JS----贪吃蛇游戏

在网上找到的几种例子

<!DOCTYPE html>
<html >
<head>
<meta http-equiv="Content-Type" content="text/html; charset=gbk">
<title>贪吃蛇游戏</title>

<style type="text/css">
* {
    margin: 0;
    padding: 0;
}

.wrap {
    width: 600px;
    margin: 0 auto;
    position: relative;
}

p {
    position: absolute;
    left: 65%;
    top: 10%;
}

h1 {
    text-align: center;
    margin-bottom: 20px;
}

#score {
    text-align: center;
    font-size: 20px;
}

#snake_map {
    margin: 0 auto;
    border: 1px solid skyblue;
}
/*行样式*/
.row {
    height: 20px;
}
/*列样式*/
.col {
    height: 20px;
    width: 20px;
    box-sizing: border-box;
    border: 1px solid lightgray;
    background: rgb(250, 250, 250);
    float: left;
}

.activeSnake {
    background: black;
}

.egg {
    background: red;
}

#Pause {
    margin-left: 18%;
    border: 1px solid skyblue;
    color: white;
    background: skyblue;
    width: 50px;
    height: 30px;
    margin-bottom: 10px;
    border-radius: 5px;
}

#Start,#Refresh,#Speed {
    border: 1px solid skyblue;
    background: skyblue;
    color: white;
    width: 50px;
    height: 30px;
    border-radius: 5px;
    margin-left: 15px;
}
</style>


</head>
 <body>
    <div class="wrap">
      <h1>贪吃蛇游戏</h1>
      <!-- 记录吃了多少个蛋 -->
      <p style="font-size:20px;color:red"> score:<span id="score" style="color:black">0</span> </p>
      <!-- 暂停按钮 -->
      <input id="Pause" type="button" name="name" value="Pause">
      <!-- 开始按钮 -->
      <input id="Start" type="button" name="name" value="Start">
      <!-- 刷新(重新开始游戏) -->
      <input id="Refresh" type="button" name="name" value="Refresh">
      <!-- 加速按钮 -->
      <input id="Speed" type="button" name="name" value="Speed">
      <!-- 贪吃蛇的行走路径地图 -->
      <div id="snake_map">

      </div>
    </div>
  </body>


<script type="text/javascript">
//获取分数标签
var score = document.getElementById('score');
// 获取路径地图标签
var map = document.getElementById('snake_map');
// 为了灵活的设置地图的大小,以下设置两个变量
// 用于存储行数和列数(即方格的个数)
var rowNumber = 25;// 行数
var columnNumber = 20;// 列数;
var mapWidth = columnNumber * 20 + 'px';// 地图的宽
var mapHeight = rowNumber * 20 + 'px';// 地图的高
map.style.width = mapWidth;
map.style.height = mapHeight;// 设置地图宽高
// 创建一个二维数组,用来记录地图上的所有div的位置
var snakeDIVPosition = [];
// 通过双层for循环来创建地图元素
for ( var i = 0; i < rowNumber; i++) {
    // 创建行div
    var rowDIV = document.createElement('div');
    // 设置div样式
    rowDIV.className = 'row';
    // 将行div添加到路径地图map中
    map.appendChild(rowDIV);
    // 创建一个行级数组,用来存储当前行中的每个方块div
    var rowArray = [];
    for ( var j = 0; j < columnNumber; j++) {
        // 创建每一行中的方块div
        var columnDIV = document.createElement('div');
        // 设置css样式
        columnDIV.className = 'col';
        // 将方块DIV添加到当前行中
        rowDIV.appendChild(columnDIV);
        // 同时将方块添加到行数组中
        rowArray.push(columnDIV);
    }
    // 当前内层循环结束,将行数组添加到二维数组中
    snakeDIVPosition.push(rowArray);
}

