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jQuery编写的五子棋代码

JavaScript 水墨上仙 1749次浏览

来源:” target=”_blank”>http://www.chhblog.com/Web/DemoView.aspx?DemoID=34
非常不错的代码,就是人工智能方面差了一点

           <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
  <title>五子棋</title>
  <style type="text/css">
  div{margin:0;padding:0;}
  div.board{width:561px; height:561px; border:1px solid #ccc; margin:0 auto;}
  div.board div{ width:31px; height:31px; border:1px solid #ccc; float:left; cursor:pointer; background-repeat:no-repeat; }
  div.board .person { background-image:url('http://www.chhblog.com/upload/1/files/demo/white.jpg')}
  div.board .machine{ background-image:url('http://www.chhblog.com/upload/1/files/demo/black.jpg')}
  div.board .person_star{background-image:url('http://www.chhblog.com/upload/1/files/demo/white_star.jpg')}
  div.board .machine_star{background-image:url('http://www.chhblog.com/upload/1/files/demo/black_star.jpg')}
  input.ipt{ display:block; margin:0 auto; margin-top:8px;width:70px}
  </style>
</head>
<body>
<div class='board' id='board'>
</div>
<input type='button' value='开始游戏' onclick="initGame(); this.value='重新开始'" class='ipt'/>
<script type='text/javascript'>
var TRANSVERSE = 16;
var VERTICAL = 16;
var LEFT = 1;
var RIGHT = 2;
var TOP = 3;
var BOTTOM = 4;
var LEFT_TOP = 5;
var LEFT_BOTTOM = 6;
var RIGHT_TOP = 7;
var RIGHT_BOTTOM = 8;
var Chess = function()
{
    var owner = '';
	var victory = false;
	
	this.getOwner = function(){return owner;};
	this.setOwner = function(value){owner = value;};
    this.getVictory = function(){ return victory;}
    this.setVictory = function(value){ victory = value; }	
}
var Board = function()
{
    var chessBoard = [];
	
	var isGameOver = false;
		
	this.getChess = function(point)
	{
	    var x = point.x , y = point.y;
		return chessBoard[y][x];
	}
	
	this.setChess = function(chess , point)
	{
	    var x = point.x , y = point.y;
		chessBoard[y][x] = chess;
	}
	
	this.setVictory = function(points)
	{
	    for(var i = 0 ; i < points.length ; i ++)
		{
		    for(var j = 0 ; j < points[i].length; j ++)
			{
			    var chess = this.getChess(points[i][j]);
				chess.setVictory(true);
			}
		}
	}
	
	this.getAvaiablePoints  = function()
	{
	    var avaiable = new Array;
		for(var y = 0 ; y <= VERTICAL ; y ++)
		{
		    for(var x = 0 ; x <= TRANSVERSE ; x ++)
			{
			    if(chessBoard[y][x]) continue;
			    var point = {x : x , y : y};
			    avaiable.push(point);
			}
		}
		return avaiable;
	}
	
	this.getMap = function()
	{
	     var map = {};
		 for(var y = 0 ; y <= VERTICAL ; y ++)
		 {
		     for(var x = 0 ; x <= TRANSVERSE ; x++)
			 {
			     var chess = chessBoard[y][x];
				 var value = '';
				 if(chess)
				 {
				     value = chess.getOwner();
				     if(chess.getVictory()) value += '_star';
				 }
				 else 
				 {
				     value = '';
				 }
				 map[ x + ',' + y ] = value;
			 }
		 }
		 return map;
	}
	
	this.gameOver = function()
	{
	    return isGameOver = true;
	}
	
	this.isGameOver = function()
	{
	    return isGameOver;
	}
	
	this.getNextPoint = function(point , direction)
	{
	    var next = {x : point.x , y : point.y};
		switch(direction)
		{
		    case LEFT :
			    next.x -= 1;
				break;
			case RIGHT:
			    next.x += 1;
				break;
			case TOP:
			    next.y -= 1;
				break;
			case BOTTOM:
			    next.y += 1;
				break;
			case LEFT_TOP:
			    next.x-= 1 , next.y-= 1;
				break;
			case RIGHT_TOP:
			    next.x += 1 , next.y -= 1;
				break;
			case LEFT_BOTTOM:
			    next.x -= 1 , next.y += 1;
				break;
			case RIGHT_BOTTOM:
			    next.x += 1 , next.y += 1;
				break;
			default :
			    alert('方向错误');
		}
		return next;
	}
	var initialize = function()
	{
		for(var i = 0 ; i <= VERTICAL ; i++ ) chessBoard.push([]);
	}	
	
