1 Star 0 Fork 2

LionJoy / 方棋规则

forked from xiaochi / 方棋规则 
加入 Gitee
与超过 1200万 开发者一起发现、参与优秀开源项目,私有仓库也完全免费 :)
免费加入
该仓库未声明开源许可证文件(LICENSE),使用请关注具体项目描述及其代码上游依赖。
克隆/下载
main.js 23.23 KB
一键复制 编辑 原始数据 按行查看 历史
小小池池 提交于 2020-08-26 17:30 . ok
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866
var _C = document.getElementById("C");
const ctx = _C.getContext('2d');
// 配置
var beginPoint = { x: 50, y: 50 };
var gridSize = 50;
var stoneSize = 20;
var boardSize = 6;
const BLACK = 1;
const WHITE = 2;
// var colorTable={}
// 全局变量
var nums = [0, 18, 18];
var cursorPos = { x: 0, y: 0 }
var turn = 1; // 1 黑 or 2 白
var stage = 1; // 行棋步骤分为 1 布局、 2 开局和 3 行子三个阶段。 
var first = 0; // 先成方者
var curStone = null; // 被选中的棋子
var moveCount = 0;
var stones = new Array(boardSize * boardSize)
var stoneFangMap = {}
// [sg] ; sg::={ color: color, stones: Map, qis: Map} ; Map::=[int:{x,y}]
var stoneGroups = new Array();
// 各种函数
function boardFull() {
return nums[BLACK] === 0 && nums[WHITE] === 0;
}
function flipColor(c) {
return 3 - c;
}
var toI = function (i, j) {
return i * boardSize + j
}
var sget = function (i, j) {
return stones[i * boardSize + j]
}
var sset = function (i, j, color) {
stones[i * boardSize + j] = color
}
// 加入到已有棋块
var sgadd = function (x, y, color) {
if (stoneGroups.length == 0) {
var e = {
color: color,
stones: new Map([[toI(x, y), { x: x, y: y }]]),
qis: slmergePoss(new Map(), findNeighbors(x, y))
}
stoneGroups.push(e)
} else {
// 寻找四个气,如同色,则寻找自己所在的区块
// 最终找到所有的棋子块 stone group
var myGroups = findGroupsColor(x, y, color)
// console.log("myGroups", myGroups)
sgmerge(x, y, color, myGroups, findNeighborsColor(x, y, 0))
// 这里不如把所有的气重新算一遍???
// sgRemoveAllQiSelf(x, y)
}
}
// 根据位置查找棋子块
// return index
var sgget = function (x, y) {
for (var i = 0; i < stoneGroups.length; i++) {
var sgs = stoneGroups[i].stones
if (sgs.has(toI(x, y))) return i
}
return -1
}
var sgRemoveItems = function (indexs) {
var newsgs = []
for (var i = 0; i < stoneGroups.length; i++) {
if (indexs.indexOf(i) == -1) {
newsgs.push(stoneGroups[i])
}
}
return newsgs
}
// indexes: 块索引
var sgmerge = function (x, y, color, indexs, qis) {
var ss = new Map()
var newQi = new Map()
for (let idx of indexs) {
ss = slmerge(ss, stoneGroups[idx].stones)
// newQi = slmerge(newQi, stoneGroups[idx].qis)
}
ss.set(toI(x, y), { x: x, y: y })
// now ss all together
var newsgs = sgRemoveItems(indexs)
newsgs.push({ color: color, stones: ss, qis: newQi })
stoneGroups = newsgs
// 差分的更新气
var gs = findGroups(x, y)
for (let i of gs) {
stoneGroups[i] = sgUpdateQi(stoneGroups[i])
}
var i = sgget(x, y)
stoneGroups[i] = sgUpdateQi(stoneGroups[i])
}
var slmerge = function (a, b) {
var ret = new Map();
for (let entry of a) {
ret.set(entry[0], entry[1])
}
for (let entry of b) {
ret.set(entry[0], entry[1])
}
return ret
}
var slmergePoss = function (a, b) {
var ret = new Map();
for (let entry of a) {
ret.set(entry[0], entry[1])
}
for (let entry of b) {
ret.set(toI(entry.x, entry.y), entry)
