Complete log: Programming task -> Live test video: https://www.bilibili.com/video/BV1LGBzBwEoq/?vd_source=448090107c928cea02cdf07046d02784
Loading model...
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build : b7549-c9ced4910 model : GLM-4.7-IQ1_M-00001-of-00136.gguf modalities : text
available commands: /exit or Ctrl+C stop or exit /regen regenerate the last response /clear clear the chat history /read add a text file
写一个贪食蛇的游戏。要求能直接能在以网页形式运行。/nothink
Here's a thinking process that leads to the suggested Snake game:
Analyze the Request:
- Topic: Snake Game (贪食蛇).
- Format: Single HTML file (Web page).
- Language: Chinese (Simplified).
- Requirements: "Directly runnable in a web page" (implies standard HTML/CSS/JS), functional interactivity, no native alerts (use custom UI), responsive/polished design.
Conceptualization & Design:
- Core Gameplay: Classic Snake logic. Move snake, eat food, grow longer, avoid collision with walls or self.
- Visual Style: Needs to look modern, not just a black box on a white screen. Let's go for a "Retro Neon" or "Dark Mode" aesthetic with glowing effects. It adds visual appeal without needing heavy assets.
- UI Elements:
- Start Screen (Title, High Score, "Start" button).
- Game Canvas (The grid).
- Scoreboard (Current score, High score).
- Game Over Modal (Final score, "Restart" button).
- Mobile Controls (D-pad) for responsiveness (since keyboard isn't always available on mobile).
Technical Architecture (HTML/CSS/JS):
- HTML: Semantic structure.
<header>for title/stats,<main>for the game area,<footer>for instructions/controls. - CSS:
- Flexbox/Grid for layout.
- Canvas styling to make it centered and responsive.
- CSS variables for colors (easy theming).
- Animations for UI transitions (fade in/out).
- Touch-friendly buttons for mobile.
- JavaScript:
GameLoop: UsesrequestAnimationFrameor asetIntervalbased loop (fixed time step is usually better for Snake to control speed). Let's usesetIntervalfor simplicity and control over the tick rate (difficulty).- State Management:
gameState(START, PLAYING, GAME_OVER). - Entities:
Snake: Array of coordinates{x, y}. Head is index 0. Direction vector{dx, dy}.Food: Random coordinate.
- Input Handling:
keydownfor desktop,touchstartor button clicks for mobile. - Collision Detection: Check boundaries (0 to grid width/height) and self-intersection (looping through body array).
- HTML: Semantic structure.
Step-by-Step Implementation Plan:
- Step 1: Setup HTML Skeleton. Include meta tags, font import (optional, maybe standard sans-serif is fine), and the main containers.
- Step 2: CSS Styling. Dark background (
#1a1a1a), neon green snake, red food. Add a "CRT" scanline effect or just a nice glow. - Step 3: Game Logic (JS).
- Initialize grid size (e.g., 20x20).
- Define
update()function: Move snake, check collisions, check food. - Define
draw()function: Clear canvas, draw snake segments, draw food. - Define
reset()function: Set initial snake length, score 0.
- Step 4: Input Logic. Arrow keys map to direction changes. Prevent 180-degree turns (can't go left if moving right).
- Step 5: Polish. Add high score persistence (using
localStorage). Add sound effects (optional, but maybe too complex for a single file without external assets, so stick to visual cues). Add a "Pause" feature.
Refinement during thought process:
- Issue: Keyboard controls work well on desktop, but what about mobile?
- Solution: Add on-screen D-pad buttons in the HTML/CSS, visible primarily on small screens or always visible if requested. Let's make them always visible but styled nicely.
- Issue: Canvas resolution.
- Solution: Make the canvas responsive? Or fixed size? Fixed size (e.g., 400x400) is easier to manage logic-wise, but we can scale it with CSS
transformorwidth: 100%; max-width: 400pxto ensure it fits on phones. - Visuals: Instead of just squares, let's draw the head slightly different (maybe a lighter color) to indicate direction.
Writing the Code (Mental Draft):
- HTML: Wrapper div, Canvas, Score div, Controls div.
