
   * 生成渲染棋盘
   */
  initRenderGrid = () => {
    const newGrid = this.grid.concat() || []
    if (this.snakeList) {
      for(let i = 0; i < this.snakeList.length; i++) {
        newGrid[this.snakeList[i]] = CellType.Snake
      }
    }
    if (this.snack !== null) {
      newGrid[this.snack] = CellType.Snack
    }
    this.renderGrid.value = newGrid
    // console.log(this.renderGrid)
  }

  /**
   * 生成食物
   */
  generateSnack() {
    const emptyCells = this.grid
      .map((cell, idx) => cell === CellType.Empty ? idx : -1)
      .filter(idx => idx !== -1)
    const randomIdx = Math.floor(Math.random() * emptyCells.length)
    return emptyCells[randomIdx]
  }

  /**
   * 监听按键
   */
  handleKeyDown = (event: KeyboardEvent) => {
    console.log(event.key)
    let dir = null
    switch(event.key) {
      case 'ArrowUp':
        if (this.direction === Direction.Down || this.direction === Direction.Up) return
        dir = Direction.Up
        break;
      case 'ArrowDown':
        if (this.direction === Direction.Up || this.direction === Direction.Down) return
        dir = Direction.Down
        break;
      case 'ArrowLeft':
        if (this.direction === Direction.Right || this.direction === Direction.Left) return
        dir = Direction.Left
        break;
      case 'ArrowRight':
        if (this.direction === Direction.Left || this.direction === Direction.Right) return
        dir = Direction.Right
        break;
    }
    if (dir) {
      this.direction = dir
      clearInterval(this.timer)
      this.moveSnake()
      this.initRenderGrid()
      this.timer = setInterval(() => {
        this.moveSnake()
        this.initRenderGrid()
      }, 1000)
    }
  }

  /**
   * 移动
   */
  moveSnake = () => {
    let newHead = this.snakeList[0]
    let coorX = newHead % this.gW
    let coorY = Math.floor(newHead / this.gW)
    switch (this.direction) {
      case Direction.Up:
        coorY -= 1
        break
      case Direction.Down:
        coorY += 1
        break
      case Direction.Left:
        coorX -= 1
        break
      case Direction.Right:
        coorX += 1
        break
    }
    newHead = coorX + coorY * this.gW
    const renderItem = this.renderGrid.value[newHead]
    if (renderItem === CellType.Empty) {
      // 有效移动,移除尾部添加新头部
      this.snakeList.unshift(newHead)
      this.snakeList.pop()
    } else if(renderItem === CellType.Snack) {
      // 吃到食物,增长蛇身
      this.snakeList.unshift(newHead)
      this.snack = this.generateSnack()
    } else if(renderItem === CellType.Wall || renderItem === CellType.Snake) {
      clearInterval(this.timer)
      alert('撞墙了,游戏结束!')
    }
  }

  /**
   * 判断当前格子是否为蛇头
   */
  public isFirst = (idx) => {
    return this.snakeList[0] === idx
  }

  /**
   * 开始游戏
   */
  public startGame = () => {
    this.snack = this.generateSnack()
    this.initSnake()    
    this.initRenderGrid()
    this.timer = setInterval(() => {
      this.moveSnake()
      this.initRenderGrid()
    }, 800)
  }

  /**
   * 结束游戏
   */
  public endGame = () => {
    this.snakeList = []
    this.snack = null
    this.renderGrid.value = this.grid
    window.removeEventListener('keydown', this.handleKeyDown)
  }
}
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上次更新: 2025/09/05, 8:09:00
实现思考
使用贪吃蛇类

← 实现思考 使用贪吃蛇类→

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