}
return ret
}
var sgRemoveAllQiSelf = function (x, y) {
for (var i = 0; i < stoneGroups.length; i++) {
stoneGroups[i].qis.delete(toI(x, y))
}
}
var boardClear = function () {
for (var i = 0; i < boardSize; i++) {
for (var j = 0; j < boardSize; j++) {
sset(i, j, 0)
}
}
stoneGroups = [];
}
// 找到邻居 可能4 3 2 个
var findNeighbors = function (x, y) {
var ret = [];
if (x - 1 >= 0) {
ret.push({ x: x - 1, y: y })
}
if (x + 1 < boardSize) {
ret.push({ x: x + 1, y: y })
}
if (y - 1 >= 0) {
ret.push({ x: x, y: y - 1 })
}
if (y + 1 < boardSize) {
ret.push({ x: x, y: y + 1 })
}
return ret;
}
// 找到同色的邻居
var findNeighborsColor = function (x, y, color) {
return findNeighbors(x, y).filter((v, i) => sget(v.x, v.y) == color)
}
var findGroups = function (x, y) {
var poss = findNeighbors(x, y)
var ret = [];
for (let pos of poss) {
var i = sgget(pos.x, pos.y);
if (i == -1) continue;
if (ret.indexOf(i) == -1) {
ret.push(i)
}
}
return ret
}
var findGroupsColor = function (x, y, color) {
var poss = findNeighborsColor(x, y, color)
var ret = [];
for (let pos of poss) {
if (sget(pos.x, pos.y) == color) {
var i = sgget(pos.x, pos.y);
if (ret.indexOf(i) == -1) {
ret.push(i)
}
}
}
return ret
}
var removeStonesOnBoard = function (stones) {
for (let pos of stones) {
sset(pos.x, pos.y, 0)
}
}
var sgUpdateQi = function (sg) {
var stones = sg.stones
sg.qis = new Map()
for (let s of stones.values()) {
var n = findNeighborsColor(s.x, s.y, 0)
if (n.length > 0) {
for (let pos of n) {
sg.qis.set(toI(pos.x, pos.y), pos)
}
}
}
return sg
}
var sgUpdateAllQi = function () {
for (let sg of stoneGroups) {
sgUpdateQi(sg)
}
}
// 下一步棋 位置 颜色
var makeMove = function (cursorPos, turn) {
// 落子
sset(cursorPos.x, cursorPos.y, turn)
}
// for test
function makeFullBoard() {
for (var i = 0; i < boardSize; i++) {
for (var j = 0; j < boardSize; j++) {
var color = parseInt(Math.random() * 2) + 1;
nums[color]--
if (nums[color] < 0) {
color = 3 - color;
nums[color]--
}
sset(i, j, color)
}
}
// console.log(countFang())
calculateTizi()
stage = 2
}
function isFang(x, y) {
var c = isZhiFang(x, y);
if (c === 0) {
return isXieFang(x, y);
}
return c
}
function isFangOrLong(x, y) {
var c = isZhiFang(x, y);
if (c === 0) {
c = isXieFang(x, y);
if (c === 0) {
console.log("will check isLong")
return isLong(x, y);
}
}
return c
}
function isLong(x, y) {
var positions = []
for (var j = 0; j < boardSize; j++) {
positions.push({ x: x, y: j })
}
// console.log(positions)
var color = isAllColorSame(positions)
if (color !== 0) {
return color;
}
var positions = []
for (var i = 0; i < boardSize; i++) {
positions.push({ x: i, y: y })
}
var color = isAllColorSame(positions)
if (color !== 0) {
return color;
}
return 0;
}
function allPosIn(a) {
for (let pos of a) {
if (!(pos.x >= 0 && pos.y >= 0 && pos.x < boardSize && pos.y < boardSize)) {
return false
}
}
return true
}
function getZhiFang(i, j, k) {
var ret = []
var a = [
{ x: i, y: j },
{ x: i + k, y: j + k },
