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HTML5 Canvas实现五子棋游戏的代码分享(图文)

程序员文章站 2022-03-28 17:07:28
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背景介绍

  因为之前用c#的winform中的gdi+,java图形包做过五子棋,所以做这个逻辑思路也就驾轻就熟,然而最近想温故html5的canvas绘图功能(公司一般不用这些),所以做了个五子棋,当然没参考之前的客户端代码,只用使用之前计算输赢判断算法和电脑AI(网络借取)的算法,当然现在html5做的五子棋百度一下非常多,但是自己实现一边总归是好事情,好了废话不多说了进入正题。^_^

界面功能介绍与后续可增加功能

目前界面功能:

  主界面包含

    1:人人、人机对战选项 2:棋子外观选择 3:棋盘背景选择 4:棋盘线条颜色选择

  游戏界面包含

    1:玩家名称 2:玩家棋子 3:当前由谁下棋背景定位 4:玩家比分 5:功能菜单区域(重新开始和无限悔棋) 6:棋盘区域 7.胜利后连环棋子连接 8.最后下棋位置闪烁显示 9.光标定位

  游戏结束界面

    1:胜利背景图 2:胜利玩家姓名 3:继续下一把按钮

可增加功能

  1.返回主界面 2.保存棋局和相关数据 3.读取棋局和相关数据 4.交换角色 5.网络对战(2台机器)6.双方思考总时间记录

界面截图赏析(没花时间美化,比较丑)

HTML5  Canvas实现五子棋游戏的代码分享(图文)HTML5  Canvas实现五子棋游戏的代码分享(图文)HTML5  Canvas实现五子棋游戏的代码分享(图文)

HTML5  Canvas实现五子棋游戏的代码分享(图文)HTML5  Canvas实现五子棋游戏的代码分享(图文)

整体设计和主代码介绍

整体设计

  下棋流程:玩家or电脑AI下棋 ---> 绘制棋子 ---> 设定棋子二维坐标值 ----> logic(逻辑判断) ----> (玩家)一方五子连环 ---> 获胜界面
      ↑                                          |
      |                                          ↓
      <--------------------------------------------------------------------------------------------没有五子

  悔棋流程(人人对战):一方玩家悔棋 ----> 弹出下棋记录堆栈并设定为它是最后一枚棋 ---> 清除最后一枚棋子图像 ---> 清除棋子二维坐标值---> 重新定位显示最后下棋位置并闪烁

  悔棋流程(人机对战):玩方悔棋 ----> 弹出下棋记录堆栈2次,设定上一次电脑为最后一枚棋 ---> 清除弹出的2次记录图像 ---> 清除棋子2个棋子二维坐标值---> 重新定位显示最后下棋位置并闪烁

主代码介绍

  主代码分为二块: 1.界面逻辑块 2.游戏主体块 (界面与游戏代码分离,逻辑清晰,分工明确)

模拟事件通知:游戏主体逻辑块,每次结果都会通知到界面层来进行交互(类似于c#或者java的委托或事件)

界面逻辑代码

<script type="text/javascript">
        var gb = null;
        var infoboj = document.getElementsByClassName("info")[0];
        var pl1obj = document.getElementById("pl1");
        var pl2obj = document.getElementById("pl2");
        var plname1obj = document.getElementById("plname1");
        var plname2obj = document.getElementById("plname2");
        var chesstypeobj = document.getElementsByName("chesstype");
        var chesscolorobj = document.getElementsByName("chesscolor");
        var chessbgObj = document.getElementsByName("chessbg");
        var winerpnl = document.getElementById("winer");
        document.getElementById("startgame").addEventListener("click", function() {
            
