Heim > Artikel > Web-Frontend > Verwendung von reinem Javascript zur Implementierung der klassischen Minesweeper-Game_Javascript-Fähigkeiten
Vor langer Zeit geschrieben, habe ich es nur hinzugefügt (Nima, viele davon kenne ich nicht...)
Das Manko ist, dass ich ursprünglich eine Spielranking-Statistik schreiben wollte, und ich werde sie hinzufügen, wenn ich Zeit habe (es kommt mir vor, als würde ich das jedes Mal sagen und dann lange warten...)
Es gibt auch eine Funktion, die nicht implementiert wurde: Das Klicken auf das erste Raster kann keine Donnerfunktion sein
<style> ul{padding:0;list-style:none;} #mine{overflow:hidden;width:30px;height:30px;border:1px solid #966;} #mine li{float:left;width:30px;height:30px;line-height:30px;text-align:center;font-size:14px;color:#222;} #mine .mine_01{background:url(mine.gif) no-repeat;} #mine .mine_02{background:url(mine.gif) -30px 0 no-repeat;} #mine .mine_03{background:url(mine.gif) -60px 0 no-repeat;} #mine .mine_04{background:url(mine.gif) -90px 0 no-repeat;} #mine .mine_05{background:url(mine.gif) -120px 0 no-repeat;} #mine .mine_06{background:url(mine.gif) -150px 0 no-repeat;} #mine .mine_07{background:url(mine.gif) -180px 0 no-repeat;} #count{font-size:12px;} #time{color:#900;font-weight:bold;} </style> <select id="wh"> <option value="8*10">8*10</option> <option value="10*10">10*10</option> <option value="12*12">12*12</option> </select> <button id='ready'>重新开始</button> <div id="count"> 计时: <span id="time">0</span> </div> <ul id="mine"> </ul> ie6+ ff oprea 谷歌 opera 早期版本 默认不支持document.oncontextmenu事件 没有找到好的替代方法 <script> var $ = function(id){return document.getElementById(id)}; window.onload=function ready(){ var V=$('wh').value.split('*') setMineField(Number(V[0]),Number(V[1])); $('wh').onchange=$('ready').onclick=function(){ V=$('wh').value.split('*') setMineField(Number(V[0]),Number(V[1])) } } //---------------------------------------------------雷区 var mineField={ _mineW:30, //每一个雷的宽度 必须和样式同步 _mineH:30, _mineFieldBlock:$('mine'), _mineFieldEle:$('mine').getElementsByTagName('li'), _time:$('time'), status:0, //雷区状态 0还没开始 1开始了 已经在计时了 2游戏结束了 mineNum:0, //雷数 clearPlace:0, //统计扫除的格子; x:0, //列 y:0, //行 density:0.2, //雷的密度 雷区密度不宜超过0.5 在有些尺寸的雷区下 过高的设置 无法生成mineMap数组 mineMap:[], //雷区的二维图,0 : 不是雷 -1 : 雷 time:-1, //计时 s debug:false //调试模式 }//mineField object end function timedCount(){ if(mineField.status!=1){return false} mineField.time++; mineField._time.innerHTML=mineField.time; setTimeout("timedCount()",1000); } //--------------------------------------对雷的状态设置 function setThisMine(str,index){ var allMine=mineField._mineFieldEle; //设置雷是否插旗 if(str=='setOn'){ var thisMine=allMine[index]; thisMine.on=thisMine.on<2?thisMine.on+1:0; if(thisMine.on==1){thisMine.className='mine_03';}//插旗 else if(thisMine.on==2){thisMine.className='mine_04'}//取消插旗 else if(thisMine.on==0){thisMine.className='mine_01'}//取消插旗 return false; } //显示方格 if(str=='show'){ if(Object.prototype.toString.call(index) === '[object Array]'){//显示一大片 mineField.clearPlace=mineField.clearPlace+index.length; for(var i=0;i<index.length;i++){ var thisMine=allMine[index[i]]; thisMine.innerHTML=mineField.mineMap[thisMine.index]; thisMine.className='mine_02'; thisMine.on=3; } } else{//显示单个非雷区域 mineField.clearPlace++; allMine[index].on=3; allMine[index].innerHTML=mineField.mineMap[index]; allMine[index].className='mine_02'; } if(mineField.clearPlace==mineField.x*mineField.y-mineField.mineNum){//恭喜你 alert('恭喜你'); for(var i=0;i<allMine.length;i++){ if(mineField.mineMap[allMine[i].index]==-1){ allMine[i].className='mine_07'; } } mineField.status=2; return