HTML、CSS、JavaScript を使用してスネーク ゲームを構築する

このチュートリアルでは、HTML、CSS、JavaScript のみを使用して、古典的な Snake ゲームを最初から構築する方法を学びます。ゲームボードのセットアップからヘビの制御、餌の生成、衝突の処理まで、すべてをカバーします。 ️

HTML、CSS、JavaScrip を使用してスネーク ゲームを構築するには、次の手順に従ってください。 

  • フォルダーを作成します。このフォルダーには任意の名前を付けることができ、このフォルダー内に前述のファイルを作成します。 
  • Index.html ファイルを作成します。ファイル名は、index とその拡張子 .html である必要があります。 
  • style.css ファイルを作成します。ファイル名は style で拡張子は .css である必要があります。 

完全なコード:

HTML ファイル:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Snake Game</title>
    <link rel="stylesheet" href="style.css">
    <script src="script.js" defer></script>
</head>
<body>
    <div class="container noselect">
            <div id="author">
                <h1>Snake Game</h1>
            </div>
        <div id="canvas"></div>
            <div id="ui">
                <h2>SCORE</h2>
                <br>
                <span id="score">00</span>
            </div>
        <button id="replay">
            <i class="fas fa-play"></i>
            RESTART
        </button>
        </div>
    </div>
</body>
</html>

CSS ファイル:

* {
    padding: 0;
    margin: 0;
    box-sizing: border-box;
  }
  html,
  body {
    font-family: "Poppins", sans-serif;
    color: white;
    background-color: #222738;
  }
  canvas {
    background-color: #181825;
  }
  .container {
    position: absolute;
    top: 50%;
    left: 50%;
    transform: translate(-50%, -50%);
    text-align: center;
  }
  #ui {
    text-align: center;
    font-size: 10px;
    margin-top: 10px;
  }
  #score {
    margin-top: 10px;
    font-size: 40px;
    font-weight: 800;
  }
  .noselect {
    user-select: none;
  }
  #replay {
    font-size: 15px;
    padding: 10px 20px;
    background: #6e7888;
    border: none;
    color: #222738;
    border-radius: 20px;
    font-weight: 800;
    cursor: pointer;
    transition: all 200ms cubic-bezier(0.4, 0, 0.2, 1);
  }
  #replay:hover {
    background: #a6aab5;
    background: #4cffd7;
    transition: all 200ms cubic-bezier(0.4, 0, 0.2, 1);
  }
  @media (max-width: 600px) {
    #replay {
      margin-bottom: 20px;
    }
    #replay,
    h2 {
      transform: rotate(0deg);
    }
    #ui {
      flex-flow: row wrap;
      margin-bottom: 20px;
    }
    #score {
      margin-top: 0;
      margin-left: 20px;
    }
    .container {
      flex-flow: column wrap;
    }
  }
  #author {
    text-align: center;
    padding-bottom: 10px;
  }

JavaScript ファイル:

let dom_replay = document.querySelector("#replay");
let dom_score = document.querySelector("#score");
let dom_canvas = document.createElement("canvas");
document.querySelector("#canvas").appendChild(dom_canvas);
let CTX = dom_canvas.getContext("2d");

const W = (dom_canvas.width = 500);
const H = (dom_canvas.height = 500);


let snake,
  food,
  currentHue,
  cells = 20,
  cellSize,
  isGameOver = false,
  tails = [],
  score = 00,
  maxScore = window.localStorage.getItem("maxScore") || undefined,
  particles = [],
  splashingParticleCount = 20,
  cellsCount,
  requestID;

  let helpers = {
    Vec: class {
      constructor(x, y) {
        this.x = x;
        this.y = y;
      }
      add(v) {
        this.x += v.x;
        this.y += v.y;
        return this;
      }
      mult(v) {
        if (v instanceof helpers.Vec) {
          this.x *= v.x;
          this.y *= v.y;
          return this;
        } else {
          this.x *= v;
          this.y *= v;
          return this;
        }
      }
    },
    isCollision(v1, v2) {
      return v1.x == v2.x && v1.y == v2.y;
    },
    garbageCollector() {
      for (let i = 0; i < particles.length; i++) {
        if (particles[i].size <= 0) {
          particles.splice(i, 1);
        }
      }
    },
    drawGrid() {
      CTX.lineWidth = 1.1;
      CTX.strokeStyle = "#181825";
      CTX.shadowBlur = 0;
      for (let i = 1; i < cells; i++) {
        let f = (W / cells) * i;
        CTX.beginPath();
        CTX.moveTo(f, 0);
        CTX.lineTo(f, H);
        CTX.stroke();
        CTX.beginPath();
        CTX.moveTo(0, f);
        CTX.lineTo(W, f);
        CTX.stroke();
        CTX.closePath();
      }
    },
    randHue() {
      return ~~(Math.random() * 360);
    },
    hsl2rgb(hue, saturation, lightness) {
        if (hue == undefined) {
          return [0, 0, 0];
        }
        var chroma = (1 - Math.abs(2 * lightness - 1)) * saturation;
        var huePrime = hue / 60;
        var secondComponent = chroma * (1 - Math.abs((huePrime % 2) - 1));
    