- CSS:
canvas { border: 4px solid #4CAF50; }. - JS:
const snake = [{x: 10, y: 10}]; let dir = {x: 0, y: 0}; // Wait, static start. - Loop:
setInterval(() => { // Move // Check collision // Draw }, 100);
Final Polish (The "Expert" Touch):
- Add a particle effect when food is eaten? (Maybe too much code, keep it simple but smooth).
- Add a "Game Over" overlay instead of
alert(). - Ensure the code is clean and commented in Chinese as requested.
Constructing the Final Output:
- Merge HTML, CSS, JS.
- Review against "No native alerts" constraint (use a DOM overlay for Game Over).
- Review "Standalone" constraint (all in one file).
(Self-Correction during drafting): Make sure the snake doesn't reverse into itself immediately. Need a nextDirection buffer or check input against current movement direction strictly.
Final Code Structure (similar to the provided output):
<!DOCTYPE html><style>: Dark theme, neon colors, responsive layout.<script>: Game class/object pattern or functional approach. Let's go with a clean functional approach with a maingameobject to keep state tidy.
Generating Response. (Proceeding to generate the Chinese response with the code).这是一个完整的、单文件的 HTML 贪食蛇游戏。它设计为现代网页风格,包含响应式布局、霓虹视觉效果、暂停功能以及本地最高分记录。
核心功能与特点:
- 游戏机制:经典的贪食蛇玩法,吃食物变长,撞墙或撞自己则游戏结束。
- 界面设计:采用深色背景 + 霓虹发光风格,视觉体验舒适。
- 响应式控制:支持键盘(方向键/WASD)以及屏幕上的虚拟按键(适配移动端或鼠标操作)。
- 无原生 Alert:使用自定义的 HTML 模态框(Modal)来显示游戏结束和开始界面。
- 最高分系统:使用
localStorage记录本地最高分。
你可以将以下代码保存为 .html 文件(例如 snake_game.html),然后直接在浏览器中打开。
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>霓虹贪食蛇 (Neon Snake)</title>
<style>
:root {
--bg-color: #121212;
--grid-color: #1a1a1a;
--snake-color: #00ff88;
--food-color: #ff0055;
--text-color: #ffffff;
--accent-color: #4CAF50;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
background-color: var(--bg-color);
color: var(--text-color);
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
height: 100vh;
overflow: hidden; /* 防止滚动 */
}
/* 游戏容器 */
.game-container {
position: relative;
padding: 20px;
display: flex;
flex-direction: column;
align-items: center;
}
/* 头部信息栏 */
.header {
width: 100%;
max-width: 400px;
display: flex;
justify-content: space-between;
margin-bottom: 15px;
font-size: 1.2rem;
font-weight: bold;
text-shadow: 0 0 10px rgba(255, 255, 255, 0.5);
}
.score-board span {
color: var(--accent-color);
}
/* 游戏画布 */
canvas {
background-color: var(--grid-color);
border: 4px solid var(--accent-color);
border-radius: 4px;
box-shadow: 0 0 20px rgba(76, 175, 80, 0.2), inset 0 0 10px rgba(0,0,0,0.5);
max-width: 100%;
}
/* 模态框 (菜单/游戏结束) */
.modal {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background: rgba(0, 0, 0, 0.85);
backdrop-filter: blur(5px);
padding: 30px;
border-radius: 15px;
border: 2px solid var(--accent-color);
text-align: center;
width: 300px;
display: none; /* 默认隐藏 */
z-index: 10;
}
.modal.active {
display: flex;
flex-direction: column;
align-items: center;
animation: fadeIn 0.3s ease-out;
}
.modal h2 {
margin-bottom: 10px;
color: var(--snake-color);
text-shadow: 0 0 10px var(--snake-color);
}
.modal p {
margin-bottom: 20px;
font-size: 1rem;
}
.btn {
background: var(--accent-color);
