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vue实现五子棋游戏

假装是个web狗 人气:0

本文实例为大家分享了vue实现五子棋游戏的具体代码,供大家参考,具体内容如下

思路

1.vue实现五子棋

空棋盘开局。

画网格:网格有 15 行 15 列,共有 225 个交叉点
黑先、白后,交替下子,每次只能下一子
胜负判定
按照简单的规则,从当前下子点位的方向判断()。如果有一个方向满足连续5个黑子或白子,游戏结束。

2.支持dom和canvas切换

判断浏览器是否支持canvas:

false: 不支持 切换dom方式
true:  支持 使用canvas

3.实现悔棋功能

4.实现撤销悔棋

例子:

为了简便,我就把所有写在一起了,按理来说是要分文件写的;

GitHub IO:链接

<!DOCTYPE html>
<html>
 <head>
 <meta charset="utf-8">
 <title>简易五子棋</title>
 <script src="https://cdn.jsdelivr.net/npm/vue@2.6.11"></script>
 <style>
 body {
 margin: 0;
 padding: 0;
 }
 #app{
 padding-left: 30%;
 width: 500px;
 }
 .h2Title{
 text-align: center;
 }
 #app h3{
 color: red;
 }
 .Fbuttons{
 margin-bottom: 1rem;
 }
 .main{
 background-color: bisque;
 width: 30rem;
 }
 .restart,.regret,.undo{
 background: bisque;
 padding: 6px 10px;
 border-radius: 6px;
 font-size: 12px;
 cursor: pointer;
 }
 #chess {
 position: relative;
 width: 440px;
 height: 450px;
 padding-left: 30px;
 padding-top: 30px;
 background-color: bisque; 
 }
 
 #chess .squre { 
 width: 28px;
 height: 28px;
 border: 1px solid #666;
 float: left;
 }
 
 #box01 .squre:hover {
 background-color: pink;
 }
 
 #box01 { 
 position: absolute;
 margin: 0 auto;
 width: 450px;
 height: 450px;
 top: 15px;
 left: 15px;
 }
 
 #box01 .qz {
 /* width: 28px;
 height: 28px; */
 width: 30px;
 height: 30px;
 border: 0px solid #C7C7C7;
 float: left;
 border-radius: 50%;
 /* margin: 1px; */
 }
 
 #box01 .qz:hover {
 background-color: pink;
 }
 .toggle{
 float: right;
 }
 
 </style>
 </head>
 <body>
 <div id="app">
 <h2 class="h2Title">五子棋</h2>
 <h3>{{victory}}</h3>
 <div class="Fbuttons">
 <input type="button" value="重新开始" class="restart" @click="restartInit()" />
 <input type="button" value="悔棋" class="regret" @click="regret()" />
 <input type="button" value="撤销悔棋" class="undo" @click="undo()" />
 <input type="button" :value="toggle?'切换dom':'切换canvas'" class="toggle" @click="toggleF()" />
 </div>
 <div class="main">
 <canvas v-show="toggle" id="myCanvas" ref="canvas" width="480" height="480">当前浏览器不支持Canvas</canvas>
 <div v-show="!toggle" id="chess" ref="chessBox">
 <!-- <div id="box01"></div>
 <div id="box02"></div> -->
 </div>
 </div>

