网页贪吃蛇

写不动代码了,来个摸鱼小游戏,哈哈哈,纯属记录,自娱自乐。
先新建一个文本,将代码粘贴进去,然后将后缀改为html用浏览器打开就可以啦啦啦啦

<!DOCTYPE html>
<html lang="zh">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
    <title>贪吃蛇小游戏 - 地狱难度版</title>
    <style>
        :root {
            --snake-color: #4CAF50;
            --snake-head-color: #388E3C;
            --food-color: #F44336;
            --obstacle-color: #607D8B;
            --bg-color: #f5f5f5;
            --board-color: #333;
            --text-color: #212121;
            --button-color: #2196F3;
            --button-hover: #1976D2;
        }
        
        body {
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            min-height: 100vh;
            margin: 0;
            padding: 20px;
            background-color: var(--bg-color);
            font-family: 'Arial', sans-serif;
            color: var(--text-color);
        }
        
        #game-header {
            text-align: center;
            margin-bottom: 20px;
        }
        
        #game-title {
            font-size: 2.5rem;
            margin: 0;
            color: var(--text-color);
            text-shadow: 2px 2px 4px rgba(0,0,0,0.1);
        }
        
        #game-info {
            display: flex;
            justify-content: space-between;
            width: 100%;
            max-width: 400px;
            margin-bottom: 15px;
        }
        
        #score-board {
            font-size: 1.5rem;
            font-weight: bold;
        }
        
        #high-score-board {
            font-size: 1.2rem;
            color: #757575;
        }
        
        #difficulty-select {
            font-size: 1rem;
            padding: 8px 12px;
            border-radius: 4px;
            border: 1px solid #BDBDBD;
            background-color: white;
            margin-bottom: 15px;
        }
        
        #game-board {
            display: grid;
            grid-template-columns: repeat(20, 1fr);
            grid-template-rows: repeat(20, 1fr);
            gap: 1px;
            background-color: var(--board-color);
            width: 100%;
            max-width: 400px;
            max-height: 400px;
            aspect-ratio: 1/1;
            margin-bottom: 20px;
            box-shadow: 0 4px 8px rgba(0,0,0,0.2);
        }
        
        .cell {
            background-color: white;
            transition: background-color 0.1s;
        }
        
        .snake {
            background-color: var(--snake-color);
        }
        
        .snake-head {
            background-color: var(--snake-head-color);
            position: relative;
        }
        
        .snake-head::after {
            content: '';
            position: absolute;
            width: 30%;
            height: 30%;
            background-color: white;
            border-radius: 50%;
        }
        
        .food {
            background-color: var(--food-color);
            border-radius: 50%;
            animation: pulse 0.5s infinite alternate;
        }
        
        .obstacle {
            background-color: var(--obstacle-color);
        }
        
        #control-buttons {
            display: grid;
            grid-template-columns: repeat(3, 1fr);
            grid-template-rows: repeat(3, 1fr);
            gap: 5px;
            width: 100%;
            max-width: 200px;
            margin-bottom: 20px;
        }
        
        .control-button {
            height: 50px;
            font-size: 1.5rem;
            background-color: var(--button-color);
            color: white;
            border: none;
            border-radius: 4px;
            cursor: pointer;
            transition: all 0.2s;
            display: flex;
            align-items: center;
            justify-content: center;
        }
        
        .control-button:hover {
            background-color: var(--button-hover);
            transform: scale(1.05);
        }
        
        #empty-top-left, #empty-top-right, 
        #empty-center, #empty-bottom-left, 
        #empty-bottom-right {
            background-color: transparent;
            pointer-events: none;
        }
        
        #restart-button {
            font-size: 1.2rem;
            padding: 12px 24px;
            background-color: var(--button-color);
            color: white;
            border: none;
            border-radius: 4px;
            cursor: pointer;
            transition: all 0.2s;
        }
        
        #restart-button:hover {
            background-color: var(--button-hover);
            transform: scale(1.05);
        }
        
        #game-over {
            position: fixed;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            background-color: rgba(0,0,0,0.8);
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            z-index: 100;
            opacity: 0;
            pointer-events: none;
            transition: opacity 0.3s;
        }
        
        #game-over.show {
            opacity: 1;
            pointer-events: all;
        }
        
        #game-over-content {
            background-color: white;
            padding: 30px;
            border-radius: 8px;
            text-align: center;
            max-width: 80%;
        }
        
        #game-over h2 {
            margin-top: 0;
            color: var(--food-color);
        }
        
        #final-score {
            font-size: 1.5rem;
            margin: 20px 0;
        }
        
        @keyframes pulse {
            from { transform: scale(0.9); }
            to { transform: scale(1.1); }
        }
        