false; } } //显示全部雷 if(str=='peng'){ for(var i=0;i<allMine.length;i++){ if(mineField.mineMap[allMine[i].index]==-1){ allMine[i].className=i==index?'mine_06':'mine_05'; } } mineField.status=2; } } //-----------------------------------------------设置行数 和 列数 function setMineField(a,b){ var thisMineFiele=mineField._mineFieldBlock; DivBox=document.createElement("div"), num=a*b,k=0; thisMineFiele.innerHTML=''; //雷区参数调整 mineField.x=a;//有几列 mineField.y=b;//有几行 mineField.mineNum=Math.floor(a*b*mineField.density); mineField.status=0; mineField.time=-1; mineField.clearPlace=0; mineField.mineMap.length=0; mineField._time.innerHTML=0; //生成雷区地图 setMineMap(); //生成雷区(创建li) while(k<num){ var newLi=document.createElement("li"); if(mineField.debug) newLi.innerHTML=mineField.mineMap[k];//作弊 newLi.className='mine_01'; DivBox.appendChild(newLi); k++; } thisMineFiele.style.height=mineField._mineW*b+'px'; thisMineFiele.style.width=mineField._mineH*a+'px'; thisMineFiele.innerHTML=DivBox.innerHTML; DivBox=null; setEvent();//事件 } //-----------------------------------生成雷区地图 function setMineMap(){ var num=mineField.x*mineField.y, mineNum=mineField.mineNum, Interval=Math.floor(num/mineNum); for(var i=0;i<num;i++){ if(i%Interval==0&&i<mineNum*Interval){mineField.mineMap[i]=-1;}else{mineField.mineMap[i]=0;}//雷等距离分布与数组中 } mineField.mineMap.sort(function(){ return 0.5 - Math.random()})//打乱数组 //判断方格周围是否都是雷 如果是的话 要重新生成雷区 从而避免成片雷区的存在 var br=0,//所在行 x=mineField.x, L_T,T,R_T,L,R,L_B,B,R_B; for(var i=0;i<num;i++){ br=Math.ceil((i+1)/x); L_T = i-x-1; T = i-x; R_T = i-x+1; L = i-1; R = i+1; L_B = i+x-1; B = i+x; R_B = i+x+1; //坐上角 如果在雷区 并且是在上一行 并且他不是雷 就进行下一方格检测 if(L_T>=0&&Math.ceil((L_T+1)/x)==br-1&&mineField.mineMap[L_T]==0){continue} if(T >=0&&Math.ceil((T +1)/x)==br-1&&mineField.mineMap[T ]==0){continue} if(R_T>=0&&Math.ceil((R_T+1)/x)==br-1&&mineField.mineMap[R_T]==0){continue} if(L>=0 &&Math.ceil((L+1)/x)==br&&mineField.mineMap[L]==0){continue} if(R<num&&Math.ceil((R+1)/x)==br&&mineField.mineMap[R]==0){continue} if(L_B<num&&Math.ceil((L_B+1)/x)==br+1&&mineField.mineMap[L_B]==0){continue} if(B <num&&Math.ceil((B +1)/x)==br+1&&mineField.mineMap[B ]==0){continue} if(R_B<num&&Math.ceil((R_B+1)/x)==br+1&&mineField.mineMap[R_B]==0){continue} setMineMap(); return false } //统计非雷方格周围的雷数 for(i=0;i<num;i++){ if(mineField.mineMap[i]==-1){continue} var thisMineNum=0 br=Math.ceil((i+1)/x); L_T = i-x-1; T = i-x; R_T = i-x+1; L = i-1; R = i+1; L_B = i+x-1; B = i+x; R_B = i+x+1; if(L_T>=0&&Math.ceil((L_T+1)/x)==br-1&&mineField.mineMap[L_T]==-1){thisMineNum++;} if(T >=0&&Math.ceil((T +1)/x)==br-1&&mineField.mineMap[T ]==-1){thisMineNum++;} if(R_T>=0&&Math.ceil((R_T+1)/x)==br-1&&mineField.mineMap[R_T]==-1){thisMineNum++;} if(L>=0 &&Math.ceil((L+1)/x)==br&&mineField.mineMap[L]==-1){thisMineNum++;} if(R<num&&Math.ceil((R+1)/x)==br&&mineField.mineMap[R]==-1){thisMineNum++;} if(L_B<num&&Math.ceil((L_B+1)/x)==br+1&&mineField.mineMap[L_B]==-1){thisMineNum++;} if(B <num&&Math.ceil((B +1)/x)==br+1&&mineField.mineMap[B ]==-1){thisMineNum++;} if(R_B<num&&Math.ceil((R_B+1)/x)==br+1&&mineField.mineMap[R_B]==-1){thisMineNum++;} mineField.mineMap[i]=thisMineNum; } } //----------------------------------雷区事件 function setEvent(){ var thisMineFiele=mineField._mineFieldBlock, allMine=mineField._mineFieldEle, iMax=mineField.x*mineField.y; for(var i=0;i<iMax;i++){ allMine[i].index=i; allMine[i].on=0;//0为默认 1为插旗 2为问号 3为显示 } thisMineFiele.onmouseup=function(e){ if(mineField.status==2){return false;} if(mineField.status==0){mineField.status=1;timedCount();} var e=e||window.event, thisObj=e.target||e.srcElement; if(thisObj.nodeName=='UL'||thisObj.on==3){return