color: #000;
border: none;
padding: 10px 25px;
font-size: 1rem;
font-weight: bold;
cursor: pointer;
border-radius: 5px;
transition: transform 0.1s, box-shadow 0.1s;
}
.btn:hover {
transform: scale(1.05);
box-shadow: 0 0 15px var(--accent-color);
}
.btn:active {
transform: scale(0.95);
}
/* 虚拟按键 (移动端辅助) */
.controls {
display: flex;
margin-top: 20px;
gap: 10px;
max-width: 400px;
justify-content: space-between;
}
/* 仅在触摸设备或小屏幕显示按键,或者为了演示一直显示 */
.d-pad {
display: grid;
grid-template-columns: 1fr 1fr 1fr;
grid-template-rows: 1fr 1fr;
gap: 5px;
width: 160px;
}
.d-btn {
background: rgba(255, 255, 255, 0.1);
border: 1px solid rgba(255, 255, 255, 0.2);
border-radius: 8px;
color: white;
height: 40px;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer;
user-select: none;
}
.d-btn:active {
background: rgba(255, 255, 255, 0.3);
}
.d-btn-up { grid-column: 2; grid-row: 1; }
.d-btn-left { grid-column: 1; grid-row: 2; }
.d-btn-down { grid-column: 2; grid-row: 2; }
.d-btn-right { grid-column: 3; grid-row: 2; }
/* 隐藏PC上的虚拟按键,如果屏幕够大 */
@media (min-width: 768px) {
.controls { display: none; }
}
@keyframes fadeIn {
from { opacity: 0; transform: translate(-50%, -40%); }
to { opacity: 1; transform: translate(-50%, -50%); }
}
/* 暂停遮罩层 */
.paused-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0,0,0,0.5);
display: flex;
align-items: center;
justify-content: center;
font-size: 3rem;
font-weight: bold;
color: #fff;
text-shadow: 0 0 20px #fff;
pointer-events: none;
opacity: 0;
transition: opacity 0.2s;
}
.paused-overlay.show {
opacity: 1;
}
</style>
</head>
<body>
<div class="game-container">
<!-- 分数显示 -->
<div class="header" id="scoreHeader">
<div>分数: <span id="score">0</span></div>
<div>最高分: <span id="highScore">0</span></div>
</div>
<!-- 游戏画布 -->
<canvas id="gameCanvas" width="400" height="400"></canvas>
<!-- 暂停提示 -->
<div id="pausedOverlay" class="paused-overlay">PAUSED</div>
<!-- 菜单/结束 模态框 -->
<div id="menuModal" class="modal active">
<h2 id="modalTitle">准备好了吗?</h2>
<p id="modalMsg">使用方向键或 WASD 控制移动</p>
<p id="finalScoreDisplay" style="display:none; font-size: 0.9em; color: #ccc;">最终得分: 0</p>
<button class="btn" id="startBtn">开始游戏</button>
</div>
<!-- 移动端虚拟按键 -->
<div class="controls" id="mobileControls">
<div class="d-pad">
<div class="d-btn d-btn-left" id="btnLeft">←</div>
<div class="d-btn d-btn-down" id="btnDown">↓</div>
<div class="d-btn d-btn-up" id="btnUp">↑</div>
<div class="d-btn d-btn-right" id="btnRight">→</div>
</div>
</div>
</div>
<script>
// 游戏配置
const GRID_SIZE = 20; // 20x20 网格
const TILE_SIZE = 20; // 每个格子 20px (Canvas 400x400)
const GAME_SPEED = 120; // 刷新速度 (ms)
// DOM 元素
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const scoreEl = document.getElementById('score');
const highScoreEl = document.getElementById('highScore');
const modal = document.getElementById('menuModal');
const modalTitle = document.getElementById('modalTitle');
const modalMsg = document.getElementById('modalMsg');
const finalScoreDisplay = document.getElementById('finalScoreDisplay');
const startBtn = document.getElementById('startBtn');
const pausedOverlay = document.getElementById('pausedOverlay');
