var chessBoard = []; var me = true; var over = false; //赢法数组 var wins = []; //赢法的统计数组 var myWin = []; var coumpterWin = []; for (var i=0;i<15;i++){ chessBoard[i] = []; for(var j=0;j<15;j++){ chessBoard[i][j]=0; } } for(var i=0;i<15;i++){ wins[i] = []; for(var j=0;j<15;j++){ wins[i][j]=[]; } } var count = 0; for(var i=0;i<15;i++){ for(var j=0;j<11;j++){ for(var k=0;k<5;k++){ wins[i][j+k][count] = true; } count++; } } for(var i=0;i<15;i++){ for(var j=0;j<11;j++){ for(var k=0;k<5;k++){ wins[j+k][i][count] = true; } count++; } } for(var i=0;i<11;i++){ for(var j=0;j<11;j++){ for(var k=0;k<5;k++){ wins[i+k][j+k][count] = true; } count++; } } for(var i=0;i<11;i++){ for(var j=14;j>3;j--){ for(var k=0;k<5;k++){ wins[i+k][j-k][count] = true; } count++; } } console.log(count); for (var i=0;i<count;i++) { myWin[i] = 0; computerWin = 0; } var chess=document.getElementById('chess'); var context = chess.getContext('2d'); context.strokeStyle = "#bfbfbf" //绘制水印 var logo = new Image(); logo.src= "img/wuziqi/2.png"; logo.onload = function(){ context.drawImage(logo,0,0,450,450); drawChessBoard(); //oneStep(0,1,true); //oneStep(1,1,false); } //绘制棋盘 var drawChessBoard = function(){ for (var i=0;i<15;i++) { context.moveTo(15+i*30,15); context.lineTo(15+i*30,435); context.stroke(); context.moveTo(15,15+i*30); context.lineTo(435,15+i*30); context.stroke(); } } //绘制棋子 var oneStep = function(i,j,me){ //绘制圆 context.beginPath(); context.arc(15+i*30,15+j*30,13,0,2*Math.PI); context.closePath(); var gradient=context.createRadialGradient(15+i*30+2,15+j*30-2,13,15+i*30,15,0)//渐变填充 if(me){ gradient.addColorStop(0,"#0a0a0a"); gradient.addColorStop(1,"#636766") }else{ gradient.addColorStop(0,"#D1D1D1"); gradient.addColorStop(1,"#F9F9F9") } context.fillStyle = gradient; context.fill(); //context.stroke()描边,fill填充 } chess.onclick = function(e){ if(over){ return; } if(!me){ return; } var x = e.offsetX; var y = e.offsetY; var i = Math.floor(x/30); var j = Math.floor(y/30); if(chessBoard[i][j]==0){ oneStep(i,j,me); chessBoard[i][j]=1; for (var k=0;k<count;k++) { if(wins[i][j][k]){ myWin[k]++; computerWin[k]=6; if(myWin[k]==5){ window.alert("你赢了"); over=true; } } } if (!over) { me = !me; computerAI(); } } } var computerAI = function(){ var myScore = []; var computerScore= []; var max = 0; var u = 0, v = 0; for (var i=0;i<15;i++) { myScore[i] = []; computerScore[i] = []; for(var j=0;j<15;j++){ myScore[i][j] = 0; computerScore[i][j] = 0; } } for(var i=0;i<15;i++){ for (var j=0;j<15;j++) { if(chessBoard[i][j]==0){ for(var k=0;k<count;k++){ if(wins[i][j][k]){ if(myWin[k]==1){ myScore[i][j]+=200; }else if(myWin[k]==2){ myScore[i][j]+=400; }else if(myWin[k]==3){ myScore[i][j]+=2000; }else if(myWin[k]==4){ myScore[i][j]+=1000; } if(computerWin[k]==1){ computerScore[i][j]+=220; }else if(computerWin[k]==2){ computerScore[i][j]+=420; }else if(computerWin[k]==3){ computerScore[i][j]+=2100; }else if(computerWin[k]==4){ computerScore[i][j]+=2000; } } } if(myScore[i][j]>max){ max = myScore[i][j]; u = i; v = j; }else if(myScore[i][j]==max){ if (computerScore[i][j]>computerScore[u][v]) { u = i; v = j; } } if(computerScore[i][j]>max){ max = computerScore[i][j]; u = i; v = j; }else if(computerScore[i][j]==max){ if (myScore[i][j]>myScore[u][v]) { u = i; v = j; } } } } } oneStep(u,v,false); chessBoard[u][v] = 2; for (var k=0;k<count;k++) { if(wins[u][v][k]){ computerWin[k]++; myWin[k]=6; if(computerWin[k]==5){ window.alert("计算机赢了"); over=true; } } } for (var k=0;k<count;k++) { if(wins[i][j][k]){ myWin[k]++; computerWin[k]=6; if(myWin[k]==5){ window.alert("你赢了"); over=true; } } } if (!over) { me=!me; } }
同学,仔细看了下你的代码,发现几点问题哈。
1、第10行,computerWin拼错了
2、第65行,应该是computerWin[i]=0,这也是为什么计算机不赢的原因之一
3、102行,渐变填充的时候,第二个圆的圆心坐标有点问题,应该是
var gradient=context.createRadialGradient(15+i*30+2,15+j*30-2,13,15+i*30+2,15+j*30-2,0)//渐变填充
4、171行和180行,现在连上4颗子的时候,得分还没3课子高,也是计算机不赢的原因之一。要给连上四颗子的时候,加上一个绝对高的分,所以可以给分数加一个0。
5、219行到288行删掉,这里不需要再判断我方是否赢,这里我方没有落子,不可能赢。
你把这几点改一改吧,看看行不行了?