{ x: i + k, y: j },
{ x: i, y: j + k }
]
if (allPosIn(a)) {
ret.push(a)
}
a = [
{ x: i, y: j },
{ x: i - k, y: j + k },
{ x: i - k, y: j },
{ x: i, y: j + k }
]
if (allPosIn(a)) {
ret.push(a)
}
return ret
}
function isZhiFang(i, j) {
var a = getZhiFang(i, j, 1)
for (let poss of a) {
var color = isAllColorSame(poss)
if (color !== 0) {
return color
}
}
var a = getZhiFang(i, j, -1)
for (let poss of a) {
var color = isAllColorSame(poss)
if (color !== 0) {
return color
}
}
return 0;
}
function isXieFang(i, j) {
var ns = findNeighbors(i, j) // 4 个中心点
for (let n of ns) {
var nn = findNeighbors(n.x, n.y)
if (nn.length === 4) {
var c = isAllColorSame(nn)
if (c !== 0)
return c
}
}
return 0
}
function countStones() {
var n = [0, 0, 0]
for (var i = 0; i < boardSize * boardSize; i++) {
n[stones[i]]++
}
return n
}
function countFang() {
var n = [0, 0, 0]
countZhiFang(n, true);
countXieFang(n, true);
countLong(n)
return n
}
function countZhiFang(n, isNeibor = false) {
var count = 0;
for (var i = 0; i < boardSize - 1; i++) {
for (var j = 0; j < boardSize - 1; j++) {
// 对于每个棋子,往右下方数方
// console.log("will count ", i, j, i + 1, j + 1)
for (var k = 1; i + k < boardSize && j + k < boardSize; k++) {
var positions = [
{ x: i, y: j },
{ x: i + k, y: j + k },
{ x: i + k, y: j },
{ x: i, y: j + k }]
var color = isAllColorSame(positions)
if (color !== 0) {
// console.log("is", color, i, j, k)
n[color]++;
}
if (isNeibor) break;
}
}
}
return count
}
function countXieFang(n, isNeibor = false) {
for (var i = 1; i < boardSize - 1; i++) {
for (var j = 1; j < boardSize - 1; j++) {
// 对于每个棋子,从中心往外数方
for (var k = 1; i - k >= 0 && i + k < boardSize && j - k >= 0 && j + k < boardSize; k++) {
var positions = [
{ x: i - k, y: j },
{ x: i + k, y: j },
{ x: i, y: j - k },
{ x: i, y: j + k }]
var color = isAllColorSame(positions)
if (color !== 0) {
// console.log("xie", color, i, j, k)
n[color]++;
}
if (isNeibor) break;
}
}
}
}
function countLong(n) {
for (var i = 0; i < boardSize; i++) {
var positions = []
for (var j = 0; j < boardSize; j++) {
positions.push({ x: i, y: j })
}
// console.log(positions)
var color = isAllColorSame(positions)
if (color !== 0) {
// console.log("i", color, i)
n[color]++;
}
}
for (var j = 0; j < boardSize; j++) {
var positions = []
for (var i = 0; i < boardSize; i++) {
positions.push({ x: i, y: j })
}
var color = isAllColorSame(positions)
if (color !== 0) {
console.log("j", color, j)
n[color]++;
}
}
}
function canMove(color) {
for (var i = 0; i < boardSize; i++) {
for (var j = 0; j < boardSize; j++) {
if (sget(i, j) === color) {
var ns = findNeighbors(i, j)
if (ns.filter(p => sget(p.x, p.y) === 0).length > 0) {
return true
}
}
}
}
return false
}
function countNotFang() {
var cnt = 0
for (var i = 0; i < boardSize; i++) {
for (var j = 0; j < boardSize; j++) {
if (sget(i, j) > 0 && isFang(i, j) === 0) {
cnt++
}
}
}
return cnt;
}
function calculateTizi() {
var n = countFang()
console.log("fang,long", n)