        huePrime = ~~huePrime;
        var red;
        var green;
        var blue;
    
        if (huePrime === 0) {
          red = chroma;
          green = secondComponent;
          blue = 0;
        } else if (huePrime === 1) {
          red = secondComponent;
          green = chroma;
          blue = 0;
        } else if (huePrime === 2) {
          red = 0;
          green = chroma;
          blue = secondComponent;
        } else if (huePrime === 3) {
          red = 0;
          green = secondComponent;
          blue = chroma;
        } else if (huePrime === 4) {
          red = secondComponent;
          green = 0;
          blue = chroma;
        } else if (huePrime === 5) {
          red = chroma;
          green = 0;
          blue = secondComponent;
        }
    
        var lightnessAdjustment = lightness - chroma / 2;
        red += lightnessAdjustment;
        green += lightnessAdjustment;
        blue += lightnessAdjustment;
    
        return [
          Math.round(red * 255),
          Math.round(green * 255),
          Math.round(blue * 255)
        ];
      },
    lerp(start, end, t) {
      return start * (1 - t) + end * t;
    }
  };


  let KEY = {
    ArrowUp: false,
    ArrowRight: false,
    ArrowDown: false,
    ArrowLeft: false,
    resetState() {
      this.ArrowUp = false;
      this.ArrowRight = false;
      this.ArrowDown = false;
      this.ArrowLeft = false;
    },
    listen() {
      addEventListener(
        "keydown",
        (e) => {
          if (e.key === "ArrowUp" && this.ArrowDown) return;
          if (e.key === "ArrowDown" && this.ArrowUp) return;
          if (e.key === "ArrowLeft" && this.ArrowRight) return;
          if (e.key === "ArrowRight" && this.ArrowLeft) return;
          this[e.key] = true;
          Object.keys(this)
            .filter((f) => f !== e.key && f !== "listen" && f !== "resetState")
            .forEach((k) => {
              this[k] = false;
            });
        },
        false
      );
    }
  };


class Snake{
    constructor(i, type){
        this.pos = new helpers.Vec(W / 2, H /2);
        this.dir = new helpers.Vec(0, 0);
        this.type = type;
        this.index = i;
        this.delay = 7;
        this.size = W / cells;
        this.color = "lightgreen";
        this.history = [];
        this.total = 1;
    }
    draw() {
        let { x, y } = this.pos;
        CTX.fillStyle = this.color;
        CTX.shadowBlur = 20;
        CTX.shadowColor = "rgba(255,255,255,.3 )";
        CTX.fillRect(x, y, this.size, this.size);
        CTX.shadowBlur = 0;
        if (this.total >= 2) {
          for (let i = 0; i < this.history.length - 1; i++) {
            let { x, y } = this.history[i];
            CTX.lineWidth = 1;
            CTX.fillStyle = "lightgreen";
            CTX.fillRect(x, y, this.size, this.size);
            CTX.strokeStyle = "black"; 
            CTX.strokeRect(x, y, this.size, this.size); 
          }
        }
      }
      walls() {
        let { x, y } = this.pos;
        if (x + cellSize > W) {
          this.pos.x = 0;
        }
        if (y + cellSize > W) {
          this.pos.y = 0;
        }
        if (y < 0) {
          this.pos.y = H - cellSize;
        }
        if (x < 0) {
          this.pos.x = W - cellSize;
        }
      }
      controlls() {
        let dir = this.size;
        if (KEY.ArrowUp) {
          this.dir = new helpers.Vec(0, -dir);
        }
        if (KEY.ArrowDown) {
          this.dir = new helpers.Vec(0, dir);
        }
        if (KEY.ArrowLeft) {
          this.dir = new helpers.Vec(-dir, 0);
        }
        if (KEY.ArrowRight) {
          this.dir = new helpers.Vec(dir, 0);
        }
      }
      selfCollision() {
        for (let i = 0; i < this.history.length; i++) {
          let p = this.history[i];
          if (helpers.isCollision(this.pos, p)) {
            isGameOver = true;
          }
        }
      }
      update() {
        this.walls();
        this.draw();
        this.controlls();
        if (!this.delay--) {
          if (helpers.isCollision(this.pos, food.pos)) {
            incrementScore();
            particleSplash();
            food.spawn();
            this.total++;
          }
          this.history[this.total - 1] = new helpers.Vec(this.pos.x, this.pos.y);
          for (let i = 0; i < this.total - 1; i++) {
            this.history[i] = this.history[i + 1];
          }
          this.pos.add(this.dir);
          this.delay = 7;
          this.total > 3 ? this.selfCollision() : null;
        }
      }
    }

