<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title></title>
<style>
body{
font-size: 36px;
}
*{
padding: 0;
margin: 0;
}
.score {
text-align: center;
line-height: 50px;
height: 50px;
}
.buttons {
text-align: center;
}
button{
font-size: 36px;
line-height: 50px;
margin-right: 30px;
padding: 0 30px;
}
div{
text-align: center;
}
</style>
</head>
<body>
<div>
<canvas id="blackWhite"></canvas>
</div>
<p class="score">
<!--<span>比分</span> -->
<span id="score">黑:白 = 2:2</span>
</p>
<p class="buttons">
<button id="regret">悔棋</button>
<button id="giveUp">认输</button>
<button id="negotiate">求和</button>
</p>
</body>
<!--<script src="js/index.js" type="text/javascript" charset="utf-8"></script>-->
<script type="text/javascript">
// 黑白棋 又叫反棋
class Reversi {
constructor (canvasId){
this.canvasId = canvasId;
this.resetData();
}
// 重置数据,再来一局
resetData (){
var body = document.documentElement || document.body;
var minWidth = Math.min(body.clientWidth, body.clientHeight);
// 属性
this.pieces = []; // 棋子数组 二位数组[[],[]]
this.recommend = [];
this.rowCount = 8; // 行数
this.colCount = this.rowCount;// 列数
this.cellWidth = minWidth/this.rowCount; //每个格子的宽
this.width = this.rowCount * this.cellWidth; // 棋盘的宽
this.height = this.width; // 棋盘的高
this.R = this.cellWidth * 0.4; // 棋子半径
this.HR = this.cellWidth / 4; // 提示格子的半径 hintRadius
this.HColor = "#e73480"; // 提示棋子的颜色
this.hisStatus = []; // 历史记录 history status
this.noChessCount = 0; // 没棋走次数
this.active = "black"; // 当前走棋方
this.canvas = document.getElementById(this.canvasId); // canvas DOM
this.ctx = this.canvas.getContext("2d"); // canvas环境
this.whiteCount = 2; // 白棋数量
this.blackCount = 2; // 黑棋数量
this.victor = ""; // 胜利方
this.init();
}
// 初始化数据
init (){
this.initCanvas();
this.initPiece();
this.recommed();
this.renderUi();
}
// 设置棋盘的宽高
initCanvas (){
this.canvas.width = this.width;
this.canvas.height = this.height;
}
// 初始化棋子
initPiece (){
var initPieces = [];
for(let i=0;i<this.rowCount;i ){ // 行
initPieces.push([]);
for(let j=0;j<this.colCount;j ){ // 列
initPieces[i].push({value:0,color:""});
}
}
// 初始的时候中间有四个棋子
var center = Math.floor((this.rowCount-1)/2); //
initPieces[center][center].value = 1;
initPieces[center][center].color = "black";
initPieces[center][center 1].value = 1;
initPieces[center][center 1].color = "white";
initPieces[center 1][center].value = 1;
initPieces[center 1][center].color = "white";
initPieces[center 1][center 1].value = 1;
initPieces[center 1][center 1].color = "black";
// console.log(initPieces);
this.pieces = this.deepClone(initPieces);
this.hisStatus[0] = this.deepClone(initPieces);
}
renderUi(){
//清除之前的画布
this.ctx.clearRect(0,0,this.width,this.height);
// 重绘画布
this.drawMap();
this.drawPieces();
this.recommed();
this.drawHint();
}
//画一个棋子或一个提示圆点
drawDot(x,y,r,color){
this.ctx.beginPath();
this.ctx.arc(x,y,r,0,2*Math.PI);
this.ctx.closePath();
this.ctx.fillStyle = color;
this.ctx.fill();
}
// 画棋盘
drawMap(){
// 背景
this.ctx.beginPath();
this.ctx.rect(0,0,this.width,this.height);
this.ctx.closePath();
this.ctx.fillStyle = "#0099CC";
this.ctx.fill();
// 画横线
this.ctx.beginPath();
for(let i=0;i<this.rowCount;i ){
this.ctx.moveTo(0,this.cellWidth*i);
this.ctx.lineTo(this.cellWidth*this.rowCount,this.cellWidth*i);
}
this.ctx.stroke();
// 画纵线
this.ctx.beginPath();
for(let i=0;i<this.colCount;i ){
this.ctx.moveTo(this.cellWidth*i,0);
