分析
采用微信小程序的canvas制作五子棋;
确定棋盘大小及格数;
绘制棋盘----通过棋盘宽高和格数计算间距,同时保存坐标点;
黑方和白方下子----定义一个布尔变量代表各自的身份;
重置棋盘----重新开始;
通过判断当前棋手,悔棋时进行改变。
绘制棋盘drawLine(arr){ arr.forEach(current => { this.ctx.setFillStyle(this.lineColor); this.ctx.beginPath(); this.ctx.lineWidth = 1; this.ctx.moveTo(current[0].x, current[0].y); for (var i = 1; i < current.length; i++) { this.ctx.lineTo(current.x, current.y); } this.ctx.stroke(); this.ctx.closePath(); this.ctx.draw(true); }); } drawChessboard(){ // 每个格子的宽高 var everyLen = this.everyLen; // 标记坐标的个数 var count = 0; // 从纵向保存坐标 var arrY = []; // 双循环计算每个坐标的横纵坐标 for(var i = 0;i <= this.type; i++){ var arr = [],arr0 = []; for(var j = 0;j <= this.type; j++){ count++; arr.push({ y: this.margin + i * everyLen, x: this.margin + j * everyLen, pointX: j, pointY: i, index: count }); arr0.push({ x: this.margin + i * everyLen, y: this.margin + j * everyLen }) } // 清空canvas this.ctx.clearRect(0, 0, this.width, this.height); // 保存横线坐标和竖线坐标 this.everyPoint.push(arr); arrY.push(arr0); } // 绘制横向线 this.drawLine(this.everyPoint); // 绘制竖向线 this.drawLine(arrY); }
绘制当前点击坐标的棋子// 获取当前点击位置的坐标 getPosition(e){ return { x: e.touches[0].x, y: e.touches[0].y }; } // 将当前坐标和棋盘坐标数组对比,找到精确坐标 checkPoint(arr,po){ for (var i = 0; i < this.everyPoint.length; i++){ for (var j = 0; j < this.everyPoint.length; j++){ if (Math.abs(this.everyPoint[j].x - po.x) < this.everyLen/2 && Math.abs(this.everyPoint[j].y - po.y) < this.everyLen/2){ // 将棋盘精确坐标保存到当前持棋方数组 arr.push(this.everyPoint[j]); // 同时删除棋盘坐标数组的该值,表示当前位置已经存在棋子 this.everyPoint.splice(j,1); break; } } } } // 绘制当前坐标棋子 drawCle(opts,color){ this.ctx.setFillStyle(color); this.ctx.beginPath(); this.ctx.arc(opts.x, opts.y, this.r, 0, Math.PI * 2, true); this.ctx.closePath(); this.ctx.fill(); this.ctx.draw(true); } drawLastPoint(type){ // 判断是黑方持棋还是白方持棋,进行绘制棋子 if(type == 'AI'){ this.AIPoint.forEach((current, index) => { this.drawCle(current, '#000000'); }); }else{ this.myPoint.forEach((current, index) => { this.drawCle(current, '#ffffff'); }); } } this.page.changeTouchStart = function (e) { // 判断游戏是否开始 if (self.START_GAME){ // 获取当前坐标 var newPo = self.getPosition(e); // 获取棋盘精确坐标 if (!self.boolAI && self.boolMy) { self.checkPoint(self.myPoint, newPo); } else if (self.boolAI && !self.boolMy) { self.checkPoint(self.AIPoint, newPo); } } } this.page.changeTouchEnd = function (e) { if (self.START_GAME) { // 绘制棋子 if (!self.boolAI && self.boolMy) { self.boolAI = !self.boolAI; self.boolMy = !self.boolMy; self.drawLastPoint('PO'); // 判断白棋是否五子胜利 if (self.myPoint.length >= 5 && self.checkWinner(self.myPoint)){ wx.showToast({title: '白棋胜利!'}); self.START_GAME = false; } } else if (self.boolAI && !self.boolMy) { self.boolAI = !self.boolAI; self.boolMy = !self.boolMy; self.drawLastPoint('AI'); // 判断黑棋是否五子胜利 if(self.AIPoint.length >= 5 && self.checkWinner(self.AIPoint)){ wx.showToast({ title: '黑棋胜利!' }); self.START_GAME = false; } } } }