 </div>
 <!-- -->
 <script>
 var app = new Vue({
 el: "#app",
 data: {
 pieceMapArr: [], //记录棋盘落子情况
 pieceColor: ["black", "white"], //棋子颜色
 step: 0, //记录当前步数
 checkMode: [ //输赢检查方向模式
 [1, 0], //水平
 [0, 1], //竖直
 [1, 1], //左斜线
 [1, -1], //右斜线
 ],
 flag: false,
 victory: '',
 history: [], //历史记录位置
 historyVal: [], //历史记录不被删除数组
 stepHistory: 0,
 domPiece:[], //
 toggle: true //true为canvas,false为dom
 },
 mounted(){
 const myCanvas = document.getElementById("myCanvas");
 if (!myCanvas.getContext) {
 alert("当前浏览器不支持Canvas.");
 this.toggle = false;
 this.drawpieceBoardDom();
 } else {
 console.log("当前浏览器支持Canvas", this.toggle)
 this.drawpieceBoard();
 const canvas = this.$refs.canvas;
 // 添加点击监听事件 
 canvas.addEventListener("click", e => {
 if (this.flag) {
 alert("游戏结束,请重新开始~");
 return;
 }
 //判断点击范围是否越出棋盘
 if (e.offsetX < 25 || e.offsetX > 450 || e.offsetY < 25 || e.offsetY > 450) {
 return;
 }
 let dx = Math.floor((e.offsetX + 15) / 30) * 30;
 let dy = Math.floor((e.offsetY + 15) / 30) * 30;
 console.log('this.pieceMapArr 数组', this.pieceMapArr)
 if (this.pieceMapArr[dx / 30 - 1][dy / 30 - 1] == 0) {
 console.log('落下棋子', dx, dy, this.pieceColor[this.step % 2])
 this.drawPiece(dx, dy, this.pieceColor[this.step % 2]); //落下棋子
 this.pieceMapArr[dx / 30 - 1][dy / 30 - 1] = this.pieceColor[this.step % 2];

 //历史记录位置
 this.history.length = this.step;
 this.history.push({
  dx,
  dy,
  color: this.pieceColor[this.step % 2]
 });
 this.historyVal.push({
  dx,
  dy,
  color: this.pieceColor[this.step % 2]
 });
 this.stepHistory++
 console.log('this.history', this.history);
 //检查当前玩家是否赢了游戏
 for (var i = 0; i < 4; i++) {
  this.checkWin(dx / 30 - 1, dy / 30 - 1, this.pieceColor[this.step % 2], this.checkMode[i]);
 }
 this.step++;
 } else {
 alert("不能落在有棋子的地方!");
 }
 });


 }
 },
 methods: {
 toggleF() {
 this.toggle = !this.toggle;
 if (!this.toggle) {
 // console.log("当前---------------1")
 // let elem = document.getElementById('box01');
 // if (elem !== null) {
 // elem.parentNode.removeChild(elem);
 // let elem02 = document.getElementById('box02');
 // elem02.parentNode.removeChild(elem02);
 // }
 // this.drawpieceBoardDom();
 this.restartInit()
 } else {
 this.restartInit()
 // this.drawpieceBoard();
 }
 },
 //初始化棋盘数组
 pieceArr() {
 for (let i = 0; i < 15; i++) {
 this.pieceMapArr[i] = [];
 for (let j = 0; j < 15; j++) {
 this.pieceMapArr[i][j] = 0;
 }
 }
 },
 //重新开始
 restartInit() {
 if (!this.toggle) {
 // console.log("-----dom-------")
 var elem = document.querySelector('#box01');
 // console.log("elem",elem)
 if (elem != null ) {
 elem.parentNode.removeChild(elem);
 let elem02 = document.querySelector('#box02');
 elem02.parentNode.removeChild(elem02);
 }
 this.drawpieceBoardDom();
 this.flag = false;
 this.step = 0;
 this.stepHistory = 0;
 this.historyVal = [];
 this.history = [];
 } else {
 //重画
 this.repaint();
 // 绘制棋盘
 this.drawpieceBoard();
 this.flag = false;
 this.step = 0;
 this.stepHistory = 0;
 this.historyVal = [];
 this.history = [];
 }
 },
 //---------canvas----------
 // 绘制棋盘
 drawpieceBoard() {
 //初始化棋盘数组
 this.pieceArr();
 //canvas 绘制
 let canvas = this.$refs.canvas
 // 调用canvas元素的getContext 方法访问获取2d渲染的上下文
 let context = canvas.getContext("2d");
 context.strokeStyle = '#666'
 for (let i = 0; i < 15; i++) {
 //落在方格(canvas 的宽高是450)
 // context.moveTo(15 + i * 30, 15)
 // context.lineTo(15 + i * 30, 435)
 // context.stroke()
 // context.moveTo(15, 15 + i * 30)
 // context.lineTo(435, 15 + i * 30)
 // context.stroke()
 //落在交叉点(480)
 context.beginPath();
 context.moveTo((i + 1) * 30, 30);
 context.lineTo((i + 1) * 30, canvas.height - 30);
 context.closePath();
 context.stroke();
 context.beginPath();
 context.moveTo(30, (i + 1) * 30);
 context.lineTo(canvas.width - 30, (i + 1) * 30);
 context.closePath();
 context.stroke();
 }
 },
 //绘制棋子
 drawPiece(x, y, color) {
 let canvas = this.$refs.canvas
 let context = canvas.getContext("2d");
 context.beginPath(); //开始一条路径或重置当前的路径
 context.arc(x, y, 15, 0, Math.PI * 2, false);
 context.closePath();
 context.fillStyle = color;
 context.fill();
 },
 //胜负判断函数
 checkWin(x, y, color, mode) {
 let count = 1; //记录
 for (let i = 1; i < 5; i++) {
 if (this.pieceMapArr[x + i * mode[0]]) {
 if (this.pieceMapArr[x + i * mode[0]][y + i * mode[1]] == color) {
  count++;
 } else {
  break;
 }
 }
 }
 for (let j = 1; j < 5; j++) {
 if (this.pieceMapArr[x - j * mode[0]]) {
 if (this.pieceMapArr[x - j * mode[0]][y - j * mode[1]] == color) {
  count++;
 } else {
  break;
 }
 }
 }
 // console.log('胜负判断函数', count)
 // console.log('color', color)
 if (count >= 5) {
 if (color == 'black') {
 this.victory = "黑子棋方胜利!";
 } else {
 this.victory = "白子棋方胜利!";
 }
 // 游戏结束
 // console.log('游戏结束')
 this.flag = true;
 }
 },
 //重画函数
 repaint() {
 //重画
 let canvas = this.$refs.canvas;
 let context = canvas.getContext("2d");
 context.fillStyle = "bisque";
 context.fillRect(0, 0, canvas.width, canvas.height);
 context.beginPath();
 context.closePath();
 },

