时间:2021-07-01 10:21:17 帮助过:18人阅读
因为之前用c#的winform中的gdi+,java图形包做过五子棋,所以做这个逻辑思路也就驾轻就熟,然而最近想温故html5的canvas绘图功能(公司一般不用这些),所以做了个五子棋,当然没参考之前的客户端代码,只用使用之前计算输赢判断算法和电脑AI(网络借取)的算法,当然现在html5做的五子棋百度一下非常多,但是自己实现一边总归是好事情,好了废话不多说了进入正题。^_^
界面功能介绍与后续可增加功能
目前界面功能:
主界面包含
1:人人、人机对战选项 2:棋子外观选择 3:棋盘背景选择 4:棋盘线条颜色选择
游戏界面包含
1:玩家名称 2:玩家棋子 3:当前由谁下棋背景定位 4:玩家比分 5:功能菜单区域(重新开始和无限悔棋) 6:棋盘区域 7.胜利后连环棋子连接 8.最后下棋位置闪烁显示 9.光标定位
游戏结束界面
1:胜利背景图 2:胜利玩家姓名 3:继续下一把按钮
可增加功能
1.返回主界面 2.保存棋局和相关数据 3.读取棋局和相关数据 4.交换角色 5.网络对战(2台机器)6.双方思考总时间记录
界面截图赏析(没花时间美化,比较丑)
整体设计和主代码介绍
整体设计
下棋流程:玩家or电脑AI下棋 ---> 绘制棋子 ---> 设定棋子二维坐标值 ----> logic(逻辑判断) ----> (玩家)一方五子连环 ---> 获胜界面
↑ |
| ↓
<--------------------------------------------------------------------------------------------没有五子
悔棋流程(人人对战):一方玩家悔棋 ----> 弹出下棋记录堆栈并设定为它是最后一枚棋 ---> 清除最后一枚棋子图像 ---> 清除棋子二维坐标值---> 重新定位显示最后下棋位置并闪烁
悔棋流程(人机对战):玩方悔棋 ----> 弹出下棋记录堆栈2次,设定上一次电脑为最后一枚棋 ---> 清除弹出的2次记录图像 ---> 清除棋子2个棋子二维坐标值---> 重新定位显示最后下棋位置并闪烁
主代码介绍
主代码分为二块: 1.界面逻辑块 2.游戏主体块 (界面与游戏代码分离,逻辑清晰,分工明确)
模拟事件通知:游戏主体逻辑块,每次结果都会通知到界面层来进行交互(类似于c#或者java的委托或事件)
界面逻辑代码
- <script type="text/javascript">
- var gb = null;
- var infoboj = document.getElementsByClassName("info")[0];
- var pl1obj = document.getElementById("pl1");
- var pl2obj = document.getElementById("pl2");
- var plname1obj = document.getElementById("plname1");
- var plname2obj = document.getElementById("plname2");
- var chesstypeobj = document.getElementsByName("chesstype");
- var chesscolorobj = document.getElementsByName("chesscolor");
- var chessbgObj = document.getElementsByName("chessbg");
- var winerpnl = document.getElementById("winer");
- document.getElementById("startgame").addEventListener("click", function() {
- function initParams() {
- var chessTypeValue = 1;
- if (chesstypeobj.length > 0) {
- for (var i = 0; i < chesstypeobj.length; i++) {
- if (chesstypeobj[i].checked) {
- chessTypeValue = chesstypeobj[i].value;
- break;
- }
- }
- }
- var linevalue = "";
- if (chesscolorobj.length > 0) {
- for (var i = 0; i < chesscolorobj.length; i++) {
- if (chesscolorobj[i].checked) {
- linevalue = chesscolorobj[i].value;
- break;
- }
- }
- }
- var bcorimgvalue = "";
- if (chessbgObj.length > 0) {
- for (var i = 0; i < chessbgObj.length; i++) {
- if (chessbgObj[i].checked) {
- bcorimgvalue = chessbgObj[i].value;
- break;
- }
- }
- }
- return {
- lineColor: linevalue,
- chessType: chessTypeValue, //1 色彩棋子 2 仿真棋子
- playAName: plname1Input.value,
- playBName: plname2Input.value,
- backColorORImg: bcorimgvalue,
- playAImg: "http://sandbox.runjs.cn/uploads/rs/62/nbqodq5i/playA.png",
- playBImg: "http://sandbox.runjs.cn/uploads/rs/62/nbqodq5i/playB.png",
- playerBIsComputer:openComputer.checked
- };
- }
- document.getElementById("cc").style.display = "block";
- gb = new gobang(initParams());
- /**
- * 设置一些界面信息
- * @param {Object} opt
- */
- gb.info = function(opt) {
- infoboj.style.visibility = "visible";
- document.getElementsByClassName("startpnl")[0].style.visibility = "hidden";
- plname1obj.innerHTML = opt.playAName;
- plname2obj.innerHTML = opt.playBName;
- if (opt.chessType == 1) {
- var span1 = document.createElement("span");
