<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title></title> <style> *{ padding: 0;margin: 0; } html,body{width:100%;height: 100%;} /*canvas{ margin-top: 80px; margin-left: 50px; }*/ div{ text-align: center; } div button{ line-height: 50px; font-size: 36px; } .canvas{ margin: 0 auto; } </style> </head> <body> <div class="canvas"> <canvas id="gobang"></canvas> </div> <div> <button id="regret">悔棋</button> </div> </body> <script type="text/javascript"> // 五子棋 class Gobang { constructor(canvasId, rowCount = 16) { this.canvasId = canvasId; this.rowCount = rowCount; this.resetData(); } // 渲染頁面 renderUi() { //清除以前的畫布 this.ctx.clearRect(0, 0, this.width, this.height); // 重繪畫布 this.drawChessBoard(); this.drawPieces(); } // 重置數據,再來一局 resetData() { var body = document.documentElement || document.body; var minWidth = Math.min(body.clientWidth,body.clientHeight); // 屬性 this.pieces = []; // 棋子數組 二位數組[[],[]] 0——空 1——白 2——黑 this.colCount = this.rowCount; // 列數 this.cellWidth = minWidth / (this.rowCount); //每一個格子的寬 this.width = this.rowCount * this.cellWidth; // 棋盤的寬 this.height = this.width; // 棋盤的高 this.R = this.cellWidth * 0.4; // 棋子半徑 this.hisStatus = []; // 歷史記錄 history status this.active = 2; // 當前走棋方 this.canvas = document.getElementById(this.canvasId); // canvas DOM this.ctx = this.canvas.getContext("2d"); // canvas環境 this.victor = 0; // 勝利方 this.canContinue = true; // 是否能夠繼續下棋(產生贏家之後不能夠) this.myPositions = []; // 我方的推薦位置數組 格式:{x:5,y:6,weight:8} this.enemyPositions = []; // 敵方的推薦位置數組 this.init(); } // 初始化數據 init() { this.initCanvas(); this.initPiece(); this.renderUi(); } // 暫時給棋盤中間加一個黑棋 first(){ var center = Math.floor((this.rowCount+1)/2); this.pieces[center][center] = this.active; this.hisStatus[1] = this.deepClone(this.pieces); this.exchange(); } // 設置棋盤的寬高 initCanvas() { this.canvas.width = this.width; this.canvas.height = this.height; } // 初始化棋子 initPiece() { var initPieces = []; for(let i = 0; i <= this.rowCount; i++) { // 行 initPieces.push([]); for(let j = 0; j <= this.colCount; j++) { // 列 if(i==0 || j==0 || i==this.rowCount || j==this.rowCount){ initPieces[i].push(-1); // 不能夠走的位置-1 空0 白1 黑2 }else{ initPieces[i].push(0); // 空0 白1 黑2 } } } this.pieces = this.deepClone(initPieces); this.hisStatus[0] = this.deepClone(initPieces); //this.first(); } // 獲取某個棋子的顏色 0——空 1——白 2——黑 getColor (num){ var res = ""; switch(num){ case 0: res = ""; break; case 2: res = "black"; break; case 1: res = "white"; break; case -1: res = "yellow"; break; default: res="red"; // 錯誤了 } return res; } // 畫棋盤 drawChessBoard() { // 背景 this.ctx.beginPath(); this.ctx.rect(0, 0, this.width, this.height); this.ctx.closePath(); this.ctx.fillStyle = "#0099CC"; this.ctx.fill(); // 畫橫線 this.ctx.beginPath(); for(let i = 0; i < this.rowCount; i++) { this.ctx.moveTo(0, this.cellWidth * i); this.ctx.lineTo(this.width, this.cellWidth * i); } this.ctx.stroke(); // 畫縱線 this.ctx.beginPath(); for(let i = 0; i < this.colCount; i++) { this.ctx.moveTo( this.cellWidth * i, 0); this.ctx.lineTo( this.cellWidth * i, this.height); } this.ctx.stroke(); } // 畫一個棋子 drawDot(x, y, r, color) { this.ctx.beginPath(); this.ctx.arc(x, y, r, 0, 2 * Math.PI); this.ctx.closePath(); this.ctx.fillStyle = color; this.ctx.fill(); } // 畫全部的棋子 drawPieces(x, y) { //console.log(this.pieces) for(var i = 0; i < this.pieces.length; i++) { // 邊界線不讓走棋 for(let j=0; j < this.pieces[i].length;j++){ // if(this.pieces[i][j] == 1 || this.pieces[i][j] == 2){ if(this.pieces[i][j] !