// 创建蛇模型
// 创建一个一维数组,用来存储蛇身所占的div
var snake = [];
// 固定蛇身起始长度为3个div
for ( var i = 0; i < 3; i++) {
    // 为蛇身设置不同颜色的div
    snakeDIVPosition[0][i].className = 'col activeSnake';
    // 存储在蛇身数组中
    snake[i] = snakeDIVPosition[0][i];
}
// 定义变量来控制蛇
var x = 2;
var y = 0;// 蛇头的起始位置偏移量
var scoreCount = 0;// 分数计数器,即吃了多少个蛋
var eggX = 0;// 记录蛋所在的行位置
var eggY = 0;// 记录蛋所在的列位置;

var direction = 'right';// 记录蛇移动的方向,初始为向右
var changeDir = true;// 判断是否需要改变蛇的移动方向
var delayTimer = null;// 延迟定时器

// 添加键盘事件监听方向键来改变蛇的移动方向
document.onkeydown = function(event) {
    // 先判断是否需要改变方向,true表示需要,false表示不需要
    if (!changeDir) {
        return;// return空表示直接结束函数,后续代码不执行
    }
    event = event || window.event;
    // 为了合理处理蛇的移动,需要判断蛇头和蛇身
    // 假设蛇向右移动,点方向键左,右键都不需要做出响应
    if (direction == 'right' && event.keyCode == 37) {
        return;// 终止事件执行
    }
    if (direction == 'left' && event.keyCode == 39) {
        return;
    }
    if (direction == 'up' && event.keyCode == 40) {
        return;
    }
    if (direction == 'down' && event.keyCode == 38) {
        return;
    }
    // 我们通过keyCode确定蛇要移动的方向
    switch (event.keyCode) {
    case 37:
        direction = 'left';// 向左
        break;
    case 38:
        direction = 'up';// 向上;
        break;
    case 39:
        direction = 'right';// 向右
        break;
    case 40:
        direction = 'down';// 向下
        break;
    }
    changeDir = false;
    delayTimer = setTimeout(function() {
        // 设置是否需要改变方向
        changeDir = true;
    }, 300);
};

// 开始设置蛇移动逻辑
// 蛇移动函数
function snakeMove() {
    // 根据上面设置的方向来设置蛇头的位置
    switch (direction) {
    case 'left':
        x--;
        break;
    case 'right':
        x++;
        break;
    case 'up':
        y--;
        break;
    case 'down':
        y++;
        break;
    };
    // 判断是否游戏结束
    if (x < 0 || y < 0 || x >= columnNumber || y >= rowNumber) {
        alert('Game Over!!!');
        // 结束蛇移动的定时器
        clearInterval(moveTimer);
        return;// 终止键盘事件;
    }
    // 如果蛇吃到自己,也要结束游戏
    for ( var i = 0; i < snake.length; i++) {
        // 将此时蛇头移动后的位置与之前左右的组成蛇的div的位置进行比较,如果相同则说明吃到自己,游戏结束
        if (snake[i] == snakeDIVPosition[y][x]) {
            alert('Game over!!!');
            clearInterval(moveTimer);
            return;
        };
    }
    // 判断蛇头移动的位置是否有蛋
    if (eggX == x && eggY == y) {
        snakeDIVPosition[eggY][eggX].className = 'col activeSnake';
        snake.push(snakeDIVPosition[eggY][eggX]);// 加入蛇身
        scoreCount++;// 记录分数
        // 更新当前的分数
        score.innerHTML = scoreCount;
        // 随机产生一个新的蛋
        createNewEgg();
    } else {
        // 设置蛇碰不到蛋的逻辑
        // 让蛇移动
        // 蛇尾去掉蛇自身的颜色,变成格子的颜色
        snake[0].className = 'col';
        // 将蛇尾div从数组中移除
        snake.shift();
        // 定位到的新的蛇头加入到蛇数组中
        snakeDIVPosition[y][x].className = 'col activeSnake';
        snake.push(snakeDIVPosition[y][x]);
    };
};

var moveTimer = setInterval('snakeMove()', 300);


// 定义一个生成min,max之间的随机数函数
function random(min, max) {
    return Math.floor(Math.random() * (max - min + 1) + min);
};



function createNewEgg() {
    // 随机出新的egg的下标的x和y值
    eggX = random(0, columnNumber - 1);
    eggY = random(0, rowNumber - 1);

