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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html;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;
}
#message {
display: flex;
justify-content: center;
font-size: 16px;
}
</style>
</head>
<body>
<canvas id="chess" width="450px" height="450px"></canvas>
<div id="message"></div>
<script type="text/javascript">
//常量
const black = 0
const white = 1
const empty = -1
//保存棋盘中落子情况 初始化为空
let chessBoard = []
//三维数组 前两维棋盘 后一维是第i种赢法
let wins = []
//一维数组,我方某种赢法的权值
let myWin = []
//一维数组,计算机某种赢法的权值
let computerWin = []
//所有赢法的总数
let count = 0
initChessBoard()
initWins()
//利用canvas构建棋盘
let chess = document.getElementById('chess')
let context = chess.getContext('2d')
//绘制背景色
context.beginPath();
context.fillStyle = 'rgb(222, 184, 135)';
context.closePath()
context.fillRect(0, 0, 450, 450);
//绘制棋盘线
context.strokeStyle = 'black'
context.lineWidth = 0.3
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()
}
//设置棋盘的点击事件
chess.onclick = function(e) {
let x = e.offsetX;
let y = e.offsetY;
//向下取整
let i = Math.floor(x/30)
let j = Math.floor(y/30)
//如果棋盘不为空
if (chessBoard[i][j] === empty) {
document.getElementById('message').innerHTML = ''
oneStep(i, j, black)
chessBoard[i][j] = black
//判断胜负
for (let k = 0; k < count; k++) {
if (wins[i][j][k]) {
//假如落子点处于某种赢法的落子范围,此赢法权值加1 权值为5是代表胜利
myWin[k]++
//计算机此赢法无希望
//例如 下在第一列第一行 则计算机有三种赢法无希望(横 竖 正斜线)
computerWin[k] = -1
if (myWin[k] === 5) {
document.getElementById('message').innerHTML = 'you win'
return
}
}
}
} else {
document.getElementById('message').innerHTML = '此处已有落子'
return
}
//点击落子后由计算机再落一子
computerAI()
}
//落子 绘制一个棋子 i j 棋盘位置 me: 白棋黑棋
function oneStep(i, j, me) {
context.beginPath()
//绘制扇形
// 1 2 参数圆心 3半径 4起始弧度 5终止弧度
context.arc(15 + i * 30, 15 + j * 30, 13, 0, 2 * Math.PI)
context.closePath()
//设置棋子圆心渐变色 前三个参数 圆心 圆心 半径 外圆 后三个参数内圆
let gradient =
context.createRadialGradient(15+i*30+2, 15+j*30-2, 13,
15+i*30+2, 15+j*30-2, 0)
if(me === black) {
//落黑棋
gradient.addColorStop(0, '#0a0a0a') //0渐变开始
gradient.addColorStop(1, '#636766') //1渐变结束
} else {
//落白棋
gradient.addColorStop(0, '#d1d1d1')
gradient.addColorStop(1, '#f9f9f9')
}
context.fillStyle = gradient
context.fill()
}
function computerAI() {
//下子在 i j 点拦截玩家的价值
let myScore = []
//下子在 i j 点计算机可以赢的价值
let computerScore = []
let maxScore = 0
let u = 0, v = 0
for(let i=0; i<15; i++) {
myScore[i] = []
computerScore[i] = []
for(let j=0; j<15; j++) {
myScore[i][j] = 0
computerScore[i][j] = 0
}
}
//遍历棋盘
for (let i = 0; i < 15; i++) {
for (let j = 0; j<15; j++) {
//遍历还没下子的位置
if (chessBoard[i][j] === empty) {
//获取此位置下子价值
for(let k=0; k<count; k++) {
// wins[i][j][k] === true 在i j 落子 对第K种赢法有价值
// i j 点落子可能会有多种赢法,多种赢法的价值都会加在score里,最后取score的最大值
let score = 0
if (wins[i][j][k]) {
switch(myWin[k]) {
//第k种赢法玩家已经落1子
case 1:
myScore[i][j] += 200;break;
case 2:
myScore[i][j] += 400;break;
case 3:
myScore[i][j] += 2000;break;
case 4:
myScore[i][j] += 10000;break;
default: break;
}
switch(computerWin[k]) {
//第k种赢法计算机已经落1子
case 1:
computerScore[i][j] += 220;break;
case 2:
computerScore[i][j] += 440;break;
case 3:
computerScore[i][j] += 2200;break;
case 4:
computerScore[i][j] += 20000;break;
default: break;
}
}
}
if (myScore[i][j] >= maxScore) {
maxScore = myScore[i][j]
u = i
v = j
}
if (computerScore[i][j] >= maxScore) {
maxScore = computerScore[i][j]
u = i
v = j
}
}
}
}
oneStep(u, v, white)
chessBoard[u][v] = white
//判断胜负
for (let k = 0; k < count; k++) {
if (wins[u][v][k]) {
//假如落子点处于某种赢法的落子范围,此赢法权值加1 权值为5是代表胜利
computerWin[k]++
//玩家此赢法无希望
//例如 下在第一列第一行 则计算机有三种赢法无希望(横 竖 正斜线)
myWin[k] = -1
if (computerWin[k] === 5) {
document.getElementById('message').innerHTML = 'computer win'
return
}
}
}
}
function initChessBoard() {
//初始化棋盘
for(let i=0; i<15; i++) {
chessBoard[i] = []
for(let j=0; j<15; j++) {
chessBoard[i][j] = empty
}
}
}
function initWins() {
//初始化赢法数组
for (let i = 0; i < 15; i++) {
wins[i] = []
for (let j = 0; j < 15; j++) {
wins[i][j] = []
}
}
// 横向五子赢
for (let i=0; i<15; i++) {
for (let j=0; j<11; j++) {
//备注: 第一种赢法
//wins[0][0][0] = true
//wins[0][1][0] = true
//wins[0][2][0] = true
//wins[0][3][0] = true
//wins[0][4][0] = true
//备注: 第二种赢法
//wins[0][1][1] = true
//wins[0][2][1] = true
//wins[0][3][1] = true
//wins[0][4][1] = true
//wins[0][5][1] = true
for (let k=0; k<5; k++) {
wins[i][j+k][count] = true
}
count++
}
}
//纵向五子赢
for (let i=0; i<11; i++) {
for (let j=0; j<15; j++) {
for (let k=0; k<5; k++) {
wins[i+k][j][count] = true
}
count++
}
}
//正斜线五子赢
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] = true
}
count++
}
}
//反斜线五子赢
for (let i=0; i<11; i++) {
for (let j=4; j<15; j++) {
for (let k=0; k<5; k++) {
wins[i+k][j-k][count] = true
}
count++
}
}
//权值初始化为0
for (var i = 0; i < count; i++) {
myWin[i] = 0
computerWin[i] = 0
}
}
</script>
</body>
</html>