本文章为系列文章,共100个摸鱼小游戏。初学者可以尝试实现这些项目,并在HTML、CSS、JS编译环境中动手操作。所有项目都已收集在专栏: 🌟【100个摸鱼小游戏】(源码永久免费开源) 参与评论送书 目前已上线的小游戏有60+个 游戏入口地址有多个:
HTML 实现仿 Windows 桌面主题特效在线演示地址:https:///moyu/xiangqi/ 源码可在文末免费获取 ✨ 项目基本结构目录结构如下: ├── js │ ├── AI.js │ ├── bill.js │ ├── common.js │ ├── gambit.all.js │ ├── gambit.js │ ├── play.js │ └── store.js ├── img │ ├── stype_1 │ └── stype_2 ├── css │ └── zzsc.css └── index.html 🧡 HTML 代码HTML 主要代码: <div class="box" id="box"><div class="chess_left"><canvas id="chess">对不起,您的浏览器不支持HTML5,请升级浏览器至IE9、firefox或者谷歌浏览器!</canvas><audio src="audio/click.wav" id="clickAudio" preload="auto"></audio><!--<audio src="audio/check.wav" id="checkAudio" preload="auto"></audio>--><audio src="audio/select.wav" id="selectAudio" preload="auto"></audio><link rel="stylesheet" type="text/css" href="https://www./p/buttons/css/buttons.css"><div><div class="bn_box" id="bnBox"><input type="button" name="offensivePlay" id="tyroPlay" class="button button-caution button-pill button-jumbo" value="新手水平" /><input type="button" name="offensivePlay" id="superPlay" class="button button-caution button-pill button-jumbo" value="中级水平" /><input type="button" name="button" id="" value="大师水平" class="button button-caution button-pill button-jumbo" disabled /><br><!-- <input type="button" name="offensivePlay" id="offensivePlay" value="先手开始" /> <input type="button" name="defensivePlay" id="defensivePlay" value="后手开始" /> --><input type="button" name="regret" id="regretBn" class="button button-raised button-pill button-inverse" value="悔棋" /><input type="button" name="billBn" id="billBn" value="重新开始" class="button button-glow button-rounded button-royal" class="bn_box" /><input type="button" name="stypeBn" id="stypeBn" class="button button-raised button-primary button-pill" value="放大棋局" /></div></div></div><div class="chess_right" id="chessRight"><select name="billList" id="billList"></select><ol id="billBox" class="bill_box"></ol></div><div id="moveInfo" class="move_info"> </div></div> 💛 CSS 代码CSS主要代码: @charset "gb2312";body {font-size: 12px;line-height: 150%;}.box {margin:0 auto;width:460px;position: relative;}.chess_left {float:left;text-align:center}.chess_right {float:left;display:none}.move_info {float:left;margin-top:20px}.bill_box {height: 320px;width: 80px;overflow:auto;}.bill_box li {cursor:pointer;text-align:left}.bill_box li:hover {cursor:pointer;background: #C6A577;}.bill_box li:active {cursor:pointer;background: #fff;}#billList {margin-top:20px}.bn_box {display:none} 💙 JS 代码JS代码较多这里只展示部分JS代码,完整源码可在文末获取 人工智能初始化AI.init = function(pace){var bill = AI.historyBill || com.gambit; //开局库if (bill.length){var len=pace.length;var arr=[];//先搜索棋谱for (var i=0;i< bill.length;i++){if (bill[i].slice(0,len)==pace) { arr.push(bill[i]);}}if (arr.length){var inx=Math.floor( Math.random() * arr.length );AI.historyBill = arr ;return arr[inx].slice(len,len+4).split("");}else{AI.historyBill = [] ;}} //如果棋谱里面没有,人工智能开始运作var initTime = new Date().getTime();AI.treeDepth=play.depth;//AI.treeDepth=4;AI.number=0;AI.setHistoryTable.lenght = 0var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)if (!val||val.value==-8888) {AI.treeDepth=2; val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);}//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);if (val&&val.value!