JS+Canvas實現五子棋游戲
本文實例為大家分享了JS+Canvas實現五子棋游戲的具體代碼,供大家參考,具體內容如下
布局+樣式部分代碼 :
<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> <h3 id='result-wrap'>--五子棋--</h3> <canvas 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>
js部分代碼:
<script> 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; } } //贏法的統計數組 var myWin = []; var computerWin = []; //贏法數組 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 //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 = ’計算機贏了,繼續加油哦!’; 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 = ’計算機贏了,繼續加油哦!’; 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>
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