	initialize();
}
var Compute = function(role)
{
    var directions = [LEFT , TOP , RIGHT , BOTTOM , LEFT_TOP , LEFT_BOTTOM , RIGHT_TOP , RIGHT_BOTTOM];
	
	var score = 0;
	
	var self = this;
		
	this._computeScore = function(direction)
	{
	    throw new Error('未实现');
	}
	
	this._convertToPattern = function(chesslist)
	{
	    return role.convertToPattern(chesslist)
	}
	
	this.compute = function(point)
	{
	    score = 0;
	    for(var i = 0, direction ; direction = directions[i++];)
		{
		    score += this._computeScore(point , direction);
		}	
	}
	
	this.getScore = function(refPoint)
	{
		return score ;
	}
}
var Five = function(role)
{
    Compute.call(this, role);
	
	var computeScore1 = function(refPoint , direction)
	{
		var predefined = 'IIII';
		var chesslist = role.find(refPoint , direction , 4);
		var pattern = role.convertToPattern(chesslist);
		if(predefined == pattern) return true;
		return false ;	    
	}
	
	var computeScore2 = function(refPoint , direction)
	{
	    var prev = role.find(refPoint , direction , 2);
		var next = role.find(refPoint , role.reverseDirection(direction) , 2);
		var prevPattern = role.convertToPattern(prev);
		var nextPattern = role.convertToPattern(next);
		if(prevPattern == 'II' && nextPattern == 'II') return true;
		return false;
	}
	
	var computeScore3 = function(refPoint , direction)
	{
	    var prev = role.find(refPoint , direction , 3);
		var next = role.find(refPoint , role.reverseDirection(direction) , 1);
		var prevPattern = role.convertToPattern(prev);
		var nextPattern = role.convertToPattern(next);
        if(prevPattern == 'III' && nextPattern == 'I') return true;
        return false;		
	}
	
	this._computeScore = function(refPoint , direction)
	{
		if(computeScore1(refPoint , direction) || computeScore2(refPoint , direction) || computeScore3(refPoint , direction))
		    return 100000;
		else return 0;
	}
}
var Four_Live = function(role)
{
    Compute.call(this, role);
	
    this._computeScore = function(refPoint , direction)
	{
		var score = 0;
		var prev = role.find(refPoint , direction , 4);
		var next = role.find(refPoint , role.reverseDirection(direction), 1);
		var prevPattern = this._convertToPattern(prev);
		var nextPattern = this._convertToPattern(next);
		if(prevPattern == 'III0' && nextPattern == '0') score = 10000;	    
        return score;		
	}
}
var Four_Live1 = function(role)
{
    Compute.call(this, role);
	
	this._computeScore = function(refPoint , direction)
	{
	    var prev = role.find(refPoint , direction , 3);
		var next = role.find(refPoint , role.reverseDirection(direction) , 2);
		var prevPattern = this._convertToPattern(prev);
		var nextPattern = this._convertToPattern(next);		
		if(prevPattern == 'II0' && nextPattern == 'I0') return 10000;
		else return 0;
	}
}
var Tree_Live = function(role)
{
    Compute.call(this, role);
	
    this._computeScore = function(refPoint , direction)
	{
	    var score = 0;
	    var prev = role.find(refPoint , direction , 3);
		var next = role.find(refPoint , role.reverseDirection(direction), 2);
		var prevPattern = this._convertToPattern(prev);
		var nextPattern = this._convertToPattern(next);
		if(prevPattern == 'II0' && nextPattern == '00')
		    score += 1000;
		return score;
	}
}
var Tree_Live1 = function(role)
{
   Compute.call(this, role);
   
   this._computeScore = function(refPoint , direction)
   {
 	    var prev = role.find(refPoint , direction , 2);
		var next = role.find(refPoint , role.reverseDirection(direction), 3);
		var prevPattern = this._convertToPattern(prev);
		var nextPattern = this._convertToPattern(next);
        if(prevPattern == 'I0' && nextPattern == 'I00')
            return 1000
        else return 0;			
   }
}
var Two_Live = function(role)
{
   Compute.call(this, role);
   
   this._computeScore = function(refPoint , direction)
   {
 	    var prev = role.find(refPoint , direction , 3);
		var next = role.find(refPoint , role.reverseDirection(direction), 2);	
		var prevPattern = this._convertToPattern(prev);
		var nextPattern = this._convertToPattern(next);
        if(prevPattern == 'I00' && nextPattern == '00') return 100;
        else return 0;		
   }
}
var One_Live = function(role)
{
   Compute.call(this, role);
   
