如何利用uniapp開發一個貪吃蛇小遊戲?以下這篇文章就手把手帶大家在uniapp中實現貪吃蛇小遊戲,希望對大家有幫助!
第一次玩貪吃蛇還隱約記得是?️後父親給我玩的第一個遊戲
該小遊戲使用uniapp
開發
前置詳細內容就不細說了詳細看:https://juejin.cn/post/7085727363547283469#heading-14
詳細程式碼結構如果需要請到github查看
#主要分為:開始遊戲、地塊、蛇身、蟲子、污染地塊,遊戲音效
<template> <view ref="body" class="content"> <view>蛇蛇目前:{{snakes.length}}米长</view> <view class="game-field"> <!-- 地面板块 --> <view class="block" v-for="(x, i) in blocks" :key="i"></view> </view> <view v-show="!started || ended" class="game-board-wrap"> <view v-show="!started" class="game-board"> <view class="title">选择游戏难度</view> <radio-group name="radio" @change="bindLevelChange"> <label class="label"> <radio value="1" :checked="level==1" /><text>简单模式</text> </label> <label class="label"> <radio value="2" :checked="level==2" /><text>正常模式</text> </label> <label class="label"> <radio value="3" :checked="level==3" /><text>困难模式</text> </label> <label class="label"> <radio value="4" :checked="level==4" /><text>地狱模式</text> </label> </radio-group> <button type="primary" @click="start">开始游戏</button> </view> <view v-show="ended" class="settle-board"> <view class="title">游戏结束</view> <view class="result">您的蛇蛇达到了{{snakes.length}}米</view> <view class="btns"> <button type="primary" @click="reStart">再次挑战</button> <button type="primary" plain @click="rePick">重选难度</button> </view> </view> </view> </view> </template> <script> export default { data() { return { blocks: [], // 板块 worms: [], // 虫子 snakes: [0, 1, 2, 3], // 蛇身 direction: "right", // 蛇移动方向 }; }, onLoad() { this.initGame(); }, methods: { initGame() { this.blocks = new Array(100).fill(0); // 生成100个地面板块 this.worms = [Math.floor(Math.random() * 96) + 4]; // 随机生成虫子 this.snakes = [0, 1, 2, 3]; // 初始化蛇身位置 } } } </script>
給我們的蛇穿上他的外衣
蛇身的渲染根據snakes
(裡邊放著蛇的身體)來匹配地面板塊的索引從而找到對應的格格並修改背景圖來渲染蛇身蛇頭和蛇尾就是取snakes
第0位和最後一位並找到對應的格格修改當前背景圖
<template> <view class="game-field"> <view class="block" :style="`background-image: ${bg(x, i)}" v-for="(x, i) in blocks" :key="i"> </view> </view> </template> <script> import worm from "worm.png"; import snakeBody from "snake_body.png"; import snakeHead from "snake_head.png"; import snakeTail from "snake_tail.png"; import polluteBlock from "pollute.png"; import wormBoom from "worm_4.png"; export default { methods: { bg(type, index) { let bg = ""; switch (type) { case 0: // 地板 bg = "unset"; break; case 1: // 虫子 if (this.boom) { bg = `url(${wormBoom})`; } else { bg = `url(${worm})`; } break; case 2: // 蛇 let head = this.snakes[this.snakes.length - 1]; let tail = this.snakes[0]; if (index === head) { bg = `url(${snakeHead})`; } else if (index === tail) { bg = `url(${snakeTail})`; } else { bg = `url(${snakeBody})`; } break; case 3: // 污染的地块 bg = `url(${polluteBlock})`; break; } return bg; }, } } </scipt>
控制蛇的方向pc端我們透過監聽鍵盤事件找到對應的鍵盤鍵的編碼上下左右來改變蛇的方向而手機端我們通過touch時間手指觸摸點及滑動點的XY軸值來判斷蛇的方向
<template> <view ref="body" class="content" @keyup.left="bindLeft" @keyup.right="bindRight" @keyup.down="bindDown" @keyup.up="bindUp" @touchstart="handleTouchStart" @touchmove="handleTouchMove"> <view>蛇蛇目前:{{snakes.length}}米长</view> <view class="game-field"> <view class="block" :style="`background-image: ${bg(x, i)}; v-for="(x, i) in blocks" :key="i"></view> </view> </view> </template> <script> export default { data(){ return { direction: "right", started: false, // 游戏开始了 ended: false, // 游戏结束了 level: 1, // 游戏难度 lastX: 0, lastY: 0, } }, onLoad() { this.initGame(); }, methods:{ initGame() { this.blocks = new Array(100).fill(0); // 生成100个地面板块 this.worms = [Math.floor(Math.random() * 96) + 4]; // 随机生成虫子 this.snakes = [0, 1, 2, 3]; // 初始化蛇身位置 document.onkeydown = (e) => { switch (e.keyCode) { // 获取当前按下键盘键的编码 case 37: // 按下左箭头键 