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五子棋胜利方判断
五子棋胜利就是横向、纵向、45度斜线方向、135度斜线方向连成五个颜色相同的棋子,为了更加清楚的表示,我将四个方向的判断做四个函数处理。
checkTransverse(arr,po){//横向检查 var len = arr.length - 1; var count = 1; // 东 for(var i = 1; i < this.CHESS_LEN ; i++){ for (var j = 0; j < len; j++){ if(arr[j].pointX == po.pointX - i && arr[j].pointY == po.pointY){ count++; } } } if (count == this.CHESS_LEN) { return true;} // 西 for (var i = 1; i < this.CHESS_LEN; i++) { for (var j = 0; j < len; j++) { if (arr[j].pointX == po.pointX + i && arr[j].pointY == po.pointY) { count++; } } } if (count == this.CHESS_LEN) { return true; } } checkPortrait(arr,po){//纵向检查 var len = arr.length - 1; var count = 1; // 南 for (var i = 1; i < this.CHESS_LEN; i++) { for (var j = 0; j < len; j++) { if (arr[j].pointX == po.pointX && arr[j].pointY == po.pointY - i) { count++; } } } if (count == this.CHESS_LEN) { return true; } // 北 for (var i = 1; i < this.CHESS_LEN; i++) { for (var j = 0; j < len; j++) { if (arr[j].pointX == po.pointX && arr[j].pointY == po.pointY + i) { count++; } } } if (count == this.CHESS_LEN) { return true; } } checkNortheast(arr,po){//45度 var len = arr.length - 1; var count = 1; // 西南 for (var i = 1; i < this.CHESS_LEN; i++) { for (var j = 0; j < len; j++) { if (arr[j].pointX == po.pointX - i && arr[j].pointY == po.pointY - i) { count++; } } } if (count == this.CHESS_LEN) { return true; } // 东北 for (var i = 1; i < this.CHESS_LEN; i++) { for (var j = 0; j < len; j++) { if (arr[j].pointX == po.pointX + i && arr[j].pointY == po.pointY + i) { count++; } } } if (count == this.CHESS_LEN) { return true; } } checkNorthwest(arr,po){//135度 var len = arr.length - 1; var count = 1; // 西北 for (var i = 1; i < this.CHESS_LEN; i++) { for (var j = 0; j < len; j++) { if (arr[j].pointX == po.pointX - i && arr[j].pointY == po.pointY + i) { count++; } } } if (count == this.CHESS_LEN) { return true; } // 东南 for (var i = 1; i < this.CHESS_LEN; i++) { for (var j = 0; j < len; j++) { if (arr[j].pointX == po.pointX + i && arr[j].pointY == po.pointY - i) { count++; } } } if (count == this.CHESS_LEN) { return true; } } checkWinner(arr){ var currentPo = arr[arr.length - 1]; var win1 = this.checkTransverse(arr, currentPo); var win2 = this.checkPortrait(arr, currentPo); var win3 = this.checkNortheast(arr, currentPo); var win4 = this.checkNorthwest(arr, currentPo); if (win1 || win2 || win3 || win4){ return true; }else{ return false; } }
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重置棋盘resetChessBoard(){ this.page.setData({ isHide: false }); this.init();}this.page.changeReset = function(e){ self.resetChessBoard();}
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注意
绘制棋盘前必须清空canvas,方便最后的重新开始和重置棋盘;
对当前棋子的坐标四个方向的判断,采用的原始坐标而不是计算后的绘制坐标;
在判断持棋人时,各自采用一个值,方便添加悔棋功能。
只是实现了简单的对下五子棋功能,后续添加悔棋、记分、记时等功能!同时向判断胜利的函数可以合并为一进行优化!
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