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原生JS+Canvas实现五子棋游戏

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

<!DOCTYPE html> 
<html> 
 <head> 
  <meta charset="utf-8" /> 
  <title>五子棋</title> 
  <style type='text/css'> 
   canvas { 
    display: block; 
    margin: 50px auto; 
    box-shadow: -2px -2px 2px #efefef, 5px 5px 5px #b9b9b9; 
    cursor: pointer; 
   } 
   .btn-wrap { 
    display: flex; 
    flex-direction: row; 
    justify-content:center; 
   } 
   .btn-wrap div { 
    margin: 0 10px; 
   } 
   div>span { 
    display: inline-block; 
    padding: 10px 20px; 
    color: #fff; 
    background-color: #EE82EE; 
    border-radius: 5px; 
    cursor: pointer; 
   } 
   div.unable span { 
    background: #D6D6D4; 
    color: #adacaa; 
   } 
   #result-wrap {text-align: center;} 
  </style> 
 </head> 
 <body> 
  <h3 id="result-wrap">--益智五子棋--</h3> 
  <canvas id="chess" width="450px" height="450px"></canvas> 
  <div class="btn-wrap"> 
   <div id='restart' class="restart"> 
    <span>重新开始</span> 
   </div> 
   <div id='goback' class="goback unable"> 
    <span>悔棋</span> 
   </div> 
   <div id='return' class="return unable"> 
    <span>撤销悔棋</span> 
   </div> 
  </div> 
  <script type="text/javascript" charset="utf-8"> 
   var over = false; 
   var me = true; //我 
   var _nowi = 0, _nowj = 0; //记录自己下棋的坐标 
   var _compi = 0, _compj = 0; //记录计算机当前下棋的坐标 
   var _myWin = [], _compWin = []; //记录我,计算机赢的情况 
   var backAble = false, returnAble = false; 
   var resultTxt = document.getElementById('result-wrap'); 
   var chressBord = [];//棋盘 
   for(var i = 0; i < 15; i++){ 
    chressBord[i] = []; 
    for(var j = 0; j < 15; j++){ 
     chressBord[i][j] = 0; 
    } 
   } 
   //赢法的统计数组 
   var myWin = []; 
   var computerWin = []; 
   //赢法数组 
   var wins = []; 
   for(var i = 0; i < 15; i++){ 
    wins[i] = []; 
    for(var j = 0; j < 15; j++){ 
     wins[i][j] = []; 
    } 
   } 
   var count = 0; //赢法总数 
   //横线赢法 
   for(var i = 0; i < 15; i++){ 
    for(var j = 0; j < 11; j++){ 
     for(var k = 0; k < 5; k++){ 
      wins[i][j+k][count] = true; 
     } 
     count++; 
    } 
   } 
   //竖线赢法 
   for(var i = 0; i < 15; i++){ 
    for(var j = 0; j < 11; j++){ 
     for(var k = 0; k < 5; k++){ 
      wins[j+k][i][count] = true; 
     } 
     count++; 
    } 
   } 
   //正斜线赢法 
   for(var i = 0; i < 11; i++){ 
    for(var j = 0; j < 11; j++){ 
     for(var k = 0; k < 5; k++){ 
      wins[i+k][j+k][count] = true; 
     } 
     count++; 
    } 
   } 
   //反斜线赢法 
   for(var i = 0; i < 11; i++){ 
    for(var j = 14; j > 3; j--){ 
     for(var k = 0; k < 5; k++){ 
      wins[i+k][j-k][count] = true; 
     } 
     count++; 
    } 
   } 
   // debugger; 
   for(var i = 0; i < count; i++){ 
    myWin[i] = 0; 
    _myWin[i] = 0; 
    computerWin[i] = 0; 
    _compWin[i] = 0; 
   } 
   var chess = document.getElementById("chess"); 
   var context = chess.getContext('2d'); 
   context.strokeStyle = '#bfbfbf'; //边框颜色 
   var backbtn = document.getElementById("goback"); 
   var returnbtn = document.getElementById("return"); 
   window.onload = function(){ 
    drawChessBoard(); // 画棋盘 
   } 
   document.getElementById("restart").onclick = function(){ 
    window.location.reload(); 
   } 
   // 我,下棋 
   chess.onclick = function(e){ 
    if(over){ 
     return; 
    } 
    if(!me){ 
     return; 
    } 
    // 悔棋功能可用 
    backbtn.className = backbtn.className.replace( new RegExp( "(\\s|^)unable(\\s|$)" )," " ); 
    var x = e.offsetX; 
    var y = e.offsetY; 
    var i = Math.floor(x / 30); 
    var j = Math.floor(y / 30); 
    _nowi = i; 
    _nowj = j; 
    if(chressBord[i][j] == 0){ 
     oneStep(i,j,me); 
     chressBord[i][j] = 1; //我,已占位置   
         