var chessBoard = [];
var me = true;
var over = false;
//赢法数组
var wins = [];
//赢法的统计数组
var myWin = [];
var computerWin = [];
for (var i=0;i<15;i++){
chessBoard[i] = [];
for(var j=0;j<15;j++){
chessBoard[i][j]=0;
}
}
for(var i=0;i<15;i++){
wins[i] = [];
for(var j=0;j<15;j++){
wins[i][j]=[];
}
}
var count = 0;
for(var i=0;i<15;i++){
for(var j=0;j<11;j++){
for(var k=0;k<5;k++){
wins[i][j+k][count] = true;
}
count++;
}
}
for(var i=0;i<15;i++){
for(var j=0;j<11;j++){
for(var k=0;k<5;k++){
wins[j+k][i][count] = true;
}
count++;
}
}
for(var i=0;i<11;i++){
for(var j=0;j<11;j++){
for(var k=0;k<5;k++){
wins[i+k][j+k][count] = true;
}
count++;
}
}
for(var i=0;i<11;i++){
for(var j=14;j>3;j--){
for(var k=0;k<5;k++){
wins[i+k][j-k][count] = true;
}
count++;
}
}
console.log(count);
for (var i=0;i<count;i++) {
myWin[i] = 0;
computerWin = 0;
}
var chess=document.getElementById('chess');
var context = chess.getContext('2d');
context.strokeStyle = "#bfbfbf"
//绘制水印
var logo = new Image();
logo.src= "img/wuziqi/2.png";
logo.onload = function(){
context.drawImage(logo,0,0,450,450);
drawChessBoard();
//oneStep(0,1,true);
//oneStep(1,1,false);
}
//绘制棋盘
var drawChessBoard = function(){
for (var i=0;i<15;i++) {
context.moveTo(15+i*30,15);
context.lineTo(15+i*30,435);
context.stroke();
context.moveTo(15,15+i*30);
context.lineTo(435,15+i*30);
context.stroke();
}
}
//绘制棋子
var oneStep = function(i,j,me){
//绘制圆
context.beginPath();
context.arc(15+i*30,15+j*30,13,0,2*Math.PI);
context.closePath();
var gradient=context.createRadialGradient(15+i*30+2,15+j*30-2,13,15+i*30+2,15+j*30-2,0)//渐变填充
if(me){
gradient.addColorStop(0,"#0a0a0a");
gradient.addColorStop(1,"#636766")
}else{
gradient.addColorStop(0,"#D1D1D1");
gradient.addColorStop(1,"#F9F9F9")
}
context.fillStyle = gradient;
context.fill();
//context.stroke()描边,fill填充
}
chess.onclick = function(e){
if(over){
return;
}
if(!me){
return;
}
var x = e.offsetX;
var y = e.offsetY;
var i = Math.floor(x/30);
var j = Math.floor(y/30);
if(chessBoard[i][j]==0){
oneStep(i,j,me);
chessBoard[i][j]=1;
for (var k=0;k<count;k++) {
if(wins[i][j][k]){
myWin[k]++;
computerWin[k]=6;
if(myWin[k]==5){
window.alert("你赢了");
over=true;
}
}
}
if (!over) {
me = !me;
computerAI();
}
}
}
var computerAI = function(){
var myScore = [];
var computerScore= [];
var max = 0;
var u = 0, v = 0;
for (var i=0;i<15;i++) {
myScore[i] = [];
computerScore[i] = [];
for(var j=0;j<15;j++){
myScore[i][j] = 0;
computerScore[i][j] = 0;
}
}
for(var i=0;i<15;i++){
for (var j=0;j<15;j++) {
if(chessBoard[i][j]==0){
for(var k=0;k<count;k++){
if(wins[i][j][k]){
if(myWin[k]==1){
myScore[i][j]+=200;
}else if(myWin[k]==2){
myScore[i][j]+=400;
}else if(myWin[k]==3){
myScore[i][j]+=2000;
}else if(myWin[k]==4){
myScore[i][j]+=10000;
}
if(computerWin[k]==1){
computerScore[i][j]+=220;
}else if(computerWin[k]==2){
computerScore[i][j]+=420;
}else if(computerWin[k]==3){
computerScore[i][j]+=2100;
}else if(computerWin[k]==4){
computerScore[i][j]+=20000;
}
}
}
if(myScore[i][j]>max){
max = myScore[i][j];
u = i;
v = j;
}else if(myScore[i][j]==max){
if (computerScore[i][j]>computerScore[u][v]) {
u = i;
v = j;
}
}
if(computerScore[i][j]>max){
max = computerScore[i][j];
u = i;
v = j;
}else if(computerScore[i][j]==max){
if (myScore[i][j]>myScore[u][v]) {
u = i;
v = j;
}
}
}
}
}
oneStep(u,v,false);
chessBoard[u][v] = 2;
for (var k=0;k<count;k++) {
if(wins[u][v][k]){
computerWin[k]++;
myWin[k]=6;
if(computerWin[k]==5){
window.alert("计算机赢了");
over=true;
}
}
}
if (!over) {
me=!me;
}
}