this.bindLeft(); break; case 39: // 按下右箭头键 this.bindRight(); break; case 38: // 按下上箭头键 if (!this.started) { this.level--; } else { this.bindUp(); } break; case 40: // 按下下箭头键 if (!this.started) { this.level++; } else { this.bindDown(); } break; } } }, handleTouchStart(e) { // 手指开始位置 this.lastX = e.touches[0].pageX; this.lastY = e.touches[0].pageY; }, handleTouchMove(e) { let lastX = e.touches[0].pageX; // 移动的x轴坐标 let lastY = e.touches[0].pageY; // 移动的y轴坐标 let touchX = lastX - this.lastX; let touchY = lastY - this.lastY if (Math.abs(touchX) > Math.abs(touchY)) { if (touchX < 0) { if(this.direction === "right") return; this.direction = 'left' } else if (touchX > 0) { if(this.direction === "left") return; this.direction = 'right' } } else { if (touchY < 0) { if(this.direction === "down") return; this.direction = 'up' } else if (touchY > 0) { if(this.direction === "up") return; this.direction = 'down' } } this.lastX = lastX; this.lastY = lastY; }, bindUp() { if (this.direction === "down") return; this.direction = "up"; }, bindDown() { if (this.direction === "up") return; this.direction = "down"; }, bindLeft() { if (this.direction === "right") return; this.direction = "left"; }, bindRight() { if (this.direction === "left") return; this.direction = "right"; }, } } </script>
添加遊戲音效遊戲代入感就強了很多現在我們要給蛇加上背景音樂、點擊互動音樂、蛇隔兒屁的音樂、蛇吃掉食物的音樂、蟲子爆炸倒數的音樂和蟲子爆炸的音樂
先給添加上背景音樂總有刁民可以玩到地圖滿為止背景音樂的話要loop播放我們只需要
使用uni.createInnerAudioContext
來創建並返回內部audio 上下文 innerAudioContext
物件拿到音樂的路徑並且設定自動播放
<script> import bgm from 'bgm.mp3'; export default { data(){ return { bgmInnerAudioContext:null, } }, methods:{ start() { // 开始游戏 this.initGame(); this.handleBgmVoice() }, handleBgmVoice() { // 背景音乐 this.bgmInnerAudioContext = uni.createInnerAudioContext() // 创建上下文 this.bgmInnerAudioContext.autoplay = true; // 自动播放 this.bgmInnerAudioContext.src= bgm; // 音频地址 this.bgmInnerAudioContext.loop = true; // 循环播放 } } } <script>
背景音樂確實響起來了蛇gameover後還一直響頓時我聽著就不耐煩這時我們在蛇gameover後暫停背景音樂pause
音樂會暫停而不會清楚
<script> import bgm from 'bgm.mp3'; export default { data(){ return { bgmInnerAudioContext:null, } }, methods:{ start() { // 开始游戏 this.initGame(); this.handleBgmVoice() }, handleBgmVoice() { // 背景音乐 this.bgmInnerAudioContext = uni.createInnerAudioContext() // 创建上下文 this.bgmInnerAudioContext.autoplay = true; // 自动播放 this.bgmInnerAudioContext.src= bgm; // 音频地址 this.bgmInnerAudioContext.loop = true; // 循环播放 } checkGame(direction, next) { let gameover = false; let isSnake = this.snakes.indexOf(next) > -1; let isPollute = this.pollutes.indexOf(next) > -1; // 撞到蛇和被污染的地块游戏结束 if (isSnake || isPollute) { gameover = true; } // 撞到边界游戏结束 switch (direction) { case "up": if (next < 0) { gameover = true; } break; case "down": if (next >= 100) { gameover = true; } break; case "left": if (next % 10 === 9) { gameover = true; } break; case "right": if (next % 10 === 0) { gameover = true; } break; } return gameover; }, toWards(direction) { let gameover = this.checkGame(direction, next); if (gameover) { this.ended = true; this.handleDieVoice() this.bgmInnerAudioContext.pause() // 游戏结束 暂停背景音乐 clearInterval(this.timer); clearInterval(this.boomTimer); } else { // 游戏没结束 this.snakes.push(next); let nextType = this.blocks[next]; this.blocks[next] = 2; // 如果是空白格 if (nextType === 0) { this.snakes.shift(); } else { // 如果是虫子格 this.handleEatVoice() // 吃掉虫子后的音乐 this.worms = this.worms.filter((x) => x !== next); let nextWorm = this.createWorm(); this.worms.push(nextWorm); } this.blocks[tail] = 0; this.paint(); } }, } } <script>
首個音樂添加成功其他的也就簡單多了蟲子爆炸倒數計時也需要爆炸或gameover後需要清楚倒數計時音效stop
(下次播放會從頭開始) 剩餘的不需要清楚音效和循環播放下面附上剩餘的代碼