            function initParams() {
                var chessTypeValue = 1;
                if (chesstypeobj.length > 0) {
                    for (var i = 0; i < chesstypeobj.length; i++) {
                        if (chesstypeobj[i].checked) {
                            chessTypeValue = chesstypeobj[i].value;
                            break;
                        }
                    }
                }
                var linevalue = "";
                if (chesscolorobj.length > 0) {
                    for (var i = 0; i < chesscolorobj.length; i++) {
                        if (chesscolorobj[i].checked) {
                            linevalue = chesscolorobj[i].value;
                            break;
                        }
                    }
                }
                var bcorimgvalue = "";
                if (chessbgObj.length > 0) {
                    for (var i = 0; i < chessbgObj.length; i++) {
                        if (chessbgObj[i].checked) {
                            bcorimgvalue = chessbgObj[i].value;
                            break;
                        }
                    }
                }
                return {
                    lineColor: linevalue,
                    chessType: chessTypeValue, //1 色彩棋子 2 仿真棋子
                    playAName: plname1Input.value,
                    playBName: plname2Input.value,
                    backColorORImg: bcorimgvalue,
                    playAImg: "http://sandbox.runjs.cn/uploads/rs/62/nbqodq5i/playA.png",
                    playBImg: "http://sandbox.runjs.cn/uploads/rs/62/nbqodq5i/playB.png",
                    playerBIsComputer:openComputer.checked
                };
            }
            document.getElementById("cc").style.display = "block";
            gb = new gobang(initParams());
            /**
             * 设置一些界面信息
             * @param {Object} opt
             */
            gb.info = function(opt) {
                    infoboj.style.visibility = "visible";
                    document.getElementsByClassName("startpnl")[0].style.visibility = "hidden";
                    plname1obj.innerHTML = opt.playAName;
                    plname2obj.innerHTML = opt.playBName;
                    if (opt.chessType == 1) {
                        var span1 = document.createElement("span");
                        pl1obj.insertBefore(span1, plname1obj);
                        var span2 = document.createElement("span");
                        pl2obj.insertBefore(span2, plname2obj);
                    } else {
                        var img1 = document.createElement("img");
                        img1.src = opt.playAImg;
                        pl1obj.insertBefore(img1, plname1obj);
                        var img2 = document.createElement("img");
                        img2.src = opt.playBImg;
                        pl2obj.insertBefore(img2, plname2obj);
                    }
                }
                /**
                 * 每次下棋后触发事件 
                 * @param {Object} c2d
                 */
            gb.operate = function(opt, c2d) {
                if (!c2d.winer || c2d.winer <= 0) {
                    pl1obj.removeAttribute("class", "curr");
                    pl2obj.removeAttribute("class", "curr");
                    if (c2d.player == 1) {
                        pl2obj.setAttribute("class", "curr");
                    } else {
                        pl1obj.setAttribute("class", "curr");
                    }
                    document.getElementById("backChessman").innerHTML="悔棋("+c2d.canBackTimes+")";
                } else {
                    var winname = c2d.winer == 1 ? opt.playAName : opt.playBName;
                    var str = "恭喜,【" + winname + "】赢了!"
                    alert(str);
                    winerpnl.style.display = "block";
                    document.getElementById("winerName").innerHTML = "恭喜,【" + winname + "】赢了!";
                    document.getElementById("pl" + c2d.winer).style.backgroundColor = "pink";
                    document.getElementById("scoreA").innerHTML = c2d.playScoreA;
                    document.getElementById("scoreB").innerHTML = c2d.playScoreB;
                }
            }
            gb.start();
        });
        
        document.getElementById("openComputer").addEventListener("change", function() {
            if (this.checked) {
                plname2Input.value = "电脑";
                plname2Input.disabled = "disabled";
            } else {
                plname2Input.value = "玩家二";
                plname2Input.disabled = "";
            }
        });
        
        //document.getElementById("openComputer").checked="checked";
        
        //重新开始
        function restartgui() {
            if (gb) {
                winerpnl.style.display = "none";
                pl1obj.removeAttribute("class", "curr");
                pl2obj.removeAttribute("class", "curr");
                document.getElementById("pl1").style.backgroundColor = "";
                document.getElementById("pl2").style.backgroundColor = "";
                gb.restart();
            }
        };
    </script>