        @media (max-width: 500px) {
            #game-title {
                font-size: 2rem;
            }
            
            #game-board {
                max-width: 300px;
                max-height: 300px;
            }
            
            .control-button {
                height: 40px;
                font-size: 1.2rem;
            }
        }
    </style>
</head>

<body>
    <div id="game-header">
        <h1 id="game-title">贪吃蛇小游戏</h1>
    </div>
    
    <div id="game-info">
        <div id="score-board">得分: 0</div>
        <div id="high-score-board">最高分: 0</div>
    </div>
    
    <select id="difficulty-select">
        <option value="200">简单</option>
        <option value="150">中等</option>
        <option value="100">困难</option>
        <option value="70">地狱</option>
    </select>
    
    <div id="game-board"></div>
    
    <div id="control-buttons">
        <button id="empty-top-left"></button>
        <button id="up-button" class="control-button">↑</button>
        <button id="empty-top-right"></button>
        <button id="left-button" class="control-button">←</button>
        <button id="empty-center"></button>
        <button id="right-button" class="control-button">→</button>
        <button id="empty-bottom-left"></button>
        <button id="down-button" class="control-button">↓</button>
        <button id="empty-bottom-right"></button>
    </div>
    
    <button id="restart-button">重新开始</button>
    
    <div id="game-over">
        <div id="game-over-content">
            <h2>游戏结束!</h2>
            <div id="final-score">最终得分: 0</div>
            <button id="restart-button-modal" class="control-button">再玩一次</button>
        </div>
    </div>

    <script>
        // 游戏配置
        const config = {
            boardSize: 20,
            initialSpeed: 200,
            speeds: {
                easy: 200,
                medium: 150,
                hard: 100,
                hell: 70
            },
            scoreIncrement: 10,
            hellModeObstacles: 30
        };
        
        // 游戏状态
        const state = {
            snake: [{x: 10, y: 10}],
            food: null,
            obstacles: [],
            direction: 'right',
            nextDirection: 'right',
            score: 0,
            highScore: localStorage.getItem('snakeHighScore') || 0,
            gameInterval: null,
            isGameOver: false,
            difficulty: 'easy'
        };
        
        // DOM元素
        const elements = {
            gameBoard: document.getElementById('game-board'),
            scoreBoard: document.getElementById('score-board'),
            highScoreBoard: document.getElementById('high-score-board'),
            difficultySelect: document.getElementById('difficulty-select'),
            restartButton: document.getElementById('restart-button'),
            restartButtonModal: document.getElementById('restart-button-modal'),
            gameOver: document.getElementById('game-over'),
            finalScore: document.getElementById('final-score'),
            upButton: document.getElementById('up-button'),
            leftButton: document.getElementById('left-button'),
            downButton: document.getElementById('down-button'),
            rightButton: document.getElementById('right-button')
        };
        
        // 初始化游戏
        function initGame() {
            // 清空游戏板
            elements.gameBoard.innerHTML = '';
            
            // 创建游戏板单元格
            for (let y = 0; y < config.boardSize; y++) {
                for (let x = 0; x < config.boardSize; x++) {
                    const cell = document.createElement('div');
                    cell.className = 'cell';
                    cell.dataset.x = x;
                    cell.dataset.y = y;
                    elements.gameBoard.appendChild(cell);
                }
            }
            
            // 重置游戏状态
            state.snake = [{x: 10, y: 10}];
            state.direction = 'right';
            state.nextDirection = 'right';
            state.score = 0;
            state.isGameOver = false;
            state.obstacles = [];
            
            // 更新分数显示
            updateScore();
            
            // 生成食物和障碍物
            generateFood();
            if (state.difficulty === 'hell') {
                generateObstacles();
            }
            
            // 绘制游戏
            drawGame();
            
            // 隐藏游戏结束界面
            elements.gameOver.classList.remove('show');
            
            // 清除之前的游戏循环
            if (state.gameInterval) {
                clearInterval(state.gameInterval);
            }
            
            // 开始游戏循环
            startGameLoop();
        }
        
        // 开始游戏循环
        function startGameLoop() {
            const speed = config.speeds[state.difficulty] || config.initialSpeed;
            state.gameInterval = setInterval(gameLoop, speed);
        }
        
        // 游戏主循环
        function gameLoop() {
            // 更新方向
            state.direction = state.nextDirection;
            
            // 移动蛇
            moveSnake();
            
            // 检查碰撞
            if (checkCollisions()) {
                gameOver();
                return;
            }
            
            // 检查是否吃到食物
            checkFood();
            