=-8888) {var man = play.mans[val.key];var nowTime= new Date().getTime(); com.get("moveInfo").innerHTML='<h3>AI搜索结果:</h3>最佳着法:'+ com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+'<br />搜索深度:'+AI.treeDepth+'<br />搜索分支:'+AI.number+'个 <br />最佳着法评估:'+ val.value+'分'+' <br />搜索用时:'+(nowTime-initTime)+'毫秒'return [man.x,man.y,val.x,val.y]}else {return false;}} 迭代加深搜索算法AI.iterativeSearch = function (map, my){var timeOut=100;var initDepth = 1;var maxDepth = 8;AI.treeDepth=0;var initTime = new Date().getTime();var val = {};for (var i=initDepth; i<=maxDepth; i++){var nowTime= new Date().getTime();AI.treeDepth=i;AI.aotuDepth=i;var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)if (nowTime-initTime > timeOut){return val;}}return false;} 取得棋盘上所有棋子AI.getMapAllMan = function (map, my){var mans=[];for (var i=0; i<map.length; i++){for (var n=0; n<map[i].length; n++){var key = map[i][n];if (key && play.mans[key].my == my){ play.mans[key].x = n; play.mans[key].y = i; mans.push(play.mans[key])}}}return mans;} 取得棋谱所有己方棋子的算法AI.getMoves = function (map, my){var manArr = AI.getMapAllMan (map, my);var moves = [];var foul=play.isFoul;for (var i=0; i<manArr.length; i++){var man = manArr[i];var val=man.bl(map);for (var n=0; n<val.length; n++){var x=man.x;var y=man.y;var newX=val[n][0];var newY=val[n][1]; //如果不是长将着法if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){ moves.push([x,y,newX,newY,man.key])}}}return moves;} A:当前棋手value/B:对手value/depth:层级AI.getAlphaBeta = function (A, B, depth, map ,my) { //var txtMap= map.join();//var history=AI.historyTable[txtMap];// if (history && history.depth >= AI.treeDepth-depth+1){// return history.value*my;//}if (depth == 0) {return {"value":AI.evaluate(map , my)}; //局面评价函数; } var moves = AI.getMoves(map , my ); //生成全部走法; //这里排序以后会增加效率for (var i=0; i < moves.length; i++) { //走这个走法;var move= moves[i];var key = move[4];var oldX= move[0];var oldY= move[1];var newX= move[2];var newY= move[3];var clearKey = map[ newY ][ newX ]||""; map[ newY ][ newX ] = key;delete map[ oldY ][ oldX ]; play.mans[key].x = newX; play.mans[key].y = newY; if (clearKey=="j0"||clearKey=="J0") {//被吃老将,撤消这个走法; play.mans[key].x = oldX; play.mans[key].y = oldY; map[ oldY ][ oldX ] = key;delete map[ newY ][ newX ];if (clearKey){ map[ newY ][ newX ] = clearKey;// play.mans[ clearKey ].isShow = false;}return {"key":key,"x":newX,"y":newY,"value":8888};//return rootKey; }else { var val = -AI.getAlphaBeta(-B, -A, depth - 1, map , -my).value; //val = val || val.value; //撤消这个走法; play.mans[key].x = oldX; play.mans[key].y = oldY; map[ oldY ][ oldX ] = key;delete map[ newY ][ newX ];if (clearKey){ map[ newY ][ newX ] = clearKey; //play.mans[ clearKey ].isShow = true;} if (val >= B) { //将这个走法记录到历史表中; //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my);return {"key":key,"x":newX,"y":newY,"value":B}; } if (val > A) { A = val; //设置最佳走法; if (AI.treeDepth == depth) var rootKey={"key":key,"x":newX,"y":newY,"value":A};} } } //将这个走法记录到历史表中; //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my);if (AI.treeDepth == depth) {//已经递归回根了if (!rootKey){//AI没有最佳走法,说明AI被将死了,返回falsereturn false;}else{//这个就是最佳走法;return rootKey;}} return {"key":key,"x":newX,"y":newY,"value":A}; } 奖着法记录到历史表AI.setHistoryTable = function (txtMap,depth,value,my){AI.setHistoryTable.lenght ++;AI.historyTable[txtMap] = {depth:depth,value:value} } 评估棋局 取得棋盘双方棋子价值差AI.evaluate = function (map,my){var val=0;for (var i=0; i<map.length; i++){for (var n=0; n<map[i].length; n++){var key = map[i][n];if (key){ val += play.mans[key].value[i][n] * play.mans[key].my;}}}//val+=Math.floor( Math.random() * 10); //让AI走棋增加随机元素//com.show()//z(val*my)AI.number++;return val*my;}AI.evaluate1 = function (map,my){var val=0;for (var i in play.mans){var man=play.mans[i];if (man.isShow){ val += man.value[man.y][man.x] * man.my;}}//val+=Math.floor( Math.random() * 10); //让AI走棋增加随机元素//com.show()//z(val*my)AI.number++;return val*my;} 🥇 如何让学习不再盲目学习技巧篇
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