    // 判断如果随机产生的蛋与蛇身重合,就重新随机产生一个蛋
    if (snakeDIVPosition[eggY][eggX].className == 'col activeSnake') {
        createNewEgg();// 重新随机新的egg
    } else {
        snakeDIVPosition[eggY][eggX].className = 'col egg';
    }
};

createNewEgg();// 在游戏开始的时候生成新的egg

var pause = document.getElementById('Pause');
var start = document.getElementById('Start');
var refresh = document.getElementById('Refresh');
var speed = document.getElementById('Speed');
// 添加暂停按钮
pause.onclick = function() {
    clearInterval(moveTimer);
};
// 添加开始按钮
start.onclick = function() {
    clearInterval(moveTimer);
    moveTimer = setInterval('snakeMove()', speed1);
};
// 添加刷新按钮
refresh.onclick = function() {
    window.location.reload();
};
// 添加加速按钮
var speed1 = 300;
speed.onclick = function() {
    speed1 -= 20;
    clearInterval(moveTimer);
    moveTimer = setInterval('snakeMove()', speed1);
};
</script>


</html>

2、

<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">

<head>
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <title></title>
</head>

<body>

    <canvas id="canvasTCS">
        </canvas>

    <script>
        var tcs = function (id) {
            this.element = document.getElementById(id);
            this.element.width = this.column * this.cellSize + 200
            this.element.height = this.row * this.cellSize + 200;
            this.ctx = this.element.getContext("2d");
            this.bodys = [];
            this.init();
            this.drawMap();

        }
        // 设置他的基础属性
        tcs.prototype = {
            cellSize: 30,
            row: 20,
            column: 20,
            level: 1,// 默认第一关
            tcsOptions: {
                hColor: "green",
                sColor: "gray",
                shiwuColor: "blue",
                zawColor: "#000",
                bodyLength: 5

            }, // 地图
            maps: [
                '',
                [
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0],
                    [0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0],
                    [0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0],
                    [0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0],
                    [0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0],
                    [0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                ],
                [
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0],
                    [0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0],
                    [0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0],
                    [0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0],
                    [0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0],
                    [0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                    [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
                ]
            ],
            drawMap: function () {
                var
                    that = this,
                    maps = that.maps,
                    bodys = that.bodys,
                    ctx = this.ctx,
                    cellSize = that.cellSize,
                    row = that.row,
                    column = that.column,
                    width = column * cellSize,
                    height = row * cellSize,
                    startX = 100,
                    startY = 100,
                    x = 0.5
                    ;
                if (maps.length == 1) {
                    return;
                }
                if (that.level > maps.length) {
                    that.level = 1;
                }
                ctx.lineWidth = 1;
                ctx.strokeStyle = "#000";
                ctx.beginPath();
                for (var i = 0; i <= row; i++) {
                    ctx.moveTo(startX + x, startY + (i * cellSize) + x);
                    ctx.lineTo(startX + width + x, startY + (i * cellSize) + x)
                }
                for (var i = 0; i <= column; i++) {
                    ctx.moveTo(startX + (i * cellSize) + x, startY + x);
                    ctx.lineTo(startX + (i * cellSize) + x, startY + height + x)
                }
                for (var i = 0; i < row; i++) {
                    bodys[i] = [];
                    for (var c = 0; c < column; c++) {
                        bodys[i][c] = {
                            x: startX + (c * cellSize) + 1,
                            y: startY + (i * cellSize) + 1,
                            w: cellSize - 1,
                            h: cellSize - 1,
                            color: maps[this.level][i][c] == 0 ? "" : this.tcsOptions.zawColor

                        };

                    }
                }
                ctx.stroke();
                this.createTcs();
                this.drawBody();

                this.isStartGame = false;
                this.direction = 39;
                this.speed = 500;
                this.gameover = false;
                this.isAddSpeed = true;
                this.movecomplete = false;
            },
            drawBody: function () {
                var bodys = this.bodys, len = bodys.length;
                for (var i = 0; i < len; i++) {
                    for (var c = 0, len2 = bodys[i].length; c < len2; c++) {

                        this.drawPoint(bodys[i][c]);