   this._computeScore = function(refPoint , direction)
   {
 	    var prev = role.find(refPoint , direction , 3);
		var next = role.find(refPoint , role.reverseDirection(direction), 3);	
		var prevPattern = this._convertToPattern(prev);
		var nextPattern = this._convertToPattern(next);
        if(prevPattern == '000' && nextPattern == '000') return 10;
        else return 0;		
   }
}
var Four_End = function(role)
{
   Compute.call(this, role);
   
   this._computeScore = function(refPoint , direction)
   {
 	    var prev = role.find(refPoint , direction , 3);
		var next = role.find(refPoint , role.reverseDirection(direction), 1);	
		var prevPattern = this._convertToPattern(prev);
		var nextPattern = this._convertToPattern(next);
        if(prevPattern == 'III' && nextPattern == '0') return 150;
        else return 0;		
   }
}
var Role = function(board)
{
    var computers = [];
	
	var self = this;
	
	var isVictory = false;
	
	this.isVictory = function()
	{
	    return isVictory;
	}
	
    var getScore = function(point)
	{
	    var score = 0;
		for(var i = 0 , computer; computer = computers[i++];)
		{
		    computer.compute(point);
			score += computer.getScore();
		}
		var result = {score: score , point : point};
		return result;
	}
		
    var getScoreList = function()
	{
	    var result = [];
	    var avaiablePoints = board.getAvaiablePoints();
		for(var i = 0 , point; point = avaiablePoints[i++];) 
		{
		    result.push(getScore(point));
		}
		return result;
	}
	
	this.getCode = function()
	{
	    throw new Error('未实现');
	}
    this.getPeak = function()
    {
	    var scoreInfo = getScoreList();
		scoreInfo.sort(function(a,b){
		    return  b.score - a.score ;
		});
		return scoreInfo[0];
    }	
	
	this.convertToPattern = function(chesslist)
	{
	    var pattern = '';
		if(!chesslist) return '';
	    for(var i = 0 ; i < chesslist.length ; i ++)
		{
		    var chess = chesslist[i];
			if(chess == undefined) pattern += '0';
			else if(chess.getOwner() == this.getCode()) pattern += 'I';
			else  pattern += 'Y';
		}
		return pattern ;
	}
	this.reverseDirection = function(direction)
	{
	    switch(direction)
		{
		    case LEFT : return RIGHT;
			case RIGHT : return LEFT;
			case TOP : return BOTTOM;
			case BOTTOM : return TOP;
			case LEFT_TOP : return RIGHT_BOTTOM;
			case RIGHT_BOTTOM : return LEFT_TOP;
			case RIGHT_TOP : return LEFT_BOTTOM;
			case LEFT_BOTTOM : return RIGHT_TOP;
			default : alert('方向错误');
		}
	}	
	
	this._checkGameOver = function(point)
	{
	    var leftRight = findVictory(point , LEFT);
		var topBottom = findVictory(point , TOP);
		var leftTopRightBottom = findVictory(point , LEFT_TOP);
		var rightTopLeftBottom = findVictory(point , RIGHT_TOP);
		var array = [leftRight , topBottom , leftTopRightBottom , rightTopLeftBottom];
		var victory = [];
		for(var i = 0 ; i < array.length ; i ++)
		{
		    if(array[i].length >= 5) victory.push(array[i]);
		}
		
		if(victory.length > 0)
		{
		    board.gameOver();
			board.setVictory(victory);
			isVictory = true;
		}
		
		if(board.getAvaiablePoints().length ==0) board.gameOver();
	}
	
	var isLicitPoint = function(point)
	{
	    return point.x >= 0 && point.y >= 0 && point.x <= TRANSVERSE && point.y <= VERTICAL 
		    && board.getChess(point) && board.getChess(point).getOwner() == self.getCode()
	}
	
	var findVictory = function(refPoint , direction)
	{
	    var reverse = self.reverseDirection(direction);
		var result = [];
		var nextPoint ;
		var currPoint = {x: refPoint.x , y: refPoint.y};
		while(true)
		{
		    nextPoint = board.getNextPoint(currPoint, direction);
			if(!isLicitPoint(nextPoint)) break;
			currPoint = {x :nextPoint.x , y:nextPoint.y};
		}
		
		while(true)
		{
            result.push(currPoint);			
		    nextPoint = board.getNextPoint(currPoint , reverse);
			if(!isLicitPoint(nextPoint)) break;		
			currPoint = { x: nextPoint.x , y: nextPoint.y };
		}
		
