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Vue实现五子棋小游戏
来源:jb51  时间:2022/5/9 14:22:35  对本文有异议

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

<!DOCTYPE html>
<html>

<head>
?? ?<meta charset="utf-8">
?? ?<title>五子棋</title>
?? ?<script src="./configJS/vue.js"></script>
?? ?<script src="./configJS/jQuery 1.10.2.js"></script>
?? ?<style>
?? ??? ?.fiveInRow {
?? ??? ??? ?position: absolute;
?? ??? ??? ?width: 100%;
?? ??? ?}

?? ??? ?.fiveStar {
?? ??? ??? ?position: absolute;
?? ??? ??? ?display: flex;
?? ??? ??? ?width: 542px;
?? ??? ??? ?height: 720px;
?? ??? ??? ?margin: -24px 65px;
?? ??? ??? ?justify-content: space-around;
?? ??? ??? ?align-items: center;
?? ??? ?}

?? ??? ?.starGroup {
?? ??? ??? ?height: 100%;
?? ??? ??? ?display: flex;
?? ??? ??? ?flex-direction: column;
?? ??? ??? ?justify-content: space-around;
?? ??? ?}

?? ??? ?.star {
?? ??? ??? ?width: 10px;
?? ??? ??? ?height: 10px;
?? ??? ??? ?border-radius: 50%;
?? ??? ??? ?background: black;
?? ??? ?}

?? ??? ?.boxRow {
?? ??? ??? ?position: absolute;
?? ??? ??? ?display: flex;
?? ??? ??? ?margin: 20px;
?? ??? ??? ?border: 1px solid black;
?? ??? ??? ?box-sizing: border-box;
?? ??? ?}

?? ??? ?.box {
?? ??? ??? ?width: 45px;
?? ??? ??? ?height: 45px;
?? ??? ??? ?border: 1px solid black;
?? ??? ??? ?box-sizing: border-box;
?? ??? ?}

?? ??? ?.chessBlock {
?? ??? ??? ?position: absolute;
?? ??? ??? ?margin: 20px;
?? ??? ?}

?? ??? ?.chessBox {
?? ??? ??? ?position: absolute;
?? ??? ??? ?z-index: 9;
?? ??? ??? ?width: 42px;
?? ??? ??? ?height: 42px;
?? ??? ??? ?display: flex;
?? ??? ??? ?justify-content: center;
?? ??? ??? ?align-items: center;
?? ??? ?}

?? ??? ?.chess {
?? ??? ??? ?width: 40px;
?? ??? ??? ?height: 40px;
?? ??? ??? ?border-radius: 50%;
?? ??? ??? ?border: 1px solid black;
?? ??? ??? ?box-sizing: border-box;
?? ??? ?}

?? ??? ?.overCover {
?? ??? ??? ?position: absolute;
?? ??? ??? ?display: flex;
?? ??? ??? ?flex-direction: column;
?? ??? ??? ?justify-content: center;
?? ??? ??? ?align-items: center;
?? ??? ??? ?width: 632px;
?? ??? ??? ?height: 632px;
?? ??? ??? ?color: red;
?? ??? ??? ?z-index: 11;
?? ??? ?}

?? ??? ?.btnGroup {
?? ??? ??? ?position: absolute;
?? ??? ??? ?top: 700px;
?? ??? ??? ?left: 235px;
?? ??? ??? ?display: flex;
?? ??? ?}

?? ??? ?.btnGroup button {
?? ??? ??? ?margin: 0 10px;
?? ??? ?}
?? ?</style>
</head>

<body>
?? ?<div class="fiveInRow">
?? ??? ?<!-- 棋盘五星层 -->
?? ??? ?<div class="fiveStar">
?? ??? ??? ?<div class="starGroup">
?? ??? ??? ??? ?<div class="star"></div>
?? ??? ??? ??? ?<div class="star"></div>
?? ??? ??? ?</div>
?? ??? ??? ?<div class="star"></div>
?? ??? ??? ?<div class="starGroup">
?? ??? ??? ??? ?<div class="star"></div>
?? ??? ??? ??? ?<div class="star"></div>
?? ??? ??? ?</div>
?? ??? ?</div>
?? ??? ?<!-- 落子层 -->
?? ??? ?<div class="chessBlock"></div>
?? ??? ?<!-- 棋盘网格层 -->
?? ??? ?<div class="boxRow" @click="downChess($event)"></div>
?? ??? ?<!-- 功能BTN -->
?? ??? ?<div class="btnGroup">
?? ??? ??? ?<button @click="giveUp()">认输</button>
?? ??? ??? ?<button @click="regret()">悔棋</button>
?? ??? ??? ?<button @click="openNew()">重开</button>
?? ??? ?</div>
?? ?</div>
</body>