== 0){ var x = i * this.cellWidth; var y = j * this.cellWidth; // var y = j * this.cellWidth - this.cellWidth/2; this.drawDot(x,y,this.R,this.getColor(this.pieces[i][j])); } } } } // drawOnePiece(i,j){ var x = i * this.cellWidth; var y = j * this.cellWidth; this.drawDot(x,y,this.R,this.getColor(this.active)); } // 判斷是否能夠走這一步 canGo(x, y) { if(this.canContinue === false){ alert("遊戲已結束"); return false; } if(x==0 || y==0 || x==this.rowCount || y==this.rowCount){ alert("邊界上不能夠走棋哦"); return false; } if(this.pieces[x][y]==0){ return true; }else { return false; } } // 切換角色(換着走棋) exchange(){ this.active = this.active == 1 ? 2 : 1; } // 走一步棋 goStep(x,y) { // 判斷這一步是否能夠走 if(this.canGo(x,y)){ this.pieces[x][y] = this.active;//添加棋子 this.drawOnePiece(x,y);//把棋子畫上去 this.hisStatus.push(this.deepClone(this.pieces));//歷史記錄(悔棋覆盤功能使用) this.getVictor();//這裏有個坑,棋子尚未畫上去,已經把輸贏判斷了???? this.exchange(); if(this.active == 1 && !this.victor){ // 白棋,機器人 this.helpRecommend(this.active); console.log(this.myPositions,this.enemyPositions) var p = this.bestPosition(); console.log(p); this.pieces[p.x][p.y] = this.active; this.drawOnePiece(p.x,p.y); this.hisStatus.push(this.deepClone(this.pieces));//歷史記錄(悔棋覆盤功能使用) this.getVictor(); this.exchange(); // this.renderUi(); } }else { // alert("這個位置已經被佔領了,換個位置走吧"); } } // 悔棋 regret() { if(this.hisStatus.length<=1){ console.log("當前不能夠悔棋了"); return; } this.hisStatus.pop(); this.hisStatus.pop(); this.pieces = this.deepClone(this.hisStatus[this.hisStatus.length-1]); // this.exchange(); this.renderUi(); } // helpRecommend(oneSide){ var enemySide = oneSide == 1 ? 2 : 1; this.myPositions = []; this.enemyPositions = []; for(let i=1;i<this.rowCount;i++){ for(let j=1;j<this.rowCount;j++){ // var arr = ["r","rd","d","ld","l","lt","t","rt"]; var arr = ["r","rd","d","ld"]; // 權重相關變量 forward backward center double null var n2f1 = 0.2, // 兩頭空時 前面第一個空位置的權重 n2f2 = 0.1, // 兩頭空時 前面第二個空位置的權重 n2b1 = n2f1, n2b2 = n2f2, n1f1 = -0.1, // 一頭空另外一頭是敵方或邊界時 前面第一個空位置的權重 n1f2 = -0.2, n1b1 = n1f1, n1b2 = n1f2, dn2c = 0.2, // 有兩個片斷時 兩端都是空的時 中間位置的權重 dn2b1 = 0.1,// 有兩個片斷時 兩端都是空的時 後方第一個位置的權重 dn2f1 = dn2b1, dn1c = -0.1, dn1b1 = -0.1, dn1f1 = dn1b1; if(this.pieces[i][j]==oneSide){ // 我方 for(var d =0;d<arr.length;d++){ var count = 0; count = this.directionCount(arr[d],oneSide,i,j); var nd = this.nd(arr[d]); var h = nd.h; var v = nd.v; // 某個方向的末端的推薦權重 (權重暫時認爲後方第一個位置和第二位位置同樣) 兩頭空的+0.2 一端空的+0 兩端都死的考慮可否湊5個子 if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空 if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 末1空 if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === 0){ //末2空 this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+n2b1)); this.sumWeight(this.myPositions,i+(count+1)*h,j+(count+1)*v,10**(count+n2b2)); }else if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === oneSide){ // 末2己 let count2 = this.directionCount(arr[d],oneSide,i+(count+1)*h,j+(count+1)*v); if(this.pieces[i+(count+1+count2)*h] && this.pieces[i+(count+1+count2)*h][j+(count+1+count2)*v] === 0){ this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+count2+dn2c)); this.sumWeight(this.myPositions,i+(count+1+count2)*h,j+(count+1+count2)*v,10**(count+count2+dn2b1)); }else { this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+count2+dn1c)); } }else { //末2敵或邊界 this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+n1b1)); } }else { // 末1敵或邊界 末1不多是己方的 // 末端沒有推薦的位置 } }else if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === oneSide){ // 前1己 這裏已經計算過了,跳過邏輯 continue; }else { // 前1 敵方或邊界 if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 末1空 if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === 0){ //末2空 this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+n1b1)); this.sumWeight(this.myPositions,i+(count+1)*h,j+(count+1)*v,10**(count+n1b2)); }else if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === oneSide){ // 末2己 // this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+0.1)); let count2 = this.directionCount(arr[d],oneSide,i+(count+1)*h,j+(count+1)*v); if(this.pieces[i+(count+1+count2)*h] && this.pieces[i+(count+1+count2)*h][j+(count+1+count2)*v] === 0){ this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+count2+dn1c)); this.sumWeight(this.myPositions,i+(count+1+count2)*h,j+(count+1+count2)*v,10**(count+count2+dn1b1)); }else {// 兩端是死的 中間要麼是5要麼就沒意義 if(count+1+count2 == 5){ this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+count2+1)); }else{ this.sumWeight(this.myPositions,i+count*h,j+count*v,0); //console.log("中間湊不夠5個,中間權重是0"); } } }else { //末2敵或邊界 if(count==4){ // 只有四顆子的時候這個位置纔有意義 this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+1)); } } }else { // 末1敵或邊界 末1不多是己方的 // 走不了了 } } // 某個方向的前端的推薦權重 if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 後1空 if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空 if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === 0){ //前2空 this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+n2f1)); this.sumWeight(this.myPositions,i-2*h,j-2*v,10**(count+n2f2)); }else if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === oneSide){ // 前2己 // this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+0.3)); let count2 = this.directionCount(this.reverseDirection(arr[d]),oneSide,i-2*h,j-2*v); if(this.pieces[i-(1+count2)*h] && this.pieces[i-(1+count2)*h][j-(1+count2)*v] === 0){ this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+count2+dn2c)); this.sumWeight(this.myPositions,i-(1+count2)*h,j-(1+count2)*v,10**(count+count2+dn2f1)); }else { this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+count2+dn1c)); this.sumWeight(this.myPositions,i-(1+count2)*h,j-(1+count2)*v,10**(count+count2+dn1f1)); } }else { //前2敵或邊界 this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+n1f1)); } }else { // 前1敵或邊界 前1不多是己方的 // 前端沒有推薦的位置 } }else if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === oneSide){ // 後1己 這裏已經計算過了,跳過邏輯 continue; }else { // 後1 敵方或邊界 if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空 if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === 0){ //前2空 this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+n1f1)); this.sumWeight(this.myPositions,i-2*h,j-2*v,10**(count+n1f2)); }else if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === oneSide){ // 前2己 // this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+0.1)); let count2 = this.directionCount(this.reverseDirection(arr[d]),oneSide,i-2*h,j-2*v); if(this.pieces[i-(1+count2)*h] && this.pieces[i-(1+count2)*h][j-(1+count2)*v] === 0){ this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+count2+dn1c)); this.sumWeight(this.myPositions,i-(1+count2)*h,j-(1+count2)*v,10**(count+count2+dn1f1)); }else { if(count+1+count2 == 5){ this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+count2+1)); }else{ this.sumWeight(this.myPositions,i-1*h,j-1*v,0); //console.log("中間湊不夠5個,中間權重是0"); } } }else { //前2敵或邊界 if(count==4){ // 只有四顆子的時候這個位置纔有意義 