初學javascript,寫了一個掃雷程序練練手!javascript
掃雷想必你們都不陌生,就是windows上點擊排雷的小遊戲,它的主要規則有java
1.左鍵點擊顯示當前格子是否爲雷,若是爲雷的話,GameOver啦,若是不是雷的話,這個格子會顯示周圍八個格子內的雷數量。 2.鼠標右鍵標記,標記可能的雷,標記了以後取消須要再次右鍵點擊該格子,左鍵無效果。 3.鼠標中鍵(滾輪)按下後,快捷掃雷(若是周圍雷數和未被標記且未被翻開的格子相等,會將這些格子一併翻開) 主要功能基本徹底復刻了windows7掃雷的功能
掃雷github地址:
掃雷github地址git
var mineCraft = function(num1,num2,mine_num,obj,type){ this.num1 = num1; //整個掃雷的行數 this.num2 = num2; //整個掃雷的列數 this.mine_num = mine_num; //雷的個數 this.tiles = []; //數組裏面存放的是每一個小格子 this.obj = obj; //掃雷放置的對象 this.flag = true; this.arr = []; this.arr_2 = []; this.time_dsq = null; this.time_dc =''; this.time_arr = [[],[],[]]; //時間統計信息 this.details = [[],[],[]]; // 遊戲統計詳情 this.type = type; //遊戲類型:初級/中級/高級/自定義 this.buildTiles(); //建立遊戲函數 };
buildTiles:function(){ this.obj.style.width = 51*this.num1+'px'; //在傳進來的對象上畫總體格子,每一個小格子51px大小,總大小就爲個數*單個大小 this.obj.style.height = 51*this.num2+'px'; var indexOfdiv = 0; for(var i = 0;i<this.num2;i++){ for(var j = 0;j<this.num1;j++){ var tile = document.createElement('div'); tile.className = 'tile'; //定義小格子class tile.index = indexOfdiv; //爲每一個小格子添加索引 this.tiles[indexOfdiv] = tile; //將小格子存入數組中 indexOfdiv++; this.obj.appendChild(tile); //將小格子插入到整個掃雷界面中 } } this.obj.oncontextmenu = function(){ //取消瀏覽器的默認右鍵菜單事件 return false; } this.event(); //點擊事件 },
event : function(){ var _this = this; this.obj.onmouseover = function(e){ //鼠標懸停事件--- if(e.target.className == 'tile'){ e.target.className = 'tile current'; } } this.obj.onmouseout = function(e){ //鼠標移出事件-- if(e.target.className == 'tile current'){ e.target.className = 'tile'; } } this.obj.onmousedown = function(e){ //鼠標按下事件 var index = e.target.index; if(e.button == 1){ //e.button屬性 左鍵0/中鍵1/右鍵2 event.preventDefault(); //取消默認 } _this.changeStyle(e.button,e.target,index); } this.obj.onmouseup = function(e){ //鼠標彈起事件 if(e.button == 1){ _this.changeStyle(3,e.target); } } },
changeStyle:function(num1,obj,num_index){ if(num1 == 0){ //是左鍵的話 if(this.flag){ //this.flag 是以前定義的用於判斷是否爲第一次點擊 this.store(num_index); //store函數,存放被點擊的格子周圍的8個格子 this.setMineCraft(this.mine_num,this.arr,num_index); //若是是第一次點擊 即調用佈雷函數 更改flag狀態 this.flag = false; this.detail_statistics(0,false); //開始信息統計函數 } if(obj.className != 'tile'&&obj.className !='tile current'){//若是不是第一次點擊,被點擊的格子不是未點擊狀態,無效 return false; } if(obj.getAttribute('val') == 0){ //若是不是雷。改成翻開狀態 obj.className = "showed"; obj.innerHTML = obj.getAttribute('value') == 0?'':obj.getAttribute('value'); //顯示周圍雷數 this.showAll(obj.index); //遞歸函數判斷周圍格子的狀況,就是掃雷遊戲上一點開會出現一片的那種 } if(this.over(obj)){ //判斷遊戲是否結束 this.last(); } } if(num1 == 2){ //右鍵標記事件 if(obj.className == 'biaoji'){ obj.className = 'tile'; }else if(obj.className !='biaoji'&&obj.className != 'showed'){ obj.className = 'biaoji'; } } if(num1 == 1){ // 中鍵事件 if(obj.className =="showed"){ this.show_zj1(obj.index); } } if(num1 == 3){ //鼠標彈起事件 if (obj.className == "showed") { var flag1 = this.show_zj2(obj.index,0); }else{ this.show_zj2(obj.index,1) return false; } if(flag1&&this.over()){ //彈起判斷是否結束 this.last(); } } },