<script>
?? ?new Vue({
?? ??? ?el: ".fiveInRow",
?? ??? ?data: {
?? ??? ??? ?boxSize: 15, //棋盘大小
?? ??? ??? ?chessType: "black", //棋子类型,默认为黑
?? ??? ??? ?blackList: [], //黑子列表
?? ??? ??? ?whiteList: [], //白子列表
?? ??? ??? ?totleNum: 0, //落子总数
?? ??? ??? ?isOver: 0 //游戏是否结束
?? ??? ?},
?? ??? ?created() {
?? ??? ??? ?this.createBox()
?? ??? ?},
?? ??? ?watch: {
?? ??? ??? ?totleNum(val) {
?? ??? ??? ??? ?// 监听棋盘落子数
?? ??? ??? ??? ?let boxRow = $(".boxRow")[0];
?? ??? ??? ??? ?let overCover = `<div class="overCover">
?? ??? ??? ??? ??? ?<h1 style="color:red;">棋盘满了,下一把吧!!!</h1>
?? ??? ??? ??? ?</div>`;
?? ??? ??? ??? ?if (val === this.boxSize * this.boxSize) {
?? ??? ??? ??? ??? ?boxRow.innerHTML += overCover;
?? ??? ??? ??? ??? ?this.isOver = 1;
?? ??? ??? ??? ?}
?? ??? ??? ?}
?? ??? ?},
?? ??? ?methods: {
?? ??? ??? ?createBox() {
?? ??? ??? ??? ?// 创建棋盘网格
?? ??? ??? ??? ?let box = `<div class="box"></div>`;
?? ??? ??? ??? ?let boxRow = $(".boxRow")[0];
?? ??? ??? ??? ?for (let i = 1; i < this.boxSize; i++) {
?? ??? ??? ??? ??? ?let boxCloum = `<div class="boxCloum">`;
?? ??? ??? ??? ??? ?for (let j = 1; j < this.boxSize; j++) {
?? ??? ??? ??? ??? ??? ?boxCloum += box;
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ??? ?boxRow.innerHTML += boxCloum + `</div>`;
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?downChess(ev) {
?? ??? ??? ??? ?// 判断落子
?? ??? ??? ??? ?if (!this.isOver) {
?? ??? ??? ??? ??? ?this.down(ev);
?? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ?let overCover = $(".overCover")[0];
?? ??? ??? ??? ??? ?let newSpan = `<h2>游戏已经结束了,请重新开始!</h2>`;
?? ??? ??? ??? ??? ?if (overCover.children.length <= 3) overCover.innerHTML += newSpan;
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?down(ev) {
?? ??? ??? ??? ?// 落子
?? ??? ??? ??? ?let chessBlock = $(".chessBlock")[0];
?? ??? ??? ??? ?let layerX = this.getLayer(ev.layerX);
?? ??? ??? ??? ?let layerY = this.getLayer(ev.layerY);
?? ??? ??? ??? ?if (layerX >= 0 && layerY >= 0) {
?? ??? ??? ??? ??? ?let chessTemp = `<div?
?? ??? ??? ??? ??? ??? ?class="chessBox" style="left:${layerX-21}px;top:${layerY-21}px;"
?? ??? ??? ??? ??? ?><span class="chess" style="background:${this.chessType};"></span></div>`;
?? ??? ??? ??? ??? ?chessBlock.innerHTML += chessTemp;
?? ??? ??? ??? ??? ?this.totleNum++;
?? ??? ??? ??? ??? ?if (this.chessType === "black") {
?? ??? ??? ??? ??? ??? ?this.blackList.push([layerX, layerY]);
?? ??? ??? ??? ??? ??? ?this.isFive(this.blackList);
?? ??? ??? ??? ??? ??? ?this.chessType = "white";
?? ??? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ??? ?this.whiteList.push([layerX, layerY]);
?? ??? ??? ??? ??? ??? ?this.isFive(this.whiteList);
?? ??? ??? ??? ??? ??? ?this.chessType = "black";
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ?console.log("瞅哪呢?看准点下!");
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?getLayer(val) {
?? ??? ??? ??? ?// 获取落点相对位置
?? ??? ??? ??? ?if (val % 45 <= 20) {
?? ??? ??? ??? ??? ?return val - val % 45;
?? ??? ??? ??? ?} else if (val % 45 >= 25) {
?? ??? ??? ??? ??? ?return val - val % 45 + 45;
?? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ?return -1;
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?isFive(list) {
?? ??? ??? ??? ?// 判断是否落成五子
?? ??? ??? ??? ?this.isFiveInStraight(list, 0, 1);
?? ??? ??? ??? ?this.isFiveInStraight(list, 1, 0);