if (n[BLACK] === 0 && n[WHITE] === 0) {
turn = WHITE;
nums = [0, 1, 1]
} else if (n[BLACK] === 0 || n[WHITE] === 0) {
turn = WHITE;
nums = [0, n[BLACK] + 1, n[WHITE] + 1]
} else {
turn = n[BLACK] > n[WHITE] ? BLACK : WHITE;
nums = [0, 1, 1]
nums[turn] = n[turn] - n[flipColor(turn)] + 1
}
console.log("to tizi", nums)
}
var tizi = function (x, y, color) {
// 首先检测周围的不同色棋子是否可以提
// 如不可,则继续检测自身
var gs = findGroupsColor(x, y, 3 - color)
var indexs = [];
for (let i of gs) {
var qis = stoneGroups[i].qis;
// console.log(qis.values().length)
if (qis.size == 0) {
indexs.push(i)
removeStonesOnBoard(stoneGroups[i].stones.values())
}
}
if (indexs.length > 0) {
stoneGroups = sgRemoveItems(indexs)
sgUpdateAllQi()
} else {
// 自杀
var gs = findGroupsColor(x, y, color)
if (gs.length > 0) {
var i = gs[0];
if (stoneGroups[i].qis.size == 0) {
removeStonesOnBoard(stoneGroups[i].stones.values())
// removeStonesOnBoard([{ x: x, y: y }])
stoneGroups = sgRemoveItems([i])
sgUpdateAllQi()
return true;
}
}
}
return false;
}
var isAllColor = function (lst, color) {
for (let p of lst) {
if (sget(p.x, p.y) != color) {
return false;
}
}
return true;
}
// 是否同样颜色,如是,返回颜色
var isAllColorSame = function (lst) {
var color = sget(lst[0].x, lst[0].y);
for (let p of lst) {
if (sget(p.x, p.y) != color) {
return 0;
}
}
return color;
}
// ==== 以下是画图函数 ====
var drawBackground = function () {
ctx.save();
ctx.fillStyle = "white"
ctx.fillRect(0, 0, 800, 600)
ctx.restore();
}
var drawLine = function (x1, y1, x2, y2) {
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.closePath();
ctx.stroke();
}
// drawLine(10, 10, 100, 100)
var drawLines = function (n) {
var lastLine = (n - 1) * gridSize;
for (var i = 0; i < n; i++) {
var x = i * gridSize;
drawLine(x, 0, x, lastLine)
}
for (var i = 0; i < n; i++) {
var y = i * gridSize;
drawLine(0, y, lastLine, y)
}
}
// drawLines(19);
var drawStar = function (x, y) {
ctx.beginPath();
var radius = 4; // 圆弧半径
var startAngle = 0; // 开始点
var endAngle = 2 * Math.PI; // 结束点
var anticlockwise = false; // 顺时针或逆时针
ctx.arc(x, y, radius, startAngle, endAngle, anticlockwise);
ctx.fill();
}
// drawStar(10, 10);
var drawStars = function () {
var n = 3;
for (var i = 0; i < n; i++) {
var x = 3 * gridSize + i * (6 * gridSize);
for (var j = 0; j < n; j++) {
var y = 3 * gridSize + j * (6 * gridSize);
drawStar(x, y)
}
}
}
var drawPanel = function (n) {
ctx.translate(beginPoint.x, beginPoint.y)
drawLines(n)
// drawStars()
}
// drawPanel(boardSize)
var drawCursor = function (x, y) {
ctx.save()
var x = x * gridSize;
var y = y * gridSize
ctx.beginPath();
var radius = 6; // 圆弧半径
var startAngle = 0; // 开始点
var endAngle = 2 * Math.PI; // 结束点
var anticlockwise = false; // 顺时针或逆时针
ctx.arc(x, y, radius, startAngle, endAngle, anticlockwise);
ctx.strokeStyle = 'red'
ctx.stroke();
ctx.restore();
}
// drawCursor(10, 10)
var drawStone = function (x, y, color) {
ctx.save()
var x = x * gridSize;
var y = y * gridSize
ctx.beginPath();
var radius = stoneSize; // 圆弧半径
