// 创建事件
var x = room_width / 2;
var y = room_height / 2;
var spd = 1;
var xspd = -1;
var yspd = 0;
var game_rate = 15;
var dir = 0; // 方向(0:左,1:右,2:上,3:下)
var last_x;
var last_y;
var prev_x;
var prev_y;
var tail = [];
var index = 0;
// 重复事件
repeat(10) {
tail.push(-1);
}
// 相关步骤事件(蛇)
if (global.game_speed <= 0) {
global.game_speed = game_rate;
switch (dir) {
case 0: // 左
x -= 1;
xspd = -1;
yspd = 0;
break;
case 1: // 右
x += 1;
xspd = 1;
yspd = 0;
break;
case 2: // 上
y -= 1;
yspd = -1;
xspd = 0;
break;
case 3: // 下
y += 1;
yspd = 1;
xspd = 0;
break;
default:
break;
}
// 创建蛇身
for (var i = 1; i < global.length; i++) {
var tailInstance = instance_create_depth(last_x, last_y, 0, oTail);
tail[i] = tailInstance;
}
// 删除蛇身
for (var j = 0; j < global.length; j++) {
if (instance_exists(tail[j])) {
instance_destroy(tail[j]);
}
}
}
// 食物和游戏速度
global.game_speed -= spd;
if (place_meeting(x, y, oFood)) {
global.food++;
global.length++;
spd += 0.1;
instance_destroy(oFood);
}
last_x = x;
last_y = y;
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