this.ctx.lineTo(this.cellWidth*i,this.cellWidth*this.colCount);
}
this.ctx.stroke();
}
// 画所有的棋子
drawPieces(){
for(let i=0;i<this.pieces.length;i ){
for(let j=0;j<this.pieces[i].length;j ){
if(this.pieces[i][j].value){
var x = i * this.cellWidth this.cellWidth/2;
var y = j * this.cellWidth this.cellWidth/2;
this.drawDot(x,y,this.R,this.pieces[i][j].color);
}
}
}
}
// 画所有的提示
drawHint(){
for(let i=0;i<this.recommend.length;i ){
var x = this.recommend[i].x * this.cellWidth this.cellWidth/2;
var y = this.recommend[i].y * this.cellWidth this.cellWidth/2;
this.drawDot(x,y,this.HR, this.HColor);
}
}
// 是否可以走这一步
canGo (xx,yy){// 条件 1.双方无期可走 2.棋盘下满了 3.没有本色的棋子了
var flag = false;
for(var i=0;i<this.recommend.length;i ){
if(this.recommend[i].x == xx && this.recommend[i].y == yy){
flag = true;
break;
}
}
return flag;
}
// 吃子
fire (x,y){
for(var i=0;i<this.recommend.length;i ){
if(this.recommend[i].x == x && this.recommend[i].y == y){ // 走推荐位置(吃掉可以吃的各个方向)
// console.log("x:" this.recommend[i].x ";y:" this.recommend[i].y,"匹配位置");
var xx =x, yy = y;
switch(this.recommend[i].direction){ //上加下减y 左加右减x
case "上": // j在下(大) yy在上(小) xx不变
while( yy < this.recommend[i].j){
this.pieces[xx][yy].color = this.active;
}
break;
case "右":// x在左(小) xx在右(大) yy不变
while(--xx > this.recommend[i].i){
this.pieces[xx][yy].color = this.active;
}
break;
case "下":// j在上(小) yy在下(大) xx不变
while(--yy > this.recommend[i].j){
this.pieces[xx][yy].color = this.active;
}
break;
case "左":// i在左(小) yy在右(大) i不变
while( xx < this.recommend[i].i){
this.pieces[xx][yy].color = this.active;
}
break;
case "右上":
while(--xx > this.recommend[i].i){
this.pieces[xx][ yy].color = this.active;
}
break;
case "右下":
while(--xx > this.recommend[i].i){
this.pieces[xx][--yy].color = this.active;
}
break;
case "左下":
while( xx < this.recommend[i].i){
this.pieces[xx][--yy].color = this.active;
}
break;
case "左上":
while( xx < this.recommend[i].i){
this.pieces[xx][ yy].color = this.active;
}
break;
default: console.log("jjle,吃不了子");
}
}
}
}
// 显示可以走的位置
recommed (){
this.recommend = [];
for(var i=0;i<this.rowCount;i ){
for(var j=0;j<this.colCount;j ){
if(this.pieces[i][j].color == this.active){ // 轮到当前方走棋
// console.log("当前棋子颜色:" active ";x:" i ";y:" j);
// 判断8个方向上是否可以走
// 右 1右测第一个是敌方棋子,2然后排查后面的每一个但不越界,3遇到己方或者空结束(己方的不可以走,空可以走,敌方的继续排查)
if(this.pieces[i 1] && this.pieces[i 1][j].color && this.pieces[i 1][j].color != this.active){ // 有对方的棋才可以走
for(var a=2;i a<this.rowCount;a ){
if(this.pieces[i a][j].color == ""){ // 空
this.recommend.push({x:i a,y:j,i:i,j:j,direction:"右"});
// console.log(i a,j,"右");
break;
}else if(this.pieces[i a][j].color == this.active){ // 己方
break;
}else{ // 敌方
continue;
}
}
}
// 左
if(this.pieces[i-1] && this.pieces[i-1][j].color && this.pieces[i-1][j].color != this.active){ // 有对方的棋才可以走
for(var a=2;i-a>=0;a ){
if(this.pieces[i-a][j] && this.pieces[i-a][j].color){ // 有棋子 判断是否是敌方棋子
if(this.pieces[i-a][j].color != this.active){
continue;
}else{
break;
}
}else{ //没有棋子 可以走
this.recommend.push({x:i-a,y:j,i:i,j:j,direction:"左"});
// console.log(i-a,j,"左")
break;
}
}
}
// 上
if(this.pieces[i][j-1] && this.pieces[i][j-1].color && this.pieces[i][j-1].color != this.active){ // 有对方的棋才可以走
for(var a=2;j-a>=0;a ){
if(this.pieces[i][j-a] && this.pieces[i][j-a].color){ // 有棋子 判断是否是敌方棋子
if(this.pieces[i][j-a].color != this.active){
continue;