- pl1obj.insertBefore(span1, plname1obj);
- var span2 = document.createElement("span");
- pl2obj.insertBefore(span2, plname2obj);
- } else {
- var img1 = document.createElement("img");
- img1.src = opt.playAImg;
- pl1obj.insertBefore(img1, plname1obj);
- var img2 = document.createElement("img");
- img2.src = opt.playBImg;
- pl2obj.insertBefore(img2, plname2obj);
- }
- }
- /**
- * 每次下棋后触发事件
- * @param {Object} c2d
- */
- gb.operate = function(opt, c2d) {
- if (!c2d.winer || c2d.winer <= 0) {
- pl1obj.removeAttribute("class", "curr");
- pl2obj.removeAttribute("class", "curr");
- if (c2d.player == 1) {
- pl2obj.setAttribute("class", "curr");
- } else {
- pl1obj.setAttribute("class", "curr");
- }
- document.getElementById("backChessman").innerHTML="悔棋("+c2d.canBackTimes+")";
- } else {
- var winname = c2d.winer == 1 ? opt.playAName : opt.playBName;
- var str = "恭喜,【" + winname + "】赢了!"
- alert(str);
- winerpnl.style.display = "block";
- document.getElementById("winerName").innerHTML = "恭喜,【" + winname + "】赢了!";
- document.getElementById("pl" + c2d.winer).style.backgroundColor = "pink";
- document.getElementById("scoreA").innerHTML = c2d.playScoreA;
- document.getElementById("scoreB").innerHTML = c2d.playScoreB;
- }
- }
- gb.start();
- });
- document.getElementById("openComputer").addEventListener("change", function() {
- if (this.checked) {
- plname2Input.value = "电脑";
- plname2Input.disabled = "disabled";
- } else {
- plname2Input.value = "玩家二";
- plname2Input.disabled = "";
- }
- });
- //document.getElementById("openComputer").checked="checked";
- //重新开始
- function restartgui() {
- if (gb) {
- winerpnl.style.display = "none";
- pl1obj.removeAttribute("class", "curr");
- pl2obj.removeAttribute("class", "curr");
- document.getElementById("pl1").style.backgroundColor = "";
- document.getElementById("pl2").style.backgroundColor = "";
- gb.restart();
- }
- };
- </script>
游戏主体代码块(只包含函数声明代码)
- // ==========
- // =name:gobang 游戏
- // =anthor:jasnature
- // =last modify date:2016-04-13
- // ==========
- (function(win) {
- var gb = function(option) {
- var self = this,
- canObj = document.getElementById("cc"),
- can = canObj.getContext("2d");
- self.contextObj = canObj;
- self.context = can; if (!self.context) {
- alert("浏览器不支持html5"); return;
- };
- self.Opt = {
- lineColor: "green",
- chessType: 1, //1 色彩棋子 2 仿真棋子
- playAName: "play1",
- playBName: "play2",
- playAColor: "red",
- playBColor: "blue",
- playAImg: "img/playA.png",
- playBImg: "img/playB.png",
- backColorORImg: "default",
- playerBIsComputer: false
- };
- self.operate; //合并属性
- for (var a in option) { //console.log(opt[a]);
- self.Opt[a] = option[a];
- }; //私有变量
- var my = {};
- my.enableCalcWeightNum = false; //显示AI分数
- my.gameover = false; //棋盘相关
- my.baseWidth = 30;
- my.lastFocusPoint = {}; //鼠标最后移动到的坐标点,计算后的
- my.cw = self.contextObj.offsetWidth; //棋盘宽
- my.ch = self.contextObj.offsetHeight; //高
- my.xlen = Math.ceil(my.cw / my.baseWidth); //行数
- my.ylen = Math.ceil(my.ch / my.baseWidth); //列
- my.chessRadius = 14; //棋子半径
- my.playerBIsComputer = false; //棋手B是否是电脑
