原文位址:原生 Javascript 編寫五子棋
部落格位址:http://www.extlight.com
一、背景
近一個月沒寫 Javascript 代碼,有點生疏。正好浏覽網頁時彈出五子棋的遊戲廣告,于是想通過編寫這個小遊戲練練手。
二、簡單介紹
2.1 效果展示
2.2 實作思路
- 棋盤:通過圖檔(chessboard.png)和 div 标簽渲染出棋盤。
- 棋子:通過圖檔(black_flag.png、white_flag.png等)渲染出黑白棋子。落子前,滑鼠出會出現一個可以随滑鼠移動的棋子。我們建立一個浮動的 div,動态設定其 top 和 left 。
- 落子:給容器(class="container")添加 click 事件,給其添加對應的 classname。即被點選的單元格設定棋子背景圖檔。此外,需要判斷落子點是否存在棋子。
- 輸赢:使用二維數組儲存棋盤(棋子)狀态,通過橫向、縱向、左上到右下和右上到左下四個方向進行判斷是否有 5 個以上連續同顔色(樣式)的棋子。
2.3 涉及技術
DOM操作、面向對象、事件操作和間隔函數 setInterval
2.4 項目結構
三、實作步驟
3.1 繪制棋盤
style.css 内容:
html,body {
padding: 0;
margin: 0;
}
.container {
position: relative;
width: 540px;
height: 540px;
margin: 10px auto;
padding-top: 7px;
padding-left: 7px;
background: url("../images/chessboard.png") no-repeat;
cursor: pointer;
}
.none {
position: absolute;
width: 36px;
height: 36px;
box-sizing: border-box;
/*border: 1px solid #fff;*/
}
.black_flag {
position: absolute;
width: 36px;
height: 36px;
background: url("../images/black_flag.png") no-repeat;
}
.black_flag_cur {
position: absolute;
background: url("../images/black_flag_cur.png") no-repeat;
/*設定點選無效*/
pointer-events: none;
}
.white_flag {
position: absolute;
width: 36px;
height: 36px;
background: url("../images/white_flag.png") no-repeat;
}
.white_flag_cur {
position: absolute;
background: url("../images/white_flag_cur.png") no-repeat;
/*設定點選無效*/
pointer-events: none;
}
chessboard.js 代碼:
var Chessboard = function() {
// 儲存棋盤棋子狀态
this.flagArr = [];
this.size = 36;
}
// 初始化棋盤
Chessboard.prototype.init = function() {
var container = document.getElementById("container");
for (var i = 0; i < 15; i++) {
var arr = [];
for (var j = 0; j < 15; j++) {
var div = document.createElement("div");
div.className = "none";
div.style.top = (i * this.size) + "px";
div.style.left = (j * this.size) + "px";
container.appendChild(div);
arr.push(div);
}
this.flagArr.push(arr);
}
}
game.js 代碼:
var Game = function() {
}
Game.prototype.start = function() {
var chessboard = new Chessboard();
chessboard.init();
}
最終效果如下:
為了友善檢視 div 與棋盤圖檔中格子之間的對應關系,筆者将 div 邊框設定成白色。
從圖中我們可以看到,div 大小正好對應棋盤的落子點。我們将 div 背景設定成棋子圖檔就實作了落子操作。
3.2 繪制棋子
var Chessboard = function() {
// 儲存棋盤棋子狀态
this.flagArr = [];
this.size = 36;
// 預設黑色為先手
this.currentFlag = true;
// 儲存落子前的樣式映射
this.flagCurMap = [];
// 黑子
this.flagCurMap[true] = "black_flag_cur";
// 白子
this.flagCurMap[false] = "white_flag_cur";
}
// 初始化棋盤
Chessboard.prototype.init = function() {
var container = document.getElementById("container");
for (var i = 0; i < 15; i++) {
var arr = [];
for (var j = 0; j < 15; j++) {
var div = document.createElement("div");
div.className = "none";
div.style.top = (i * this.size) + "px";
div.style.left = (j * this.size) + "px";
container.appendChild(div);
arr.push(div);
}
this.flagArr.push(arr);
}
// 添加事件監聽器
this.addListener(container);
}
// 落子事件監聽器
Chessboard.prototype.addListener = function() {
var that = this;
// 設定落子前的滑鼠樣式
var mouse = document.createElement("div");
mouse.id = "mouse";
mouse.style.width = mouse.style.height = 36 + "px";
document.body.appendChild(mouse);
document.body.onmousemove = function(event) {
mouse.className = that.flagCurMap[that.currentFlag];
var x = event.clientX - 16;
var y = event.clientY - 16;
mouse.style.top = y + "px";
mouse.style.left = x + "px";
}
}
結果如下圖:
3.3 落子
在 chessboard.js 的監聽器方法中添加落子的點選事件:
var Chessboard = function() {
// 儲存棋盤棋子狀态
this.flagArr = [];
this.size = 36;
// 預設黑色為先手
this.currentFlag = true;
// 儲存落子前的樣式映射
this.flagCurMap = [];
// 黑子
this.flagCurMap[true] = "black_flag_cur";
// 白子
this.flagCurMap[false] = "white_flag_cur";
// 儲存落子後的樣式映射
this.flagMap = [];
// 黑子
this.flagMap[true] = "black_flag";
// 白子