    class Food {
        constructor() {
          this.pos = new helpers.Vec(
            ~~(Math.random() * cells) * cellSize,
            ~~(Math.random() * cells) * cellSize
          );
          this.color = "red";
          this.size = cellSize;
        }
        draw() {
          let { x, y } = this.pos;
          CTX.globalCompositeOperation = "lighter";
          CTX.shadowColor = this.color;
          CTX.fillStyle = this.color;
          CTX.beginPath();
          CTX.arc(x + this.size / 2, y + this.size / 2, this.size / 2, 0, Math.PI * 2);
          CTX.fill();
          CTX.globalCompositeOperation = "source-over";
          CTX.shadowBlur = 0;
        }
        spawn() {
          let randX = ~~(Math.random() * cells) * this.size;
          let randY = ~~(Math.random() * cells) * this.size;
          for (let path of snake.history) {
            if (helpers.isCollision(new helpers.Vec(randX, randY), path)) {
              return this.spawn();
            }
          }
          this.color = "red";
          this.pos = new helpers.Vec(randX, randY);
        }
      }
      class Particle {
        constructor(pos, color, size, vel) {
          this.pos = pos;
          this.color = color;
          this.size = Math.abs(size / 2);
          this.ttl = 0;
          this.gravity = -0.2;
          this.vel = vel;
        }
        draw() {
            let { x, y } = this.pos;
            let hsl = this.color
              .split("")
              .filter((l) => l.match(/[^hsl()$% ]/g))
              .join("")
              .split(",")
              .map((n) => +n);
            let [r, g, b] = helpers.hsl2rgb(hsl[0], hsl[1] / 100, hsl[2] / 100);
            CTX.shadowColor = "white";
            CTX.shadowBlur = 0;
            CTX.globalCompositeOperation = "lighter";
            CTX.fillStyle = "white";
            CTX.fillRect(x, y, this.size, this.size);
            CTX.globalCompositeOperation = "source-over";
          }
          update() {
            this.draw();
            this.size -= 0.3;
            this.ttl += 1;
            this.pos.add(this.vel);
            this.vel.y -= this.gravity;
          }
}
function incrementScore() {
    score++;
    dom_score.innerText = score.toString().padStart(2, "0");
  }
  
  function particleSplash() {
    for (let i = 0; i < splashingParticleCount; i++) {
      let vel = new helpers.Vec(Math.random() * 6 - 3, Math.random() * 6 - 3);
      let position = new helpers.Vec(food.pos.x, food.pos.y);
      particles.push(new Particle(position, "", food.size, vel));
    }
  }
  
  function clear() {
    CTX.clearRect(0, 0, W, H);
  }
  

  function initialize() {
    alert("Welcome to the Snake Game! Press an arrow key to start the game.");
    CTX.imageSmoothingEnabled = false;
    KEY.listen();
    cellsCount = cells * cells;
    cellSize = W / cells;
    snake = new Snake();
    food = new Food();
    dom_replay.addEventListener("click", reset, false);
    loop();
  }
  
  function loop() {
    clear();
    if (!isGameOver) {
      requestID = requestAnimationFrame(loop);
      helpers.drawGrid();
      snake.update();
      food.draw();
      for (let p of particles) {
        p.update();
      }
      helpers.garbageCollector();
    } else {
      clear();
      gameOver();
    }
  }
  

  function gameOver() {
    maxScore ? null : (maxScore = score);
    score > maxScore ? (maxScore = score) : null;
    window.localStorage.setItem("maxScore", maxScore);
    CTX.fillStyle = "#4cffd7";
    CTX.textAlign = "center";
    CTX.font = "bold 30px Poppins, sans-serif";
    CTX.fillText("GAME OVER", W / 2, H / 2);
    CTX.font = "15px Poppins, sans-serif";
    CTX.fillText(`SCORE   ${score}`, W / 2, H / 2 + 60);
    CTX.fillText(`MAXSCORE   ${maxScore}`, W / 2, H / 2 + 80);
  }
  
  function reset() {
    dom_score.innerText = "00";
    score = "00";
    snake = new Snake();
    food.spawn();
    KEY.resetState();
    isGameOver = false;
    cancelAnimationFrame(requestID);
    loop();
  }
  
  initialize();

コード ファイルのダウンロード: https://github.com/kaizhelam/Snake-Game 

このチュートリアルでは、HTML、CSS、JavaScript を使用してヘビ ゲームを構築するのに役立つ簡単な手順とコードを説明します。

3.20 GEEK