自己写的HTML5 Canvas + Javascript五子棋

Posted yinjing8435

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看到一些曾经只会灌水的网友,在学习了前端之后,已经能写出下载量几千几万的脚本、样式,帮助大众,成为受欢迎的人,感觉满羡慕的。我也想学会前端技术,变得受欢迎呀。于是心血来潮,开始学习前端知识,并写下了这个小练习。

基本思路是这样的:

  1. 使用Canvas绘制棋盘、棋子。
  2. 用二维数组保存棋盘状态。
  3. 设置一个flag,用以标识落子顺序。
  4. 点击时,在数组中检测当前点击位置是否存在棋子,若存在,则不落子;如游戏已结束,亦不落子。
  5. 落子时,更新数组,并将当前落子所在的行、列、左上-右下列、左下-右上列四个方向的棋盘状态写入到一维数组中,用以判断新落子是否形成了五子连珠。
  6. 若形成了五子连珠,提示胜利,并结束游戏;反之,则交换顺序,继续进行游戏。

  效果图:

  

 

代码如下:

  1 <!DOCTYPE html>
  2 <html lang="zh-CN">
  3 <meta charset="utf-8">
  4 <head><title>五子棋</title></head>
  5 <body>
  6 <canvas id="myCanvas" width="560" height="560" style="border:3px solid black;">
  7 您的浏览器不支持 HTML5 canvas 标签。</canvas>  <br/>
  8 <button id="reset" onclick="controller.init(ctx)">重置</button>
  9 </body>
 10 <script>
 11 var controller = 
 12     round:true,
 13     color:"black",
 14     whiteTable:new Array(),
 15     blackTable:new Array(),
 16     row:0,
 17     col:0,
 18     over:false,
 19     trans:function()         
 20         this.round = !this.round;
 21         if (!this.round) 
 22             this.blackTable[this.row][this.col] = 1;
 23             this.ifWin(this.blackTable)
 24             this.color = "white";
 25         
 26         else 
 27             this.whiteTable[this.row][this.col] = 1;
 28             this.ifWin(this.whiteTable)            
 29             this.color = "black";
 30         
 31     ,
 32     ifWin:function(table)     
 33         var arr1 = new Array();
 34         var arr2 = new Array();
 35         var arr3 = new Array();
 36         var arr4 = new Array();
 37         var n = 0;    
 38         for(x = 0; x<= lineNums; x++)          
 39             for(y = 0; y <= lineNums; y++) 
 40              
 41                 var x1 = this.row - n;
 42                 var x2 = this.row + n;
 43                 var y1 = this.col - n;
 44                 var y2 = this.col + n;
 45                 if(y == this.col) 
 46                     arr1[x] = table[x][y];
 47                 
 48                 if(x == this.row) 
 49                     arr2[y] = table[x][y];
 50                 
 51             
 52             if(this.inBounds(x1) && this.inBounds(y2)) 
 53                 arr3[x1] = table[x1][y2];
 54             
 55             if(this.inBounds(x1) && this.inBounds(y1)) 
 56                 arr4[x1] = table[x1][y1];                
 57             
 58             if(this.inBounds(x2) && this.inBounds(y1)) 
 59                 arr3[x2] = table[x2][y1];
 60             
 61             if(this.inBounds(x2) && this.inBounds(y2)) 
 62                 arr4[x2] = table[x2][y2];                
 63             
 64             n = n + 1;
 65          
 66         this.getSum(arr1, this.row);
 67         this.getSum(arr2, this.col);
 68         this.getSum(arr3, this.row);
 69         this.getSum(arr4, this.row);
 70     ,
 71     inBounds:function(i) 
 72         if(i>=0 && i<=15)
 73             return true;
 74         
 75         else
 76             return false;    
 77             
 78     ,
 79     getSum:function(array, pos) 
 80         num = 5;
 81         posr = pos + 1;
 82         while(num > 0)
 83             if(array[pos]>0  && this.inBounds(pos)) 
 84                 num = num - 1;
 85                 pos = pos - 1;
 86             
 87             else
 88                 break;
 89             
 90         
 91         while(num > 0)
 92             if(array[posr]>0 && this.inBounds(pos)) 
 93                 num  = num - 1;
 94                 posr = posr + 1;
 95             
 96             else 
 97                 break;
 98                     
 99         
100         if(num == 0) 
101             this.over = true;
102             this.gameOver();
103             
104     ,
105     exist:function(x, y) 
106         this.row = x / ratio;
107         this.col = y / ratio;
108         var nums = this.whiteTable[this.row][this.col] + this.blackTable[this.row][this.col];
109         if( nums > 0 
110             return true;
111         
112         else
113             return false;
114         
115     ,
116     gameOver:function() 
117         ctx.font="30px Arial";
118         ctx.fillStyle = "#FF0000";
119         if(this.round) 
120             ctx.fillText("白棋胜利",240,240);
121         
122         else 
123             ctx.fillText("黑棋胜利",240,240);
124         
125     ,
126     init:function() 
127         this.round = true;
128         this.color = "black";
129         this.over  = false;
130         this.drawBoard();
131         for(i = 0; i<= lineNums; i++)  
132             this.whiteTable[i]=new Array();
133             this.blackTable[i]=new Array();
134             for(n = 0; n <= lineNums; n++)  
135                 this.whiteTable[i][n]=0;  
136                 this.blackTable[i][n]=0;
137              
138          
139     ,
140     drawBoard:function() 
141         ctx.beginPath();
142         ctx.clearRect(0,0,width,width);
143         ctx.fillStyle = "#FFBB00";
144         ctx.fillRect(0,0,width,width);
145         for(var i = 1; i < (lineNums - 1); i++) 
146             ctx.moveTo(i * ratio, 0);
147             ctx.lineTo(i * ratio, width);
148             ctx.stroke();
149             ctx.moveTo(0, i * ratio);
150             ctx.lineTo(width, i * ratio);
151             ctx.stroke();
152         
153     ,
154     drawPiece:function(posX, posY) 
155         ctx.beginPath();
156         ctx.arc(posX, posY, ratio/2, 0, 2*Math.PI);
157         ctx.fillStyle = this.color;
158         ctx.fill();
159         ctx.stroke();                    
160     
161 ; 
162 //获取点击位置
163 function getMousePos(canvas, evt)  
164    var rect = canvas.getBoundingClientRect(); 
165    return  
166      x: evt.clientX - rect.left * (canvas.width / rect.width),
167      y: evt.clientY - rect.top * (canvas.height / rect.height)
168    
169  
170     
171 function getNode(pos) 
172     return ((pos / ratio).toFixed()) * ratio;
173 
174 
175 var canvas = document.getElementById("myCanvas");
176 var ctx = canvas.getContext("2d");
177 var lineNums = 15;
178 var ratio = 40;
179 var width = (lineNums - 1) * ratio;
180 
181 controller.init();     
182 
183  canvas.addEventListener("click", function (evt)  
184     var mousePos = getMousePos(canvas, evt); 
185     mousePos.x = getNode(mousePos.x);
186     mousePos.y = getNode(mousePos.y);
187       var exist = controller.exist(mousePos.x, mousePos.y);
188     if (!exist && !controller.over) 
189       controller.drawPiece(mousePos.x, mousePos.y); 
190       controller.trans();
191      
192  , false);     
193 </script>
194 </html>

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