因为之前用c#的winform中的gdi+,java图形包做过五子棋,所以做这个逻辑思路也就驾轻就熟,然而最近想温故html5的canvas绘图功能(公司一般不用这些),所以做了个五子棋,当然没参考之前的客户端代码,只用使用之前计算输赢判断算法和电脑AI(网络借取)的算法,当然现在html5做的五子棋百度一下非常多,但是自己实现一边总归是好事情,好了废话不多说了进入正题。^_^
界面功能介绍与后续可增加功能
目前界面功能:
主界面包含
1:人人、人机对战选项 2:棋子外观选择 3:棋盘背景选择 4:棋盘线条颜色选择
游戏界面包含
1:玩家名称 2:玩家棋子 3:当前由谁下棋背景定位 4:玩家比分 5:功能菜单区域(重新开始和无限悔棋) 6:棋盘区域 7.胜利后连环棋子连接 8.最后下棋位置闪烁显示 9.光标定位
游戏结束界面
1:胜利背景图 2:胜利玩家姓名 3:继续下一把按钮
可增加功能
1.返回主界面 2.保存棋局和相关数据 3.读取棋局和相关数据 4.交换角色 5.网络对战(2台机器)6.双方思考总时间记录
界面截图赏析(没花时间美化,比较丑)
整体设计和主代码介绍
整体设计
下棋流程:玩家or电脑AI下棋 ---> 绘制棋子 ---> 设定棋子二维坐标值 ----> logic(逻辑判断) ----> (玩家)一方五子连环 ---> 获胜界面
↑ |
| ↓
<--------------------------------------------------------------------------------------------没有五子
悔棋流程(人人对战):一方玩家悔棋 ----> 弹出下棋记录堆栈并设定为它是最后一枚棋 ---> 清除最后一枚棋子图像 ---> 清除棋子二维坐标值---> 重新定位显示最后下棋位置并闪烁
悔棋流程(人机对战):玩方悔棋 ----> 弹出下棋记录堆栈2次,设定上一次电脑为最后一枚棋 ---> 清除弹出的2次记录图像 ---> 清除棋子2个棋子二维坐标值---> 重新定位显示最后下棋位置并闪烁
主代码介绍
主代码分为二块: 1.界面逻辑块 2.游戏主体块 (界面与游戏代码分离,逻辑清晰,分工明确)
模拟事件通知:游戏主体逻辑块,每次结果都会通知到界面层来进行交互(类似于c#或者java的委托或事件)
界面逻辑代码
<script type="text/javascript"> var gb = null; var infoboj = document.getElementsByClassName("info")[0]; var pl1obj = document.getElementById("pl1"); var pl2obj = document.getElementById("pl2"); var plname1obj = document.getElementById("plname1"); var plname2obj = document.getElementById("plname2"); var chesstypeobj = document.getElementsByName("chesstype"); var chesscolorobj = document.getElementsByName("chesscolor"); var chessbgObj = document.getElementsByName("chessbg"); var winerpnl = document.getElementById("winer"); document.getElementById("startgame").addEventListener("click", function() { function initParams() { var chessTypeValue = 1; if (chesstypeobj.length > 0) { for (var i = 0; i < chesstypeobj.length; i++) { if (chesstypeobj[i].checked) { chessTypeValue = chesstypeobj[i].value; break; } } } var linevalue = ""; if (chesscolorobj.length > 0) { for (var i = 0; i < chesscolorobj.length; i++) { if (chesscolorobj[i].checked) { linevalue = chesscolorobj[i].value; break; } } } var bcorimgvalue = ""; if (chessbgObj.length > 0) { for (var i = 0; i < chessbgObj.length; i++) { if (chessbgObj[i].checked) { bcorimgvalue = chessbgObj[i].value; break; } } } return { lineColor: linevalue, chessType: chessTypeValue, //1 色彩棋子 2 仿真棋子 playAName: plname1Input.value, playBName: plname2Input.value, backColorORImg: bcorimgvalue, playAImg: "http://sandbox.runjs.cn/uploads/rs/62/nbqodq5i/playA.png", playBImg: "http://sandbox.runjs.cn/uploads/rs/62/nbqodq5i/playB.png", playerBIsComputer:openComputer.checked }; } document.getElementById("cc").style.display = "block"; gb = new gobang(initParams()); /** * 设置一些界面信息 * @param {Object} opt */ gb.info = function(opt) { infoboj.style.visibility = "visible"; document.getElementsByClassName("startpnl")[0].style.visibility = "hidden"; plname1obj.innerHTML = opt.playAName; plname2obj.innerHTML = opt.playBName; if (opt.chessType == 1) { var span1 = document.createElement("span"); pl1obj.insertBefore(span1, plname1obj); var span2 = document.createElement("span"); pl2obj.insertBefore(span2, plname2obj); } else { var img1 = document.createElement("img"); img1.src = opt.playAImg; pl1obj.insertBefore(img1, plname1obj); var img2 = document.createElement("img"); img2.src = opt.playBImg; pl2obj.insertBefore(img2, plname2obj); } } /** * 每次下棋后触发事件 * @param {Object} c2d */ gb.operate = function(opt, c2d) { if (!c2d.winer || c2d.winer <= 0) { pl1obj.removeAttribute("class", "curr"); pl2obj.removeAttribute("class", "curr"); if (c2d.player == 1) { pl2obj.setAttribute("class", "curr"); } else { pl1obj.setAttribute("class", "curr"); } document.getElementById("backChessman").innerHTML="悔棋("+c2d.canBackTimes+")"; } else { var winname = c2d.winer == 1 ? opt.playAName : opt.playBName; var str = "恭喜,【" + winname + "】赢了!" alert(str); winerpnl.style.display = "block"; document.getElementById("winerName").innerHTML = "恭喜,【" + winname + "】赢了!"; document.getElementById("pl" + c2d.winer).style.backgroundColor = "pink"; document.getElementById("scoreA").innerHTML = c2d.playScoreA; document.getElementById("scoreB").innerHTML = c2d.playScoreB; } } gb.start(); }); document.getElementById("openComputer").addEventListener("change", function() { if (this.checked) { plname2Input.value = "电脑"; plname2Input.disabled = "disabled"; } else { plname2Input.value = "玩家二"; plname2Input.disabled = ""; } }); //document.getElementById("openComputer").checked="checked"; //重新开始 function restartgui() { if (gb) { winerpnl.style.display = "none"; pl1obj.removeAttribute("class", "curr"); pl2obj.removeAttribute("class", "curr"); document.getElementById("pl1").style.backgroundColor = ""; document.getElementById("pl2").style.backgroundColor = ""; gb.restart(); } }; </script>
游戏主体代码块(只包含函数声明代码)
// ========== // =name:gobang 游戏 // =anthor:jasnature // =last modify date:2016-04-13 // ========== (function(win) { var gb = function(option) { var self = this, canObj = document.getElementById("cc"), can = canObj.getContext("2d"); self.contextObj = canObj; self.context = can; if (!self.context) { alert("浏览器不支持html5"); return; }; self.Opt = { lineColor: "green", chessType: 1, //1 色彩棋子 2 仿真棋子 playAName: "play1", playBName: "play2", playAColor: "red", playBColor: "blue", playAImg: "img/playA.png", playBImg: "img/playB.png", backColorORImg: "default", playerBIsComputer: false }; self.operate; //合并属性 for (var a in option) { //console.log(opt[a]); self.Opt[a] = option[a]; }; //私有变量 var my = {}; my.enableCalcWeightNum = false; //显示AI分数 my.gameover = false; //棋盘相关 my.baseWidth = 30; my.lastFocusPoint = {}; //鼠标最后移动到的坐标点,计算后的 my.cw = self.contextObj.offsetWidth; //棋盘宽 my.ch = self.contextObj.offsetHeight; //高 my.xlen = Math.ceil(my.cw / my.baseWidth); //行数 my.ylen = Math.ceil(my.ch / my.baseWidth); //列 my.chessRadius = 14; //棋子半径 my.playerBIsComputer = false; //棋手B是否是电脑 my.ComputerThinking = false; //电脑是否在下棋 my.goBackC2dIsComputer = false; //最后下棋是否为电脑 my.switcher = 1; //由谁下棋了 1-a 2-b or computer my.winer = -1; //赢家,值参考my.switcher my.playScoreA = 0; my.playScoreB = 0; //x,y 正方形数量(20*20) my.rectNum = my.xlen; //存储已下的点 my.rectMap = []; my.NO_CHESS = -1; //没有棋子标识 my.goBackC2d = {}; //最后下的数组转换坐标 my.downChessmanStackC2d = []; // 记录已下棋子的顺序和位置,堆栈 my.focusFlashInterval = null; //焦点闪烁线程 my.focusChangeColors = ["red", "fuchsia", "#ADFF2F", "yellow", "purple", "blue"]; my.eventBinded = false; my.currChessBackImg = null; my.currChessAImg = null; my.currChessBImg = null; my.currDrawChessImg = null; my.ChessDownNum = 0; //2个玩家 下棋总数 /** * 开始游戏 */ self.start = function() { }; /** * 重新开始游戏 */ self.restart = function() { }; /** * 悔棋一步 ,清棋子,并返回上一次参数 */ self.back = function() { } /** * 初始化一些数据 */ function init() { } // self.paint = function() { // // //window.requestAnimationFrame(drawChessboard); // }; /** * 游戏逻辑 */ function logic(loc, iscomputer) { }; /** * 判断是否有玩家胜出 * @param {Object} c2d */ function isWin(c2d) { return false; } /** * 连接赢家棋子线 * @param {Object} points */ function joinWinLine(points) { } /** * 画棋盘 */ function drawChessboard() { }; /** * 画棋子 * @param {Object} loc 鼠标点击位置 */ function drawChessman(c2d) { } function drawRect(lastRecord, defColor) { } /** * 闪烁最后下棋点 */ function flashFocusChessman() { } /** * 清棋子 * @param {Object} c2d */ function clearChessman() { } /** * @param {Object} loc * @return {Object} I 二维数组横点(),J二维数组纵点,IX 横点起始坐标,JY纵点起始坐标,player 最后下棋玩, winer 赢家 */ function calc2dPoint(loc) { var txp = Math.floor(loc.x / my.baseWidth), typ = Math.floor(loc.y / my.baseWidth) dxp = txp * my.baseWidth, dyp = typ * my.baseWidth; loc.I = txp; loc.J = typ; loc.IX = dxp; loc.JY = dyp; return loc; } my.isChangeDraw = true; /** * 位置移动光标 * @param {Object} loc */ function moveFocus(loc) { } /** * 绑定事件 */ function bindEvent() { if (!my.eventBinded) { self.contextObj.addEventListener("touchstart", function(event) { //console.log(event); var touchObj = event.touches[0]; eventHandle({ s: "touch", x: touchObj.clientX - this.offsetLeft, y: touchObj.clientY - this.offsetTop }) }); self.contextObj.addEventListener("click", function(event) { //console.log("click event"); eventHandle({ s: "click", x: event.offsetX, y: event.offsetY }) }); self.contextObj.addEventListener("mousemove", function(event) { //console.log("mousemove event"); moveFocus({ x: event.offsetX, y: event.offsetY }); }); my.eventBinded = true; } function eventHandle(ps) { if (!my.gameover && !my.ComputerThinking) { logic(ps); if (my.playerBIsComputer && my.switcher == 2) { my.ComputerThinking = true; var pp = AI.analysis(my.goBackC2d.I, my.goBackC2d.J); logic({ I: pp.x, J: pp.y }, true); my.ComputerThinking = false; } } event.preventDefault(); event.stopPropagation(); return false; } } }; win.gobang = gb; })(window);
