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vue实现五子棋游戏

【字号: 日期:2023-01-18 11:38:57浏览:20作者:猪猪

本文实例为大家分享了vue实现五子棋游戏的具体代码,供大家参考,具体内容如下

思路

1.vue实现五子棋

空棋盘开局。

画网格:网格有 15 行 15 列,共有 225 个交叉点黑先、白后,交替下子,每次只能下一子胜负判定按照简单的规则,从当前下子点位的方向判断()。如果有一个方向满足连续5个黑子或白子,游戏结束。

2.支持dom和canvas切换

判断浏览器是否支持canvas:

false: 不支持 切换dom方式true: 支持 使用canvas

3.实现悔棋功能

4.实现撤销悔棋

例子:

为了简便,我就把所有写在一起了,按理来说是要分文件写的;

GitHub IO:链接

<!DOCTYPE html><html> <head> <meta charset='utf-8'> <title>简易五子棋</title> <script src='https://cdn.jsdelivr.net/npm/vue@2.6.11'></script> <style> body { margin: 0; padding: 0; } #app{ padding-left: 30%; width: 500px; } .h2Title{ text-align: center; } #app h3{ color: red; } .Fbuttons{ margin-bottom: 1rem; } .main{ background-color: bisque; width: 30rem; } .restart,.regret,.undo{ background: bisque; padding: 6px 10px; border-radius: 6px; font-size: 12px; cursor: pointer; } #chess { position: relative; width: 440px; height: 450px; padding-left: 30px; padding-top: 30px; background-color: bisque; } #chess .squre { width: 28px; height: 28px; border: 1px solid #666; float: left; } #box01 .squre:hover { background-color: pink; } #box01 { position: absolute; margin: 0 auto; width: 450px; height: 450px; top: 15px; left: 15px; } #box01 .qz { /* width: 28px; height: 28px; */ width: 30px; height: 30px; border: 0px solid #C7C7C7; float: left; border-radius: 50%; /* margin: 1px; */ } #box01 .qz:hover { background-color: pink; } .toggle{ float: right; } </style> </head> <body> <div id='app'> <h2 class='h2Title'>五子棋</h2> <h3>{{victory}}</h3> <div class='Fbuttons'> <input type='button' value='重新开始' @click='restartInit()' /> <input type='button' value='悔棋' @click='regret()' /> <input type='button' value='撤销悔棋' @click='undo()' /> <input type='button' :value='toggle?’切换dom’:’切换canvas’' @click='toggleF()' /> </div> <div class='main'> <canvas v-show='toggle' ref='canvas' height='480'>当前浏览器不支持Canvas</canvas> <div v-show='!toggle' ref='chessBox'> <!-- <div id='box01'></div> <div id='box02'></div> --> </div> </div> </div> <!-- --> <script> var app = new Vue({ el: '#app', data: { pieceMapArr: [], //记录棋盘落子情况 pieceColor: ['black', 'white'], //棋子颜色 step: 0, //记录当前步数 checkMode: [ //输赢检查方向模式 [1, 0], //水平 [0, 1], //竖直 [1, 1], //左斜线 [1, -1], //右斜线 ], flag: false, victory: ’’, history: [], //历史记录位置 historyVal: [], //历史记录不被删除数组 stepHistory: 0, domPiece:[], // toggle: true //true为canvas,false为dom }, mounted(){ const myCanvas = document.getElementById('myCanvas'); if (!myCanvas.getContext) { alert('当前浏览器不支持Canvas.'); this.toggle = false; this.drawpieceBoardDom(); } else { console.log('当前浏览器支持Canvas', this.toggle) this.drawpieceBoard(); const canvas = this.$refs.canvas; // 添加点击监听事件 canvas.addEventListener('click', e => { if (this.flag) { alert('游戏结束,请重新开始~'); return; } //判断点击范围是否越出棋盘 if (e.offsetX < 25 || e.offsetX > 450 || e.offsetY < 25 || e.offsetY > 450) { return; } let dx = Math.floor((e.offsetX + 15) / 30) * 30; let dy = Math.floor((e.offsetY + 15) / 30) * 30; console.log(’this.pieceMapArr 数组’, this.pieceMapArr) if (this.pieceMapArr[dx / 30 - 1][dy / 30 - 1] == 0) { console.log(’落下棋子’, dx, dy, this.pieceColor[this.step % 2]) this.drawPiece(dx, dy, this.pieceColor[this.step % 2]); //落下棋子 this.pieceMapArr[dx / 30 - 1][dy / 30 - 1] = this.pieceColor[this.step % 2]; //历史记录位置 this.history.length = this.step; this.history.push({ dx, dy, color: this.pieceColor[this.step % 2] }); this.historyVal.push({ dx, dy, color: this.pieceColor[this.step % 2] }); this.stepHistory++ console.log(’this.history’, this.history); //检查当前玩家是否赢了游戏 for (var i = 0; i < 4; i++) { this.checkWin(dx / 30 - 1, dy / 30 - 1, this.pieceColor[this.step % 2], this.checkMode[i]); } this.step++; } else { alert('不能落在有棋子的地方!'); } }); } }, methods: { toggleF() { this.toggle = !this.toggle; if (!this.toggle) { // console.log('当前---------------1') // let elem = document.getElementById(’box01’); // if (elem !