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這篇文章主要講解了原生JS+Canvas實現(xiàn)五子棋游戲的代碼詳解,內(nèi)容清晰明了,對此有興趣的小伙伴可以學習一下,相信大家閱讀完之后會有幫助。
<!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> <h4 id="result-wrap">--益智五子棋--</h4> <canvas id="chess" width="450px" height="450px"></canvas> <div class="btn-wrap"> <div id='restart' class="restart"> <span>重新開始</span> </div> <div id='goback' class="goback unable"> <span>悔棋</span> </div> <div id='return' class="return unable"> <span>撤銷悔棋</span> </div> </div> <script type="text/javascript" charset="utf-8"> var over = false; var me = true; //我 var _nowi = 0, _nowj = 0; //記錄自己下棋的坐標 var _compi = 0, _compj = 0; //記錄計算機當前下棋的坐標 var _myWin = [], _compWin = []; //記錄我,計算機贏的情況 var backAble = false, returnAble = false; var resultTxt = document.getElementById('result-wrap'); var chressBord = [];//棋盤 for(var i = 0; i < 15; i++){ chressBord[i] = []; for(var j = 0; j < 15; j++){ chressBord[i][j] = 0; } } //贏法的統(tǒng)計數(shù)組 var myWin = []; var computerWin = []; //贏法數(shù)組 var wins = []; for(var i = 0; i < 15; i++){ wins[i] = []; for(var j = 0; j < 15; j++){ wins[i][j] = []; } } var count = 0; //贏法總數(shù) //橫線贏法 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++; } } //豎線贏法 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++; } } //正斜線贏法 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++; } } //反斜線贏法 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'; //邊框顏色 var backbtn = document.getElementById("goback"); var returnbtn = document.getElementById("return"); window.onload = function(){ drawChessBoard(); // 畫棋盤 } 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|$)" )," " ); var x = e.offsetX; var y = e.offsetY; var i = Math.floor(x / 30); var j = Math.floor(y / 30); _nowi = i; _nowj = j; if(chressBord[i][j] == 0){ oneStep(i,j,me); chressBord[i][j] = 1; //我,已占位置 for(var k = 0; k < count; k++){ // 將可能贏的情況都加1 if(wins[i][j][k]){ // debugger; myWin[k]++; _compWin[k] = computerWin[k]; computerWin[k] = 6;//這個位置對方不可能贏了 if(myWin[k] == 5){ // window.alert('你贏了'); resultTxt.innerHTML = '恭喜,你贏了!'; over = true; } } } if(!over){ me = !me; computerAI(); } } } // 悔棋 backbtn.onclick = function(e){ if(!backAble) { return;} over = false; me = true; // resultTxt.innerHTML = 'o(╯□╰)o,悔棋中'; // 撤銷悔棋功能可用 returnbtn.className = returnbtn.className.replace( new RegExp( "(\\s|^)unable(\\s|$)" )," " ); // 我,悔棋 chressBord[_nowi][_nowj] = 0; //我,已占位置 還原 minusStep(_nowi, _nowj); //銷毀棋子 for(var k = 0; k < count; k++){ // 將可能贏的情況都減1 if(wins[_nowi][_nowj][k]){ myWin[k]--; computerWin[k] = _compWin[k];//這個位置對方可能贏 } } // 計算機相應的悔棋 chressBord[_compi][_compj] = 0; //計算機,已占位置 還原 minusStep(_compi, _compj); //銷毀棋子 for(var k = 0; k < count; k++){ // 將可能贏的情況都減1 if(wins[_compi][_compj][k]){ computerWin[k]--; myWin[k] = _myWin[i];//這個位置對方可能贏 } } resultTxt.innerHTML = '--益智五子棋--'; returnAble = true; backAble = false; } // 撤銷悔棋 returnbtn.onclick = function(e){ if(!returnAble) { return; } // 我,撤銷悔棋 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;//這個位置對方不可能贏 } if(myWin[k] == 5){ resultTxt.innerHTML = '恭喜,你贏了!'; over = true; } } // 計算機撤銷相應的悔棋 chressBord[_compi][_compj] = 2; //計算機,已占位置 oneStep(_compi,_compj,false); for(var k = 0; k < count; k++){ // 將可能贏的情況都減1 if(wins[_compi][_compj][k]){ computerWin[k]++; _myWin[k] = myWin[k]; myWin[k] = 6;//這個位置對方不可能贏 } if(computerWin[k] == 5){ resultTxt.innerHTML = 'o(╯□╰)o,計算機贏了,繼續(xù)加油哦!'; over = true; } } returnbtn.className += ' '+ 'unable'; returnAble = false; backAble = true; } // 計算機下棋 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; //計算機占據(jù)位置 for(var k = 0; k < count; k++){ if(wins[u][v][k]){ computerWin[k]++; _myWin[k] = myWin[k]; myWin[k] = 6;//這個位置對方不可能贏了 if(computerWin[k] == 5){ resultTxt.innerHTML = 'o(╯□╰)o,計算機贏了,繼續(xù)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'; } } //繪畫棋盤 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(); } } //畫棋子 var oneStep = function(i,j,me) { context.beginPath(); context.arc(15 + i * 30, 15 + j * 30, 13, 0, 2 * Math.PI);// 畫圓 context.closePath(); //漸變 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(); } //銷毀棋子 var minusStep = function(i,j) { //擦除該圓 context.clearRect((i) * 30, (j) * 30, 30, 30); // 重畫該圓周圍的格子 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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