Итак, я сделал игру Snake пару месяцев назад, и я хотел обновить ее и сделать из нее PWA.Но PWA должны хорошо выглядеть и действовать на мобильных устройствах.Тем не менее, я не могу заставить Змею двигаться через сенсорный ввод.Я пробовал метод прослушивания событий от Google и пытался добавить кнопки.Так как же мне разобраться с этой проблемой?Он отлично работает в настольных браузерах, где для перемещения используются клавиши со стрелками.
Вот мой код
const GAME_SPEED = 100;
const CANVAS_BORDER_COLOUR = 'black';
const CANVAS_BACKGROUND_COLOUR = "green";
const SNAKE_COLOUR = 'black';
const SNAKE_BORDER_COLOUR = 'darkgreen';
const FOOD_COLOUR = 'grey';
const FOOD_BORDER_COLOUR = 'darkred';
let snake = [
{x: 150, y: 150},
{x: 140, y: 150},
{x: 130, y: 150},
{x: 120, y: 150},
{x: 110, y: 150}
]
// The user's score
let score = 0;
// When set to true the snake is changing direction
let changingDirection = false;
// Food x-coordinate
let foodX;
// Food y-coordinate
let foodY;
// Horizontal velocity
let dx = 10;
// Vertical velocity
let dy = 0;
// Get the canvas element
const gameCanvas = document.getElementById("gameCanvas");
// Return a two dimensional drawing context
const ctx = gameCanvas.getContext("2d");
// Start game
main();
// Create the first food location
createFood();
// Call changeDirection whenever a key is pressed
document.addEventListener("keydown", changeDirection);
btn
/**
* Main function of the game
* called repeatedly to advance the game
*/
function main() {
// If the game ended return early to stop game
if (didGameEnd()) return;
setTimeout(function onTick() {
changingDirection = false;
clearCanvas();
drawFood();
advanceSnake();
drawSnake();
// Call game again
main();
}, GAME_SPEED)
}
/**
* Change the background colour of the canvas to CANVAS_BACKGROUND_COLOUR and
* draw a border around it
*/
function clearCanvas() {
// Select the colour to fill the drawing
ctx.fillStyle = CANVAS_BACKGROUND_COLOUR;
// Select the colour for the border of the canvas
ctx.strokestyle = CANVAS_BORDER_COLOUR;
// Draw a "filled" rectangle to cover the entire canvas
ctx.fillRect(0, 0, gameCanvas.width, gameCanvas.height);
// Draw a "border" around the entire canvas
ctx.strokeRect(0, 0, gameCanvas.width, gameCanvas.height);
}
/**
* Draw the food on the canvas
*/
function drawFood() {
ctx.fillStyle = FOOD_COLOUR;
ctx.strokestyle = FOOD_BORDER_COLOUR;
ctx.fillRect(foodX, foodY, 10, 10);
ctx.strokeRect(foodX, foodY, 10, 10);
}
/**
* Advances the snake by changing the x-coordinates of its parts
* according to the horizontal velocity and the y-coordinates of its parts
* according to the vertical veolocity
*/
function advanceSnake() {
// Create the new Snake's head
const head = {x: snake[0].x + dx, y: snake[0].y + dy};
// Add the new head to the beginning of snake body
snake.unshift(head);
const didEatFood = snake[0].x === foodX && snake[0].y === foodY;
if (didEatFood) {
// Increase score
score += 1;
// Display score on screen
document.getElementById('score').innerHTML = score;
// Generate new food location
createFood();
} else {
// Remove the last part of snake body
snake.pop();
}
}
/**
* Returns true if the head of the snake touched another part of the game
* or any of the walls
*/
function didGameEnd() {
for (let i = 4; i < snake.length; i++) {
if (snake[i].x === snake[0].x && snake[i].y === snake[0].y) return true
}
const hitLeftWall = snake[0].x < 0;
const hitRightWall = snake[0].x > gameCanvas.width - 10;
const hitToptWall = snake[0].y < 0;
const hitBottomWall = snake[0].y > gameCanvas.height - 10;
return hitLeftWall || hitRightWall || hitToptWall || hitBottomWall
}
/**
* Generates a random number that is a multiple of 10 given a minumum
* and a maximum number
* @param { number } min - The minimum number the random number can be
* @param { number } max - The maximum number the random number can be
*/
function randomTen(min, max) {
return Math.round((Math.random() * (max-min) + min) / 10) * 10;
}
/**
* Creates random set of coordinates for the snake food.
*/
function createFood() {
// Generate a random number the food x-coordinate
foodX = randomTen(0, gameCanvas.width - 10);
// Generate a random number for the food y-coordinate
foodY = randomTen(0, gameCanvas.height - 10);
// if the new food location is where the snake currently is, generate a new food location
snake.forEach(function isFoodOnSnake(part) {
const foodIsoNsnake = part.x == foodX && part.y == foodY;
if (foodIsoNsnake) createFood();
});
}
/**
* Draws the snake on the canvas
*/
function drawSnake() {
// loop through the snake parts drawing each part on the canvas
snake.forEach(drawSnakePart)
}
/**
* Draws a part of the snake on the canvas
* @param { object } snakePart - The coordinates where the part should be drawn
*/
function drawSnakePart(snakePart) {
// Set the colour of the snake part
ctx.fillStyle = SNAKE_COLOUR;
// Set the border colour of the snake part
ctx.strokestyle = SNAKE_BORDER_COLOUR;
// Draw a "filled" rectangle to represent the snake part at the coordinates
// the part is located
ctx.fillRect(snakePart.x, snakePart.y, 10, 10);
// Draw a border around the snake part
ctx.strokeRect(snakePart.x, snakePart.y, 10, 10);
}
/**
* Changes the vertical and horizontal velocity of the snake according to the
* key that was pressed.
* The direction cannot be switched to the opposite direction, to prevent the snake
* from reversing
* For example if the the direction is 'right' it cannot become 'left'
* @param { object } event - The keydown event
*/
function changeDirection(event) {
const LEFT_KEY = 37;
const RIGHT_KEY = 39;
const UP_KEY = 38;
const DOWN_KEY = 40;
/**
* Prevent the snake from reversing
* Example scenario:
* Snake is moving to the right. User presses down and immediately left
* and the snake immediately changes direction without taking a step down first
*/
if (changingDirection) return;
changingDirection = true;
const keyPressed = event.keyCode;
const goingUp = dy === -10;
const goingDown = dy === 10;
const goingRight = dx === 10;
const goingLeft = dx === -10;
if (keyPressed === LEFT_KEY && !goingRight) {
dx = -10;
dy = 0;
}
if (keyPressed === UP_KEY && !goingDown) {
dx = 0;
dy = -10;
}
if (keyPressed === RIGHT_KEY && !goingLeft) {
dx = 10;
dy = 0;
}
if (keyPressed === DOWN_KEY && !goingUp) {
dx = 0;
dy = 10;
}
}
<div id="score">0</div>
<canvas id="gameCanvas" width="350" height="350"></canvas>