原生 Javascript 编写五子棋
原文地址:原生 Javascript 编写五子棋
博客地址:http://www.extlight.com
一、背景
近一个月没写 Javascript 代码,有点生疏。正好浏览网页时弹出五子棋的游戏广告,于是想通过编写这个小游戏练练手。
二、简单介绍
2.1 效果展示
2.2 实现思路
-
棋盘:通过图片(chessboard.png)和 div 标签渲染出棋盘。
-
棋子:通过图片(black_flag.png、white_flag.png等)渲染出黑白棋子。落子前,鼠标出会出现一个可以随鼠标移动的棋子。我们创建一个浮动的 div,动态设置其 top 和 left 。
-
落子:给容器(class="container")添加 click 事件,给其添加对应的 classname。即被点击的单元格设置棋子背景图片。此外,需要判断落子点是否存在棋子。
-
输赢:使用二维数组保存棋盘(棋子)状态,通过横向、纵向、左上到右下和右上到左下四个方向进行判断是否有 5 个以上连续同颜色(样式)的棋子。
2.3 涉及技术
DOM操作、面向对象、事件操作和间隔函数 setInterval
2.4 项目结构
三、实现步骤
3.1 绘制棋盘
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;
/*设置点击无效*/
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;
/*设置点击无效*/
pointer-events: none;
}
chessboard.js 代码:
var Chessboard = function() {
// 保存棋盘棋子状态
this.flagArr = [];
this.size = 36;
}
// 初始化棋盘
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 代码:
var Game = function() {
}
Game.prototype.start = function() {
var chessboard = new Chessboard();
chessboard.init();
}
最终效果如下:
为了方便查看 div 与棋盘图片中格子之间的对应关系,笔者将 div 边框设置成白色。
从图中我们可以看到,div 大小正好对应棋盘的落子点。我们将 div 背景设置成棋子图片就实现了落子操作。
3.2 绘制棋子
chessboard.js 代码:
var Chessboard = function() {
// 保存棋盘棋子状态
this.flagArr = [];
this.size = 36;
// 默认黑色为先手
this.currentFlag = true;
// 保存落子前的样式映射
this.flagCurMap = [];
// 黑子
this.flagCurMap[true] = "black_flag_cur";
// 白子
this.flagCurMap[false] = "white_flag_cur";
}
// 初始化棋盘
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);
}
// 添加事件监听器
this.addListener(container);
}
// 落子事件监听器
Chessboard.prototype.addListener = function() {
var that = this;
// 设置落子前的鼠标样式
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";
}
}
结果如下图:
3.3 落子
在 chessboard.js 的监听器方法中添加落子的点击事件:
var Chessboard = function() {
// 保存棋盘棋子状态
this.flagArr = [];
this.size = 36;
// 默认黑色为先手
this.currentFlag = true;
// 保存落子前的样式映射
this.flagCurMap = [];
// 黑子
this.flagCurMap[true] = "black_flag_cur";
// 白子
this.flagCurMap[false] = "white_flag_cur";
// 保存落子后的样式映射
this.flagMap = [];
// 黑子
this.flagMap[true] = "black_flag";
// 白子
this.flagMap[false] = "white_flag";
// 保存结果映射关系
this.resultMap = [];
this.resultMap[true] = "黑子胜利";
this.resultMap[false] = "白子胜利";
}
// 初始化棋盘
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);
}
// 添加事件监听器
this.addListener(container);
}
// 落子事件监听器
Chessboard.prototype.addListener = function(container) {
var that = this;
// 设置落子前的鼠标样式
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";
}
// 落子监听
container.onclick = function(event) {
// 判断落子点是否存在棋子
if (event.target.className != "none") {
alert("此处不能落子!");
return;
}
// 落子,设置棋子图片
event.target.className = that.flagMap[that.currentFlag];
// 换棋手
that.currentFlag = !that.currentFlag;
}
}
运行结果如下:
3.4 判断输赢
在 chessboard.js 的落子监听实践代码中,判断是否五连子:
// 落子事件监听器
Chessboard.prototype.addListener = function(container) {
var that = this;
// 设置落子前的鼠标样式
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";
}
// 落子监听
container.onclick = function(event) {
// 判断落子点是否存在棋子
if (event.target.className != "none") {
alert("此处不能落子!");
return;
}
// 落子,设置棋子图片
event.target.className = that.flagMap[that.currentFlag];
// 当前落子坐标
var x = Math.floor(event.target.offsetLeft / that.size);
var y = Math.floor(event.target.offsetTop / that.size);
// 判断是否胜利
if (that._checkSuccess(x, y)) {
document.getElementById("mouse").style.display = "none";
container.onclick = null;
document.body.onmousemove = null;
alert(that.resultMap[that.currentFlag]);
return;
}
// 换棋手
that.currentFlag = !that.currentFlag;
}
}
// 判断棋局
Chessboard.prototype._checkSuccess = function(x, y) {
var result = false;
// 当前落子的样式/颜色
var className = this.flagArr[y][x].className;
// 横向判断
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;
}
}
// 纵向判断
for (var j = 0; j < 15; j++) {
if (className == this.flagArr[j][x].className) {
count++;
if (count >= 5) {
return true;
}
} else {
count = 0;
}
}
// 左上到右下判断
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;
}
}
}
// 右上到左下判断
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;
}
演示结果:
剩余的一些文本提示,倒计时就不在此处介绍。具体代码可以在下边提供的链接中下载。