游戏主体代码块(只包含函数声明代码)


//  ========== 
//  =name:gobang 游戏 
//  =anthor:jasnature
//  =last modify date:2016-04-13
//  ========== 
(function(win) {    
var gb = function(option) {        
var self = this,
            canObj = document.getElementById("cc"),
            can = canObj.getContext("2d");
        self.contextObj = canObj;
        self.context = can;        if (!self.context) {
            alert("浏览器不支持html5");            return;
        };

        self.Opt = {
            lineColor: "green",
            chessType: 1, //1 色彩棋子 2 仿真棋子
            playAName: "play1",
            playBName: "play2",
            playAColor: "red",
            playBColor: "blue",
            playAImg: "img/playA.png",
            playBImg: "img/playB.png",
            backColorORImg: "default",
            playerBIsComputer: false
        };

        self.operate;        //合并属性
        for (var a in option) {            //console.log(opt[a]);
            self.Opt[a] = option[a];
        };        //私有变量
        var my = {};
        my.enableCalcWeightNum = false; //显示AI分数
        my.gameover = false;        //棋盘相关
        my.baseWidth = 30;
        my.lastFocusPoint = {}; //鼠标最后移动到的坐标点,计算后的
        my.cw = self.contextObj.offsetWidth; //棋盘宽
        my.ch = self.contextObj.offsetHeight; //高
        my.xlen = Math.ceil(my.cw / my.baseWidth); //行数
        my.ylen = Math.ceil(my.ch / my.baseWidth); //列
        my.chessRadius = 14; //棋子半径
        my.playerBIsComputer = false; //棋手B是否是电脑
        my.ComputerThinking = false; //电脑是否在下棋
        my.goBackC2dIsComputer = false; //最后下棋是否为电脑
        my.switcher = 1; //由谁下棋了 1-a 2-b or computer
        my.winer = -1; //赢家,值参考my.switcher
        my.playScoreA = 0;
        my.playScoreB = 0;        //x,y 正方形数量(20*20)
        my.rectNum = my.xlen;        //存储已下的点
        my.rectMap = [];
        my.NO_CHESS = -1; //没有棋子标识
        my.goBackC2d = {}; //最后下的数组转换坐标
        my.downChessmanStackC2d = []; // 记录已下棋子的顺序和位置,堆栈
        my.focusFlashInterval = null; //焦点闪烁线程
        my.focusChangeColors = ["red", "fuchsia", "#ADFF2F", "yellow", "purple", "blue"];
        my.eventBinded = false;
        my.currChessBackImg = null;
        my.currChessAImg = null;
        my.currChessBImg = null;
        my.currDrawChessImg = null;
        my.ChessDownNum = 0; //2个玩家 下棋总数

        /**
         * 开始游戏         
         */
        self.start = function() {
            
        };        
        /**
         * 重新开始游戏         
         */
        self.restart = function() {

            
        };        
        /**
         * 悔棋一步 ,清棋子,并返回上一次参数         
         */
        self.back = function() {

            
        }        
        /**
         * 初始化一些数据         
         */
        function init() {

            
        }        
        //        
        self.paint = function() {
        //        
        //            
        //window.requestAnimationFrame(drawChessboard);
        //        
        };

        /**
         * 游戏逻辑         
         */
        function logic(loc, iscomputer) {
            

        };        
        /**
         * 判断是否有玩家胜出
         * @param {Object} c2d         
         */
        function isWin(c2d) {            

            return false;
        }        /**
         * 连接赢家棋子线
         * @param {Object} points         
         */
        function joinWinLine(points) {

            

        }        /**
         * 画棋盘         */
        function drawChessboard() {
            
        };        /**
         * 画棋子
         * @param {Object} loc 鼠标点击位置         
         */
        function drawChessman(c2d) {

            
        }        function drawRect(lastRecord, defColor) {
            
        }        
        /**
         * 闪烁最后下棋点         
         */
        function flashFocusChessman() {