- my.ComputerThinking = false; //电脑是否在下棋
- my.goBackC2dIsComputer = false; //最后下棋是否为电脑
- my.switcher = 1; //由谁下棋了 1-a 2-b or computer
- my.winer = -1; //赢家,值参考my.switcher
- my.playScoreA = 0;
- my.playScoreB = 0; //x,y 正方形数量(20*20)
- my.rectNum = my.xlen; //存储已下的点
- my.rectMap = [];
- my.NO_CHESS = -1; //没有棋子标识
- my.goBackC2d = {}; //最后下的数组转换坐标
- my.downChessmanStackC2d = []; // 记录已下棋子的顺序和位置,堆栈
- my.focusFlashInterval = null; //焦点闪烁线程
- my.focusChangeColors = ["red", "fuchsia", "#ADFF2F", "yellow", "purple", "blue"];
- my.eventBinded = false;
- my.currChessBackImg = null;
- my.currChessAImg = null;
- my.currChessBImg = null;
- my.currDrawChessImg = null;
- my.ChessDownNum = 0; //2个玩家 下棋总数
- /**
- * 开始游戏
- */
- self.start = function() {
- };
- /**
- * 重新开始游戏
- */
- self.restart = function() {
- };
- /**
- * 悔棋一步 ,清棋子,并返回上一次参数
- */
- self.back = function() {
- }
- /**
- * 初始化一些数据
- */
- function init() {
- }
- //
- self.paint = function() {
- //
- //
- //window.requestAnimationFrame(drawChessboard);
- //
- };
- /**
- * 游戏逻辑
- */
- function logic(loc, iscomputer) {
- };
- /**
- * 判断是否有玩家胜出
- * @param {Object} c2d
- */
- function isWin(c2d) {
- return false;
- } /**
- * 连接赢家棋子线
- * @param {Object} points
- */
- function joinWinLine(points) {
- } /**
- * 画棋盘 */
- function drawChessboard() {
- }; /**
- * 画棋子
- * @param {Object} loc 鼠标点击位置
- */
- function drawChessman(c2d) {
- } function drawRect(lastRecord, defColor) {
- }
- /**
- * 闪烁最后下棋点
- */
- function flashFocusChessman() {
- }
- /**
- * 清棋子
- * @param {Object} c2d
- */
- function clearChessman() {
- }
- /**
- * @param {Object} loc
- * @return {Object} I 二维数组横点(),J二维数组纵点,IX 横点起始坐标,JY纵点起始坐标,player 最后下棋玩, winer 赢家
- */
- function calc2dPoint(loc) { var txp = Math.floor(loc.x / my.baseWidth),
- typ = Math.floor(loc.y / my.baseWidth)
- dxp = txp * my.baseWidth, dyp = typ * my.baseWidth;
- loc.I = txp;
- loc.J = typ;
- loc.IX = dxp;
- loc.JY = dyp; return loc;
- }
- my.isChangeDraw = true; /**
- * 位置移动光标
- * @param {Object} loc */
- function moveFocus(loc) {
- }
- /**
- * 绑定事件
- */
- function bindEvent() {
- if (!my.eventBinded) {
- self.contextObj.addEventListener("touchstart", function(event) {
- //console.log(event);
- var touchObj = event.touches[0];
- eventHandle({
- s: "touch",
- x: touchObj.clientX - this.offsetLeft,
- y: touchObj.clientY - this.offsetTop
- })
- });
- self.contextObj.addEventListener("click", function(event) {
- //console.log("click event");
- eventHandle({
- s: "click",
- x: event.offsetX,
- y: event.offsetY
- })
- });
- self.contextObj.addEventListener("mousemove", function(event) {
- //console.log("mousemove event");
- moveFocus({
- x: event.offsetX,
- y: event.offsetY
- });
- });
- my.eventBinded = true;
- } function eventHandle(ps) {
- if (!my.gameover && !my.ComputerThinking) {
- logic(ps);
- if (my.playerBIsComputer && my.switcher == 2) {
- my.ComputerThinking = true;
- var pp = AI.analysis(my.goBackC2d.I, my.goBackC2d.J);
- logic({
- I: pp.x,
- J: pp.y
- }, true);
- my.ComputerThinking = false;
- }
- }
- event.preventDefault();
- event.stopPropagation();
