什么是贪吃蛇?
贪吃蛇(Snake)是起源于1976年的街机游戏 Blockade。此类游戏在1990年代由于一些具有小型屏幕的移动电话的引入而再度流行起来,在现在的手机上基本都可安装此小游戏。版本亦有所不同。
在游戏中,玩家操控一条细长的直线(俗称蛇或虫),它会不停前进,玩家只能操控蛇的头部朝向(上下左右),一路拾起触碰到之物(或称作“豆”),并要避免触碰到自身或者其他障碍物。每次贪吃蛇吃掉一个食物,它的身体便增长一些。吃掉一些食物后会使蛇的移动速度逐渐加快,让游戏的难度渐渐变大。游戏设计大致分为四面都有墙(都不可穿越)以及某部分的墙可以穿越,以及四面墙都可以穿越的模式。有些游戏碰到自己身体也不会死掉,例如蛇蛇食颜色、贪吃蛇进化论等等。本文将介绍如何用MoonBit实现贪吃蛇,完整的代码:https://github.com/moonbitlang/moonbit-docs/tree/main/examples/snake
如果你想尝试一下,可以点击此处进行尝试:https://www.moonbitlang.cn/gallery。
如何用MoonBit实现贪吃蛇
用struct GameState
来创建整个游戏:
struct GameState{mut grid: Array[Int]mut body: List[Position]mut dir: Direction
}
用grid
来初始化每个格子的颜色:
0 0 0 0 0 0
0 2 0 1 0 0
0 0 0 0 0 0
0
代表普通格子,1
代表蛇的身体,2
代表食物
初始化后的游戏界面:
生成食物
fn random() -> Double = "Math" "random"
fn floor(i: Double) -> Int = "Math" "floor"fn generate_Food(self: GameState){while true {let i : Int = floor(random() * 20.0)let j : Int = floor(random() * 20.0)if(self.grid[j * grid_col_count + i] == grid_num(Default)){self.setGridType({x: i, y: j}, Food)return}}
}
首先通过两个外部引用函数随机生成新食物的横坐标和纵坐标,然后通过grid_num
来判断新生成的坐标是否可以放置,最后通过setGridType
方法来设置为食物。
控制蛇行进
pub fn tran_step(self : GameState, a : Int){let mut action : Direction = Defaultmatch a {1 => action = Up2 => action = Down3 => action = Left4 => action = Right_ => action = Default}self.step(action)
}pub fn step(self : GameState, action : Direction) {match action {// move upUp =>{if length(self.body) == 1{self.dir = Up}else{if self.dir == Left || self.dir == Right || self.dir == Up{self.dir = Up}else{self.dir = self.dir}}}// move downDown =>{if length(self.body) == 1{self.dir = Down}else{if self.dir == Left || self.dir == Right || self.dir == Down{self.dir = Down}else{self.dir = self.dir}}}// move leftLeft =>{if length(self.body) == 1{self.dir = Left}else{if self.dir == Up || self.dir == Left || self.dir == Down{self.dir = Left}else{self.dir = self.dir}}}// move rightRight =>{if length(self.body) == 1{self.dir = Right}else{if self.dir == Up || self.dir == Right || self.dir == Down{self.dir = Right}else{self.dir = self.dir}}}_ =>{self.dir = self.dir}}self.go_step()
}
首先,通过tran_step
方法识别外部键盘的响应并对应不同的输入方向指令。
其次,通过step
方法来过滤输入方向是否合法。游戏规定蛇无法转向180度,但在蛇身长度为1时,蛇可以上下左右自由移动。
最后,调用go_step
方法完成蛇的移动。
fn go_step(self: GameState){let head : Position = get_head(self.body)let newHead : Position = {x: head.x , y: head.y }newHead.x = dir_posi(self.dir).x + newHead.xnewHead.y = dir_posi(self.dir).y + newHead.ynewHead.x = (newHead.x + grid_col_count) % grid_col_countnewHead.y = (newHead.y + grid_col_count) % grid_col_countif self.grid[newHead.y * grid_col_count + newHead.x] == 1{initialize(self)return}else if self.grid[newHead.y * grid_col_count + newHead.x] == 2{self.setGridType(newHead, Body)self.body = Cons(newHead, self.body)generate_Food(self)}else {self.setGridType(newHead, Body)self.body = Cons(newHead, self.body)self.setGridType(get_tail(self.body), Default)self.body = delete_tail(self.body)}}
在go_step
方法中,首先通过self.dir
的Position
获得新头的位置,其次判断新头的位置是普通格子,蛇的身体还是食物。
- 如果为普通格子,则将新头设置为蛇身,删除蛇原本的尾巴
- 如果为蛇的身体,本轮游戏结束,重新initialize整场游戏
- 如果为食物,则吃掉这个食物,并把食物的位置设置成蛇身
通过外部引用画图
声明外部函数引用
type Canvas_ctxfn set_stroke_color(self : Canvas_ctx, color : Int) = "canvas" "set_stroke_color"fn set_line_width(self : Canvas_ctx, width : Double) = "canvas" "set_line_width"fn stroke_rect(self : Canvas_ctx, x : Int, y : Int, width : Int, height : Int) = "canvas" "stroke_rect"fn fill_rect(self : Canvas_ctx, x : Int, y : Int, width : Int, height : Int) = "canvas" "fill_rect"fn set_fill_style(self : Canvas_ctx, color : Int) = "canvas" "set_fill_style"
然后进行画图
pub fn draw(canvas : Canvas_ctx, snake : GameState) {let mut c = 0// draw backgroudwhile c < grid_col_count {canvas.set_fill_style(0)canvas.fill_rect(c, 0, 1, grid_row_count)c = c + 1}draw_piece(canvas, snake.grid, (0, 0))
}pub fn draw_piece(canvas : Canvas_ctx, matrix : Array[Int],offset : (Int, Int)) {let mut r = 0let mut c = 0let mut c0 = 0while c < matrix.length() {if matrix[c] == 0 {c = c + 1continue}c0 = c % grid_col_countr = c / grid_col_countcanvas.set_fill_style(matrix[c] + 1)canvas.fill_rect( offset.0 + c0, r, 1, 1)canvas.set_stroke_color(1)canvas.set_line_width(0.1)canvas.stroke_rect( c0, r, 1, 1)c = c + 1}
}
JavaScript 键盘监听与画面更新
window.addEventListener("keydown", (e) => {if (!requestAnimationFrameId) returnswitch (e.key) {case "ArrowLeft": {snake_step(snake, 3)snake_draw(context, snake)break}case "ArrowRight": {snake_step(snake, 4)snake_draw(context, snake)break}case "ArrowDown": {snake_step(snake, 2)snake_draw(context, snake)break}case "ArrowUp": {snake_step(snake, 1)snake_draw(context, snake)break}}
})
update
画面,调用snake_step
和snake_draw
方法
function update(time = 0) {const deltaTime = time - lastTimedropCounter += deltaTimeif (dropCounter > dropInterval) {snake_step(snake, 5);dropCounter = 0}lastTime = timesnake_draw(context, snake)requestAnimationFrameId = requestAnimationFrame(update)
}