 //悔棋: 
 // canvas 创建一个二维数组,下棋或者悔棋都操作这个数组。操作完数据,把画布全清,重新用数据画一个棋盘。
 // dom 二维数组删除数组最后一项, 先清空棋子的填充颜色,在渲染上颜色
 regret() {
 if (!this.toggle) {
 // console.log("-----dom------this.domPiece",this.domPiece)
 if (this.history.length && !this.flag) {
 this.history.pop(); //删除数组最后一项 
 console.log("-----dom------this.history", this.history)
 //重画
 this.pieceArr();
 // let elem = document.getElementById('box01');
 // if (elem !== null) {
 // elem.parentNode.removeChild(elem);
 // let elem02 = document.getElementById('box02');
 // elem02.parentNode.removeChild(elem02);
 // } //这个太耗性能了
 // this.drawpieceBoardDom();
 // 清空棋子的填充颜色
 this.domPiece.forEach(e => { 
  e.forEach(qz => {
  qz.style.backgroundColor = '';
  })  
 });
 // 渲染棋子颜色
 this.history.forEach(e => {
  this.domPiece[e.m][e.n].style.backgroundColor = e.color
  this.pieceMapArr[e.m][e.n] = e.color;
 });
 this.step--
 } else {
 alert("已经不能悔棋了~")
 }

 } else {
 if (this.history.length && !this.flag) {
 this.history.pop(); //删除数组最后一项 
 //重画
 this.repaint();
 // 绘制棋盘
 this.drawpieceBoard();
 //绘制棋子
 this.history.forEach(e => {
  this.drawPiece(e.dx, e.dy, e.color)
  this.pieceMapArr[e.dx / 30 - 1][e.dy / 30 - 1] = e.color;
 });
 this.step--
 } else {
 alert("已经不能悔棋了~")
 }
 }
 },
 //撤销悔棋 
 undo() {
 if (!this.toggle) {
 // console.log("-----dom------this.domPiece",this.domPiece)
 if ((this.historyVal.length > this.history.length) && !this.flag) {
 this.history.push(this.historyVal[this.step])
 console.log("-----dom------this.history", this.history)
 // 清空棋子的填充颜色
 this.domPiece.forEach(e => { 
  e.forEach(qz => {
  qz.style.backgroundColor = '';
  })  
 });
 // 渲染棋子颜色
 this.history.forEach(e => {
  this.domPiece[e.m][e.n].style.backgroundColor = e.color
  this.pieceMapArr[e.m][e.n] = e.color;
 });
 this.step++
 } else {
 alert("不能撤销悔棋了~")
 }
 