== null) { // elem.parentNode.removeChild(elem); // let elem02 = document.getElementById(’box02’); // elem02.parentNode.removeChild(elem02); // } // this.drawpieceBoardDom(); this.restartInit() } else { this.restartInit() // this.drawpieceBoard(); } }, //初始化棋盘数组 pieceArr() { for (let i = 0; i < 15; i++) { this.pieceMapArr[i] = []; for (let j = 0; j < 15; j++) { this.pieceMapArr[i][j] = 0; } } }, //重新开始 restartInit() { if (!this.toggle) { // console.log('-----dom-------') var elem = document.querySelector(’#box01’); // console.log('elem',elem) if (elem != null ) { elem.parentNode.removeChild(elem); let elem02 = document.querySelector(’#box02’); elem02.parentNode.removeChild(elem02); } this.drawpieceBoardDom(); this.flag = false; this.step = 0; this.stepHistory = 0; this.historyVal = []; this.history = []; } else { //重画 this.repaint(); // 绘制棋盘 this.drawpieceBoard(); this.flag = false; this.step = 0; this.stepHistory = 0; this.historyVal = []; this.history = []; } }, //---------canvas---------- // 绘制棋盘 drawpieceBoard() { //初始化棋盘数组 this.pieceArr(); //canvas 绘制 let canvas = this.$refs.canvas // 调用canvas元素的getContext 方法访问获取2d渲染的上下文 let context = canvas.getContext('2d'); context.strokeStyle = ’#666’ for (let i = 0; i < 15; i++) { //落在方格(canvas 的宽高是450) // context.moveTo(15 + i * 30, 15) // context.lineTo(15 + i * 30, 435) // context.stroke() // context.moveTo(15, 15 + i * 30) // context.lineTo(435, 15 + i * 30) // context.stroke() //落在交叉点(480) context.beginPath(); context.moveTo((i + 1) * 30, 30); context.lineTo((i + 1) * 30, canvas.height - 30); context.closePath(); context.stroke(); context.beginPath(); context.moveTo(30, (i + 1) * 30); context.lineTo(canvas.width - 30, (i + 1) * 30); context.closePath(); context.stroke(); } }, //绘制棋子 drawPiece(x, y, color) { let canvas = this.$refs.canvas let context = canvas.getContext('2d'); context.beginPath(); //开始一条路径或重置当前的路径 context.arc(x, y, 15, 0, Math.PI * 2, false); context.closePath(); context.fillStyle = color; context.fill(); }, //胜负判断函数 checkWin(x, y, color, mode) { let count = 1; //记录 for (let i = 1; i < 5; i++) { if (this.pieceMapArr[x + i * mode[0]]) { if (this.pieceMapArr[x + i * mode[0]][y + i * mode[1]] == color) { count++; } else { break; } } } for (let j = 1; j < 5; j++) { if (this.pieceMapArr[x - j * mode[0]]) { if (this.pieceMapArr[x - j * mode[0]][y - j * mode[1]] == color) { count++; } else { break; } } } // console.log(’胜负判断函数’, count) // console.log(’color’, color) if (count >= 5) { if (color == ’black’) { this.victory = '黑子棋方胜利!'; } else { this.victory = '白子棋方胜利!'; } // 游戏结束 // console.log(’游戏结束’) this.flag = true; } }, //重画函数 repaint() { //重画 let canvas = this.$refs.canvas; let context = canvas.getContext('2d'); context.fillStyle = 'bisque'; context.fillRect(0, 0, canvas.width, canvas.height); context.beginPath(); context.closePath(); }, //悔棋: // canvas 创建一个二维数组,下棋或者悔棋都操作这个数组。操作完数据,把画布全清,重新用数据画一个棋盘。 // dom 二维数组删除数组最后一项, 先清空棋子的填充颜色,在渲染上颜色 regret() { if (!this.toggle) { // console.log('-----dom------this.domPiece',this.domPiece) if (this.history.length && !this.flag) { this.history.pop(); //删除数组最后一项 console.log('-----dom------this.history', this.history) //重画 this.pieceArr(); // let elem = document.getElementById(’box01’); // if (elem !