}else{
break;
}
}else{ //没有棋子 可以走
this.recommend.push({x:i,y:j-a,i:i,j:j,direction:"上"});
// console.log(i,j-a,"上")
break;
}
}
}
// 下
if(this.pieces[i][j 1] && this.pieces[i][j 1].color && this.pieces[i][j 1].color != this.active){ // 有对方的棋才可以走
for(var a=2;j a<this.rowCount;a ){
if(this.pieces[i][j a].color){ // 有棋子 判断是否是敌方棋子
if(this.pieces[i][j a].color != this.active){
continue;
}else{
break;
}
}else{ //没有棋子 可以走
this.recommend.push({x:i,y:j a,i:i,j:j,direction:"下"});
// console.log(i,j a,"下")
break;
}
}
}
// 右下
if(this.pieces[i 1] && this.pieces[i 1][j 1] && this.pieces[i 1][j 1].color && this.pieces[i 1][j 1].color != this.active){ // 有对方的棋才可以走
for(var a=2;a j<this.rowCount && a i<this.rowCount;a ){
if(this.pieces[i a][j a].color){ // 有棋子 判断是否是敌方棋子
if(this.pieces[i a][j a].color != this.active){
continue;
}else{
break;
}
}else{ //没有棋子 可以走
this.recommend.push({x:i a,y:j a,i:i,j:j,direction:"右下"});
// console.log(i a,j a,"右下")
break;
}
}
}
// 右上
if(this.pieces[i 1] && this.pieces[i 1][j-1] && this.pieces[i 1][j-1].color && this.pieces[i 1][j-1].color != this.active){ // 有对方的棋才可以走
for(var a=2;i a<this.rowCount && j-a>=0;a ){
if(this.pieces[i a][j-a].color){ // 有棋子 判断是否是敌方棋子
if(this.pieces[i a][j-a].color != this.active){
continue;
}else{
break;
}
}else{ //没有棋子 可以走
this.recommend.push({x:i a,y:j-a,i:i,j:j,direction:"右上"});
// console.log(i a,j-a,"右上")
break;
}
}
}
// 左上
if(this.pieces[i-1] && this.pieces[i-1][j-1] && this.pieces[i-1][j-1].color && this.pieces[i-1][j-1].color != this.active){ // 有对方的棋才可以走
for(var a=2;i-a>=0 && j-a>=0;a ){
if(this.pieces[i-a][j-a].color){ // 有棋子 判断是否是敌方棋子
if(this.pieces[i-a][j-a].color != this.active){
continue;
}else{
break;
}
}else{ //没有棋子 可以走
this.recommend.push({x:i-a,y:j-a,i:i,j:j,direction:"左上"});
// console.log(i-a,j-a,"左上")
break;
}
}
}
// 左下
if(this.pieces[i-1] && this.pieces[i-1][j 1] && this.pieces[i-1][j 1].color && this.pieces[i-1][j 1].color != this.active){ // 有对方的棋才可以走
for(var a=2;i-a>=0 && j a<this.rowCount;a ){
if(this.pieces[i-a][j a].color){ // 有棋子 判断是否是敌方棋子
if(this.pieces[i-a][j a].color != this.active){
continue;
}else{
break;
}
}else{ //没有棋子 可以走
this.recommend.push({x:i-a,y:j a,i:i,j:j,direction:"左下"});
// console.log(i-a,j a,"左下")
break;
}
}
}
}else{ // 没有棋子或不是当前方
continue;
}
}
}
console.log(this.recommend,"推荐位置数组");
if(this.recommend.length==0){
var piecesCount = this.getNum(this.active) this.getNum(this.active == "black" ? "white" : "black");
if(piecesCount<this.rowCount*this.colCount){
this.noChess ;
if(this.noChess<=64-piecesCount){ // 顶多连走 64-棋子数
this.active = this.active == "black" ? "white" : "black";
// console.log(this.active "没有棋走,另一方继续");
alert(this.active "没有棋走,另一方继续");
this.renderUi();
}else{
this.noChess=0;
this.over();
}
}else{ // 下满了
this.over();
}
}
}
// 游戏结束 判断输赢、再来一局
over (){
switch (this.winner()){
case "white":
// console.log("恭喜恭喜","白棋赢");
alert("白棋赢");
break;
case "black":
// console.log("恭喜恭喜","黑棋赢");
alert("黑棋赢");
break;
default:
// console.log("恭喜恭喜","和棋");
alert("和棋");
}
}
// 走一步 1.判断这一步是否可以走 2.改变路途的棋子颜色
goStep (x,y){
// this.recommed();
if(this.canGo(x,y)){
this.pieces[x][y].value = 1;
this.pieces[x][y].color = this.active;
this.fire(x,y);
// 这里有个大坑
// var curPieces = Object.assign([],this.pieces);
// this.hisStatus.push(Object.assign([],curPieces));
this.hisStatus.push(this.deepClone(this.pieces));