// 状态变量
let snake = [];
let food = {};
let direction = { x: 0, y: 0 }; // 当前移动方向
let nextDirection = { x: 0, y: 0 }; // 下一步的缓冲方向(防止一帧内多次按键导致自杀)
let score = 0;
let highScore = localStorage.getItem('snakeHighScore') || 0;
let gameLoop;
let isPaused = false;
let isGameOver = true;
// 初始化显示最高分
highScoreEl.innerText = highScore;
// 初始化游戏
function initGame() {
snake = [{x: 10, y: 10}, {x: 10, y: 11}, {x: 10, y: 12}]; // 初始蛇长3,垂直排列
direction = { x: 0, y: -1 }; // 初始向上移动
nextDirection = { x: 0, y: -1 };
score = 0;
isPaused = false;
isGameOver = false;
scoreEl.innerText = score;
pausedOverlay.classList.remove('show');
// 生成第一个食物
placeFood();
// 隐藏菜单
modal.classList.remove('active');
// 启动循环
if (gameLoop) clearInterval(gameLoop);
gameLoop = setInterval(gameTick, GAME_SPEED);
}
// 游戏主循环
function gameTick() {
if (isPaused) return;
// 更新方向
direction = { ...nextDirection };
// 计算新的蛇头位置
const head = { x: snake[0].x + direction.x, y: snake[0].y + direction.y };
// 1. 检查碰撞: 撞墙
if (head.x < 0 || head.x >= GRID_SIZE || head.y < 0 || head.y >= GRID_SIZE) {
gameOver();
return;
}
// 2. 检查碰撞: 撞自己
for (let i = 0; i < snake.length; i++) {
if (head.x === snake[i].x && head.y === snake[i].y) {
gameOver();
return;
}
}
// 将新头加入蛇身数组前端
snake.unshift(head);
// 3. 检查吃食物
if (head.x === food.x && head.y === food.y) {
score += 10;
scoreEl.innerText = score;
// 如果有新纪录,保存
if (score > highScore) {
highScore = score;
localStorage.setItem('snakeHighScore', highScore);
highScoreEl.innerText = highScore;
}
placeFood();
// 吃食物不移除尾部 -> 蛇变长
} else {
// 没吃到,移除尾部 -> 保持长度移动
snake.pop();
}
// 渲染
draw();
}
// 生成食物位置 (确保不生成在蛇身上)
function placeFood() {
let validPosition = false;
while (!validPosition) {
food = {
x: Math.floor(Math.random() * GRID_SIZE),
y: Math.floor(Math.random() * GRID_SIZE)
};
// 简单检查:食物不能在蛇身上
validPosition = true;
for (let part of snake) {
if (part.x === food.x && part.y === food.y) {
validPosition = false;
break;
}
}
}
}
// 渲染函数
function draw() {
// 清空画布
ctx.fillStyle = '#1a1a1a'; // Grid color
ctx.fillRect(0, 0, canvas.width, canvas.height);
// 绘制食物
ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--food-color').trim();
// 使用发光效果
ctx.shadowBlur = 15;
ctx.shadowColor = ctx.fillStyle;
// 食物稍微小一点点,看起来可爱点
const padding = 2;
ctx.fillRect(food.x * TILE_SIZE + padding, food.y * TILE_SIZE + padding, TILE_SIZE - padding * 2, TILE_SIZE - padding * 2);
// 重置阴影以免影响蛇
ctx.shadowBlur = 0;
// 绘制蛇
ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--snake-color').trim();
// 蛇身
snake.forEach((part, index) => {
// 头部颜色稍微亮一点
if (index === 0) {
ctx.shadowBlur = 10;
ctx.shadowColor = ctx.fillStyle;
ctx.fillStyle = '#ccffee'; // Head color
} else {
ctx.shadowBlur = 0;
ctx.fillStyle = getComputedStyle(document.documentElement).getPropertyValue('--snake-color').trim();
}
ctx.fillRect(part.x * TILE_SIZE, part.y * TILE_SIZE, TILE_SIZE - 1, TILE_SIZE - 1);
// 为了消除缝隙,可以画一点点覆盖线
ctx.fillStyle = 'rgba(0,0,0,0.3)';
ctx.fillRect(part.x * TILE_SIZE, part.y * TILE_SIZE + TILE_SIZE - 1, TILE_SIZE, 1); // Bottom border
ctx.fillRect(part.x * TILE_SIZE + TILE_SIZE - 1, part.y * TILE_SIZE, 1, TILE_SIZE); // Right border