<script> export default { data() { return { bgmInnerAudioContext:null, clockInnerAudioContext:null, } }, watch: { boomCount(val) { if (val === 0) { // 超过爆炸时间还没吃到,则将虫子格子变成被污染的土地,并且重置爆炸状态,同时生成一只新的虫子: this.handleExplodeVoice() // 爆炸的音乐 this.clockInnerAudioContext.stop() // 清楚倒计时音乐 const boomWorm = this.worms.pop(); this.pollutes.push(boomWorm); this.blocks[boomWorm] = 3; // 被污染的地方我们用3表示 this.boom = false; this.worms.push(this.createWorm()); } } }, methods:{ // 蛇吃到食物后的声音 handleEatVoice() { const innerAudioContext = uni.createInnerAudioContext(); innerAudioContext.autoplay = true; innerAudioContext.src = eatVoice; }, // 虫子污染爆炸后的声音 handleExplodeVoice(){ const innerAudioContext = uni.createInnerAudioContext(); innerAudioContext.autoplay = true; innerAudioContext.src = explodeVoice; }, // 游戏背景音乐 handleBgmVoice() { this.bgmInnerAudioContext = uni.createInnerAudioContext() this.bgmInnerAudioContext.autoplay = true; this.bgmInnerAudioContext.src= bgm; this.bgmInnerAudioContext.loop = true; }, // 按钮点击的声音 handleClickVoice() { const innerAudioContext = uni.createInnerAudioContext() innerAudioContext.autoplay = true; innerAudioContext.src= click; }, // 爆炸倒计时的声音 handleClockVoice() { this.clockInnerAudioContext = uni.createInnerAudioContext() this.clockInnerAudioContext.autoplay = true; this.clockInnerAudioContext.src= clock; }, // 蛇gameover后的声音 handleDieVoice() { const innerAudioContext = uni.createInnerAudioContext() innerAudioContext.autoplay = true; innerAudioContext.src= die; }, checkGame(direction, next) { let gameover = false; let isSnake = this.snakes.indexOf(next) > -1; let isPollute = this.pollutes.indexOf(next) > -1; // 撞到蛇和被污染的地块游戏结束 if (isSnake || isPollute) { gameover = true; } // 撞到边界游戏结束 switch (direction) { case "up": if (next < 0) { gameover = true; } break; case "down": if (next >= 100) { gameover = true; } break; case "left": if (next % 10 === 9) { gameover = true; } break; case "right": if (next % 10 === 0) { gameover = true; } break; } return gameover; }, paint() { this.worms.forEach((x) => { this.blocks[x] = 1; }); this.snakes.forEach((x) => { this.blocks[x] = 2; }); this.$forceUpdate(); }, toWards(direction) { let gameover = this.checkGame(direction, next); if (gameover) { this.ended = true; this.handleDieVoice() this.bgmInnerAudioContext.pause() // 游戏结束 暂停背景音乐 this.clockInnerAudioContext && this.clockInnerAudioContext.stop() // 清楚倒计时音乐 clearInterval(this.timer); clearInterval(this.boomTimer); } else { // 游戏没结束 this.snakes.push(next); let nextType = this.blocks[next]; this.blocks[next] = 2; // 如果是空白格 if (nextType === 0) { this.snakes.shift(); } else { // 如果是虫子格 this.handleEatVoice() // 吃掉虫子后的音乐 this.worms = this.worms.filter((x) => x !== next); let nextWorm = this.createWorm(); this.worms.push(nextWorm); } this.blocks[tail] = 0; this.paint(); } }, // 生成下一只虫子 createWorm() { this.boom = false; let blocks = Array.from({ length: 100 }, (v, k) => k); // 在不是蛇和被污染的地方生成虫子 let restBlocks = blocks.filter(x => this.snakes.indexOf(x) < 0 && this.pollutes.indexOf(x) < 0); let worm = restBlocks[Math.floor(Math.random() * restBlocks.length)]; // 根据游戏难度,概率产出会爆炸的虫子: this.boom = Math.random() / this.level < 0.05; // 生成了新虫子说明吃到了那个爆炸的虫子,重置下爆炸 if (this.boom) { this.boomCount = 10; this.boomTimer && clearInterval(this.boomTimer); this.handleClockVoice() this.boomTimer = setInterval(() => { this.boomCount--; }, 1000) } else { this.clockInnerAudioContext && this.clockInnerAudioContext.stop() clearInterval(this.boomTimer); } return worm; }, } } <script>
特別鳴謝@大帥老猿@末世未然 感謝大帥老師的帶領及指導以及每天的督促,也特別的感謝隊友的幫助與支持
原始碼位址:https://github.com/MothWillion/snake_eat_worm
##原文網址:https://juejin.cn /post/7087525655478272008作者:Sophora推薦:《
uniapp教學》
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