setMineCraft:function(num,arr_first,num_first){ //雷的個數、最開始被點擊的格子周圍的八個、被點擊的那個格子 var arr_index = []; for(var i = 0;i<arr_first.length;i++){ arr_index.push(arr_first[i].index); } var length = this.tiles.length; for (var i = 0; i < length; i++) { this.tiles[i].setAttribute("val", 0); } for (var i = 0; i < num; i++) { var index_Mine = Math.floor(Math.random() * this.tiles.length); if(index_Mine == num_first||arr_index.lastIndexOf(index_Mine)>-1){//若是是屬於第一次點擊的周圍的直接跳過在該位置佈雷 num++; continue; } if (this.tiles[index_Mine].getAttribute("val") == 0) { this.tiles[index_Mine].setAttribute("val", 1); }else { num++; } } this.showValue(); this.event() },
store : function(num) { //傳入格子的index. var tiles_2d = []; var indexs = 0; for(var i = 0;i<this.num2;i++){ tiles_2d.push([]); for(var j = 0;j<this.num1;j++){ tiles_2d[i].push(this.tiles[indexs]); indexs++; } } var j = num % this.num1; var i = (num - j) / this.num1; this.arr = []; //左上 if (i - 1 >= 0 && j - 1 >= 0) { this.arr.push(tiles_2d[i - 1][j - 1]); } //正上 if (i - 1 >= 0) { this.arr.push(tiles_2d[i - 1][j]); } //右上 if (i - 1 >= 0 && j + 1 <= this.num1-1) { this.arr.push(tiles_2d[i - 1][j + 1]); } //左邊 if (j - 1 >= 0) { this.arr.push(tiles_2d[i][j - 1]); } //右邊 if (j + 1 <= this.num1-1) { this.arr.push(tiles_2d[i][j + 1]); } //左下 if (i + 1 <= this.num2-1 && j - 1 >= 0) { this.arr.push(tiles_2d[i + 1][j - 1]); } //正下 if (i + 1 <= this.num2-1) { this.arr.push(tiles_2d[i + 1][j]); } //右下 if (i + 1 <= this.num2-1 && j + 1 <= this.num1-1) { this.arr.push(tiles_2d[i + 1][j + 1]); } },
showAll:function(num){ if (this.tiles[num].className == "showed" && this.tiles[num].getAttribute("value") == 0){ this.store(this.tiles[num].index); var arr2 = new Array(); arr2 = this.arr; for (var i = 0; i < arr2.length; i++) { if (arr2[i].className != "showed"&&arr2[i].className !='biaoji') { if (arr2[i].getAttribute("value") == 0) { arr2[i].className = "showed"; this.showAll(arr2[i].index); } else { arr2[i].className = "showed"; arr2[i].innerHTML = arr2[i].getAttribute("value"); } } } } },
show_zj1:function(num){ this.store(this.tiles[num].index); for (var i = 0; i < this.arr.length; i++) { if (this.arr[i].className == "tile") { this.arr_2.push(this.arr[i]); this.arr[i].className = "showed"; // this.arr[i].className = "test"; } } }, show_zj2:function(num,zt){ var count = 0; this.store(this.tiles[num].index); for(var i = 0,len = this.arr_2.length;i<len;i++){ this.arr_2[i].className = 'tile'; //按下效果恢復原狀 } this.arr_2.length = 0; for(var i = 0;i<this.arr.length;i++){ this.arr[i].className == 'biaoji'&&count++; } if(zt == 1){ return false; } var numofmines = this.tiles[num].getAttribute("value"); if(numofmines == count){ //若是周圍雷數和周圍被標記數相等就翻開周圍的格子 var arr = new Array(this.arr.length); for(var i = 0;i<this.arr.length;i++){ arr[i] = this.arr[i]; } for (var i = 0,length = arr.length; i < length; i++) { if (arr[i].className == "tile" && arr[i].getAttribute("val") != 1) {//若是周圍格子無雷則繼續。 arr[i].className = "showed"; arr[i].innerHTML = arr[i].getAttribute("value") == 0?"":arr[i].getAttribute("value"); this.showAll(arr[i].index); } else if (arr[i].className == "tile" && arr[i].getAttribute("val") == 1) { //若是周圍格子有雷,遊戲結束 this.over(arr[i]); this.last(); return false; } } } return true; },