            // 绘制游戏
            drawGame();
        }
        
        // 移动蛇
        function moveSnake() {
            const head = {...state.snake[0]};
            
            switch (state.direction) {
                case 'up':
                    head.y--;
                    break;
                case 'down':
                    head.y++;
                    break;
                case 'left':
                    head.x--;
                    break;
                case 'right':
                    head.x++;
                    break;
            }
            
            // 添加新头部
            state.snake.unshift(head);
            
            // 移除尾部(如果没有吃到食物)
            if (!(head.x === state.food.x && head.y === state.food.y)) {
                state.snake.pop();
            }
        }
        
        // 检查碰撞
        function checkCollisions() {
            const head = state.snake[0];
            
            // 检查墙壁碰撞
            if (head.x < 0 || head.x >= config.boardSize || 
                head.y < 0 || head.y >= config.boardSize) {
                return true;
            }
            
            // 检查自身碰撞(跳过头部)
            for (let i = 1; i < state.snake.length; i++) {
                if (head.x === state.snake[i].x && head.y === state.snake[i].y) {
                    return true;
                }
            }
            
            // 检查障碍物碰撞(地狱模式)
            if (state.difficulty === 'hell') {
                for (const obstacle of state.obstacles) {
                    if (head.x === obstacle.x && head.y === obstacle.y) {
                        return true;
                    }
                }
            }
            
            return false;
        }
        
        // 检查食物
        function checkFood() {
            const head = state.snake[0];
            
            if (head.x === state.food.x && head.y === state.food.y) {
                // 增加分数
                state.score += config.scoreIncrement;
                updateScore();
                
                // 生成新食物
                generateFood();
                
                // 地狱模式下增加障碍物
                if (state.difficulty === 'hell' && state.score % 50 === 0) {
                    generateObstacles(2);
                }
            }
        }
        
        // 生成食物
        function generateFood() {
            let foodPosition;
            let isValidPosition = false;
            
            while (!isValidPosition) {
                foodPosition = {
                    x: Math.floor(Math.random() * config.boardSize),
                    y: Math.floor(Math.random() * config.boardSize)
                };
                
                // 检查食物是否在蛇身上
                isValidPosition = !state.snake.some(segment => 
                    segment.x === foodPosition.x && segment.y === foodPosition.y);
                
                // 检查食物是否在障碍物上(地狱模式)
                if (isValidPosition && state.difficulty === 'hell') {
                    isValidPosition = !state.obstacles.some(obstacle => 
                        obstacle.x === foodPosition.x && obstacle.y === foodPosition.y);
                }
            }
            
            state.food = foodPosition;
        }
        
        // 生成障碍物(地狱模式)
        function generateObstacles(count = 1) {
            for (let i = 0; i < count; i++) {
                let obstaclePosition;
                let isValidPosition = false;
                
                while (!isValidPosition) {
                    obstaclePosition = {
                        x: Math.floor(Math.random() * config.boardSize),
                        y: Math.floor(Math.random() * config.boardSize)
                    };
                    
                    // 检查障碍物是否在蛇身上
                    isValidPosition = !state.snake.some(segment => 
                        segment.x === obstaclePosition.x && segment.y === obstaclePosition.y);
                    
                    // 检查障碍物是否在食物上
                    if (isValidPosition) {
                        isValidPosition = !(obstaclePosition.x === state.food.x && 
                                          obstaclePosition.y === state.food.y);
                    }
                    
                    // 检查障碍物是否与其他障碍物重叠
                    if (isValidPosition) {
                        isValidPosition = !state.obstacles.some(obstacle => 
                            obstacle.x === obstaclePosition.x && obstacle.y === obstaclePosition.y);
                    }
                }
                
                state.obstacles.push(obstaclePosition);
                
                // 限制障碍物数量
                if (state.obstacles.length > config.hellModeObstacles) {
                    state.obstacles.shift();
                }
            }
        }
        
        // 绘制游戏
        function drawGame() {
            // 清除所有单元格的类
            const cells = document.querySelectorAll('.cell');
            cells.forEach(cell => {
                cell.className = 'cell';
            });
            
            // 绘制障碍物(地狱模式)
            if (state.difficulty === 'hell') {
                state.obstacles.forEach(obstacle => {
                    const cell = document.querySelector(`.cell[data-x="${obstacle.x}"][data-y="${obstacle.y}"]`);
                    if (cell) cell.classList.add('obstacle');
                });
            }
            
            // 绘制食物
            const foodCell = document.querySelector(`.cell[data-x="${state.food.x}"][data-y="${state.food.y}"]`);
            if (foodCell) foodCell.classList.add('food');
            