            
        }        
        /**
         * 清棋子
         * @param {Object} c2d         
         */
        function clearChessman() {

            
        }        
        /**
         * @param {Object} loc
         * @return {Object} I 二维数组横点(),J二维数组纵点,IX 横点起始坐标,JY纵点起始坐标,player 最后下棋玩, winer 赢家         
         */
        function calc2dPoint(loc) {            var txp = Math.floor(loc.x / my.baseWidth),
                typ = Math.floor(loc.y / my.baseWidth)
            dxp = txp * my.baseWidth, dyp = typ * my.baseWidth;

            loc.I = txp;
            loc.J = typ;
            loc.IX = dxp;
            loc.JY = dyp;            return loc;
        }

        my.isChangeDraw = true;        /**
         * 位置移动光标
         * @param {Object} loc         */
        function moveFocus(loc) {
            
        }        
        /**
         * 绑定事件         
         */
        function bindEvent() {            
        if (!my.eventBinded) {
                self.contextObj.addEventListener("touchstart", function(event) {                    
                //console.log(event);
                    var touchObj = event.touches[0];
                    eventHandle({
                        s: "touch",
                        x: touchObj.clientX - this.offsetLeft,
                        y: touchObj.clientY - this.offsetTop
                    })
                });
                self.contextObj.addEventListener("click", function(event) {                    
                //console.log("click event");                    
                eventHandle({
                        s: "click",
                        x: event.offsetX,
                        y: event.offsetY
                    })
                });

                self.contextObj.addEventListener("mousemove", function(event) {                    
                //console.log("mousemove event");                    
                moveFocus({
                        x: event.offsetX,
                        y: event.offsetY
                    });

                });

                my.eventBinded = true;
            }            function eventHandle(ps) {                
            if (!my.gameover && !my.ComputerThinking) {
                    logic(ps);                    
                    if (my.playerBIsComputer && my.switcher == 2) {
                        my.ComputerThinking = true;                        
                        var pp = AI.analysis(my.goBackC2d.I, my.goBackC2d.J);
                        logic({
                            I: pp.x,
                            J: pp.y
                        }, true);
                        my.ComputerThinking = false;
                    }
                }
                event.preventDefault();
                event.stopPropagation();                
                return false;
            }

        }


    };

    win.gobang = gb;

})(window);

主要算法介绍

玩家OR电脑胜出算法

/**
         * 判断是否有玩家胜出
         * @param {Object} c2d
         */
        function isWin(c2d) {
            //四个放心计数 竖 横 左斜 右斜
            var hcount = 0,
                vcount = 0,
                lbhcount = 0,
                rbhcount = 0,
                temp = 0;

            var countArray = [];

            //左-1
            for (var i = c2d.I; i >= 0; i--) {
                temp = my.rectMap[i][c2d.J];
                if (temp < 0 || temp !== c2d.player) {
                    break;
                }
                hcount++;
                countArray.push({
                    I: i,
                    J: c2d.J
                });
            }
            //右-1
            for (var i = c2d.I + 1; i < my.rectMap.length; i++) {
                temp = my.rectMap[i][c2d.J];
                if (temp < 0 || temp !== c2d.player) {
                    break;
                }
                hcount++;
                countArray.push({
                    I: i,
                    J: c2d.J
                });
            }

            if (countArray.length < 5) {
                countArray = [];
                //上-2
                for (var j = c2d.J; j >= 0; j--) {
                    temp = my.rectMap[c2d.I][j];
                    if (temp < 0 || temp !== c2d.player) {
                        break;
                    }
                    vcount++;

                    countArray.push({
                        I: c2d.I,
                        J: j
                    });
                }
                //下-2
                for (var j = c2d.J + 1; j < my.rectMap[c2d.I].length; j++) {
                    temp = my.rectMap[c2d.I][j];
                    if (temp < 0 || temp !== c2d.player) {
                        break;
                    }
                    vcount++;
                    countArray.push({
                        I: c2d.I,
                        J: j
                    });
                }
            }