     for(var k = 0; k < count; k++){ // 将可能赢的情况都加1 
      if(wins[i][j][k]){ 
       // debugger; 
       myWin[k]++; 
       _compWin[k] = computerWin[k]; 
       computerWin[k] = 6;//这个位置对方不可能赢了 
       if(myWin[k] == 5){ 
        // window.alert('你赢了'); 
        resultTxt.innerHTML = '恭喜,你赢了!'; 
        over = true; 
       } 
      } 
     } 
     if(!over){ 
      me = !me; 
      computerAI(); 
     } 
    }   
   } 
   // 悔棋 
   backbtn.onclick = function(e){ 
    if(!backAble) { return;} 
    over = false; 
    me = true; 
    // resultTxt.innerHTML = 'o(╯□╰)o,悔棋中'; 
    // 撤销悔棋功能可用 
    returnbtn.className = returnbtn.className.replace( new RegExp( "(\\s|^)unable(\\s|$)" )," " ); 
    // 我,悔棋 
    chressBord[_nowi][_nowj] = 0; //我,已占位置 还原 
    minusStep(_nowi, _nowj); //销毁棋子         
    for(var k = 0; k < count; k++){ // 将可能赢的情况都减1 
     if(wins[_nowi][_nowj][k]){ 
      myWin[k]--; 
      computerWin[k] = _compWin[k];//这个位置对方可能赢 
     } 
    } 
    // 计算机相应的悔棋 
    chressBord[_compi][_compj] = 0; //计算机,已占位置 还原 
    minusStep(_compi, _compj); //销毁棋子         
    for(var k = 0; k < count; k++){ // 将可能赢的情况都减1 
     if(wins[_compi][_compj][k]){ 
      computerWin[k]--; 
      myWin[k] = _myWin[i];//这个位置对方可能赢 
     } 
    } 
    resultTxt.innerHTML = '--益智五子棋--'; 
    returnAble = true; 
    backAble = false; 
   } 
   // 撤销悔棋 
   returnbtn.onclick = function(e){ 
    if(!returnAble) { return; } 
     // 我,撤销悔棋 
    chressBord[_nowi][_nowj] = 1; //我,已占位置 
    oneStep(_nowi,_nowj,me);        
    for(var k = 0; k < count; k++){ 
     if(wins[_nowi][_nowj][k]){ 
      myWin[k]++; 
      _compWin[k] = computerWin[k]; 
      computerWin[k] = 6;//这个位置对方不可能赢 
     } 
     if(myWin[k] == 5){ 
      resultTxt.innerHTML = '恭喜,你赢了!'; 
      over = true; 
     } 
    } 
    // 计算机撤销相应的悔棋 
    chressBord[_compi][_compj] = 2; //计算机,已占位置  
    oneStep(_compi,_compj,false);         
    for(var k = 0; k < count; k++){ // 将可能赢的情况都减1 
     if(wins[_compi][_compj][k]){ 
      computerWin[k]++; 
      _myWin[k] = myWin[k]; 
      myWin[k] = 6;//这个位置对方不可能赢 
     } 
     if(computerWin[k] == 5){ 
      resultTxt.innerHTML = 'o(╯□╰)o,计算机赢了,继续加油哦!'; 
      over = true; 
     } 
    } 
    returnbtn.className += ' '+ 'unable'; 
    returnAble = false; 
    backAble = true; 
   } 
   // 计算机下棋 
   var computerAI = function (){ 
    var myScore = []; 
    var computerScore = []; 
    var max = 0; 
    var u = 0, v = 0; 
    for(var i = 0; i < 15; i++){ 
     myScore[i] = []; 
     computerScore[i] = []; 
     for(var j = 0; j < 15; j++){ 
      myScore[i][j] = 0; 
      computerScore[i][j] = 0; 
     } 
    } 
    for(var i = 0; i < 15; i++){ 
     for(var j = 0; j < 15; j++){ 
      if(chressBord[i][j] == 0){ 
       for(var k = 0; k < count; k++){ 
        if(wins[i][j][k]){ 
         if(myWin[k] == 1){ 
          myScore[i][j] += 200; 
         }else if(myWin[k] == 2){ 
          myScore[i][j] += 400; 
         }else if(myWin[k] == 3){ 
          myScore[i][j] += 2000; 
         }else if(myWin[k] == 4){ 
          myScore[i][j] += 10000; 
         } 
          