                    }
                }
            },
            drawPoint: function (d) {
                this.ctx.fillStyle = d.color || "#fff";
                this.ctx.fillRect(d.x, d.y, d.w, d.h);
            },
            createTcs: function () {
                var that = this, sheSheng = that.sheSheng = [];
                for (var i = 2, len = this.tcsOptions.bodyLength + i; i < len; i++) {

                    sheSheng.push({
                        r: 1,
                        c: i
                    });
                }
                this.drawTcs();
                that.createSW(1);
            },
            drawTcs: function () {
                for (var i = 0; i < this.sheSheng.length; i++) {
                    this.bodys[this.sheSheng[i].r][this.sheSheng[i].c].color = this.gameover ? this.tcsOptions.sColor : this.tcsOptions.hColor;
                }
            },

            eachSheSheng: function (fn) {
                for (var i = 0; i < this.sheSheng.length; i++) {
                    fn.call(this.sheSheng[i]);
                }
            },
            startGame: function () {
                var that = this,
                    maxLen = 15,
                    speed = that.speed / maxLen,
                    maxR = that.row,
                    maxC = that.column,
                    first,
                    movehandler = function () {
                        if (that.sheSheng.length >= maxLen) {

                            that.level++;
                            that.drawMap();
                            return;
                        }
                        var first, last = that.sheSheng[that.sheSheng.length - 1], r = 0, c = 0;
                        if (that.direction == 39) {
                            r = last.r;
                            c = last.c + 1;
                        } else if (that.direction == 38) {
                            r = last.r - 1;
                            c = last.c;
                        } else if (that.direction == 37) {
                            r = last.r;
                            c = last.c - 1;
                        } else if (that.direction == 40) {
                            r = last.r + 1;
                            c = last.c;
                        }
                        if (r < 0 || r >= maxR || c < 0 || c >= maxC) {
                            that.gameover = true;
                            that.drawTcs();
                            that.drawBody();
                            return;
                        }
                        else if (that.bodys[r][c].color == that.tcsOptions.zawColor) {
                            that.gameover = true;
                            that.drawTcs();
                            that.drawBody();
                            return;
                        } else if (that.bodys[r][c].color == that.tcsOptions.shiwuColor) {
                            that.swCount--;
                            if (that.swCount == 0) {
                                that.createSW(that.level);
                            }
                        } else {
                            first = that.sheSheng.shift()
                            that.bodys[first.r][first.c].color = "";
                        }

                        that.sheSheng.push({ r: r, c: c });

                        that.drawTcs();
                        that.drawBody();
                        that.movecomplete = false;
                        setTimeout(movehandler, that.speed - speed * that.sheSheng.length);
                    },
                    gameTime = setTimeout(movehandler, that.speed - speed * that.sheSheng.length);
            },
            createSW: function (count) {
                this.swCount = 0;
                var maxR = this.row,
                    maxC = this.column, r = 0, c = 0;
                do {
                    r = Math.floor(Math.random() * maxR);
                    c = Math.floor(Math.random() * maxC);
                    if (this.bodys[r][c].color != "") {
                        count++;
                    } else {
                        this.bodys[r][c].color = this.tcsOptions.shiwuColor;

                    }
                    this.swCount++;
                } while (--count);

            },

            init: function () {
                var that = this;

                document.addEventListener("keydown", function (e) {
                    if (that.gameover == true) {
                        return;
                    }
                    if (!that.isStartGame) {
                        that.isStartGame = true;
                        that.startGame();
                    }
                    if (that.movecomplete) {
                        return;
                    }
                    var keycode = e.which || e.keyCode;
                    if (keycode >= 37 && keycode <= 40) {
                        that.movecomplete = true;
                        if (that.direction == 39 && keycode == 37 || that.direction == 38 && keycode == 40 || that.direction == 40 && keycode == 38 || that.direction == 37 && keycode == 39) {
                            return;
                        }
                        that.direction = keycode;
                    }

                });