            if (countArray.length < 5) {
                countArray = [];
                //左上
                for (var i = c2d.I, j = c2d.J; i >= 0, j >= 0; i--, j--) {
                    if (i < 0 || j < 0) break;
                    temp = my.rectMap[i][j];
                    if (temp < 0 || temp !== c2d.player) {
                        break;
                    }
                    lbhcount++;
                    countArray.push({
                        I: i,
                        J: j
                    });
                }
                //右下
                if (c2d.I < my.rectMap.length - 1 && c2d.I < my.rectMap[0].length - 1) {
                    for (var i = c2d.I + 1, j = c2d.J + 1; i < my.rectMap.length, j < my.rectMap[0].length; i++, j++) {
                        if (i >= my.rectMap.length || j >= my.rectMap.length) break;
                        temp = my.rectMap[i][j];
                        if (temp < 0 || temp !== c2d.player) {
                            break;
                        }
                        lbhcount++;
                        countArray.push({
                            I: i,
                            J: j
                        });
                    }
                }
            }
            if (countArray.length < 5) {
                countArray = [];
                //右上
                for (var i = c2d.I, j = c2d.J; i < my.rectMap.length, j >= 0; i++, j--) {
                    if (i >= my.rectMap.length || j < 0) break;
                    temp = my.rectMap[i][j];
                    if (temp < 0 || temp !== c2d.player) {
                        break;
                    }
                    rbhcount++;
                    countArray.push({
                        I: i,
                        J: j
                    });
                }
                //左下
                if (c2d.I >= 1 && c2d.J < my.rectMap[0].length - 1) {
                    for (var i = c2d.I - 1, j = c2d.J + 1; i > 0, j < my.rectMap[0].length; i--, j++) {
                        if (j >= my.rectMap.length || i < 0) break;
                        temp = my.rectMap[i][j];
                        if (temp < 0 || temp !== c2d.player) {
                            break;
                        }
                        rbhcount++;
                        countArray.push({
                            I: i,
                            J: j
                        });
                    }
                }
            }

            if (hcount >= 5 || vcount >= 5 || lbhcount >= 5 || rbhcount >= 5) {
                my.winer = c2d.player;
                my.gameover = true;

                joinWinLine(countArray);

                return true;
            }

            return false;
        }

算法简介:主要思路是搜索最后落下棋子的位置(二维坐标)计算字形线坐标,看是否有连续5个或以上棋子出现。

连接赢家棋子线


/**
         * 连接赢家棋子线
         * @param {Object} points         
         */
        function joinWinLine(points) {

            points.sort(function(left, right) {                
            return (left.I + left.J) > (right.I + right.J);
            });            var startP = points.shift();            
            var endP = points.pop();           
             var poffset = my.baseWidth / 2;
            can.strokeStyle = "#FF0000";
            can.lineWidth = 2;
            can.beginPath();           
             var spx = startP.I * my.baseWidth + poffset,
                spy = startP.J * my.baseWidth + poffset;
            can.arc(spx, spy, my.baseWidth / 4, 0, 2 * Math.PI, false);
            can.moveTo(spx, spy);            
            var epx = endP.I * my.baseWidth + poffset,
                epy = endP.J * my.baseWidth + poffset;
            can.lineTo(epx, epy);
            can.moveTo(epx + my.baseWidth / 4, epy);
            can.arc(epx, epy, my.baseWidth / 4, 0, 2 * Math.PI, false);

            can.closePath();
            can.stroke();

        }

算法简介:根据赢家返回的连子位置集合,做坐标大小位置排序,直接使用lineto 连接 第一个棋子和最后一个

坐标换算

/**
         * 坐标换算
         * @param {Object} loc
         * @return {Object} I 二维数组横点(),J二维数组纵点,IX 横点起始坐标,JY纵点起始坐标,player 最后下棋玩, winer 赢家
         */
        function calc2dPoint(loc) {
            var txp = Math.floor(loc.x / my.baseWidth),
                typ = Math.floor(loc.y / my.baseWidth)
            dxp = txp * my.baseWidth, dyp = typ * my.baseWidth;

            loc.I = txp;
            loc.J = typ;
            loc.IX = dxp;
            loc.JY = dyp;

            return loc;
        }

算法简介:这个比较简单,根据每个格子的宽度计算出实际坐标

电脑AI主要代码(修改来源于网络)

