var chessBoard = [];
var me = true;
var over = false;
//赢法数组
var wins = [];
//赢法统计数组
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] = []
}
}
//横线赢法
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++;
}
}
//竖线赢法
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++;
}
}
//斜线赢法
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++;
}
}
//反斜线赢法
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[i] = 0;
}
var chess = document.getElementById('chess');
var context = chess.getContext('2d');
context.strokeStyle = "#BFBFBF";
var logo = new Image();
logo.src = "images/logo.png";
/*背景和棋盘*/
logo.onload = function() {
context.drawImage(logo, 97, 97, 256, 256);
drawChessBoard();
}
/*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();
}
}
/*棋子*/
var oneStep = function(i, j, me) {
context.beginPath();
context.arc(15 + i*30, 15 + j*30, 13, 0, 2 * Math.PI);
context.closePath();
/*渐变色*/
var gradient = context.createRadialGradient(15 + i*30 +2, 15 +j*30-2, 13, 15 + i*30 +2, 15 +j*30-2, 0);
if(me) {
gradient.addColorStop(0, "#0A0A0A");
gradient.addColorStop(1, "#636766");
}else{
gradient.addColorStop(0, "#D1D1D1");
gradient.addColorStop(1, "#F9F9F9");
}
/*颜色填充*/
context.fillStyle = gradient;
context.fill();
}
/*下棋*/
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;
}
}
//延时函数
var sleep = function(numberMillis) {
var now = new Date();
var exitTime = now.getTime() + numberMillis;
while (true) {
now = new Date();
if (now.getTime() > exitTime)
return;
}
}你肯定是在哪步写错了,给你提供完整的参考代码吧!
index.html
<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>五子棋</title> <link rel="stylesheet" href="css/style.css" /> </head> <body> <canvas id="chess" height="450px" width="450px"></canvas> <script type="text/javascript" src="js/script.js"></script> </body> </html>
style.css
canvas{
display: block;
margin:50px auto;
box-shadow: -2px -2px 2px #EFEFEF, 5px 5px 5px #B9B9B9;
}script.js
var chess = document.getElementById('chess');
var context = chess.getContext('2d');
var logo = new Image();
logo.src = 'image/2.png';
//图片加载完成
logo.onload = function(){
//绘制图片
context.drawImage( logo, 0, 0, 450, 450);
//绘制棋盘
drawChessBoard();
}
//设置颜色
context.strokeStyle = '#AAA';
//绘制棋盘的方法
var drawChessBoard = function(){
for(var i=0; i<15; i++ ){
//丛线
context.moveTo(15 + i*30, 15);
context.lineTo(15 + i*30, 435);
//横线
context.moveTo(15, 15 + i*30);
context.lineTo(435, 15 + i*30);
//执行绘制操作(描边)
context.stroke();
}
}
//旗子绘制
var oneStep = function(i , j, me){
context.beginPath();
context.arc(15 + i*30, 15 + j*30, 13, 0, 2 * Math.PI);
context.closePath();
//渐变
var gradient = context.createRadialGradient(15 + i*30 + 2, 15 + j*30 - 2, 13, 15 + i*30 + 2, 15 + j*30 - 2, 0);
if(me){
gradient.addColorStop(0,'#000');
gradient.addColorStop(1,'#666');
}else{
gradient.addColorStop(0,'#DDD');
gradient.addColorStop(1,'#FFF');
}
//填充颜色设置
context.fillStyle = gradient;
//执行绘制操作(填充)
context.fill();
}
//落子设置 默认黑旗 true 黑 false 白
var me = true;
//存储棋盘交叉点坐标(二维数组)
