共计 6257 个字符,预计需要花费 16 分钟才能阅读完成。
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>
正文完