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

布局+样式部分代码 :

<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 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>

js部分代码:

<script>

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 = '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 = '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>

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