?? ??? ??? ??? ?this.isFiveInSlope(list, -1);
?? ??? ??? ??? ?this.isFiveInSlope(list, 1);
?? ??? ??? ?},
?? ??? ??? ?isFiveInStraight(list, a, b) {
?? ??? ??? ??? ?// 判断五子是否在水平线或垂直线
?? ??? ??? ??? ?let listSGT = {};
?? ??? ??? ??? ?for (let i = 0; i < list.length; i++) {
?? ??? ??? ??? ??? ?if (!listSGT[list[i][b]]) {
?? ??? ??? ??? ??? ??? ?listSGT[list[i][b]] = [list[i][a]];
?? ??? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ??? ?listSGT[list[i][b]].push(list[i][a]);
?? ??? ??? ??? ??? ??? ?this.isFiveNearby(listSGT[list[i][b]]);
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?isFiveInSlope(list, slope) {
?? ??? ??? ??? ?// 判断五子是否在正斜线或反斜线
?? ??? ??? ??? ?let listSLP = {};
?? ??? ??? ??? ?for (let i = 0; i < list.length; i++) {
?? ??? ??? ??? ??? ?let b = list[i][1] - slope * list[i][0];
?? ??? ??? ??? ??? ?if (!listSLP[b]) {
?? ??? ??? ??? ??? ??? ?listSLP[b] = [list[i][0]];
?? ??? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ??? ?listSLP[b].push(list[i][0]);
?? ??? ??? ??? ??? ??? ?this.isFiveNearby(listSLP[b]);
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?isFiveNearby(arr) {
?? ??? ??? ??? ?// 判断五子是否相邻,连成一线
?? ??? ??? ??? ?let idx = 0;
?? ??? ??? ??? ?let player = this.chessType === "black" ? "Black(黑)" : "White(白)";
?? ??? ??? ??? ?if (arr.length >= 5) {
?? ??? ??? ??? ??? ?arr.sort((a, b) => a - b)
?? ??? ??? ??? ??? ?for (let i = 1; i < arr.length; i++) {
?? ??? ??? ??? ??? ??? ?idx = arr[i] - arr[i - 1] === 45 ? idx + 1 : 0;
?? ??? ??? ??? ??? ??? ?if (idx === 4) this.gameOver(player);
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?gameOver(player) {
?? ??? ??? ??? ?// 游戏结束
?? ??? ??? ??? ?console.log(player + " Win!!!");
?? ??? ??? ??? ?let boxRow = $(".boxRow")[0];
?? ??? ??? ??? ?let overCover = `<div class="overCover"><h1>${player} Win!!!</h1></div>`;
?? ??? ??? ??? ?boxRow.innerHTML += overCover;
?? ??? ??? ??? ?this.isOver = 1;
?? ??? ??? ?},
?? ??? ??? ?giveUp() {
?? ??? ??? ??? ?// 认输投降
?? ??? ??? ??? ?let player = this.chessType === "black" ? "White(白)" : "Black(黑)";
?? ??? ??? ??? ?if (!this.isOver) this.gameOver(player);
?? ??? ??? ?},
?? ??? ??? ?regret() {
?? ??? ??? ??? ?// 悔棋
?? ??? ??? ??? ?if (this.totleNum > 0 && !this.isOver) {
?? ??? ??? ??? ??? ?let chessBlock = $(".chessBlock")[0];
?? ??? ??? ??? ??? ?chessBlock.removeChild(chessBlock.children[--this.totleNum]);
?? ??? ??? ??? ??? ?if (this.chessType === "black") {
?? ??? ??? ??? ??? ??? ?this.whiteList.pop();
?? ??? ??? ??? ??? ??? ?this.chessType = "white";
?? ??? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ??? ?this.blackList.pop();
?? ??? ??? ??? ??? ??? ?this.chessType = "black";
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ?console.log("一个子都没有,悔个鸡儿悔!");
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?openNew() {
?? ??? ??? ??? ?// 重新开始
?? ??? ??? ??? ?let chessBlock = $(".chessBlock")[0];
?? ??? ??? ??? ?let boxRow = $(".boxRow")[0];
?? ??? ??? ??? ?for (let i = this.totleNum - 1; i >= 0; i--) {
?? ??? ??? ??? ??? ?chessBlock.removeChild(chessBlock.children[i]);
?? ??? ??? ??? ?}
?? ??? ??? ??? ?if (boxRow.children[14]) boxRow.removeChild(boxRow.children[14]);
?? ??? ??? ??? ?this.chessType = "black";
?? ??? ??? ??? ?this.blackList = [];
?? ??? ??? ??? ?this.whiteList = [];
?? ??? ??? ??? ?this.totleNum = this.isOver = 0;
?? ??? ??? ?}
?? ??? ?}
?? ?})
</script>