 } else {
 if ((this.historyVal.length > this.history.length) && !this.flag) {
 this.history.push(this.historyVal[this.step])
 //重画
 this.repaint();
 // 绘制棋盘
 this.drawpieceBoard();
 this.history.forEach(e => {
  this.drawPiece(e.dx, e.dy, e.color)
  this.pieceMapArr[e.dx / 30 - 1][e.dy / 30 - 1] = e.color;
 });
 this.step++
 } else {
 alert("不能撤销悔棋了~")
 }
 }
 },
 
 // -----------dom-----------
 drawpieceBoardDom() {
 // console.log("this", this)
 let that = this;
 //调用初始化棋盘数组函数
 that.pieceArr();
 //创建一个容器
 const box = document.querySelector("#chess");
 const box01 = document.createElement("div");
 box01.setAttribute("id", "box01");
 box.appendChild(box01);
 //画棋盘
 const chess01 = document.querySelector("#box01");
 const box02 = document.createElement("div");
 box02.setAttribute("id", "box02");
 box.appendChild(box02);
 let arr = new Array();
 for (let i = 0; i < 14; i++) {
 arr[i] = new Array();
 for (let j = 0; j < 14; j++) {
 arr[i][j] = document.createElement("div");
 arr[i][j].setAttribute("class", "squre");
 box02.appendChild(arr[i][j]);
 }
 }
 //画棋子
 let arr01 = this.domPiece; 
 for (let i = 0; i < 15; i++) {
 arr01[i] = new Array();
 for (let j = 0; j < 15; j++) {
 arr01[i][j] = document.createElement("div");
 arr01[i][j].setAttribute("class", "qz");
 chess01.appendChild(arr01[i][j]);
 }
 }
 // console.log("this.domPiece",this.domPiece)
 // 填充颜色和判断
 for (let m = 0; m < 15; m++) {
 for (let n = 0; n < 15; n++) {
 arr01[m][n].onclick = function() {
  //判断游戏是否结束
  if (!that.flag) {
  if (that.pieceMapArr[m][n] == 0) {
  //黑白交换下棋
  // console.log(this);
  // console.log('落下棋子', that.pieceColor[that.step % 2])
  //确保填充颜色正确进行了判断
  if (this.className == "qz" && that.step % 2 == 0 && this.style.backgroundColor == "") {
  //下棋填充黑颜色
  this.style.backgroundColor = that.pieceColor[that.step % 2];
  //写入棋盘数组
  that.pieceMapArr[m][n] = that.pieceColor[that.step % 2];
  //历史记录位置
  that.history.length = that.step;
  that.history.push({
  m,
  n,
  color: that.pieceColor[that.step % 2]
  });
  that.historyVal.push({
  m,
  n,
  color: that.pieceColor[that.step % 2]
  });
  that.stepHistory++
  console.log('this.history', that.history);
  } else if (this.className == "qz" && that.step % 2 != 0 && this.style.backgroundColor == "") {
  //下棋填充白颜色
  this.style.backgroundColor = that.pieceColor[that.step % 2];
  //写入棋盘数组
  that.pieceMapArr[m][n] = that.pieceColor[that.step % 2];
  //历史记录位置
  that.history.length = that.step;
  that.history.push({
  m,
  n,
  color: that.pieceColor[that.step % 2]
  });
  that.historyVal.push({
  m,
  n,
  color: that.pieceColor[that.step % 2]
  });
  that.stepHistory++
  console.log('this.history', that.history);
  }
  //检查当前是否赢了
  for (var i = 0; i < 4; i++) {
  that.checkWin(m, n, that.pieceColor[that.step % 2], that.checkMode[i]);
  }
  that.step++;
  // console.log('that.step', that.step);
  } else {
  alert("不能落在有棋子的地方!");
  return;
  }
  } else {
  // that.flag = true;
  alert("游戏结束,请重新开始~");
  return;
  }
 }
 }
 }
 
 },

 }
 });
 </script>
 </body>
</html>

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