主要算法介绍
玩家OR电脑胜出算法
/** * 判断是否有玩家胜出 * @param {Object} c2d */ function isWin(c2d) { //四个放心计数 竖 横 左斜 右斜 var hcount = 0, vcount = 0, lbhcount = 0, rbhcount = 0, temp = 0; var countArray = []; //左-1 for (var i = c2d.I; i >= 0; i--) { temp = my.rectMap[i][c2d.J]; if (temp < 0 || temp !== c2d.player) { break; } hcount++; countArray.push({ I: i, J: c2d.J }); } //右-1 for (var i = c2d.I + 1; i < my.rectMap.length; i++) { temp = my.rectMap[i][c2d.J]; if (temp < 0 || temp !== c2d.player) { break; } hcount++; countArray.push({ I: i, J: c2d.J }); } if (countArray.length < 5) { countArray = []; //上-2 for (var j = c2d.J; j >= 0; j--) { temp = my.rectMap[c2d.I][j]; if (temp < 0 || temp !== c2d.player) { break; } vcount++; countArray.push({ I: c2d.I, J: j }); } //下-2 for (var j = c2d.J + 1; j < my.rectMap[c2d.I].length; j++) { temp = my.rectMap[c2d.I][j]; if (temp < 0 || temp !== c2d.player) { break; } vcount++; countArray.push({ I: c2d.I, J: j }); } } if (countArray.length < 5) { countArray = []; //左上 for (var i = c2d.I, j = c2d.J; i >= 0, j >= 0; i--, j--) { if (i < 0 || j < 0) break; temp = my.rectMap[i][j]; if (temp < 0 || temp !== c2d.player) { break; } lbhcount++; countArray.push({ I: i, J: j }); } //右下 if (c2d.I < my.rectMap.length - 1 && c2d.I < my.rectMap[0].length - 1) { for (var i = c2d.I + 1, j = c2d.J + 1; i < my.rectMap.length, j < my.rectMap[0].length; i++, j++) { if (i >= my.rectMap.length || j >= my.rectMap.length) break; temp = my.rectMap[i][j]; if (temp < 0 || temp !== c2d.player) { break; } lbhcount++; countArray.push({ I: i, J: j }); } } } if (countArray.length < 5) { countArray = []; //右上 for (var i = c2d.I, j = c2d.J; i < my.rectMap.length, j >= 0; i++, j--) { if (i >= my.rectMap.length || j < 0) break; temp = my.rectMap[i][j]; if (temp < 0 || temp !== c2d.player) { break; } rbhcount++; countArray.push({ I: i, J: j }); } //左下 if (c2d.I >= 1 && c2d.J < my.rectMap[0].length - 1) { for (var i = c2d.I - 1, j = c2d.J + 1; i > 0, j < my.rectMap[0].length; i--, j++) { if (j >= my.rectMap.length || i < 0) break; temp = my.rectMap[i][j]; if (temp < 0 || temp !== c2d.player) { break; } rbhcount++; countArray.push({ I: i, J: j }); } } } if (hcount >= 5 || vcount >= 5 || lbhcount >= 5 || rbhcount >= 5) { my.winer = c2d.player; my.gameover = true; joinWinLine(countArray); return true; } return false; }
算法简介:主要思路是搜索最后落下棋子的位置(二维坐标)计算 米 字形线坐标,看是否有连续5个或以上棋子出现。
连接赢家棋子线