over:function(obj){ var flag = false; var showed = document.getElementsByClassName('showed'); var num = this.tiles.length - this.mine_num; if(showed.length == num){ //若是被排出來的格子數等於總格子數-雷數,這遊戲成功結束 this.detail_statistics(1,true); //遊戲統計 ,true表明勝,false,表明失敗 alert('恭喜你得到成功'); flag = true; }else if(obj&&obj.getAttribute('val') == 1){ //若是被點擊的是雷,則炸死 this.detail_statistics(1,false); alert('被炸死!'); flag = true; } return flag; },
last:function(){ var len = this.tiles.length; for(var i = 0;i<len;i++){ this.tiles[i].className = this.tiles[i].getAttribute('val') == 1?'boom':'showed'; if(this.tiles[i].className != 'boom'){ // this.tiles[i].innerHTML = this.tiles[i].getAttribute('value') == 0?'':this.tiles[i].getAttribute('value'); } } this.obj.onclick = null; this.obj.oncontextmenu = null; },
//已玩遊戲,已勝遊戲,勝率,最多連勝,最多連敗,當前連局; detail_statistics:function(num,zt){ var time_pay = 1; var _this = this; if(num == 0){ this.time_dsq = setInterval(function(){ $('#time_need').text(time_pay); _this.time_dc =time_pay; time_pay++; },1000); } else if(num == 1){ clearInterval(this.time_dsq); if(this.type == 4){return false;} if(localStorage.details == undefined){ localStorage.details = JSON.stringify([[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0]]); //這裏存放的就是上面註釋中的六項數據 } if(JSON.parse(localStorage.details) instanceof Array){ this.details = JSON.parse(localStorage.details); } this.details[this.type][0] += 1; if(zt == false){ if(this.details[this.type][5]>=0){ this.details[this.type][5] = -1; }else{ this.details[this.type][5] -= 1; } if(this.details[this.type][5]<this.details[this.type][4]){ this.details[this.type][4] = this.details[this.type][5]; } this.details[this.type][2] = this.toPercent(this.details[this.type][2]/this.details[this.type][0]); localStorage.details = JSON.stringify(this.details); return false; } if(this.details[this.type][5]>=0){ this.details[this.type][5] += 1; }else{ this.details[this.type][5] = 1; } if(this.details[this.type][5]>this.details[this.type][3]){ this.details[this.type][3] = this.details[this.type][5]; } this.details[this.type][3] += 1; this.details[this.type][2] = this.toPercent(this.details[this.type][4]/this.details[this.type][0]); localStorage.details = JSON.stringify(this.details); var time1 = new Date(); var time_str = time1.getFullYear()+'/'+time1.getMonth()+'/'+time1.getDate()+' '+time1.getHours()+':'+time1.getMinutes(); if(localStorage.time == undefined){ localStorage.time = JSON.stringify([[],[],[]]); } if(JSON.parse(localStorage.time) instanceof Array){ this.time_arr = JSON.parse(localStorage.time); } this.time_arr[this.type].push([this.time_dc,time_str]); this.time_arr[this.type].sort(function(a,b){ return a[0]-b[0]; }); if(this.time_arr[this.type].length>5){ this.time_arr[this.type].pop(); } localStorage.time = JSON.stringify(this.time_arr); } },
掃雷的主要部分就是這些了,還有一些小功能包括沒寫來,要看完整的能夠看gitHubgithub
以前看書學習總以爲學了就忘,感受懂了公式殊不知道怎麼用,寫完掃雷小程序以爲收穫了不少算法