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效果图:
代码:
直接随意粘贴到一个.html 文件中即可
<!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">--AI 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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