- return false;
- }
- }
- };
- win.gobang = gb;
- })(window);
主要算法介绍
玩家OR电脑胜出算法
- /**
- * 判断是否有玩家胜出
- * @param {Object} c2d
- */
- function isWin(c2d) {
- //四个放心计数 竖 横 左斜 右斜
- var hcount = 0,
- vcount = 0,
- lbhcount = 0,
- rbhcount = 0,
- temp = 0;
- var countArray = [];
- //左-1
- for (var i = c2d.I; i >= 0; i--) {
- temp = my.rectMap[i][c2d.J];
- if (temp < 0 || temp !== c2d.player) {
- break;
- }
- hcount++;
- countArray.push({
- I: i,
- J: c2d.J
- });
- }
- //右-1
- for (var i = c2d.I + 1; i < my.rectMap.length; i++) {
- temp = my.rectMap[i][c2d.J];
- if (temp < 0 || temp !== c2d.player) {
- break;
- }
- hcount++;
- countArray.push({
- I: i,
- J: c2d.J
- });
- }
- if (countArray.length < 5) {
- countArray = [];
- //上-2
- for (var j = c2d.J; j >= 0; j--) {
- temp = my.rectMap[c2d.I][j];
- if (temp < 0 || temp !== c2d.player) {
- break;
- }
- vcount++;
- countArray.push({
- I: c2d.I,
- J: j
- });
- }
- //下-2
- for (var j = c2d.J + 1; j < my.rectMap[c2d.I].length; j++) {
- temp = my.rectMap[c2d.I][j];
- if (temp < 0 || temp !== c2d.player) {
- break;
- }
- vcount++;
- countArray.push({
- I: c2d.I,
- J: j
- });
- }
- }
- if (countArray.length < 5) {
- countArray = [];
- //左上
- for (var i = c2d.I, j = c2d.J; i >= 0, j >= 0; i--, j--) {
- if (i < 0 || j < 0) break;
- temp = my.rectMap[i][j];
- if (temp < 0 || temp !== c2d.player) {
- break;
- }
- lbhcount++;
- countArray.push({
- I: i,
- J: j
- });
- }
- //右下
- if (c2d.I < my.rectMap.length - 1 && c2d.I < my.rectMap[0].length - 1) {
- for (var i = c2d.I + 1, j = c2d.J + 1; i < my.rectMap.length, j < my.rectMap[0].length; i++, j++) {
- if (i >= my.rectMap.length || j >= my.rectMap.length) break;
- temp = my.rectMap[i][j];
- if (temp < 0 || temp !== c2d.player) {
- break;
- }
- lbhcount++;
- countArray.push({
- I: i,
- J: j
- });
- }
- }
- }
- if (countArray.length < 5) {
- countArray = [];
- //右上
- for (var i = c2d.I, j = c2d.J; i < my.rectMap.length, j >= 0; i++, j--) {
- if (i >= my.rectMap.length || j < 0) break;
- temp = my.rectMap[i][j];
- if (temp < 0 || temp !== c2d.player) {
- break;
- }
- rbhcount++;
- countArray.push({
- I: i,
- J: j
- });
- }
- //左下
- if (c2d.I >= 1 && c2d.J < my.rectMap[0].length - 1) {
- for (var i = c2d.I - 1, j = c2d.J + 1; i > 0, j < my.rectMap[0].length; i--, j++) {
- if (j >= my.rectMap.length || i < 0) break;
- temp = my.rectMap[i][j];
- if (temp < 0 || temp !== c2d.player) {
- break;
- }
- rbhcount++;
- countArray.push({
- I: i,
- J: j
- });
- }
- }
- }
- if (hcount >= 5 || vcount >= 5 || lbhcount >= 5 || rbhcount >= 5) {
- my.winer = c2d.player;
- my.gameover = true;
- joinWinLine(countArray);
- return true;
- }
- return false;
- }
算法简介:主要思路是搜索最后落下棋子的位置(二维坐标)计算 米 字形线坐标,看是否有连续5个或以上棋子出现。
连接赢家棋子线
- /**
- * 连接赢家棋子线
- * @param {Object} points
- */
- function joinWinLine(points) {
- points.sort(function(left, right) {
- return (left.I + left.J) > (right.I + right.J);
- }); var startP = points.shift();
- var endP = points.pop();
- var poffset = my.baseWidth / 2;
- can.strokeStyle = "#FF0000";
- can.lineWidth = 2;
- can.beginPath();
- var spx = startP.I * my.baseWidth + poffset,