false;} var Btn=getButton(e); if(Btn== 0){//左键 if(thisObj.on==1){return false;}//插旗子了 就不能点了 if(mineField.mineMap[thisObj.index]==-1){//点雷了 setThisMine('peng',thisObj.index); }else if(mineField.mineMap[thisObj.index]==0){//点到空地了 打开一大片 //alert('你运气真好') var allShowMine=minesShow(thisObj.index); setThisMine('show',allShowMine) }else{//显示一个格子 setThisMine('show',thisObj.index) } } if(Btn== 2){//右键 setThisMine('setOn',thisObj.index); } } } //--------------------------------按到空格时 显示一大片 function minesShow(I){ var allMine=mineField._mineFieldEle, allShowMine=[I];//保存要显示的雷的下标 allMine[I].on=3; see(I);//查询下标为I的周围的方格 function see(allI){ var _allI=[]; if(Object.prototype.toString.call(allI) === '[object Array]'){ for(var i=0;i<allI.length;i++){f(allI[i])} } else{f(allI)} function f(thisI){ var text, x=mineField.x, br, num=x*mineField.y, L_T,T,R_T,L,R,L_B,B,R_B; text='_'+allShowMine.join('_')+'_';//用来判断下标是否已经写入数组 br=Math.ceil((thisI+1)/x); L_T = thisI-x-1; T = thisI-x; R_T = thisI-x+1; L = thisI-1; R = thisI+1; L_B = thisI+x-1; B = thisI+x; R_B = thisI+x+1; //左上角的方格 如果是在雷区 又是在上一行 又是没翻开的格子 又是空格 那么就写如_allI数组 来进行下一次检索 if(L_T>=0&&Math.ceil((L_T+1)/x)==br-1&&allMine[L_T].on==0&&mineField.mineMap[L_T] == 0){_allI.push(L_T);} if(T >=0&&Math.ceil((T +1)/x)==br-1&&allMine[T ].on==0&&mineField.mineMap[T ] == 0){_allI.push(T);} if(R_T>=0&&Math.ceil((R_T+1)/x)==br-1&&allMine[R_T].on==0&&mineField.mineMap[R_T] == 0){_allI.push(R_T);} if(L>=0&&Math.ceil((L+1)/x)==br&&allMine[L].on==0&&mineField.mineMap[L] == 0){_allI.push(L);} if(R<num&&Math.ceil((R+1)/x)==br&&allMine[R].on==0&&mineField.mineMap[R] == 0){_allI.push(R);} if(L_B<num&&Math.ceil((L_B+1)/x)==br+1&&allMine[L_B].on==0&&mineField.mineMap[L_B] == 0){_allI.push(L_B);} if(B <num&&Math.ceil((B +1)/x)==br+1&&allMine[B ].on==0&&mineField.mineMap[B ] == 0){_allI.push(B);} if(R_B<num&&Math.ceil((R_B+1)/x)==br+1&&allMine[R_B].on==0&&mineField.mineMap[R_B] == 0){_allI.push(R_B);} //------------------------------------------------ //左上角的的格子 如果在雷区 又是在上一行 又是没翻开的格子 又是没写入allShowMine数组的 那就写入吧 并提前标记为翻开的格子 if(L_T>=0&&Math.ceil((L_T+1)/x)==br-1&&allMine[L_T].on==0&&text.indexOf('_'+L_T+'_') == -1){allShowMine.push(L_T);allMine[L_T].on=3} if(T >=0&&Math.ceil((T +1)/x)==br-1&&allMine[T ].on==0&&text.indexOf('_'+T+'_') == -1){allShowMine.push(T);allMine[T].on=3} if(R_T>=0&&Math.ceil((R_T+1)/x)==br-1&&allMine[R_T].on==0&&text.indexOf('_'+R_T+'_') == -1){allShowMine.push(R_T);allMine[R_T].on=3} if(L>=0&&Math.ceil((L+1)/x)==br&&allMine[L].on==0&&text.indexOf('_'+L+'_') == -1){allShowMine.push(L);allMine[L].on=3} if(R<num&&Math.ceil((R+1)/x)==br&&allMine[R].on==0&&text.indexOf('_'+R+'_') == -1){allShowMine.push(R);allMine[R].on=3} if(L_B<num&&Math.ceil((L_B+1)/x)==br+1&&allMine[L_B].on==0&&text.indexOf('_'+L_B+'_') == -1){allShowMine.push(L_B);allMine[L_B].on=3} if(B <num&&Math.ceil((B +1)/x)==br+1&&allMine[B ].on==0&&text.indexOf('_'+B+'_') == -1){allShowMine.push(B );allMine[B ].on=3} if(R_B<num&&Math.ceil((R_B+1)/x)==br+1&&allMine[R_B].on==0&&text.indexOf('_'+R_B+'_') == -1){allShowMine.push(R_B);allMine[R_B].on=3} if(_allI.length!=0){see(_allI)} } } return allShowMine } //-------------------------------------- document.oncontextmenu=function(){return false;}//禁止右键菜单 function getButton(e){ var Btn; if(document.implementation.hasFeature('MouseEvents','2.0')){Btn=e.button;} else{ switch(e.button){ case 0: case 1: case 3: case 5: case 7: Btn=0; break; case 2: case 6: Btn=2; break; case 4: Btn=9; break; } } return Btn; } </script>
Das Obige ist der gesamte Inhalt dieses Artikels. Ich hoffe, er gefällt Ihnen allen.