            }
        };

        var t = new tcs("canvasTCS");
    </script>

    <style>
        .aa {
            color: #f4f;
        }
    </style>
</body>

</html>

3、

<!doctype html>
<html>
<body>
    <canvas id="can" width="400" height="400" style="background: Black"></canvas>
    <script>
        var sn = [ 42, 41 ], dz = 43, fx = 1, n, ctx = document.getElementById("can").getContext("2d");
        function draw(t, c) {
            ctx.fillStyle = c;
            ctx.fillRect(t % 20 * 20 + 1, ~~(t / 20) * 20 + 1, 18, 18);
        }
        document.onkeydown = function(e) {
            fx = sn[1] - sn[0] == (n = [ -1, -20, 1, 20 ][(e || event).keyCode - 37] || fx) ? fx : n
        };
        !function() {
            sn.unshift(n = sn[0] + fx);
            if (sn.indexOf(n, 1) > 0 || n<0||n>399 || fx == 1 && n % 20 == 0 || fx == -1 && n % 20 == 19)
                return alert("GAME OVER");
            draw(n, "Lime");
            if (n == dz) {
                while (sn.indexOf(dz = ~~(Math.random() * 400)) >= 0);
                draw(dz, "Yellow");
            } else
                draw(sn.pop(), "Black");
                setTimeout(arguments.callee, 130);
        }();
    </script>
</body>
</html>

4、

<!Doctype html>
<html>
    <head>
        <title>贪吃蛇小游戏</title>
        <meta http-equiv="content-Type" content="text/html;charset=gbk" />
        <meta http-equiv="Window-target" content="_top" />
        <meta http-equiv="progma" content="no-cache" />
        <meta name="description" content="js实现的简单贪吃蛇游戏" />
        <meta name="author" content="成兮" />

        <style>
            canvas{border:1px solid grey;}
        </style>

        <script>

        </script>
    </head>

    <body>
        <canvas id="mycanvas" width="400" height="400"></canvas>
    </body>
    <script>
    window.onload = function(){
        var canvas = document.getElementById("mycanvas");
        var context = canvas.getContext('2d');
        //设置蛇移动的频率
        var snake_speed = 200;
        var interval = window.setInterval(snake_leave,snake_speed);
        //设置移动的方向0-3上下左右
        var direction = 3;
        //保存贪吃蛇的实际长度
        var snakelen = 20;
        //保存移动的路径,元素为{'x':x,'y':y}格式
        var map = [];
        //蛇身单元大小
        var size = 8;
        //食物坐标:(a*8,a*8)
        var a = 0;
        //贪吃蛇每次的蛇头坐标
        var x = 8;
        var y = 8;

        //贪吃蛇移动函数
        function snake_leave(){
            //根据移动方向来移动
            switch(direction){
                case 0:y -= size;
                    break;
                case 1:y += size;
                    break;
                case 2:x -= size;
                    break;
                case 3:x += size;
                    break;
            }
            //判断是否撞墙
            if(x > 400 || y > 400 || x < 0 || y < 0){
                alert("你撞墙死了");
                window.clearInterval(interval);
            }
            //判断是否撞到自己
            for(var i=0; i<map.length; i++){
                var xx = parseInt(map[i].x);
                var yy = parseInt(map[i].y);
                if(xx == x && yy == y){
                    alert("你撞自己死了");
                    window.clearInterval(interval);
                }
            }   
            //每次移动一下,蛇身最后都要减去1
            if(map.length > snakelen){
                //把数组的第一个元素删除并返回,map中的数据为{key:value}形式
                var foot = map.shift();
                        context.clearRect(foot['x'],foot['y'],size,size);
            }
            //判断是否吃到了食物
            if(x == a*8 && y == a*8){
                snakelen++;
                snake_food();
            }
            //每次移动,进行蛇头的改变
            map.push({'x':x,'y':y});
            context.fillStyle = "#069";
            context.strokeStyle = "#069";
            context.fillRect(x,y,size,size);
        };

        //添加方向键键盘控制事件
        document.onkeydown = function(event){
            var code = event.keyCode;
            switch(code){
                case 37:if(direction != 3)  direction = 2;
                    break;
                case 38:if(direction != 1)  direction = 0;
                    break;
                case 39:if(direction != 2)  direction = 3;
                    break;
                case 40:if(direction != 0)  direction = 1;
                    break;
            }
        };

        //产生食物坐标的随机数来生成食物
        function snake_food(){
            a = Math.ceil(Math.random() * 50);
            context.fillStyle = "#000";
            context.strokeStyle = "#000";
            context.fillRect(a*8,a*8,8,8);
        };
        snake_food();
    };
</script>
</html>
原文地址:https://www.cnblogs.com/liaohongwei/p/9724799.html