- spy = startP.J * my.baseWidth + poffset;
- can.arc(spx, spy, my.baseWidth / 4, 0, 2 * Math.PI, false);
- can.moveTo(spx, spy);
- var epx = endP.I * my.baseWidth + poffset,
- epy = endP.J * my.baseWidth + poffset;
- can.lineTo(epx, epy);
- can.moveTo(epx + my.baseWidth / 4, epy);
- can.arc(epx, epy, my.baseWidth / 4, 0, 2 * Math.PI, false);
- can.closePath();
- can.stroke();
- }
算法简介:根据赢家返回的连子位置集合,做坐标大小位置排序,直接使用lineto 连接 第一个棋子和最后一个
坐标换算
- /**
- * 坐标换算
- * @param {Object} loc
- * @return {Object} I 二维数组横点(),J二维数组纵点,IX 横点起始坐标,JY纵点起始坐标,player 最后下棋玩, winer 赢家
- */
- function calc2dPoint(loc) {
- var txp = Math.floor(loc.x / my.baseWidth),
- typ = Math.floor(loc.y / my.baseWidth)
- dxp = txp * my.baseWidth, dyp = typ * my.baseWidth;
- loc.I = txp;
- loc.J = typ;
- loc.IX = dxp;
- loc.JY = dyp;
- return loc;
- }
算法简介:这个比较简单,根据每个格子的宽度计算出实际坐标
电脑AI主要代码(修改来源于网络)
- /**
- * AI棋型分析
- */
- AI.analysis = function(x, y) {
- //如果为第一步则,在玩家棋周围一格随机下棋,保证每一局棋第一步都不一样
- if (my.ChessDownNum == 1) {
- return this.getFirstPoint(x, y);
- }
- var maxX = 0,
- maxY = 0,
- maxWeight = 0,
- i, j, tem;
- for (i = BOARD_SIZE - 1; i >= 0; i--) {
- for (j = BOARD_SIZE - 1; j >= 0; j--) {
- if (my.rectMap[i][j] !== -1) {
- continue;
- }
- tem = this.computerWeight(i, j, 2);
- if (tem > maxWeight) {
- maxWeight = tem;
- maxX = i;
- maxY = j;
- }
- if (my.enableCalcWeightNum) {
- can.clearRect(i * 30 + 2, j * 30 + 2, 24, 24);
- can.fillText(maxWeight, i * 30 + 5, j * 30 + 15, 30);
- }
- }
- }
- return new Point(maxX, maxY);
- };
- //下子到i,j X方向 结果: 多少连子 两边是否截断
- AI.putDirectX = function(i, j, chessColor) {
- var m, n,
- nums = 1,
- side1 = false, //两边是否被截断
- side2 = false;
- for (m = j - 1; m >= 0; m--) {
- if (my.rectMap[i][m] === chessColor) {
- nums++;
- } else {
- if (my.rectMap[i][m] === my.NO_CHESS) {
- side1 = true; //如果为空子,则没有截断
- }
- break;
- }
- }
- for (m = j + 1; m < BOARD_SIZE; m++) {
- if (my.rectMap[i][m] === chessColor) {
- nums++;
- } else {
- if (my.rectMap[i][m] === my.NO_CHESS) {
- side2 = true;
- }
- break;
- }
- }
- return {
- "nums": nums,
- "side1": side1,
- "side2": side2
- };
- };
- //下子到i,j Y方向 结果
- AI.putDirectY = function(i, j, chessColor) {
- var m, n,
- nums = 1,
- side1 = false,
- side2 = false;
- for (m = i - 1; m >= 0; m--) {
- if (my.rectMap[m][j] === chessColor) {
- nums++;
- } else {
- if (my.rectMap[m][j] === my.NO_CHESS) {
- side1 = true;
- }
- break;
- }
- }
- for (m = i + 1; m < BOARD_SIZE; m++) {
- if (my.rectMap[m][j] === chessColor) {
- nums++;
- } else {
- if (my.rectMap[m][j] === my.NO_CHESS) {
- side2 = true;
- }
- break;
- }
- }
- return {
- "nums": nums,
- "side1": side1,
- "side2": side2
- };
- };
- //下子到i,j XY方向 结果
- AI.putDirectXY = function(i, j, chessColor) {
- var m, n,
- nums = 1,
- side1 = false,
- side2 = false;
- for (m = i - 1, n = j - 1; m >= 0 && n >= 0; m--, n--) {
- if (my.rectMap[m][n] === chessColor) {
- nums++;
- } else {
- if (my.rectMap[m][n] === my.NO_CHESS) {
- side1 = true;
- }
- break;
- }
- }
- for (m = i + 1, n = j + 1; m < BOARD_SIZE && n < BOARD_SIZE; m++, n++) {
