HTML5+JS 《五子飞》游戏实现(三)页面和棋盘棋子

前面两节,我们已经对《五子飞》有个初步的认识,对走棋路线也有了基本的了解,现在里沃特继续跟大家分享HTML页面,另外把棋盘棋子也画出来。

演示地址:http://www.lyout.com/projects/fiveflychess/FiveflyChess3.htm

HTML页面非常简单:

<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>五子飞</title>
<style type="text/css">
.fiveflychess {
margin-left: auto;
margin-right: auto;
}
</style>
<script language="javascript" type="text/javascript" src="http://common.cnblogs.com/script/jquery.js"></script>
<script language="javascript" type="text/javascript" src="canvas.js"></script>
<script language="javascript" type="text/javascript" src="FiveflyChess.js"></script>
</head>
<body style="text-align: center;">
<canvas id="fiveflychess" class="fiveflychess" width="800" height="600">
Your brower is not support canvas!
</canvas>
<script language="javascript" type="text/javascript">
$(document).ready(function () {
var chesspanel = $("#fiveflychess"); var ffc = new GameChess();
ffc.start(chesspanel);
});
</script>
</body>
</html>

其中,jquery.js 被调用的函数不多,完全可以自行实现,但为了省时间,就用它处理了。canvas.js 是一个简单的在 html5 Canvas 上画图的类,实现了画圆、线、文字、圆角矩形、填充矩形、空心矩形、球等一些比较基础的函数。有时候没必要做一个小游戏还加载一些大型的框架:

var Canvas = {
// 画圆弧路径
drawArc: function (c, x, y, r, a1, a2, anticlockwise) {
c.arc(x, y, r, a1 * Math.PI / 180, a2 * Math.PI / 180, anticlockwise);
},
// 画两条射线相切的的圆弧
drawArcTo: function (c, x1, y1, x2, y2, o1, o2, r) {
c.moveTo(x1, y1);
c.arcTo(o1, o2, x2, y2, r);
},
// 画线
drawLine: function (c, strokestyle, lw, x1, y1, x2, y2) {
c.strokeStyle = strokestyle;
c.lineWidth = lw;
c.beginPath();
c.moveTo(x1, y1);
c.lineTo(x2, y2);
c.closePath();
c.stroke();
},
// 画文字
drawText: function (c, text, x, y, fillstyle) {
c.fillStyle = fillstyle;
c.fillText(text, x, y);
},
// 画个圆角矩形
drawRoundRect: function (c, strokestyle, x1, y1, x2, y2, r, fillstyle) {
c.strokeStyle = strokestyle;
c.fillStyle = fillstyle;
c.beginPath();
c.moveTo(x1 + r, y1);
c.lineTo(x2 - r, y1);
c.quadraticCurveTo(x2, y1, x2, y1 + r);
c.lineTo(x2, y2 - r);
c.quadraticCurveTo(x2, y2, x2 - r, y2);
c.lineTo(x1 + r, y2);
c.quadraticCurveTo(x1, y2, x1, y2 - r);
c.lineTo(x1, y1 + r);
c.quadraticCurveTo(x1, y1, x1 + r, y1);
c.fill();
c.stroke();
},
// 画填充矩形
drawFillRect: function (c, strokestyle, lw, x1, y1, x2, y2, fillstyle) {
c.fillStyle = fillstyle;
c.fillRect(x1, y1, x2 - x1, y2 - y1);
if (lw > 0) this.drawRect(c, strokestyle, lw, x1, y1, x2, y2);
},
// 画空心矩形
drawRect: function (c, strokestyle, lw, x1, y1, x2, y2) {
c.strokeStyle = strokestyle;
c.lineWidth = lw;
c.beginPath();
c.moveTo(x1 - lw / 2, y1);
c.lineTo(x2, y1);
c.lineTo(x2, y2);
c.lineTo(x1, y2);
c.lineTo(x1, y1 - lw / 2);
c.stroke();
},
// 画线
drawLine: function (c, strokestyle, lw, x1, y1, x2, y2) {
c.strokeStyle = strokestyle;
c.lineWidth = lw;
c.beginPath();
c.moveTo(x1, y1);
c.lineTo(x2, y2);
c.closePath();
c.stroke();
},
// 画只有边的球
drawCircleStroke: function (c, strokestyle, lw, x, y, r) {
c.strokeStyle = strokestyle;
c.lineWidth = lw;
c.beginPath();
this.drawArc(c, x, y, r, 0, 360, true);
c.closePath();
c.stroke();
},
// 画填充有边的球
drawCircleFill: function (c, strokestyle, lw, x, y, r, fillstyle) {
c.strokeStyle = strokestyle;
c.lineWidth = lw;
c.fillStyle = fillstyle;
c.beginPath();
this.drawArc(c, x, y, r, 0, 360, true);
c.closePath();
c.fill();
c.stroke();
},
// 画球
drawBall: function (c, x, y, r, fillstyle) {
c.fillStyle = fillstyle;
c.beginPath();
this.drawArc(c, x, y, r, 0, 360, true);
c.closePath();
c.fill();
},
// 判断点是否在某个区块内
inRegion: function (p, r) {
if (p[0] > r[0] && p[0] < r[2] && p[1] > r[1] && p[1] < r[3]) {
return true;
} else {
return false;
}
},
//判断两个矩形对象是否重合
coincide: function (a, b) {
if (this.inRegion([a[0], a[1]], b)) return true;
if (this.inRegion([a[0], a[3]], b)) return true;
if (this.inRegion([a[2], a[1]], b)) return true;
if (this.inRegion([a[2], a[3]], b)) return true; if (this.inRegion([b[0], b[1]], a)) return true;
if (this.inRegion([b[0], b[3]], a)) return true;
if (this.inRegion([b[2], b[1]], a)) return true;
if (this.inRegion([b[2], b[3]], a)) return true;
return false;
},
getContext: function (el) {
if (!(el && el.length && el.length > 0)) { return null; } return (function () {
if (el[0].getContext) { var c = el[0].getContext("2d"); if (c) { return c; } }
return null;
})();
}
};