this.flagMap[false] = "white_flag";
// 儲存結果映射關系
this.resultMap = [];
this.resultMap[true] = "黑子勝利";
this.resultMap[false] = "白子勝利";
}
// 初始化棋盤
Chessboard.prototype.init = function() {
var container = document.getElementById("container");
for (var i = 0; i < 15; i++) {
var arr = [];
for (var j = 0; j < 15; j++) {
var div = document.createElement("div");
div.className = "none";
div.style.top = (i * this.size) + "px";
div.style.left = (j * this.size) + "px";
container.appendChild(div);
arr.push(div);
}
this.flagArr.push(arr);
}
// 添加事件監聽器
this.addListener(container);
}
// 落子事件監聽器
Chessboard.prototype.addListener = function(container) {
var that = this;
// 設定落子前的滑鼠樣式
var mouse = document.createElement("div");
mouse.id = "mouse";
mouse.style.width = mouse.style.height = 36 + "px";
document.body.appendChild(mouse);
document.body.onmousemove = function(event) {
mouse.className = that.flagCurMap[that.currentFlag];
var x = event.clientX - 16;
var y = event.clientY - 16;
mouse.style.top = y + "px";
mouse.style.left = x + "px";
}
// 落子監聽
container.onclick = function(event) {
// 判斷落子點是否存在棋子
if (event.target.className != "none") {
alert("此處不能落子!");
return;
}
// 落子,設定棋子圖檔
event.target.className = that.flagMap[that.currentFlag];
// 換棋手
that.currentFlag = !that.currentFlag;
}
}
運作結果如下:
3.4 判斷輸赢
在 chessboard.js 的落子監聽實踐代碼中,判斷是否五連子:
// 落子事件監聽器
Chessboard.prototype.addListener = function(container) {
var that = this;
// 設定落子前的滑鼠樣式
var mouse = document.createElement("div");
mouse.id = "mouse";
mouse.style.width = mouse.style.height = 36 + "px";
document.body.appendChild(mouse);
document.body.onmousemove = function(event) {
mouse.className = that.flagCurMap[that.currentFlag];
var x = event.clientX - 16;
var y = event.clientY - 16;
mouse.style.top = y + "px";
mouse.style.left = x + "px";
}
// 落子監聽
container.onclick = function(event) {
// 判斷落子點是否存在棋子
if (event.target.className != "none") {
alert("此處不能落子!");
return;
}
// 落子,設定棋子圖檔
event.target.className = that.flagMap[that.currentFlag];
// 目前落子坐标
var x = Math.floor(event.target.offsetLeft / that.size);
var y = Math.floor(event.target.offsetTop / that.size);
// 判斷是否勝利
if (that._checkSuccess(x, y)) {
document.getElementById("mouse").style.display = "none";
container.onclick = null;
document.body.onmousemove = null;
alert(that.resultMap[that.currentFlag]);
return;
}
// 換棋手
that.currentFlag = !that.currentFlag;
}
}
// 判斷棋局
Chessboard.prototype._checkSuccess = function(x, y) {
var result = false;
// 目前落子的樣式/顔色
var className = this.flagArr[y][x].className;
// 橫向判斷
var count = 0;
for (var i = 0; i < 15; i++) {
if (className == this.flagArr[y][i].className) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
}
}
// 縱向判斷
for (var j = 0; j < 15; j++) {
if (className == this.flagArr[j][x].className) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
}
}
// 左上到右下判斷
var a = y - x;
var index = 0;
if (a > 0) {
for (a; a < 15; a++) {
if (className == this.flagArr[a][index++].className) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
}
}
} else {
a = Math.abs(a);
for (a; a < 15; a++) {
if (className == this.flagArr[index++][a].className) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
}
}
}
// 右上到左下判斷
var b = 14 - y -x;
var index2 = 14;
if (b > 0) {
b = 14 - b;
index2 = 0;
for (b; b >= 0; b--) {
if (className == this.flagArr[index2++][b].className) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
}
}
} else {
b = Math.abs(b);
for (b; b < 15; b++) {
if (className == this.flagArr[index2--][b].className) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
}
}
}
if (count >= 5) {
result = true;
}
return result;
}
示範結果:
剩餘的一些文本提示,倒計時就不在此處介紹。具體代碼可以在下邊提供的連結中下載下傳。
四、源碼下載下傳
- 源碼下載下傳