            // 绘制蛇身
            state.snake.forEach((segment, index) => {
                const cell = document.querySelector(`.cell[data-x="${segment.x}"][data-y="${segment.y}"]`);
                if (cell) {
                    cell.classList.add(index === 0 ? 'snake-head' : 'snake');
                    
                    // 添加蛇头眼睛
                    if (index === 0) {
                        cell.style.setProperty('--eye1-x', state.direction === 'left' ? '30%' : '70%');
                        cell.style.setProperty('--eye1-y', state.direction === 'up' ? '30%' : '70%');
                        cell.style.setProperty('--eye2-x', state.direction === 'left' ? '30%' : '70%');
                        cell.style.setProperty('--eye2-y', state.direction === 'up' ? '70%' : '30%');
                    }
                }
            });
        }
        
        // 更新分数
        function updateScore() {
            elements.scoreBoard.textContent = `得分: ${state.score}`;
            
            // 更新最高分
            if (state.score > state.highScore) {
                state.highScore = state.score;
                localStorage.setItem('snakeHighScore', state.highScore);
                elements.highScoreBoard.textContent = `最高分: ${state.highScore}`;
            }
        }
        
        // 游戏结束
        function gameOver() {
            clearInterval(state.gameInterval);
            state.isGameOver = true;
            
            // 显示最终得分
            elements.finalScore.textContent = `最终得分: ${state.score}`;
            elements.gameOver.classList.add('show');
        }
        
        // 事件监听
        function setupEventListeners() {
            // 键盘控制
            document.addEventListener('keydown', e => {
                if (state.isGameOver) return;
                
                switch (e.key) {
                    case 'ArrowUp':
                        if (state.direction !== 'down') state.nextDirection = 'up';
                        break;
                    case 'ArrowDown':
                        if (state.direction !== 'up') state.nextDirection = 'down';
                        break;
                    case 'ArrowLeft':
                        if (state.direction !== 'right') state.nextDirection = 'left';
                        break;
                    case 'ArrowRight':
                        if (state.direction !== 'left') state.nextDirection = 'right';
                        break;
                }
            });
            
            // 按钮控制
            elements.upButton.addEventListener('click', () => {
                if (state.direction !== 'down') state.nextDirection = 'up';
            });
            
            elements.leftButton.addEventListener('click', () => {
                if (state.direction !== 'right') state.nextDirection = 'left';
            });
            
            elements.downButton.addEventListener('click', () => {
                if (state.direction !== 'up') state.nextDirection = 'down';
            });
            
            elements.rightButton.addEventListener('click', () => {
                if (state.direction !== 'left') state.nextDirection = 'right';
            });
            
            // 难度选择
            elements.difficultySelect.addEventListener('change', e => {
                const speed = parseInt(e.target.value);
                state.difficulty = 
                    speed === config.speeds.easy ? 'easy' :
                    speed === config.speeds.medium ? 'medium' :
                    speed === config.speeds.hard ? 'hard' : 'hell';
                
                if (state.gameInterval) {
                    clearInterval(state.gameInterval);
                    startGameLoop();
                }
            });
            
            // 重新开始按钮
            elements.restartButton.addEventListener('click', initGame);
            elements.restartButtonModal.addEventListener('click', initGame);
            
            // 触摸控制(移动设备)
            let touchStartX = 0;
            let touchStartY = 0;
            
            elements.gameBoard.addEventListener('touchstart', e => {
                touchStartX = e.touches[0].clientX;
                touchStartY = e.touches[0].clientY;
            }, {passive: false});
            
            elements.gameBoard.addEventListener('touchmove', e => {
                if (!touchStartX || !touchStartY || state.isGameOver) return;
                
                const touchEndX = e.touches[0].clientX;
                const touchEndY = e.touches[0].clientY;
                
                const dx = touchEndX - touchStartX;
                const dy = touchEndY - touchStartY;
                
                if (Math.abs(dx) > Math.abs(dy)) {
                    // 水平滑动
                    if (dx > 0 && state.direction !== 'left') {
                        state.nextDirection = 'right';
                    } else if (dx < 0 && state.direction !== 'right') {
                        state.nextDirection = 'left';
                    }
                } else {
                    // 垂直滑动
                    if (dy > 0 && state.direction !== 'up') {
                        state.nextDirection = 'down';
                    } else if (dy < 0 && state.direction !== 'down') {
                        state.nextDirection = 'up';
                    }
                }
                
                touchStartX = 0;
                touchStartY = 0;
                e.preventDefault();
            }, {passive: false});
        }
        
        // 初始化游戏
        setupEventListeners();
        initGame();
    </script>
</body>
</html>

有四种模式哦,上下左右可以控制蛇的前进方向

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