现在我们看看怎么把棋盘和棋子画出来:

/// <reference path="../common/jquery.js" />
/// <reference path="../common/canvas.js" /> var Player = { A: 0, B: 1, None: -1 };
function Size(w, h) {
this.w = w;
this.h = h;
}
function Point(x, y, index) {
this.x = x;
this.y = y;
this.index = index;
}
function Bounds(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h; this.toArray = function () {
return [this.x, this.y, this.w, this.h];
}; this.toArrayXY = function () {
return [this.x, this.y, this.x + this.w, this.y + this.h];
};
}
function Chess(player) {
this.player = player;
this.point = new Point(-1, -1, -1);
this.bounds = new Bounds(-1, -1, -1, -1);
this.moveTo = function (chess) {
chess.player = this.player;
this.player = Player.None;
};
}
function GameChess() {
// 可走的路线
this.lines = [
[ 0, 1, 2, 3, 4],
[ 5, 6, 7, 8, 9],
[10, 11, 12, 13, 14],
[15, 16, 17, 18, 19],
[20, 21, 22, 23, 24],
[ 0, 5, 10, 15, 20],
[ 1, 6, 11, 16, 21],
[ 2, 7, 12, 17, 22],
[ 3, 8, 13, 18, 23],
[ 4, 9, 14, 19, 24],
[ 0, 6, 12, 18, 24],
[ 4, 8, 12, 16, 20],
[ 2, 6, 10],
[ 2, 8, 14],
[10, 16, 22],
[14, 18, 22]
];
this.cpc = 0; // 单方初始棋子数
this.ctc = 0; // 棋子可走的点数
this.chesses = []; // 棋子(包含空棋子)
this.chessarray = null; // 多选棋子
this.chessreplace = []; // 被替换的棋子
this.chesssize = new Size(32, 32); // 棋子大小
this.panel = null; // 作画的画板
this.width = 0; // 画板宽度
this.height = 0; // 画板高度
this.chessblack = new Image(); // 黑棋子图片
this.chesswhite = new Image(); // 白棋子图片
this.imagestate = 0; // 棋子图片加载状态
this.imagetimer = null; // 判断棋子图片加载的时钟
this.currentIndex = -1; // 当前棋子
this.currentPlayer = Player.B; // 当前玩家是哪一方
this.computerPlayer = Player.A; // 电脑是哪一方
this.computerUsed = true; // 是否与电脑对弈
this.player = Player.B; // 轮到谁玩了
this.timetimer = null; // 倒计时
this.timecount = 30; // 每步30秒
this.winner = Player.None; // 谁赢了
this.isover = false; // 是否结束了 // 初始配置
this.init = function () {
this.chesses = [];
this.cpc = 5;
this.ctc = Math.pow(this.cpc, 2); var i;
// 分配棋子
for (i = 0; i < this.cpc; i++) {
this.chesses.push(new Chess(Player.A));
}
for (i = this.cpc; i < this.ctc - this.cpc; i++) {
this.chesses.push(new Chess(Player.None));
}
for (i = this.ctc - this.cpc; i < this.ctc; i++) {
this.chesses.push(new Chess(Player.B));
}
for (i = 0; i < this.ctc; i++) {
this.chesses[i].point = new Point(i % this.cpc, parseInt(i / this.cpc, 10), i);
}
};
this.play = function () {
this.replay();
};
// 重玩,重置所有棋子
this.replay = function () {
this.isover = false;
this.changePlayer(); var i;
// 分配棋子
for (i = 0; i < this.cpc; i++) {
this.chesses[i].player = Player.A;
}
for (i = this.cpc; i < this.ctc - this.cpc; i++) {
this.chesses[i].player = Player.None;
}
for (i = this.ctc - this.cpc; i < this.ctc; i++) {
this.chesses[i].player = Player.B;
}
for (i = 0; i < this.ctc; i++) {
this.chesses[i].point = new Point(i % this.cpc, parseInt(i / this.cpc, 10), i);
}
};
this.changePlayer = function () {
this.timecount = 30;
};
// 获取索引号
this.getIndex = function (pDest, pSrc) {
var t1 = typeof (pDest), t2 = typeof (pSrc);
var i1 = -1, i2 = -1;
if ((t1 == "number") && (t2 == "number")) {
i1 = pDest; i2 = pSrc;
} else if ((t1 == "object") && (t2 == "object")) {
i1 = pDest.index || -1; i2 = pSrc.index || -1;
}
if (i1 >= 0 && i1 < this.ctc) {
return { destIndex: i1, srcIndex: i2 };
}
return false;
};
// 得到对方是哪个玩家
this.getAnotherPlayer = function (player) {
return player == Player.A ? Player.B : Player.A;