</html>

主要思路

1.画棋盘

小雨采用了最直接, 最暴力的方式, 就是把一堆小方块堆起来, 加上边框, 棋盘有了…什么? 你问我那五个点怎么画上去的? 页面上试出来的.

2.落子

落子是比较讲究的. 首先获取鼠标点击事件中的layerX, layerY, 这是鼠标点击的相对位置, 在本例中是比较好用的. 然后通过 getLayer() 函数获取点击点最近的网格点, 如下图, 鼠标点击在红框内则落子. 最后在相比网格点半个棋子位的地方落子就OK了.

 

3.判断获胜条件

isFive(list) {
?? ??? ??? ??? ?// 判断是否落成五子
?? ??? ??? ??? ?this.isFiveInStraight(list, 0, 1);
?? ??? ??? ??? ?this.isFiveInStraight(list, 1, 0);
?? ??? ??? ??? ?this.isFiveInSlope(list, -1);
?? ??? ??? ??? ?this.isFiveInSlope(list, 1);
?? ??? ??? ?},
?? ??? ??? ?isFiveInStraight(list, a, b) {
?? ??? ??? ??? ?// 判断五子是否在水平线或垂直线
?? ??? ??? ??? ?let listSGT = {};
?? ??? ??? ??? ?for (let i = 0; i < list.length; i++) {
?? ??? ??? ??? ??? ?if (!listSGT[list[i][b]]) {
?? ??? ??? ??? ??? ??? ?listSGT[list[i][b]] = [list[i][a]];
?? ??? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ??? ?listSGT[list[i][b]].push(list[i][a]);
?? ??? ??? ??? ??? ??? ?this.isFiveNearby(listSGT[list[i][b]]);
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?isFiveInSlope(list, slope) {
?? ??? ??? ??? ?// 判断五子是否在正斜线或反斜线
?? ??? ??? ??? ?let listSLP = {};
?? ??? ??? ??? ?for (let i = 0; i < list.length; i++) {
?? ??? ??? ??? ??? ?let b = list[i][1] - slope * list[i][0];
?? ??? ??? ??? ??? ?if (!listSLP[b]) {
?? ??? ??? ??? ??? ??? ?listSLP[b] = [list[i][0]];
?? ??? ??? ??? ??? ?} else {
?? ??? ??? ??? ??? ??? ?listSLP[b].push(list[i][0]);
?? ??? ??? ??? ??? ??? ?this.isFiveNearby(listSLP[b]);
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?}
?? ??? ??? ?},
?? ??? ??? ?isFiveNearby(arr) {
?? ??? ??? ??? ?// 判断五子是否相邻,连成一线
?? ??? ??? ??? ?let idx = 0;
?? ??? ??? ??? ?let player = this.chessType === "black" ? "Black(黑)" : "White(白)";
?? ??? ??? ??? ?if (arr.length >= 5) {
?? ??? ??? ??? ??? ?arr.sort((a, b) => a - b)
?? ??? ??? ??? ??? ?for (let i = 1; i < arr.length; i++) {
?? ??? ??? ??? ??? ??? ?idx = arr[i] - arr[i - 1] === 45 ? idx + 1 : 0;
?? ??? ??? ??? ??? ??? ?if (idx === 4) this.gameOver(player);
?? ??? ??? ??? ??? ?}
?? ??? ??? ??? ?}
?? ??? ??? ?},

这里主要有4个函数: isFive(), isFiveInStraight(), isFiveInSlope() 和 isFiveNearby().

isFive(): 这个只是调用后续函数的函数, 它将获胜条件分成了4类: 横线获胜, 竖线获胜, 斜率为1的斜线获胜 和 斜率为-1的斜线获胜.

isFiveInStraight(): 判断 横线获胜 竖线获胜 的功能函数. 这里的主要难点就是listSGT 对象的创建, 能否想到要用对象来实现落子的分类, 是这个函数的关键. 在 横线获胜 中, 将落子的layerY 坐标作为对象的属性, 将有相同layerY 坐标的棋子的layerX 组成一个数组作为属性的值. 竖线获胜 同理.

isFiveInSlope(): 判断 斜率为1的斜线获胜 斜率为-1的斜线获胜 的功能函数. 与 isFiveInStraight() 不同的是, 在创建listSLP 对象时, 以直线函数 y = k x + b y = kx+by=kx+b 中截距(b) 作为对象的属性, 以落子的layerX 坐标组成的数组作为属性的值, 其实用落子的layerY坐标也是一样的.

isFiveNearby(): 判断五子是否相邻的功能函数. 此函数直接获取上两个函数中所创建对象的值, 也就是落子坐标组成的数组. 首先判断数组长度是否大于5, 毕竟能少走一步是一步嘛. 之后将数组从小到大排序, 计算相邻两位的差, 并记录. 连续记录4次获胜.

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持w3xue。

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