蛇的控制逻辑,增长逻辑,碰撞检测改为后端实现 + 结果计分板实现
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@@ -7,10 +7,20 @@ export default {
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// 对手信息
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opponent_username: "",
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opponent_photo: "",
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// 地图信息(后端传入)
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game_map: null,
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rows: 0,
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cols: 0,
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inner_walls_count: 0,
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a_id: 0,
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a_sx: 0,
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a_sy: 0,
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b_id: 0,
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b_sx: 0,
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b_sy: 0,
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// 游戏全局
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game_object: null,
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loser:"none", // all, A, B 三种结果
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},
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getters: {},
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mutations: {
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@@ -33,7 +43,20 @@ export default {
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state.rows = game_data.rows;
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state.cols = game_data.cols;
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state.inner_walls_count = game_data.inner_walls_count;
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state.a_id = game_data.a_id;
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state.a_sx = game_data.a_sx;
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state.a_sy = game_data.a_sy;
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state.b_id = game_data.b_id;
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state.b_sx = game_data.b_sx;
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state.b_sy = game_data.b_sy;
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},
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updateGameObject(state, game_object){
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// 在 GameMap.vue 中使用
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state.game_object = game_object;
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},
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updateLoser(state,loser){
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state.loser = loser;
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}
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},
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actions: {},
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module: {},
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