var startAngle = 0; // 开始点
var endAngle = 2 * Math.PI; // 结束点
var anticlockwise = false; // 顺时针或逆时针
ctx.arc(x, y, radius, startAngle, endAngle, anticlockwise);
ctx.strokeStyle = 'black'
ctx.stroke();
ctx.fillStyle = color == 1 ? 'black' : 'white'
ctx.fill();
ctx.restore();
}
var drawStoneAbs = function (x, y, color) {
ctx.save()
ctx.beginPath();
var radius = stoneSize; // 圆弧半径
var startAngle = 0; // 开始点
var endAngle = 2 * Math.PI; // 结束点
var anticlockwise = false; // 顺时针或逆时针
ctx.arc(x, y, radius, startAngle, endAngle, anticlockwise);
ctx.strokeStyle = 'black'
ctx.stroke();
ctx.fillStyle = color == 1 ? 'black' : 'white'
ctx.fill();
ctx.restore();
}
var drawStoneGlow = function (x, y) {
ctx.save()
var x = x * gridSize;
var y = y * gridSize
ctx.beginPath();
var radius = stoneSize + 3; // 圆弧半径
var startAngle = 0; // 开始点
var endAngle = 2 * Math.PI; // 结束点
var anticlockwise = false; // 顺时针或逆时针
ctx.arc(x, y, radius, startAngle, endAngle, anticlockwise);
ctx.strokeStyle = 'black'
ctx.stroke();
ctx.restore();
}
function drawStageText(text) {
ctx.save()
ctx.font = "32px serif";
ctx.fillText(text, 0, -25);
ctx.restore();
}
_C.addEventListener("mousemove", function (event) {
// console.log(event.x-beginPoint.x,event.y-beginPoint.y)
var x = event.x - beginPoint.x;
var y = event.y - beginPoint.y
var i = Math.round(x / gridSize);
var j = Math.round(y / gridSize);
cursorPos.x = i; cursorPos.y = j;
// console.log(cursorPos);
// console.log(findNeighbors(i,j))
})
var _Tpu = document.getElementById("T")
_C.addEventListener("click", function (event) {
// console.log("i,j", cursorPos.x, cursorPos.y)
if (cursorPos.x < boardSize && cursorPos.y < boardSize) {
// 1、布局下子
if (stage === 1) {
if (sget(cursorPos.x, cursorPos.y) == 0) {
oldsgs = stoneGroups
console.log("doit", cursorPos.x, cursorPos.y, turn)
makeMove(cursorPos, turn)
if (first === 0) {
first = isFang(cursorPos.x, cursorPos.y)
if (first !== 0) {
console.log("第一个", first)
}
}
nums[turn]--
console.log(nums)
var pu = "" + cursorPos.x + "," + cursorPos.y + " " + turn
console.log(pu)
_Tpu.value += pu + "\r\n"
turn = 3 - turn;
if (boardFull()) {
console.log("满了")
calculateTizi()
stage = 2
console.log("提子阶段")
}
}
} else if (stage === 2) { // 2、开局提子
if (sget(cursorPos.x, cursorPos.y) === flipColor(turn) && (nums[BLACK] > 0 || nums[WHITE] > 0)) {
console.log("ti", cursorPos.x, cursorPos.y, turn)
sset(cursorPos.x, cursorPos.y, 0)
nums[turn]--
console.log(nums)
turn = flipColor(turn);
if (nums[turn] <= 0) {
turn = flipColor(turn);
}
if (nums[BLACK] <= 0 && nums[WHITE] <= 0) {
console.log("提子结束")
stage = 3
if (first !== 0) {
turn = first
} else {
turn = WHITE
}
}
}
} else if (stage === 3) { // 3、行棋吃子
// 判断胜利
var n = countStones();
if (n[BLACK] <= 3) {
console.log("白方胜利")
stage = 5;
} else if (n[WHITE] <= 3) {
console.log("黑方胜利")
stage = 5;
} else if (!canMove(turn)) {
console.log("胜利!" + flipColor(turn))
stage = 5;
} else if (moveCount > 20) {