this.sumWeight(this.myPositions,i-2*h,j-2*v,10**(count+1)); } } }else { // 前1敵或邊界 前1不多是己方的 // 先後都是敵,推薦個錘子 } } } }else if(this.pieces[i][j]==enemySide){ // 敵方 for(var d =0;d<arr.length;d++){ var count = 0; count = this.directionCount(arr[d],enemySide,i,j); var nd = this.nd(arr[d]); var h = nd.h; var v = nd.v; // 某個方向的末端的推薦權重 if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空 if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 末1空 if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === 0){ //末2空 this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+n2b1)); this.sumWeight(this.enemyPositions,i+(count+1)*h,j+(count+1)*v,10**(count+n2b2)); }else if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === enemySide){ // 末2己 let count2 = this.directionCount(arr[d],enemySide,i+(count+1)*h,j+(count+1)*v); if(this.pieces[i+(count+1+count2)*h] && this.pieces[i+(count+1+count2)*h][j+(count+1+count2)*v] === 0){ this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+count2+dn2c)); this.sumWeight(this.enemyPositions,i+(count+1+count2)*h,j+(count+1+count2)*v,10**(count+count2+dn2b1)); }else { this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+count2+dn1c)); } // this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+0.3)); }else { //末2敵或邊界 this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+n1b1)); } }else { // 末1敵或邊界 末1不多是己方的 // 末端沒有推薦的位置 } }else if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === enemySide){ // 前1己 這裏已經計算過了,跳過邏輯 continue; }else { // 前1 敵方或邊界 if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 末1空 if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === 0){ //末2空 this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+n1b1)); this.sumWeight(this.enemyPositions,i+(count+1)*h,j+(count+1)*v,10**(count+n1b2)); }else if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === enemySide){ // 末2己 //this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+0.1)); let count2 = this.directionCount(arr[d],enemySide,i+(count+1)*h,j+(count+1)*v); if(this.pieces[i+(count+1+count2)*h] && this.pieces[i+(count+1+count2)*h][j+(count+1+count2)*v] === 0){ this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+count2+dn1c)); this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+count2+dn1f1)); }else {// 兩端是死的,看中間夠5個不 if(count+1+count2 == 5){ this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+count2+1)); }else{ this.sumWeight(this.enemyPositions,i+count*h,j+count*v,0); //console.log("中間湊不夠5個,中間權重是0"); } } }else { //末2敵或邊界 if(count==4){ // 只有四顆子的時候這個位置纔有意義 this.sumWeight(this.enemyPositions,i+count*h,j+count*v,10**(count+1)); } } }else { // 末1敵或邊界 末1不多是己方的 // 走不了了 } } // 某個方向的前端的推薦權重 if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 後1空 if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空 if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === 0){ //前2空 this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+n2f1)); this.sumWeight(this.enemyPositions,i-2*h,j-2*v,10**(count+n2f2)); }else if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === enemySide){ // 前2己 // this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+0.3)); let count2 = this.directionCount(this.reverseDirection(arr[d]),enemySide,i-2*h,j-2*v); if(this.pieces[i-(1+count2)*h] && this.pieces[i-(1+count2)*h][j-(1+count2)*v] === 0){ this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+count2+dn2c)); this.sumWeight(this.enemyPositions,i-(1+count2)*h,j-(1+count2)*v,10**(count+count2+dn2f1)); }else { this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+count2+dn1c)); } }else { //前2敵或邊界 this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+dn1c)); } }else { // 前1敵或邊界 前1不多是己方的 // 前端沒有推薦的位置 } }else if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === enemySide){ // 後1己 這裏已經計算過了,跳過邏輯 continue; }else { // 後1 敵方或邊界 if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空 if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === 0){ //前2空 this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+n1f1)); this.sumWeight(this.enemyPositions,i-2*h,j-2*v,10**(count+n1f2)); }else if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === enemySide){ // 前2己 // this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+0.1)); let count2 = this.directionCount(this.reverseDirection(arr[d]),enemySide,i-2*h,j-2*v); if(this.pieces[i-(1+count2)*h] && this.pieces[i-(1+count2)*h][j-(1+count2)*v] === 0){ this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+count2+dn1c)); this.sumWeight(this.enemyPositions,i-(1+count2)*h,j-(1+count2)*v,10**(count+count2+dn1f1)); }else { // 先後是死的 if(count+1+count2 == 5){ this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+count2+1)); }else{ this.sumWeight(this.enemyPositions,i-1*h,j-1*v,0); //console.log("中間湊不夠5個,中間權重是0"); } } }else { //前2敵或邊界 if(count==4){ // 只有四顆子的時候這個位置纔有意義 this.sumWeight(this.enemyPositions,i-1*h,j-1*v,10**(count+1)); } } }else { // 前1敵或邊界 前1不多是己方的 // 先後都是敵,推薦個錘子 } } } } } } } reverseDirection(direction){ var rd = ""; switch(direction){ case "r": rd = "l";break; case "rd": rd = "lt";break; case "d": rd = "t";break; case "ld": rd = "rt";break; case "l": rd = "r";break; case "lt": rd = "rd";break; case "t": rd = "d";break; case "rt": rd = "ld";break; default: console.error("輸入方向不對,沒法反轉"); } return rd; } // 方向數字化numberDirection r(1,0) rd(1,1) ld(-1,1) nd(direction){ var res = {h:0,v:0}; // h horizontal v vertical switch(direction){ case "r": res.h = 1; res.v = 0; break; case "rd": res.h = 1; res.v = 1; break; case "d": res.h = 0; res.v = 1; break; case "ld": res.h = -1; res.v = 1; break; case "l": res.h = -1; res.v = 0; break; case "lt": res.h = -1; res.v = -1; break; case "t": res.h = 0; res.v = -1; break; case "rt": res.h = 1; res.v = -1; break; default: console.error("方向輸入有誤"); } return res; } // 合併同一個位置的權重 sumWeight(arr,x,y,weight){ var index = -1; for(let i=0,len=arr.length;i<len;i++){ if(arr[i].x==x && arr[i].y==y){ index = i; break; } } if(index!=-1){ // 若是已存在則權重相加 arr[index].weight += weight; }else{ // 若是不存在則添加一條 arr.push({x,y,weight}); } } // 從推薦位置中找出最佳位置 權重最大的位置 bestPosition (){ var myMax=0,myP={},myArr=[]; for(let i=0,len=this.myPositions.length;i<len;i++){ if(this.myPositions[i].weight>myMax){ myMax = this.myPositions[i].weight; myP.x = this.myPositions[i].x; myP.y = this.myPositions[i].y; } } var enemyMax = 0, enemyP = {}, enemyArr = []; for(let i=0,len=this.enemyPositions.length;i<len;i++){ if(this.enemyPositions[i].weight>enemyMax){ enemyMax = this.enemyPositions[i].weight; enemyP.x = this.enemyPositions[i].x; enemyP.y = this.enemyPositions[i].y; } } // console.log(this.myPositions,this.ememyPositions); console.log("敵方權重最大:"+enemyMax,"我方權重最大:"+myMax); for(let i=0,len=this.myPositions.length;i<len;i++){ if(this.myPositions[i]==myMax){ myArr.push(this.deepClone(this.myPositions[i])); } } for(let i=0,len=this.enemyPositions.length;i<len;i++){ if(this.enemyPositions[i]==enemyMax){ enemyArr.push(this.deepClone(this.enemyPositions[i])); } } if(enemyMax>myMax){ // 敵方權重最大的地方(有相同位置時,謀求本身的大權重位置) var myMaxW = 0; // 我方在敵方最有位置處的最佳權重 var recommedP = enemyP; for(let i=0, len=enemyArr.length;i<len;i++){ for(let j=0,len1=this.myPositions.length;j<len1;j++){ if(this.myPositions[j].x==enemyArr[i].x && this.myPositions[j].y==enemyArr[i].y){ if(this.myPositions[j].weight>myMaxW){ myMaxW = this.myPositions[j].weight; recommedP.x = this.myPositions[j].x; recommedP.y = this.myPositions[j].y; } } } } return recommedP; }else { // 我方權重最大的地方(有相同位置時,佔據敵方的相對大權重位置) var enemyMaxW = 0; // 我方在敵方最有位置處的最佳權重 var recommedP = myP; for(let i=0, len=myArr.length;i<len;i++){ for(let j=0,len1=this.enemyPositions.length;j<len1;j++){ if(this.enemyPositions[j].x==myArr[i].x && this.enemyPositions[j].y==myArr[i].y){ if(this.enemyPositions[j].weight>enemyMaxW){ enemyMaxW = this.enemyPositions[j].weight; recommedP.x = this.enemyPositions[j].x; recommedP.y = this.enemyPositions[j].y; } } } } return recommedP; } } // 獲取贏家 getWinner(){ switch(this.victor){ case 0: console.log("還沒產生贏家");break; case 1: this.canContinue = false; setTimeout(()=>{alert("白棋贏");},30); break; case 2: this.canContinue = false; setTimeout(()=>{alert("黑棋贏");},30); break; default:; } } // 判斷輸贏 getVictor() { //1.找到一個當前棋子,2.判斷它的右、右下、下、左下四個方向是否連成5個棋子 for(var i=1;i<this.pieces.length;i++){ for(var j=1;j<this.pieces[i].length;j++){ if(this.pieces[i][j] == this.active){ if(this.directionCount("r",this.active,i,j) == 5){// 右r 下d 左l 上t this.victor = this.active; this.getWinner(); return; } if(this.directionCount("rd",this.active,i,j) == 5){ this.victor = this.active; this.getWinner(); return; } if(this.directionCount("d",this.active,i,j) == 5){ this.victor = this.active; this.getWinner(); return; } if(this.directionCount("ld",this.active,i,j) == 5){ this.victor = this.active; this.getWinner(); return; } } } } } // 此函數替代了原來的 directionCount directionCount(direction,oneSide,i,j){ var count = 0; var nd = this.nd(direction); if(this.pieces[i][j] == oneSide){ count = 1; for(let k=1;k<5;k++){ if(this.pieces[i+k*nd.h] && this.pieces[i+k*nd.h][j+k*nd.v] === oneSide){ count++; continue; }else { break; } } } return count; } // 深拷貝 deepClone(values) { var copy; // Handle the 3 simple types, and null or undefined if(null == values || "object" != typeof values) return values; // Handle Date if(values instanceof Date) { copy = new Date(); copy.setTime(values.getTime()); return copy; } // Handle Array if(values instanceof Array) { copy = []; for(var i = 0, len = values.length; i < len; i++) { copy[i] = this.deepClone(values[i]); } return copy; } // Handle Object if(values instanceof Object) { copy = {}; for(var attr in values) { if(values.hasOwnProperty(attr)) copy[attr] = this.deepClone(values[attr]); } return copy; } throw new Error("Unable to copy values! Its type isn't supported."); } } </script> <script type="text/javascript"> var gobang = new Gobang("gobang"); var canvas = document.getElementById("gobang"); console.log(canvas.getBoundingClientRect()); var offset; canvas.addEventListener("click",function(e){ offset = canvas.getBoundingClientRect(); var x = Math.round((e.clientX - offset.left) / gobang.cellWidth); var y = Math.round((e.clientY - offset.top) / gobang.cellWidth); console.log(x,y,"點擊位置"); // 走棋 gobang.goStep(x,y); },false); document.getElementById("regret").addEventListener("click",()=>{ gobang.regret(); },false); </script> </html>
轉載於猿2048:➦《js+canvas五子棋人機大戰ai算法》javascript