== null) { // elem.parentNode.removeChild(elem); // let elem02 = document.getElementById(’box02’); // elem02.parentNode.removeChild(elem02); // } //这个太耗性能了 // this.drawpieceBoardDom(); // 清空棋子的填充颜色 this.domPiece.forEach(e => { e.forEach(qz => { qz.style.backgroundColor = ’’; }) }); // 渲染棋子颜色 this.history.forEach(e => { this.domPiece[e.m][e.n].style.backgroundColor = e.color this.pieceMapArr[e.m][e.n] = e.color; }); this.step-- } else { alert('已经不能悔棋了~') } } else { if (this.history.length && !this.flag) { this.history.pop(); //删除数组最后一项 //重画 this.repaint(); // 绘制棋盘 this.drawpieceBoard(); //绘制棋子 this.history.forEach(e => { this.drawPiece(e.dx, e.dy, e.color) this.pieceMapArr[e.dx / 30 - 1][e.dy / 30 - 1] = e.color; }); this.step-- } else { alert('已经不能悔棋了~') } } }, //撤销悔棋 undo() { if (!this.toggle) { // console.log('-----dom------this.domPiece',this.domPiece) if ((this.historyVal.length > this.history.length) && !this.flag) { this.history.push(this.historyVal[this.step]) console.log('-----dom------this.history', this.history) // 清空棋子的填充颜色 this.domPiece.forEach(e => { e.forEach(qz => { qz.style.backgroundColor = ’’; }) }); // 渲染棋子颜色 this.history.forEach(e => { this.domPiece[e.m][e.n].style.backgroundColor = e.color this.pieceMapArr[e.m][e.n] = e.color; }); this.step++ } else { alert('不能撤销悔棋了~') } } else { if ((this.historyVal.length > this.history.length) && !this.flag) { this.history.push(this.historyVal[this.step]) //重画 this.repaint(); // 绘制棋盘 this.drawpieceBoard(); this.history.forEach(e => { this.drawPiece(e.dx, e.dy, e.color) this.pieceMapArr[e.dx / 30 - 1][e.dy / 30 - 1] = e.color; }); this.step++ } else { alert('不能撤销悔棋了~') } } }, // -----------dom----------- drawpieceBoardDom() { // console.log('this', this) let that = this; //调用初始化棋盘数组函数 that.pieceArr(); //创建一个容器 const box = document.querySelector('#chess'); const box01 = document.createElement('div'); box01.setAttribute('id', 'box01'); box.appendChild(box01); //画棋盘 const chess01 = document.querySelector('#box01'); const box02 = document.createElement('div'); box02.setAttribute('id', 'box02'); box.appendChild(box02); let arr = new Array(); for (let i = 0; i < 14; i++) { arr[i] = new Array(); for (let j = 0; j < 14; j++) { arr[i][j] = document.createElement('div'); arr[i][j].setAttribute('class', 'squre'); box02.appendChild(arr[i][j]); } } //画棋子 let arr01 = this.domPiece; for (let i = 0; i < 15; i++) { arr01[i] = new Array(); for (let j = 0; j < 15; j++) { arr01[i][j] = document.createElement('div'); arr01[i][j].setAttribute('class', 'qz'); chess01.appendChild(arr01[i][j]); } } // console.log('this.domPiece',this.domPiece) // 填充颜色和判断 for (let m = 0; m < 15; m++) { for (let n = 0; n < 15; n++) { arr01[m][n].onclick = function() { //判断游戏是否结束 if (!that.flag) { if (that.pieceMapArr[m][n] == 0) { //黑白交换下棋 // console.log(this); // console.log(’落下棋子’, that.pieceColor[that.step % 2]) //确保填充颜色正确进行了判断 if (this.className == 'qz' && that.step % 2 == 0 && this.style.backgroundColor == '') { //下棋填充黑颜色 this.style.backgroundColor = that.pieceColor[that.step % 2]; //写入棋盘数组 that.pieceMapArr[m][n] = that.pieceColor[that.step % 2]; //历史记录位置 that.history.length = that.step; that.history.push({ m, n, color: that.pieceColor[that.step % 2] }); that.historyVal.push({ m, n, color: that.pieceColor[that.step % 2] }); that.stepHistory++ console.log(’this.history’, that.history); } else if (this.className == 'qz' && that.step % 2 != 0 && this.style.backgroundColor == '') { //下棋填充白颜色 this.style.backgroundColor = that.pieceColor[that.step % 2]; //写入棋盘数组 that.pieceMapArr[m][n] = that.pieceColor[that.step % 2]; //历史记录位置 that.history.length = that.step; that.history.push({ m, n, color: that.pieceColor[that.step % 2] }); that.historyVal.push({ m, n, color: that.pieceColor[that.step % 2] }); that.stepHistory++ console.log(’this.history’, that.history); } //检查当前是否赢了 for (var i = 0; i < 4; i++) { that.checkWin(m, n, that.pieceColor[that.step % 2], that.checkMode[i]); } that.step++; // console.log(’that.step’, that.step); } else { alert('不能落在有棋子的地方!'); return; } } else { // that.flag = true; alert('游戏结束,请重新开始~'); return; } } } } }, } }); </script> </body></html>

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