用户:
datacat查看:2 回复:8 评论:2 创建时间:2021-06-30T15:01:11
/*
*1.赢法数组
*2.棋盘数组
*3.分析落子
*/
|所需变量
var me = 1;
var over = 0; //?false
var board = [];
var wins = [];
var count = 0;
var playerWin = [];
var computerWin = [];
|赢法数组
//棋盘数组初始化
for (let i = 0; i < 15; i++) {
board[i] = [];
for (let j = 0; j < 15; j++) {
board[i][j] = 0;
}
}
for (let i = 0; i < 15; i++) {
wins[i] = [];
for (let j = 0; j < 15; j++) {
wins[i][j] = [];
}
}
//*横线赢法
for (let i = 0; i < 15; i++) {
for (let j = 0; j < 11; j++) {
for (let k = 0; k < 5; k++) {
wins[i][j + k][count] = 1;
}
count++;
}
}
//*竖线赢法
for (let i = 0; i < 15; i++) {
for (let j = 0; j < 11; j++) {
for (let k = 0; k < 5; k++) {
wins[j + k][i][count] = 1;
}
count++;
}
}
//*斜线赢法
for (let i = 0; i < 11; i++) {
for (let j = 0; j < 11; j++) {
for (let k = 0; k < 5; k++) {
wins[i + k][j + k][count] = 1;
}
count++;
}
}
//*反斜线赢法
for (let i = 0; i < 11; i++) {
for (let j = 14; j > 3; j--) {
for (let k = 0; k < 5; k++) {
wins[i + k][j - k][count] = 1;
}
count++;
}
}
console.log(count);
//15x15棋盘,572赢法
|下棋函数
canvas版:
var chess = document.getElementById("chess");
var context = chess.getContext('2d');
context.strokeStyle = "#BFBFBF"
const logo = new Image();
logo.src = "./logo.jfif";//水印
logo.onload = function () {
context.drawImage(logo, 0, 0, 450, 450);
darwchessbord();
}
const darwchessbord = () => {
for (let 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();
}
}
var oneStep = (i, j, me) => {
context.beginPath();
context.arc(15 + i * 30, 15 + j * 30, 13, 0, 2 * Math.PI)
context.closePath();
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();
}
chess.onclick = function (e) {
if (over) return;
if (!me) return;
var x = e.offsetX;
var y = e.offsetY;
var i = Math.floor(x / 30);
var j = Math.floor(y / 30);
if (board[i][j] == 0) {
oneStep(i, j, me)
board[i][j] = 1;
for (let k = 0; k < count; k++) {
if (wins[i][j][k]) {
playerWin[k]++;
computerWin[k] = 6;
if (playerWin[k] == 5) {
window.alert("player win!");
over = 1; //?true
}
}
}
if (!over) {
me = !me;
computerAI();
}
}
}
注:在box3运行可以自行转换,或我会在评论区发()
初始化:
for (let i = 0; i < count; i++) {
playerWin[i] = 0;
computerWin[i] = 0;
}
|计算机AI实现
var computerAI = async() => {
var playerScore = [];
var computerScore = [];
var sleeptime = 0;
var max = 0;
var u = 0,
v = 0;
for (let i = 0; i < 15; i++) {
playerScore[i] = [];
computerScore[i] = [];
for (let j = 0; j < 15; j++) {
playerScore[i][j] = 0;
computerScore[i][j] = 0;
}
}
for (let i = 0; i < 15; i++) {
for (let j = 0; j < 15; j++) {
if (board[i][j] == 0) {
for (let k = 0; k < count; k++) {
if (wins[i][j][k]) {
if (playerWin[k] == 1) playerScore[i][j] += 200;
else if (playerWin[k] == 2) playerScore[i][j] += 400;
else if (playerWin[k] == 3) playerScore[i][j] += 2000;
else if (playerWin[k] == 4) playerScore[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 (playerScore[i][j] > max) {
max = playerScore[i][j];
u = i;
v = j;
} else if (playerScore[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 (playerScore[i][j] > playerScore[u][v]) {
u = i;
v = j;
}
}
}
}
}
sleeptime = Math.floor(Math.random()*2000+2000);
console.log(sleeptime);
await sleep(sleeptime);
oneStep(u,v,0);
board[u][v] = 2;
for (let k = 0; k < count; k++) {
if (wins[u][v][k]) {
computerWin[k]++;
playerWin[k] = 6;
if (computerWin[k] == 5) {
window.alert("computer win!");
over = 1; //?true
}
}
}
if(!over){
me = !me;
}
}
|等待函数
function sleep(time) {
return new Promise((resolve) => setTimeout(resolve, time));
}
|结语
整个棋盘和下棋功能基于canvas
box3版预计在3天后发至评论区