/**
         * AI棋型分析 
         */
        AI.analysis = function(x, y) {
            //如果为第一步则,在玩家棋周围一格随机下棋,保证每一局棋第一步都不一样
            if (my.ChessDownNum == 1) {
                return this.getFirstPoint(x, y);
            }
            var maxX = 0,
                maxY = 0,
                maxWeight = 0,
                i, j, tem;

            for (i = BOARD_SIZE - 1; i >= 0; i--) {
                for (j = BOARD_SIZE - 1; j >= 0; j--) {
                    if (my.rectMap[i][j] !== -1) {
                        continue;
                    }
                    tem = this.computerWeight(i, j, 2);
                    if (tem > maxWeight) {
                        maxWeight = tem;
                        maxX = i;
                        maxY = j;

                    }
                    if (my.enableCalcWeightNum) {
                        can.clearRect(i * 30 + 2, j * 30 + 2, 24, 24);
                        can.fillText(maxWeight, i * 30 + 5, j * 30 + 15, 30);
                    }
                }
            }
            return new Point(maxX, maxY);
        };
        //下子到i,j X方向 结果: 多少连子 两边是否截断
        AI.putDirectX = function(i, j, chessColor) {
            var m, n,
                nums = 1,
                side1 = false, //两边是否被截断
                side2 = false;
            for (m = j - 1; m >= 0; m--) {
                if (my.rectMap[i][m] === chessColor) {
                    nums++;
                } else {
                    if (my.rectMap[i][m] === my.NO_CHESS) {
                        side1 = true; //如果为空子,则没有截断
                    }
                    break;
                }
            }
            for (m = j + 1; m < BOARD_SIZE; m++) {
                if (my.rectMap[i][m] === chessColor) {
                    nums++;
                } else {
                    if (my.rectMap[i][m] === my.NO_CHESS) {
                        side2 = true;
                    }
                    break;
                }
            }
            return {
                "nums": nums,
                "side1": side1,
                "side2": side2
            };
        };
        //下子到i,j Y方向 结果
        AI.putDirectY = function(i, j, chessColor) {
            var m, n,
                nums = 1,
                side1 = false,
                side2 = false;
            for (m = i - 1; m >= 0; m--) {
                if (my.rectMap[m][j] === chessColor) {
                    nums++;
                } else {
                    if (my.rectMap[m][j] === my.NO_CHESS) {
                        side1 = true;
                    }
                    break;
                }
            }
            for (m = i + 1; m < BOARD_SIZE; m++) {
                if (my.rectMap[m][j] === chessColor) {
                    nums++;
                } else {
                    if (my.rectMap[m][j] === my.NO_CHESS) {
                        side2 = true;
                    }
                    break;
                }
            }
            return {
                "nums": nums,
                "side1": side1,
                "side2": side2
            };
        };
        //下子到i,j XY方向 结果
        AI.putDirectXY = function(i, j, chessColor) {
            var m, n,
                nums = 1,
                side1 = false,
                side2 = false;
            for (m = i - 1, n = j - 1; m >= 0 && n >= 0; m--, n--) {
                if (my.rectMap[m][n] === chessColor) {
                    nums++;
                } else {
                    if (my.rectMap[m][n] === my.NO_CHESS) {
                        side1 = true;
                    }
                    break;
                }
            }
            for (m = i + 1, n = j + 1; m < BOARD_SIZE && n < BOARD_SIZE; m++, n++) {
                if (my.rectMap[m][n] === chessColor) {
                    nums++;
                } else {
                    if (my.rectMap[m][n] === my.NO_CHESS) {
                        side2 = true;
                    }
                    break;
                }
            }
            return {
                "nums": nums,
                "side1": side1,
                "side2": side2
            };
        };
        AI.putDirectYX = function(i, j, chessColor) {
            var m, n,
                nums = 1,
                side1 = false,
                side2 = false;
            for (m = i - 1, n = j + 1; m >= 0 && n < BOARD_SIZE; m--, n++) {
                if (my.rectMap[m][n] === chessColor) {
                    nums++;
                } else {
                    if (my.rectMap[m][n] === my.NO_CHESS) {
                        side1 = true;
                    }
                    break;
                }
            }
            for (m = i + 1, n = j - 1; m < BOARD_SIZE && n >= 0; m++, n--) {
                if (my.rectMap[m][n] === chessColor) {
                    nums++;
                } else {
                    if (my.rectMap[m][n] === my.NO_CHESS) {
                        side2 = true;
                    }
                    break;
                }
            }
            return {
                "nums": nums,
                "side1": side1,
                "side2": side2
            };
        };

