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ЗМЕЙКА.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>ЗМЕЙКА</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<style>
canvas {
max-width: 100%;
height: auto;
display: block;
margin: 0 auto;
}
</style>
</head>
<body>
<canvas id="canvas" width="400" height="400"></canvas>
<script src="https://code.jquery.com/jquery-2.1.0.js"></script>
<script>
const canvas = document.getElementById("canvas");
const context = canvas.getContext("2d");
//отключение обновления страницы при свайпе вниз
document.addEventListener("touchmove", function(event) {
event.preventDefault();
}, { passive: false });
const width = canvas.width;
const height = canvas.height;
const blockSize = 10;
const widthInBlocks = width / blockSize;
const heightInBlocks = height / blockSize;
let score = 0;
const drawBorder = function () {
context.fillStyle = "Gray";
context.fillRect(0, 0, width, blockSize);
context.fillRect(0, height - blockSize, width, blockSize);
context.fillRect(0, 0, blockSize, height);
context.fillRect(width - blockSize, 0, blockSize, height);
};
const drawScore = function() {
context.font = "20px Courier"
context.fillStyle = "Black";
context.textAlign = "left";
context.textBaseline = "top";
context.fillText("Score: " + score, blockSize, blockSize);
};
const gameOver = function() {
//clearInterval(intervalId);
context.font = "60px Courier";
context.fillStyle = "Black";
context.textAlign = "center";
context.textBaseline = "middle";
context.fillText("GAME OVER", width / 2, height / 2);
};
const circle = function (x, y, radius, fillCircle) {
context.beginPath();
context.arc(x, y, radius, 0, Math.PI * 2, false);
if (fillCircle) {
context.fill();
} else {
context.stroke();
}
};
const Block = function(col, row) {
this.col = col;
this.row = row;
};
Block.prototype.drawSquare = function(color) {
let x = this.col * blockSize;
let y = this.row * blockSize;
context.fillStyle = color;
context.fillRect(x, y, blockSize, blockSize);
};
Block.prototype.drawCircle = function(color) {
let centerX = this.col * blockSize + blockSize / 2;
let centerY = this.row * blockSize + blockSize / 2;
context.fillStyle = color;
circle(centerX, centerY, blockSize / 2, true);
};
Block.prototype.equal = function(otherBlock) {
return this.col === otherBlock.col && this.row === otherBlock.row;
};
const Snake = function() {
this.segments = [
new Block(7, 5),
new Block(6, 5),
new Block(5, 5)
];
this.direction = "right";
this.nextDirection = "right";
};
Snake.prototype.draw = function() {
for (let i = 0; i < this.segments.length; i++) {
this.segments[i].drawSquare("Blue");
};
};
Snake.prototype.move = function() {
let head = this.segments[0];
let newHead;
this.direction = this.nextDirection;
if (this.direction === "right") {
newHead = new Block(head.col + 1, head.row);
} else if (this.direction === "down") {
newHead = new Block(head.col, head.row + 1);
} else if (this.direction === "left") {
newHead = new Block(head.col - 1, head.row);
} else if (this.direction === "up") {
newHead = new Block(head.col, head.row - 1);
}
if (this.checkCollision(newHead)) {
gameOver();
return;
}
this.segments.unshift(newHead);
if (newHead.equal(apple.position)) {
score++;
apple.move();
} else {
this.segments.pop();
}
};
Snake.prototype.checkCollision = function(head) {
const leftCollision = (head.col === 0);
const topCollision = (head.row === 0);
const rightCollision = (head.col === widthInBlocks - 1);
const bottomCollision = (head.row === heightInBlocks - 1);
let wallCollision = leftCollision || topCollision || rightCollision || bottomCollision;
let selfCollision = false;
for (let i = 0; i < this.segments.length; i++) {
if (head.equal(this.segments[i])) {
selfCollision = true;
}
}
return wallCollision || selfCollision;
};
Snake.prototype.setDirection = function(newDirection) {
if (this.direction === "up" && newDirection === "down") {
return;
} else if (this.direction === "right" && newDirection === "left") {
return;
} else if (this.direction === "down" && newDirection === "up") {
return;
} else if (this.direction === "left" && newDirection === "right") {
return;
}
this.nextDirection = newDirection
};
let Apple = function() {
this.position = new Block(10, 10);
};
Apple.prototype.draw = function() {
this.position.drawCircle("limeGreen");
};
Apple.prototype.move = function() {
let randomCol, randomRow;
let isOnSnake;
do {
randomCol = Math.floor(Math.random() * (widthInBlocks - 2) + 1);
randomRow = Math.floor(Math.random() * (heightInBlocks - 2) + 1);
isOnSnake = snake.segments.some(segment => segment.equal(new Block(randomCol, randomRow)));
} while (isOnSnake);
this.position = new Block (randomCol, randomRow);
};
let snake = new Snake();
let apple = new Apple();
let intervalId = setInterval(function() {
context.clearRect(0, 0, width, height);
drawScore();
snake.move();
snake.draw();
apple.draw();
drawBorder();
}, 100);
const direction = {
37: "left",
38: "up",
39: "right",
40: "down",
87: "up",
65: "left",
83: "down",
68: "right"
};
document.addEventListener("keydown", function(event) {
let newDirection = direction[event.keyCode];
if (newDirection !== undefined) {
snake.setDirection(newDirection);
}
});
// Переменные для хранения координат начала касания
let touchStartX = 0;
let touchStartY = 0;
document.addEventListener("touchstart", function(event) {
touchStartX = event.touches[0].clientX;
touchStartY = event.touches[0].clientY;
});
document.addEventListener("touchend", function(event) {
let touchEndX = event.changedTouches[0].clientX;
let touchEndY = event.changedTouches[0].clientY;
let deltaX = touchEndX - touchStartX;
let deltaY = touchEndY - touchStartY;
if (Math.abs(deltaX) > Math.abs(deltaY)) {
if (deltaX > 0) {
snake.setDirection("right");
} else {
snake.setDirection("left");
}
} else {
if (deltaY > 0) {
snake.setDirection("down");
} else {
snake.setDirection("up");
}
}
});
</script>
</body>
</html>