// console.log(this.hisStatus,"棋局")
// 轮流走棋
this.active = this.active == "black" ? "white" : "black";
this.renderUi();
this.whiteCount = this.getNum ("white");
this.blackCount = this.getNum ("black");
}else{
// console.log("别捣乱,好好走");
alert("别捣乱,好好走");
}
}
// 深拷贝
deepClone (values) {
var copy;
// Handle the 3 simple types, and null or undefined
if (null == values || "object" != typeof values) return values;
// Handle Date
if (values instanceof Date) {
copy = new Date();
copy.setTime(values.getTime());
return copy;
}
// Handle Array
if (values instanceof Array) {
copy = [];
for (var i = 0, len = values.length; i < len; i ) {
copy[i] = this.deepClone(values[i]);
}
return copy;
}
// Handle Object
if (values instanceof Object) {
copy = {};
for (var attr in values) {
if (values.hasOwnProperty(attr)) copy[attr] = this.deepClone(values[attr]);
}
return copy;
}
throw new Error("Unable to copy values! Its type isn't supported.");
}
// 判断谁赢winner
winner (){
if(this.getNum("white") > this.getNum("black")){
this.victor = "white";
return "white";
} else if(this.getNum("white") < this.getNum("black")){
this.victor = "black";
return "black";
} else {
this.victor = "和棋";
return "和棋";
}
}
// 白棋或黑棋的数量
getNum (color){
var count = 0;
for(var i=0,len=this.pieces.length;i<len;i ){
for(var j=0,len1=this.pieces[i].length;j<len1;j ){
if(color == this.pieces[i][j].color){
count ;
}
}
}
return count;
}
// return 赢家
getVictor (){
switch(this.victor){
case "white":
alert("白棋胜");
break;
case "black":
alert("黑棋胜");
break;
case "和棋":
alert("和棋");
break;
default: alert("出bug了");
}
}
// 认输
giveUp (){
this.victor = this.active == "black" ? "white" : "black";
this.getVictor();
this.resetData();
}
// 求和
negotiate (){
this.victor = "和棋";
this.getVictor();
this.resetData();
}
// 悔棋
regret (){
if(this.hisStatus.length>1){
this.hisStatus.pop();
// console.log(this.hisStatus,"删除一步的棋局");
this.pieces = Object.assign([],this.hisStatus[this.hisStatus.length-1]);
//[...this.hisStatus[this.hisStatus.length-1]];
this.active = this.active == "black" ? "white" : "black";
// console.log(this.pieces,"当前棋局");
this.renderUi();
this.whiteCount = this.getNum ("white");
this.blackCount = this.getNum ("black");
}else {
alert("没有棋可以悔了");
}
}
}
</script>
<script type="text/javascript">
var score = document.getElementById("score");
var regret = document.getElementById("regret");
var giveUp = document.getElementById("giveUp");
var negotiate = document.getElementById("negotiate");
var offset;
var reversi = new Reversi("blackWhite");
reversi.canvas.addEventListener("click",function(e){
offset = reversi.canvas.getBoundingClientRect();
var x = Math.floor((e.clientX - offset.left) / reversi.cellWidth);
var y = Math.floor((e.clientY - offset.top) / reversi.cellWidth);
console.log(x,y,"点击位置");
// 走棋
reversi.goStep(x,y);
getScore();
},false);
function getScore(){
score.innerHTML = "黑:白 = " reversi.blackCount ":" reversi.whiteCount;
}
giveUp.onclick = function(){
if(confirm("你确定认输吗?")){
reversi.giveUp();
getScore();
}
}
negotiate.onclick = function (){
if(confirm("你确定求和吗?")){
if(confirm("你同意和棋吗?")){
reversi.negotiate();
getScore();
}else{
alert("对方拒绝和棋!");
}
}
}
regret.onclick = function(){
if(confirm("对方请求悔棋,是否同意?")){
reversi.regret();
getScore();
}else{
alert("对方拒绝悔棋");
}
}
</script>
</html>
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