        /**
         * 计算AI下棋权重 
         * chessColor 玩家1为玩家2为AI
         */
        AI.computerWeight = function(i, j, chessColor) {
            //基于棋盘位置权重(越靠近棋盘中心权重越大)
            var weight = 19 - (Math.abs(i - 19 / 2) + Math.abs(j - 19 / 2)),
                pointInfo = {}; //某点下子后连子信息

            //x方向
            pointInfo = this.putDirectX(i, j, chessColor);
            weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重
            pointInfo = this.putDirectX(i, j, chessColor - 1);
            weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重
            //y方向
            pointInfo = this.putDirectY(i, j, chessColor);
            weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重
            pointInfo = this.putDirectY(i, j, chessColor - 1);
            weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重
            //左斜方向
            pointInfo = this.putDirectXY(i, j, chessColor);
            weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重
            pointInfo = this.putDirectXY(i, j, chessColor - 1);
            weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重
            //右斜方向
            pointInfo = this.putDirectYX(i, j, chessColor);
            weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重
            pointInfo = this.putDirectYX(i, j, chessColor - 1);
            weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重
            return weight;
        };
        //权重方案   活:两边为空可下子,死:一边为空
        //其实还有很多种方案,这种是最简单的
        AI.weightStatus = function(nums, side1, side2, isAI) {
            var weight = 0;
            switch (nums) {
                case 1:
                    if (side1 && side2) {
                        weight = isAI ? 15 : 10; //一
                    }
                    break;
                case 2:
                    if (side1 && side2) {
                        weight = isAI ? 100 : 50; //活二
                    } else if (side1 || side2) {
                        weight = isAI ? 10 : 5; //死二
                    }
                    break;
                case 3:
                    if (side1 && side2) {
                        weight = isAI ? 500 : 200; //活三
                    } else if (side1 || side2) {
                        weight = isAI ? 30 : 20; //死三
                    }
                    break;
                case 4:
                    if (side1 && side2) {
                        weight = isAI ? 5000 : 2000; //活四
                    } else if (side1 || side2) {
                        weight = isAI ? 400 : 100; //死四
                    }
                    break;
                case 5:
                    weight = isAI ? 100000 : 10000; //五
                    break;
                default:
                    weight = isAI ? 500000 : 250000;
                    break;
            }
            return weight;
        };

AI分析:这个只是最简单的算法,其实很简单,计算每个没有下棋坐标的分数,也是按照 字形 计算,计算格子8个方向出现的 一个棋子 二个棋子 三个棋子 四个棋子,其中还分为是否被截断,其实就是边缘是否被堵死。

其实这个AI算法后续还有很多可以优化,比如 断跳 二活 其实就是2个交叉的 活二 , 因为是断掉的所以没有纳入算法权重计算,如果加入这个算法,估计很难下赢电脑了。

如符号图:

*        *
*      *
空位
下这里

因为不是连续的,所有没有纳入。

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