累了休息一会儿吧——分享一个JavaScript版扫雷游戏
周末闲来无事写了一个JavaScript版扫雷游戏,现在把源代码分享出来,共同学习。
扫雷游戏的原理大家可以参考这篇文章:http://www.cnblogs.com/goodwin/archive/2010/03/22/1691871.html
JavaScript代码:
(function () { var FLM = function (id,rowCount,colCount, minLandMineCount, maxLandMineCount) { if (!(this instanceof FLM)) return new FLM(id, rowCount, colCount, minLandMineCount, maxLandMineCount); this.doc = document; this.table = this.doc.getElementById(id); this.cells = this.table.getElementsByTagName("td");//小格子 this.rowCount = rowCount || 10;//格子行数 this.colCount = colCount || 10;//格子列数 this.landMineCount = 0;//地雷个数 this.markLandMineCount = 0;//标记的地雷个数 this.minLandMineCount = minLandMineCount || 10;//地雷最少个数 this.maxLandMineCount = maxLandMineCount || 20;//地雷最多个数 this.arrs = [];//格子对应的数组 this.beginTime = null;//游戏开始时间 this.endTime = null;//游戏结束时间 this.currentSetpCount = 0;//当前走的步数 this.endCallBack = null;//游戏结束时的回调函数 this.landMineCallBack = null;//标记为地雷时更新剩余地雷个数的回调函数 this.doc.oncontextmenu = function () {//禁用右键菜单 return false; }; this.drawMap(); }; FLM.prototype = { //获取元素 $: function (id) { return this.doc.getElementById(id); }, //画地图 drawMap: function () { var tds = []; for (var i = 0; i < this.rowCount; i++) { tds.push("<tr>"); for (var j = 0; j < this.colCount; j++) { tds.push("<td id='m" + i + "" + j + "'></td>"); } tds.push("</td>"); } this.table.innerHTML = tds.join(""); }, //初始化,一是设置数组默认值为0,二是确定地雷个数 init: function () { for (var i = 0; i < this.rowCount; i++) { this.arrs[i] = []; for (var j = 0; j < this.colCount; j++) { this.arrs[i][j] = 0; } } this.landMineCount = this.selectFrom(this.minLandMineCount, this.maxLandMineCount); }, //把是地雷的数组项的值设置为9 landMine: function () { var allCount = this.rowCount * this.colCount - 1, tempArr = {}; for (var i = 0; i < this.landMineCount; i++) { var randomNum = this.selectFrom(0, allCount), rowCol = this.getRowCol(randomNum); if (randomNum in tempArr) { i--; continue; } this.arrs[rowCol.row][rowCol.col] = 9; tempArr[randomNum] = randomNum; } }, //计算其他格子中的数字 calculateNoLandMineCount: function () { for (var i = 0; i < this.rowCount; i++) { for (var j = 0; j < this.colCount; j++) { if (this.arrs[i][j] == 9) continue; if (i > 0 && j > 0) { if (this.arrs[i - 1][j - 1] == 9) this.arrs[i][j]++; } if (i > 0) { if (this.arrs[i - 1][j] == 9) this.arrs[i][j]++; } if (i > 0 && j < this.colCount - 1) { if (this.arrs[i - 1][j + 1] == 9) this.arrs[i][j]++; } if (j > 0) { if (this.arrs[i][j - 1] == 9) this.arrs[i][j]++; } if (j < this.colCount - 1) { if (this.arrs[i][j + 1] == 9) this.arrs[i][j]++; } if (i < this.rowCount - 1 && j > 0) { if (this.arrs[i + 1][j - 1] == 9) this.arrs[i][j]++; } if (i < this.rowCount - 1) { if (this.arrs[i + 1][j] == 9) this.arrs[i][j]++; } if (i < this.rowCount - 1 && j < this.colCount - 1) { if (this.arrs[i + 1][j + 1] == 9) this.arrs[i][j]++; } } } }, //给每个格子绑定点击事件(左键和右键) bindCells: function () { var self = this; for (var i = 0; i < this.rowCount; i++) { for (var j = 0; j < this.colCount; j++) { (function (row, col) { self.$("m" + i + "" + j).onmousedown = function (e) { e = e || window.event; var mouseNum = e.button; var className = this.className; if (mouseNum == 2) { if (className == "flag") { this.className = ""; self.markLandMineCount--; } else { this.className = "flag"; self.markLandMineCount++; } if (self.landMineCallBack) { self.landMineCallBack(self.landMineCount - self.markLandMineCount); } } else if (className != "flag") { self.openBlock.call(self, this, row, col); } }; })(i,j); } } }, //展开无雷区域 showNoLandMine: function (x, y) { for (var i = x - 1; i < x + 2; i++) for (var j = y - 1; j < y + 2; j++) { if (!(i == x && j == y)) { var ele = this.