/** * 连接赢家棋子线 * @param {Object} points */ function joinWinLine(points) { points.sort(function(left, right) { return (left.I + left.J) > (right.I + right.J); }); var startP = points.shift(); var endP = points.pop(); var poffset = my.baseWidth / 2; can.strokeStyle = "#FF0000"; can.lineWidth = 2; can.beginPath(); var spx = startP.I * my.baseWidth + poffset, spy = startP.J * my.baseWidth + poffset; can.arc(spx, spy, my.baseWidth / 4, 0, 2 * Math.PI, false); can.moveTo(spx, spy); var epx = endP.I * my.baseWidth + poffset, epy = endP.J * my.baseWidth + poffset; can.lineTo(epx, epy); can.moveTo(epx + my.baseWidth / 4, epy); can.arc(epx, epy, my.baseWidth / 4, 0, 2 * Math.PI, false); can.closePath(); can.stroke(); }
算法简介:根据赢家返回的连子位置集合,做坐标大小位置排序,直接使用lineto 连接 第一个棋子和最后一个
坐标换算
/** * 坐标换算 * @param {Object} loc * @return {Object} I 二维数组横点(),J二维数组纵点,IX 横点起始坐标,JY纵点起始坐标,player 最后下棋玩, winer 赢家 */ function calc2dPoint(loc) { var txp = Math.floor(loc.x / my.baseWidth), typ = Math.floor(loc.y / my.baseWidth) dxp = txp * my.baseWidth, dyp = typ * my.baseWidth; loc.I = txp; loc.J = typ; loc.IX = dxp; loc.JY = dyp; return loc; }
算法简介:这个比较简单,根据每个格子的宽度计算出实际坐标
电脑AI主要代码(修改来源于网络)
/** * AI棋型分析 */ AI.analysis = function(x, y) { //如果为第一步则,在玩家棋周围一格随机下棋,保证每一局棋第一步都不一样 if (my.ChessDownNum == 1) { return this.getFirstPoint(x, y); } var maxX = 0, maxY = 0, maxWeight = 0, i, j, tem; for (i = BOARD_SIZE - 1; i >= 0; i--) { for (j = BOARD_SIZE - 1; j >= 0; j--) { if (my.rectMap[i][j] !== -1) { continue; } tem = this.computerWeight(i, j, 2); if (tem > maxWeight) { maxWeight = tem; maxX = i; maxY = j; } if (my.enableCalcWeightNum) { can.clearRect(i * 30 + 2, j * 30 + 2, 24, 24); can.fillText(maxWeight, i * 30 + 5, j * 30 + 15, 30); } } } return new Point(maxX, maxY); }; //下子到i,j X方向 结果: 多少连子 两边是否截断 AI.putDirectX = function(i, j, chessColor) { var m, n, nums = 1, side1 = false, //两边是否被截断 side2 = false; for (m = j - 1; m >= 0; m--) { if (my.rectMap[i][m] === chessColor) { nums++; } else { if (my.rectMap[i][m] === my.NO_CHESS) { side1 = true; //如果为空子,则没有截断 } break; } } for (m = j + 1; m < BOARD_SIZE; m++) { if (my.rectMap[i][m] === chessColor) { nums++; } else { if (my.rectMap[i][m] === my.NO_CHESS) { side2 = true; } break; } } return { "nums": nums, "side1": side1, "side2": side2 }; }; //下子到i,j Y方向 结果 AI.putDirectY = function(i, j, chessColor) { var m, n, nums = 1, side1 = false, side2 = false; for (m = i - 1; m >= 0; m--) { if (my.rectMap[m][j] === chessColor) { nums++; } else { if (my.rectMap[m][j] === my.NO_CHESS) { side1 = true; } break; } } for (m = i + 1; m < BOARD_SIZE; m++) { if (my.rectMap[m][j] === chessColor) { nums++; } else { if (my.rectMap[m][j] === my.NO_CHESS) { side2 = true; } break; } } return { "nums": nums, "side1": side1, "side2": side2 }; }; //下子到i,j XY方向 结果 AI.putDirectXY = function(i, j, chessColor) { var m, n, nums = 1, side1 = false, side2 = false; for (m = i - 1, n = j - 1; m >= 0 && n >= 0; m--, n--) { if (my.rectMap[m][n] === chessColor) { nums++; } else { if (my.rectMap[m][n] === my.NO_CHESS) { side1 = true; } break; } } for (m = i + 1, n = j + 1; m < BOARD_SIZE && n < BOARD_SIZE; m++, n++) { if (my.rectMap[m][n] === chessColor) { nums++; } else { if (my.rectMap[m][n] === my.NO_CHESS) { side2 = true; } break; } } return { "nums": nums, "side1": side1, "side2": side2 }; }; AI.putDirectYX = function(i, j, chessColor) { var m, n, nums = 1, side1 = false, side2 = false; for (m = i - 1, n = j + 1; m >= 0 && n < BOARD_SIZE; m--, n++) { if (my.rectMap[m][n] === chessColor) { nums++; } else { if (my.rectMap[m][n] === my.NO_CHESS) { side1 = true; } break; } } for (m = i + 1, n = j - 1; m < BOARD_SIZE && n >= 0; m++, n--) { if (my.rectMap[m][n] === chessColor) { nums++; } else { if (my.rectMap[m][n] === my.NO_CHESS) { side2 = true; } break; } } return { "nums": nums, "side1": side1, "side2": side2 }; }; /** * 计算AI下棋权重 * chessColor 玩家1为玩家2为AI */ AI.computerWeight = function(i, j, chessColor) { //基于棋盘位置权重(越靠近棋盘中心权重越大) var weight = 19 - (Math.abs(i - 19 / 2) + Math.abs(j - 19 / 2)), pointInfo = {}; //某点下子后连子信息 //x方向 pointInfo = this.putDirectX(i, j, chessColor); weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重 pointInfo = this.putDirectX(i, j, chessColor - 1); weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重 //y方向 pointInfo = this.putDirectY(i, j, chessColor); weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重 pointInfo = this.putDirectY(i, j, chessColor - 1); weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重 //左斜方向 pointInfo = this.putDirectXY(i, j, chessColor); weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重 pointInfo = this.putDirectXY(i, j, chessColor - 1); weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重 //右斜方向 pointInfo = this.putDirectYX(i, j, chessColor); weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重 pointInfo = this.putDirectYX(i, j, chessColor - 1); weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重 return weight; }; //权重方案 活:两边为空可下子,死:一边为空 //其实还有很多种方案,这种是最简单的 AI.weightStatus = function(nums, side1, side2, isAI) { var weight = 0; switch (nums) { case 1: if (side1 && side2) { weight = isAI ? 15 : 10; //一 } break; case 2: if (side1 && side2) { weight = isAI ? 100 : 50; //活二 } else if (side1 || side2) { weight = isAI ? 10 : 5; //死二 } break; case 3: if (side1 && side2) { weight = isAI ? 500 : 200; //活三 } else if (side1 || side2) { weight = isAI ? 30 : 20; //死三 } break; case 4: if (side1 && side2) { weight = isAI ? 5000 : 2000; //活四 } else if (side1 || side2) { weight = isAI ? 400 : 100; //死四 } break; case 5: weight = isAI ? 100000 : 10000; //五 break; default: weight = isAI ? 500000 : 250000; break; } return weight; };
AI分析:这个只是最简单的算法,其实很简单,计算每个没有下棋坐标的分数,也是按照 米 字形 计算,计算格子8个方向出现的 一个棋子 二个棋子 三个棋子 四个棋子,其中还分为是否被截断,其实就是边缘是否被堵死。
其实这个AI算法后续还有很多可以优化,比如 断跳 二活 其实就是2个交叉的 活二 , 因为是断掉的所以没有纳入算法权重计算,如果加入这个算法,估计很难下赢电脑了。
如符号图:
* *
* *
空位
下这里
因为不是连续的,所有没有纳入。
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