		return result;
	}
	
	this.find = function(point , direction , deep)
	{
	     var refPoint = {x: point.x , y : point.y};
	     var result = new Array;
		 var index = 1;
		 var nextPoint;
		 while(index <= deep)
		 {
		     nextPoint = board.getNextPoint(refPoint, direction);
			 if(nextPoint.x < 0 || nextPoint.y < 0 || 
			    nextPoint.x > TRANSVERSE || nextPoint.y > VERTICAL) return null;
			 var chess = board.getChess(nextPoint);
			 if(chess) chess.point = {x:nextPoint.x , y:nextPoint.y};
			 result.push(chess);
			 refPoint = nextPoint;
			 index ++;
		 }
		 return result;
	}	
	
	var initialize = function()
	{
	    computers.push(new Five(self));
		computers.push(new Four_Live(self));
		computers.push(new Tree_Live(self));
		computers.push(new Four_Live1(self));
		computers.push(new Tree_Live1(self));
		computers.push(new Two_Live(self));
		computers.push(new One_Live(self));
		computers.push(new Four_End(self));
	}
	
	initialize();
}
var Machine = function(board, rival)
{
    Role.call(this, board);
	
	this.setChess = function()
	{
	    if(board.isGameOver()) return;
	    var myPeak = this.getPeak();
		var rivalPeak = rival.getPeak();
		var peak ;
		if(myPeak.score >= rivalPeak.score)  peak = myPeak;
		else  peak = rivalPeak;
	    var chess = new Chess();
		chess.setOwner(this.getCode());
		board.setChess(chess, peak.point);
		this._checkGameOver(peak.point);
	}
	
	this.getCode = function(){return 'machine';}
}
var Person = function(board , rival)
{
    Role.call(this, board);
	
	this.setChess = function(x,y)
	{
	   if(board.isGameOver()) return;
	   var point = new Object;
	   point.x = x;
	   point.y = y;
	   var chess = new Chess()
	   chess.setOwner(this.getCode());
	   board.setChess(chess, point);
	   this._checkGameOver(point);
	}
	
	this.getCode = function(){ return 'person'; }
}
var UIBase = function()
{
    var self = this;
    this._id = '$UI' + (++ UIBase.index);
	this._globalKey = "";
	this.getHTML = function()
	{
	    return "";
	}
	
	var setGlobalKey = function()
	{
	    var magic = '$UI_Items';
		self._globalKey = 'window.'+magic+'.'+self._id;		
		window[magic] = window[magic] || {};
		window[magic][self._id] = self;
	}
	
	var formatHTML = function(html)
	{
		html = html.replace(/\$\$/g, self._globalKey);
		html = html.replace(/&&/g,self._id);
		return html;
	}	
	
	var initUIBase = function()
	{
	    setGlobalKey();
	}
	
	this.renderHTML = function()
	{
	    return formatHTML(this.getHTML());
	}
	
	this.getDOM = function()
	{
        var dom = document.getElementById(this._id)
	    return dom;
	}
	
	initUIBase();
}
UIBase.index = 0;
var ChessUI = function(board, placeholder)
{
    UIBase.call(this);
	
	this.setChess = function(){}
	
	this.getHTML = function()
	{
	    var html = '';
		var map = board.getMap();
		for(var key in map)
		{
		    var onclick = '';
			var className = map[key];
			if(className == '') onclick='$$._setChess('+ key +')';
            html += '<div onclick="'+ onclick +'" class="'+ className +'"></div>';
		}
		return html;
	}
	
	this.draw = function()
	{
	    var html = this.renderHTML();
		document.getElementById(placeholder).innerHTML = html;
	}
	
	this._setChess = function(x,y)
	{
	    this.setChess(x,y);
	}
	
	this.draw();
}
function getMSIEVersion()
{
    var regex = /MSIE([^;]+)/;
	var userAgent = navigator.userAgent;
	var result = regex.exec(userAgent);
	if(result) return parseInt(result[1]);
}
function initGame()
{
    var version = getMSIEVersion();
    if(version && version <= 8)
	{
	    alert('请使用非IE浏览器(ie9、10除外)进行游戏(google chrome 、firefox等 )');
		return;
	}
	var board = new Board();
	var person = new Person(board);
	var machine = new Machine(board, person);
	var chessUI = new ChessUI(board, 'board');
	chessUI.setChess = function(x,y)
	{
		person.setChess(x,y);
		machine.setChess();
		chessUI.draw();
		if(board.isGameOver())
		{
		    if(person.isVictory()) alert('您获得了胜利');
			else if(machine.isVictory()) alert('机器获得了胜利');
			else alert('游戏结束,胜负未分');
		}
	}
	if(Math.floor(Math.random() * 10) % 2)
	{
	    alert('机器执棋');
		machine.setChess();
		chessUI.draw();
	}
	else
	{
	    alert('您执棋');
	}
}
</script>
</body>
</html>
        
        
        


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