$("m" + i + "" + j); if (ele && ele.className == "") { this.openBlock.call(this, ele, i, j); } } } }, //显示 openBlock: function (obj, x, y) { if (this.arrs[x][y] != 9) { this.currentSetpCount++; if (this.arrs[x][y] != 0) { obj.innerHTML = this.arrs[x][y]; } obj.style.backgroundColor = "green"; obj.className = "normal"; if (this.currentSetpCount + this.landMineCount == this.rowCount * this.colCount) { this.success(); } if (this.arrs[x][y] == 0) { this.showNoLandMine.call(this, x, y); } } else { this.failed(); } }, //显示地雷 showLandMine: function () { for (var i = 0; i < this.rowCount; i++) { for (var j = 0; j < this.colCount; j++) { if (this.arrs[i][j] == 9) { this.$("m" + i.toString() + j).className = "landMine"; } } } }, //显示所有格子信息 showAll: function () { for (var i = 0; i < this.rowCount; i++) { for (var j = 0; j < this.colCount; j++) { if (this.arrs[i][j] == 9) { this.$("m" + i.toString() + j).className = "landMine"; } else { if (this.arrs[i][j] != 0) this.$("m" + i.toString() + j).innerHTML = this.arrs[i][j]; } } } }, //清除显示的格子信息 hideAll: function () { for (var i = 0; i < this.rowCount; i++) { for (var j = 0; j < this.colCount; j++) { var tdCell = this.$("m" + i.toString() + j); tdCell.className = ""; tdCell.innerHTML = ""; } } }, //删除格子绑定的事件 disableAll: function () { for (var i = 0; i < this.rowCount; i++) { for (var j = 0; j < this.colCount; j++) { var tdCell = this.$("m" + i.toString() + j); tdCell.onmousedown = null; } } }, //游戏开始 begin: function () { this.currentSetpCount = 0;//开始的步数清零 this.markLandMineCount = 0; this.beginTime = new Date();//游戏开始时间 this.hideAll(); this.bindCells(); }, //游戏结束 end: function () { this.endTime = new Date();//游戏结束时间 if (this.endCallBack) {//如果有回调函数则调用 this.endCallBack(); } }, //游戏成功 success: function () { this.end(); this.showAll(); this.disableAll(); alert("Congratulation!"); }, //游戏失败 failed: function () { this.end(); this.showAll(); this.disableAll(); alert("GAME OVER!"); }, //通数值找到行数和列数 getRowCol: function (val) { return { row: parseInt(val / this.colCount), col: val % this.colCount }; }, //获取一个随机数 selectFrom: function (iFirstValue, iLastValue) { var iChoices = iLastValue - iFirstValue + 1; return Math.floor(Math.random() * iChoices + iFirstValue); }, eventFire: function (el, etype) { if (el.fireEvent) { (el.fireEvent('on' + etype)); } else { var evObj = document.createEvent('Events'); evObj.initEvent(etype, false, false); el.dispatchEvent(evObj); } }, //入口函数 play: function () { this.init(); this.landMine(); this.calculateNoLandMineCount(); } }; window.FLM = FLM; })();
HTML部分:
<div id="FLM_main"> <table id="landmine"> </table> <div id="operation"> <div class="tip">剩余雷数:<span class="light red" id="landMineCount">0</span></div> <div class="tip">持续时间: <span class="light f60" id="costTime">0</span> s</div> <input type="button" id="showLandMine" value="显示地雷" /><br /> <input type="button" id="showAll" value="显示全部" /><br /> <input type="button" id="begin" value="开始游戏" /><br /> <div class="tip txtleft">提示: <ul> <li>1、点击“开始游戏”游戏开始计时</li> <li>2、游戏过程中点击“显示地雷”或“显示全部”游戏将会结束</li> </ul> </div> </div> </div>
调用部分:
window.onload = function () { var flm = FLM("landmine", 10, 10), doc = document, landMineCountElement = doc.getElementById("landMineCount"), timeShow = doc.getElementById("costTime"), showLandMineButton = doc.getElementById("showLandMine"), showAllButton = doc.getElementById("showAll"), beginButton = doc.getElementById("begin"), timeHandle = null; flm.endCallBack = function () { clearInterval(timeHandle); }; flm.landMineCallBack = function (count) { landMineCountElement.innerHTML = count; }; //为“开始游戏”按钮绑定事件 beginButton.onclick = function () { flm.play();//初始化 //显示地雷个数 landMineCountElement.innerHTML = flm.landMineCount; //为“显示地址”按钮绑定事件 showLandMineButton.onclick = function () { if (confirm("显示地雷游戏将结束?")) { flm.failed(); flm.showLandMine(); } }; //为“显示全部”按钮绑定事件 showAllButton.onclick = function () { if (confirm("显示全部游戏将结束?")) { flm.failed(); flm.showAll(); } }; //开始 flm.begin(); //更新花费时间 timeHandle = setInterval(function () { timeShow.innerHTML = parseInt((new Date() - flm.beginTime) / 1000); }, 1000); }; }
布局用的是table,所以FLM三个参数的第一个就是table的ID,第二个参数为最少地雷个数,第三个参数为最多地雷个数。
运行效果:
Demo |
剩余雷数:0
持续时间: 0 s
提示:
- 1、点击“开始游戏”游戏开始计时
- 2、游戏过程中点击“显示地雷”或“显示全部”游戏将会结束
各位朋友们,果断地把你们的成绩截图晒出来吧!!!