This article mainly introduces the special effects of js snake web edition games. The game has a total of 10 levels and is recommended to you. For more information, see. The special effects of js greedy snake web edition games are cool after testing the picture switching process. I believe everyone has played this classic game, but how does it work, if you are interested, come and study.
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The special game effects code for JavaScript greedy snake web edition is as follows:
Special Game effects for JavaScript greedy snake web editionScript Star = {init: function () {var bigDiv = this. appendEle (this. addStyle (this. creatEle (), {w: '000000', h: '000000', p: 'absolute ', t: 10, l: 900 })); for (var I = 0; I <600/30; I ++) {Star. data. arrayAll [I] = []; for (var j = 0; j <900/30; j ++) {p = this. addStyle (this. creatEle (), {w :(! + [1,]? 30: 28), h :(! + [1,]? 30: 28), f: 'left', border: '1px solid #666 '}); p. setAttribute ('number', I * 30 + j) this. appendEle (p, bigDiv) Star. data. arrayAll [I] [j] = p ;}} bigDiv = this. appendEle (this. addStyle (this. creatEle (), {w: '000000', h: '000000', p: 'absolute ', t: 10, l: 900}); this. pushEleInSelect (Star. data. arrayAll [9] [15], Star. data. arrayAll [9] [14], Star. data. arrayAll [9] [13]) this. keyBoard. apply (this, arguments); this. appearPoint (); this. le FtGo () ;}, appearPoint: function () {var arrayIn = []; var number; for (var I = 0; I <600; I ++) {if (! This. hasInArray (Star. data. arrayAll [parseInt (I/30)] [I % 30]. getAttribute ('number'), Star. data. arraySelect) {arrayIn. push (Star. data. arrayAll [I])} Star. data. foodNumber = number = parseInt (Math. random () * arrayIn. length); this. giveColor (number)}, giveColor: function (number) {var p = Star. data. arrayAll [parseInt (number/30)] [number % 30]; Star. timeInterval. timeB = setInterval (function () {if (p. className ='s Hanshuo ') {p. className = ''p. style. backgroundColor = '# fff'} else {p. className = 'shanshanghai'; p. style. backgroundColor = '# f00' }}, 500)}, disappearColor: function () {clearInterval (Star. timeInterval. timeB); Star. data. arrayAll [parseInt (Star. data. foodNumber/30)] [Star. data. foodNumber % 30]. style. backgroundColor = '# f00';}, hasInArray: function (number, array) {for (var I in array) {if (array [I] instanceof Array) {if (this. hasInArray (number, array [I]) {return true ;}} if (array [I]. getAttribute & array [I]. getAttribute ('number') = number) return true;} return false;}, keyBoard: function () {var self = this; document. onkeydown = function (e) {e = e? E: window. event; switch (e. keyCode) {case 37: if (Star. keycode = 37 | Star. keycode = 39) {return;}; self. leftGo (); break; case 38: if (Star. keycode = 38 | Star. keycode = 40) {return ;}; self. upGo (); break; case 39: if (Star. keycode = 37 | Star. keycode = 39) {return;}; self. rightGo (); break; case 40: if (Star. keycode = 38 | Star. keycode = 40) {return ;}; self. downGo (); break ;}}, leftGo: function () {var p, number, self = this; Star. keycode = 37; clearInterval (Star. timeInterval. timeA) Star. timeInterval. timeA = setInterval (function () {number = Star. data. arraySelect [0]. getAttribute ('number'); if (number % 30 <= 0 | self. hasInArray (number-1, Star. data. arraySelect) {self. guanle ();} else {if (Star. data. foodNumber = number-1) {self. pushEleInSelect (Star. data. arrayAll [parseInt (Star. data. foodNumber/30)] [Star. data. foodNumber % 30]); self. disappearColor (); self. appearPoint ();} else {p = Star. data. arraySelect. pop (); p. style. background = '# fff'; self. pushEleInSelect (Star. data. arrayAll [parseInt (number/30)] [number % 30-1]) ;}}, Star. timeInterval. speed)}, upGo: function () {var p, number, self = this; Star. keycode = 38; clearInterval (Star. timeInterval. timeA) Star. timeInterval. timeA = setInterval (function () {number = parseInt (Star. data. arraySelect [0]. getAttribute ('number'); if (parseInt (number/30) <= 0 | self. hasInArray (number-30, Star. data. arraySelect) {self. guanle ();} else {if (Star. data. foodNumber = number-30) {self. pushEleInSelect (Star. data. arrayAll [parseInt (Star. data. foodNumber/30)] [Star. data. foodNumber % 30]); self. disappearColor (); self. appearPoint ();} else {p = Star. data. arraySelect. pop (); p. style. background = '# fff'; self. pushEleInSelect (Star. data. arrayAll [parseInt (number/30)-1] [number % 30]) ;}}, Star. timeInterval. speed)}, rightGo: function () {var p, number, self = this; Star. keycode = 39; clearInterval (Star. timeInterval. timeA) Star. timeInterval. timeA = setInterval (function () {number = parseInt (Star. data. arraySelect [0]. getAttribute ('number'); if (parseInt (number % 30)> = 29 | self. hasInArray (number + 1, Star. data. arraySelect) {self. guanle ();} else {if (Star. data. foodNumber = number + 1) {self. pushEleInSelect (Star. data. arrayAll [parseInt (Star. data. foodNumber/30)] [Star. data. foodNumber % 30]); self. disappearColor (); self. appearPoint ();} else {p = Star. data. arraySelect. pop (); p. style. background = '# fff'; self. pushEleInSelect (Star. data. arrayAll [parseInt (number/30)] [number % 30 + 1]) ;}}, Star. timeInterval. speed)}, downGo: function () {var p, number, self = this; Star. keycode = 40; clearInterval (Star. timeInterval. timeA) Star. timeInterval. timeA = setInterval (function () {number = parseInt (Star. data. arraySelect [0]. getAttribute ('number'); if (parseInt (number/30)> = 19 | self. hasInArray (number + 30, Star. data. arraySelect) {self. guanle ();} else {if (Star. data. foodNumber = number + 30) {self. pushEleInSelect (Star. data. arrayAll [parseInt (Star. data. foodNumber/30)] [Star. data. foodNumber % 30]); self. disappearColor (); self. appearPoint ();} else {p = Star. data. arraySelect. pop (); p. style. background = '# fff'; self. pushEleInSelect (Star. data. arrayAll [parseInt (number/30) + 1] [number % 30]) ;}}, Star. timeInterval. speed)}, guanle: function () {alert ('hit the wall, total score: '+ (Star. data. arraySelect. length-3) * parseInt (1000/Star. timeInterval. speed); location. reload () ;}, creatEle: function (tag) {var tagName = tag | 'div 'return document. createElement (tagName)}, appendEle: function (ele, father) {var father = father | document. body | document.doc umentElement father. appendChild (ele) return ele;}, addStyle: function (ele, css) {for (var I in css) {switch (I) {case 'B': ele. style. background = css [I]; break; case 'l': ele. style. left = css [I] + 'px '; break; case 'r': ele. style. right = css [I] + 'px '; break; case 'T': ele. style. top = css [I] + 'px '; break; case 'D': ele. style. down = css [I] + 'px '; break; case 'p': ele. style. position = css [I]; break; case 'W': ele. style. width = css [I] + 'px '; break; case 'H': ele. style. height = css [I] + 'px '; break; case 'F': ele.style.css Float = css [I]; ele. style. styleFloat = css [I]; break; default: ele. style [I] = css [I]; break;} return ele;}, pushEleInSelect: function () {for (var I = 0; I
The above is the special game effects code for the js version of the snake web edition shared for everyone. I hope you will like it.