var chessBoard = [];
for(var i=0; i<15; i++){
//第一维 数组
chessBoard[i] = [];
for(var j=0; j<15; j++){
//坐标上存默认值 0
chessBoard[i][j] = 0;
}
}
//赢法数组 三维数组
var wins = [];
for(var i=0; i<15; i++){
//第一维数组
wins[i] = [];
for(var j=0; j<15; j++){
//第二维数组
wins[i][j] = [];
}
}
//赢法种类索引
var count = 0;
//15*15 纵向赢法 165 种
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++;
}
}
//15*15 横向赢法 165 种
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++;
}
}
//15*15 斜向赢法 121 种
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++;
}
}
//15*15 反斜向赢法 121 种
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.dir(wins);
//document.title = count;
//人的赢法统计数组
var myWin = [];
//计算机的赢法统计数组
var computerWin = [];
//表示旗有没有结束
var over = false;
for(var i=0; i<count; i++){
myWin[i] = 0;
computerWin[i] = 0;
}
chess.onclick = function(e){
//判断旗是否结束
if(over){
return;
}
//判断是否黑子下棋
if(!me){
return;
}
//事件兼容处理
var e = e || event;
var x = e.offsetX;
var y = e.offsetY;
var i = Math.floor(x / 30);
var j = Math.floor(y / 30);
//如果该坐标没有落子才可以落子
if(chessBoard[i][j]==0){
oneStep(i, j, me);
//如果落下的是黑子 在坐标存1
chessBoard[i][j] = 1;
//赢法统计
for(var k=0; k<count; k++){
if(wins[i][j][k]){
myWin[k]++;
//该赢法计算机不可能再赢了
computerWin[k] = 6;
//
if(myWin[k] == 5){
window.alert("黑旗赢了");
over = true;
}
}
}
//如果赢法统计完成旗没有结束
if(!over){
computerAI();
me = !me;
}
}
}
//计算机下旗
var computerAI = function(){
//记录人下的旗子
var myScore = [];
//记录计算机下的旗子
var computerScore = [];
//保存最高分数
var max = 0;
//最高分数点坐标
var maxX = 0,maxY = 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;
}
}
//遍历整个棋盘
for(var i=0; i<15; i++){
for(var j=0; j<15; j++){
//该坐标可以落子
if(chessBoard[i][j] == 0){
//遍历所有赢法
for(var k=0; k<count; k++){
//判断第K种赢法是否有价值
if(wins[i][j][k]){
//判断第K种赢发黑旗是否落子
//拦截价值判断
if(myWin[k] == 1){
//拦截
myScore[i][j] += 200;
}else if(myWin[k] == 2){
//拦截
myScore[i][j] += 400;
}else if(myWin[k] == 3){
//拦截
myScore[i][j] += 2000;
}else if(myWin[k] == 4){
//拦截
myScore[i][j] += 10000;
}
//计算机本身落子价值判断
if(computerWin[k] == 1){
//落子价值
computerScore[i][j] += 220;
}else if(computerWin[k] == 2){
//落子价值
computerScore[i][j] += 420;
}else if(computerWin[k] == 3){
//落子价值
computerScore[i][j] += 2100;
}else if(computerWin[k] == 4){
//落子价值
computerScore[i][j] += 20000;
}
}
}
//存储最高分数
if(myScore[i][j] > max){
max = myScore[i][j];
maxX = i;
maxY = j;
}else if(myScore[i][j] == max){
if(computerScore[i][j] > computerScore[maxX][maxY]){
maxX = i;
maxY = j;
}
}
//存储最高分数
if(computerScore[i][j] > max){
max = computerScore[i][j];
maxX = i;
maxY = j;
}else if(computerScore[i][j] == max){
if(myScore[i][j] > myScore[maxX][maxY]){
maxX = i;
maxY = j;
}
}
}
}
}
//计算机子
oneStep(maxX, maxY, false);
chessBoard[maxX][maxY] = 2;
document.title = 'x'+maxX+' Y'+maxY;
console.dir(chessBoard[maxX][maxY]);
//赢法统计
for(var k=0; k<count; k++){
if(wins[maxX][maxY][k]){
//白子赢法更近一步
computerWin[k]++;
//该赢法黑旗不可能再赢了
myWin[k] = 6;
//
if(computerWin[k] == 5){
window.alert("白旗赢了");
over = true;
}
}
}
//如果赢法统计完成旗没有结束
if(!over){
me = !me;
}
}