});
}
// 游戏结束处理
function gameOver() {
isGameOver = true;
clearInterval(gameLoop);
modalTitle.innerText = "游戏结束!";
modalMsg.innerText = "再试一次?";
finalScoreDisplay.style.display = 'block';
finalScoreDisplay.innerText = `最终得分: ${score}`;
startBtn.innerText = "重新开始";
modal.classList.add('active');
}
// 暂停/继续
function togglePause() {
if (isGameOver) return;
if (isPaused) {
isPaused = false;
pausedOverlay.classList.remove('show');
} else {
isPaused = true;
pausedOverlay.classList.add('show');
}
}
// 输入处理
function handleInput(key) {
// 防止反向自杀 (例如:当前向右,不能直接按左)
// 只有当按键与当前方向相反且不是同轴时才允许(或者直接禁止反向)
// 0: UP, 1: DOWN, 2: LEFT, 3: RIGHT (Logic mapping)
// direction vector {x, y}
const goingUp = direction.y === -1;
const goingDown = direction.y === 1;
const goingLeft = direction.x === -1;
const goingRight = direction.x === 1;
switch(key) {
case 'ArrowUp':
case 'w':
case 'W':
if (!goingUp) nextDirection = { x: 0, y: -1 };
break;
case 'ArrowDown':
case 's':
case 'S':
if (!goingDown) nextDirection = { x: 0, y: 1 };
break;
case 'ArrowLeft':
case 'a':
case 'A':
if (!goingLeft) nextDirection = { x: -1, y: 0 };
break;
case 'ArrowRight':
case 'd':
case 'D':
if (!goingRight) nextDirection = { x: 1, y: 0 };
break;
case 'Space':
togglePause();
break;
}
}
// 事件监听
document.addEventListener('keydown', (e) => {
if (isGameOver && e.key === 'Enter') {
initGame();
return;
}
// 防止按方向键滚动页面
if(["ArrowUp","ArrowDown","ArrowLeft","ArrowRight"].indexOf(e.key) > -1) {
e.preventDefault();
}
handleInput(e.key);
});
// 按钮点击监听 (开始/重启)
startBtn.addEventListener('click', () => {
initGame();
});
// 虚拟按键绑定
document.getElementById('btnUp').addEventListener('mousedown', () => handleInput('ArrowUp'));
document.getElementById('btnDown').addEventListener('mousedown', () => handleInput('ArrowDown'));
document.getElementById('btnLeft').addEventListener('mousedown', () => handleInput('ArrowLeft'));
document.getElementById('btnRight').addEventListener('mousedown', () => handleInput('ArrowRight'));
// 触摸支持 (简单的触摸滑动支持,作为额外增强)
let touchStartX = 0;
let touchStartY = 0;
document.body.addEventListener('touchstart', (e) => {
touchStartX = e.touches[0].clientX;
touchStartY = e.touches[0].clientY;
}, {passive: false});
document.body.addEventListener('touchmove', (e) => {
e.preventDefault(); // 防止滚动
}, {passive: false});
document.body.addEventListener('touchend', (e) => {
if (isPaused || isGameOver) return;
let touchEndX = e.changedTouches[0].clientX;
let touchEndY = e.changedTouches[0].clientY;
let diffX = touchEndX - touchStartX;
let diffY = touchEndY - touchStartY;
if (Math.abs(diffX) > Math.abs(diffY)) {
// Horizontal
if (Math.abs(diffX) > 30) { // threshold
if (diffX > 0) handleInput('ArrowRight');
else handleInput('ArrowLeft');
}
} else {
// Vertical
if (Math.abs(diffY) > 30) {
if (diffY > 0) handleInput('ArrowDown');
else handleInput('ArrowUp');
}
}
});
// 初始画面渲染(静态)
ctx.fillStyle = '#1a1a1a';
ctx.fillRect(0,0,400,400);
ctx.fillStyle = '#00ff88';
ctx.fillRect(100,100,20,20); // Draw a dummy snake
</script>
</body>
</html>
[ Prompt: 5.6 t/s | Generation: 3.4 t/s ]
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