- if (my.rectMap[m][n] === chessColor) {
- nums++;
- } else {
- if (my.rectMap[m][n] === my.NO_CHESS) {
- side2 = true;
- }
- break;
- }
- }
- return {
- "nums": nums,
- "side1": side1,
- "side2": side2
- };
- };
- AI.putDirectYX = function(i, j, chessColor) {
- var m, n,
- nums = 1,
- side1 = false,
- side2 = false;
- for (m = i - 1, n = j + 1; m >= 0 && n < BOARD_SIZE; m--, n++) {
- if (my.rectMap[m][n] === chessColor) {
- nums++;
- } else {
- if (my.rectMap[m][n] === my.NO_CHESS) {
- side1 = true;
- }
- break;
- }
- }
- for (m = i + 1, n = j - 1; m < BOARD_SIZE && n >= 0; m++, n--) {
- if (my.rectMap[m][n] === chessColor) {
- nums++;
- } else {
- if (my.rectMap[m][n] === my.NO_CHESS) {
- side2 = true;
- }
- break;
- }
- }
- return {
- "nums": nums,
- "side1": side1,
- "side2": side2
- };
- };
- /**
- * 计算AI下棋权重
- * chessColor 玩家1为玩家2为AI
- */
- AI.computerWeight = function(i, j, chessColor) {
- //基于棋盘位置权重(越靠近棋盘中心权重越大)
- var weight = 19 - (Math.abs(i - 19 / 2) + Math.abs(j - 19 / 2)),
- pointInfo = {}; //某点下子后连子信息
- //x方向
- pointInfo = this.putDirectX(i, j, chessColor);
- weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重
- pointInfo = this.putDirectX(i, j, chessColor - 1);
- weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重
- //y方向
- pointInfo = this.putDirectY(i, j, chessColor);
- weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重
- pointInfo = this.putDirectY(i, j, chessColor - 1);
- weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重
- //左斜方向
- pointInfo = this.putDirectXY(i, j, chessColor);
- weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重
- pointInfo = this.putDirectXY(i, j, chessColor - 1);
- weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重
- //右斜方向
- pointInfo = this.putDirectYX(i, j, chessColor);
- weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, true); //AI下子权重
- pointInfo = this.putDirectYX(i, j, chessColor - 1);
- weight += this.weightStatus(pointInfo.nums, pointInfo.side1, pointInfo.side2, false); //player下子权重
- return weight;
- };
- //权重方案 活:两边为空可下子,死:一边为空
- //其实还有很多种方案,这种是最简单的
- AI.weightStatus = function(nums, side1, side2, isAI) {
- var weight = 0;
- switch (nums) {
- case 1:
- if (side1 && side2) {
- weight = isAI ? 15 : 10; //一
- }
- break;
- case 2:
- if (side1 && side2) {
- weight = isAI ? 100 : 50; //活二
- } else if (side1 || side2) {
- weight = isAI ? 10 : 5; //死二
- }
- break;
- case 3:
- if (side1 && side2) {
- weight = isAI ? 500 : 200; //活三
- } else if (side1 || side2) {
- weight = isAI ? 30 : 20; //死三
- }
- break;
- case 4:
- if (side1 && side2) {
- weight = isAI ? 5000 : 2000; //活四
- } else if (side1 || side2) {
- weight = isAI ? 400 : 100; //死四
- }
- break;
- case 5:
- weight = isAI ? 100000 : 10000; //五
- break;
- default:
- weight = isAI ? 500000 : 250000;
- break;
- }
- return weight;
- };
AI分析:这个只是最简单的算法,其实很简单,计算每个没有下棋坐标的分数,也是按照 米 字形 计算,计算格子8个方向出现的 一个棋子 二个棋子 三个棋子 四个棋子,其中还分为是否被截断,其实就是边缘是否被堵死。
其实这个AI算法后续还有很多可以优化,比如 断跳 二活 其实就是2个交叉的 活二 , 因为是断掉的所以没有纳入算法权重计算,如果加入这个算法,估计很难下赢电脑了。
如符号图:
* *
* *
空位
下这里
因为不是连续的,所有没有纳入。
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