         if(computerWin[k] == 1){ 
          computerScore[i][j] += 220; 
         }else if(computerWin[k] == 2){ 
          computerScore[i][j] += 420; 
         }else if(computerWin[k] == 3){ 
          computerScore[i][j] += 2100; 
         }else if(computerWin[k] == 4){ 
          computerScore[i][j] += 20000; 
         }       
        } 
       } 
        
       if(myScore[i][j] > max){ 
        max = myScore[i][j]; 
        u = i; 
        v = j; 
       }else if(myScore[i][j] == max){ 
        if(computerScore[i][j] > computerScore[u][v]){ 
         u = i; 
         v = j;  
        } 
       } 
        
       if(computerScore[i][j] > max){ 
        max = computerScore[i][j]; 
        u = i; 
        v = j; 
       }else if(computerScore[i][j] == max){ 
        if(myScore[i][j] > myScore[u][v]){ 
         u = i; 
         v = j;  
        } 
       } 
        
      } 
     } 
    } 
    _compi = u; 
    _compj = v; 
    oneStep(u,v,false); 
    chressBord[u][v] = 2; //计算机占据位置 
    for(var k = 0; k < count; k++){ 
     if(wins[u][v][k]){ 
      computerWin[k]++; 
      _myWin[k] = myWin[k]; 
      myWin[k] = 6;//这个位置对方不可能赢了 
      if(computerWin[k] == 5){ 
       resultTxt.innerHTML = 'o(╯□╰)o,计算机赢了,继续加油哦!'; 
       over = true; 
      } 
     } 
    } 
    if(!over){ 
     me = !me; 
    } 
    backAble = true; 
    returnAble = false; 
    var hasClass = new RegExp('unable').test(' ' + returnbtn.className + ' '); 
    if(!hasClass) { 
     returnbtn.className += ' ' + 'unable'; 
    } 
   } 
   //绘画棋盘 
   var drawChessBoard = function() { 
    for(var i = 0; i < 15; i++){ 
     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(); 
    } 
   } 
   //画棋子 
   var oneStep = function(i,j,me) { 
    context.beginPath(); 
    context.arc(15 + i * 30, 15 + j * 30, 13, 0, 2 * Math.PI);// 画圆 
    context.closePath(); 
    //渐变 
    var gradient = context.createRadialGradient(15 + i * 30 + 2, 15 + j * 30 - 2, 13, 15 + i * 30 + 2, 15 + j * 30 - 2, 0); 
    if(me){ 
     gradient.addColorStop(0,'#0a0a0a'); 
     gradient.addColorStop(1,'#636766'); 
    }else{ 
     gradient.addColorStop(0,'#d1d1d1'); 
     gradient.addColorStop(1,'#f9f9f9'); 
    } 
    context.fillStyle = gradient; 
    context.fill(); 
   } 
   //销毁棋子 
   var minusStep = function(i,j) { 
    //擦除该圆 
    context.clearRect((i) * 30, (j) * 30, 30, 30); 
    // 重画该圆周围的格子 
    context.beginPath(); 
    context.moveTo(15+i*30 , j*30); 
    context.lineTo(15+i*30 , j*30 + 30); 
    context.moveTo(i*30, j*30+15); 
    context.lineTo((i+1)*30 , j*30+15); 
  
    context.stroke(); 
   } 
  </script> 
 </body> 
</html>

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