原生JS+Canvas实现五子棋游戏

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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