console.log("和棋")
stage = 5;
}
// 走子
if (sget(cursorPos.x, cursorPos.y) === turn) {
curStone = { x: cursorPos.x, y: cursorPos.y }
} else if (sget(cursorPos.x, cursorPos.y) === 0 && curStone != null) {
if (findNeighbors(cursorPos.x, cursorPos.y).filter(p => p.x === curStone.x && p.y == curStone.y).length > 0) {
// 移动
sset(curStone.x, curStone.y, 0)
sset(cursorPos.x, cursorPos.y, turn)
curStone = null
moveCount++
console.log("步数", moveCount)
if (isFangOrLong(cursorPos.x, cursorPos.y) !== 0) {
stage = 4
console.log("提1个子")
} else {
if (moveCount >= 20) {
console.log("和棋")
stage = 5;
}
turn = flipColor(turn)
}
}
}
} else if (stage === 4) { // 提一个子
if (sget(cursorPos.x, cursorPos.y) === flipColor(turn)) {
var n = countStones()
if (countNotFang() > 0) {
if (isFang(cursorPos.x, cursorPos.y)) {
console.log("不可以提哦(是方哦)")
return
}
}
sset(cursorPos.x, cursorPos.y, 0)
if (n[BLACK] <= 3) {
console.log("白方胜利")
stage = 5;
} else if (n[WHITE] <= 3) {
console.log("黑方胜利")
stage = 5;
}
if (!canMove(flipColor(turn))) {
console.log("胜利,困毙", turn)
stage = 5
} else {
stage = 3
turn = flipColor(turn)
moveCount = 0
}
}
}
}
})
document.getElementsByTagName("body")[0].addEventListener("keyup", function (event) {
// console.log(event)
if (event.target == this && event.key == 'f') {
turn = 3 - turn;
}
})
_Tpu.addEventListener("change", function (event) {
var v = _Tpu.value
if (v.length > 0) {
if (v[v - 1] != '\n') _Tpu.value += '\n';
}
})
var RePlay = document.getElementById("RePlay");
var replay = function (pu) {
boardClear();
var z = pu.split(/\n|\r|\r\n/)
var i = 0;
for (let ins of z) {
i++;
ins = ins.trim()
if (ins.length > 0) {
var a = ins.split(" ")
var color = parseInt(a[1])
var aa = a[0].split(",")
var x = parseInt(aa[0]), y = parseInt(aa[1])
if (sget(x, y) !== 0) {
alert("" + i + "行 重复落子 " + ins)
break;
}
makeMove({ x: x, y: y }, color)
turn = flipColor(color)
}
}
}
RePlay.addEventListener("click", function (event) {
if (confirm("确定要重现棋谱?棋盘将会清空")) {
replay(_Tpu.value)
}
})
function init() {
boardClear();
// makeFullBoard()
}
function step(timestamp) {
ctx.save();
drawBackground();
drawPanel(boardSize)
// 画棋子
for (var i = 0; i < boardSize; i++) {
for (var j = 0; j < boardSize; j++) {
if (sget(i, j)) {
drawStone(i, j, sget(i, j))
}
}
}
if (stage === 1) {
drawStageText("布局")
} else if (stage === 2) {
drawStageText("提子")
} else if (stage === 3) {
drawStageText("行棋")
if (curStone !== null) {
drawStoneGlow(curStone.x, curStone.y)
}
} else if (stage === 4) {
drawStageText("提子")
}
if (cursorPos.x >= 0 && cursorPos.y >= 0 && cursorPos.x < boardSize && cursorPos.y < boardSize) {
// console.log("i,j", i, j)
drawCursor(cursorPos.x, cursorPos.y)
}
// 当前棋子颜色
drawStoneAbs((boardSize + 1) * gridSize, 1 * gridSize, turn);
ctx.restore()
window.requestAnimationFrame(step);
}
init();
window.requestAnimationFrame(step);
1
https://gitee.com/lionjoy/square-rules.git
git@gitee.com:lionjoy/square-rules.git
lionjoy
square-rules
方棋规则
master

搜索帮助