};
this.paint = function () {
var i;
var cw = this.width > this.height ? this.height : this.width; // 画棋盘
Canvas.drawRoundRect(this.panel, "#225C21", 0, 0, this.width, this.height, 5, "#225C21");
Canvas.drawFillRect(this.panel, "#000000", 1, 20, 20, cw - 20, cw - 20, "#E8BC7D");
Canvas.drawRect(this.panel, "#000000", 5, 50, 50, cw - 50, cw - 50); var startp = 58;
var w = cw - startp * 2;
var h = cw - startp * 2;
for (i = 0; i < this.cpc; i++) {
Canvas.drawLine(this.panel, "#000000", 1, startp + i * w / (this.cpc - 1), startp, startp + i * w / (this.cpc - 1), cw - startp);
}
for (i = 0; i < this.cpc; i++) {
Canvas.drawLine(this.panel, "#000000", 1, startp, startp + i * h / (this.cpc - 1), cw - startp, startp + i * h / (this.cpc - 1));
}
// 长对角线
Canvas.drawLine(this.panel, "#000000", 1, startp, startp, cw - startp, cw - startp);
Canvas.drawLine(this.panel, "#000000", 1, startp, cw - startp, cw - startp, startp);
// 短对角线
Canvas.drawLine(this.panel, "#000000", 1, startp, startp + (this.cpc - 1) / 2 * h / (this.cpc - 1), startp + (this.cpc - 1) / 2 * w / (this.cpc - 1), startp);
Canvas.drawLine(this.panel, "#000000", 1, startp, startp + (this.cpc - 1) / 2 * h / (this.cpc - 1), startp + (this.cpc - 1) / 2 * w / (this.cpc - 1), cw - startp);
Canvas.drawLine(this.panel, "#000000", 1, startp + (this.cpc - 1) / 2 * w / (this.cpc - 1), cw - startp, cw - startp, startp + (this.cpc - 1) / 2 * h / (this.cpc - 1));
Canvas.drawLine(this.panel, "#000000", 1, startp + (this.cpc - 1) / 2 * w / (this.cpc - 1), startp, cw - startp, startp + (this.cpc - 1) / 2 * h / (this.cpc - 1)); Canvas.drawRect(this.panel, "#000000", 2, startp, startp, cw - startp, cw - startp); if (this.imagestate == 2) {
if (this.imagetimer) {
clearInterval(this.imagetimer);
this.imagetimer = null;
} var b;
// 画棋子
for (i = 0; i < this.chesses.length; i++) {
this.chesses[i].bounds = new Bounds(startp + this.chesses[i].point.x * w / (this.cpc - 1) - this.chesssize.w / 2, startp + this.chesses[i].point.y * h / (this.cpc - 1) - this.chesssize.h / 2, this.chesssize.w, this.chesssize.h);
switch (this.chesses[i].player) {
case Player.A:
this.panel.drawImage(this.chessblack, this.chesses[i].bounds.x, this.chesses[i].bounds.y, 32, 32);
break;
case Player.B:
this.panel.drawImage(this.chesswhite, this.chesses[i].bounds.x, this.chesses[i].bounds.y, 32, 32);
break;
default:
break;
}
}
} // 画棋子
};
this.repaint = function () {
this.panel.clearRect(0, 0, this.width, this.height);
this.paint();
};
this.start = function (el) {
this.init();
this.width = el.width();
this.height = el.height()
this.panel = Canvas.getContext(el);
if (this.panel != null) {
var t = this;
// 加载棋子图片
$(this.chessblack).load(function () {
t.imagestate++;
});
$(this.chesswhite).load(function () {
t.imagestate++;
});
this.chessblack.src = "chessblack.png";
this.chesswhite.src = "chesswhite.png";
if (this.imagestate < 2) {
this.paint();
}
this.imagetimer = setInterval(function () {
if (t.imagestate == 2) {
t.repaint();
t.play();
}
}, 100);
return true;
} return false;
};
}

怎么样?熟悉javascript的伙伴应该看起来没什么难度吧:)

这节我们就讲到这里,下次里沃特再跟大家分享怎么分析和处理“移动棋子”、“夹一个”和“挑一对”,敬请期待。

HTML5+JS 《五子飞》游戏实现(一)规则

HTML5+JS 《五子飞》游戏实现(二)路线分析和资源准备

HTML5+JS 《五子飞》游戏实现(四)夹一个和挑一对

HTML5+JS 《五子飞》游戏实现(五)移动棋子

HTML5+JS 《五子飞》游戏实现(六)鼠标响应与多重选择

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