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吉法师 提交于 2021-10-05 23:41 . 重建仓库
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html;charset=utf-8" />
<title>禅棋传说</title>
<style type="text/css">
div { position: absolute; width: 23px; height: 23px; }
.B0 { background-image: url('B0.gif'); }
.B1 { background-image: url('B1.gif'); }
.B2 { background-image: url('B2.gif'); }
.B3 { background-image: url('B3.gif'); }
.B4 { background-image: url('B4.gif'); }
.B5 { background-image: url('B5.gif'); }
.B6 { background-image: url('B6.gif'); }
.B7 { background-image: url('B7.gif'); }
.B8 { background-image: url('B8.gif'); }
.BX { background-image: url('BX.gif'); }
.D0 { background-image: url('D0.gif'); }
.D1 { background-image: url('D1.gif'); }
.C0 { background-image: url('C0.gif'); }
.C1 { background-image: url('C1.gif'); }
</style>
</head>
<body>
<script type="text/javascript">
//<![CDATA[
Array.prototype.indexOf = function (item) //给数组扩展一个indexOf方法
{
for ( var i=0; i<this.length; i++)
if (this[i] == item)
return i;
return -1;
};
var Site = //定义一个棋位类
{
Create: function(x, y) //棋位类的构造函数
{
var me = document.createElement("div"); //建一个div对象,将其扩展并封装成棋位。
document.body.appendChild(me); //附加到DOM树,实现棋位的呈现。
me.x = x; //记录棋位的X坐标
me.y = y; //记录棋位的Y坐标
me.style.left = x * 23 + "px"; //设置棋位水平方向的绝对位置
me.style.top = y * 23 + "px"; //设置棋位垂直方向的绝对位置
var s = ((x-9)%9?0:(x-9)/9)+1+(((y-9)%9?0:(y-9)/9)+1)*3; //计算并背景式样
me._backStyle = "B" + ((s==4&&(x/3)%2==1&&(y/3)%2==1) ? "X" : s);
me.Fill = this.Fill; //关联一个填充棋位的方法。
me.Tight = this.Tight; //关联计算紧气方法。
me.Kill = this.Kill; //关联计算死子方法。
me.onclick = this.Play; //绑定onclick事件到Play方法。
me.Fill(); //初始填充空子。
return me; //返回棋位对象,其实是一个封装了的div对象。
},
Fill: function(dot, going) //填充棋子的方法
{
if ( dot == undefined )
this.className = this._backStyle //无子,就设置为背景式样。
else
this.className = (going ? "C" : "D") + dot;
this.dot = dot; //保存棋子状态
},
Play: function() //行棋方法,由onclick事件触发
{
if ( this.dot == undefined ) //无子
{
var deads = this.Kill(current^1); //计算可以杀死的子
if (deads.length == 1 && this == rob) return; //打劫状态
for(var i=0; i<deads.length; i++)
deads[i].Fill();
if(i==1)
rob = deads[0] //记录打劫位置
else if (i>0 || !this.Tight(current))
rob = null //清打劫位
else return;
sound.play(); //落子有声!
var step = Tracks[Tracks.length-1];
if(step) step.site.Fill(step.site.dot);
this.Fill(current, true); //填入当前该填的子
Tracks.push( new Step(this, deads) );
current ^= 1; //用1来异或,正好反转黑白棋子。
};
},
Tight: function (dot) //计算紧气的块
{
var life = this.dot == undefined ? this : undefined; //当前位无子则算一口气
dot = dot == undefined ? this.dot : dot;
if (dot == undefined) return undefined;
var block = this.dot == undefined ? [] : [this];
var i = this.dot == undefined ? 0 : 1;
var site = this;
while (true)
{
for(var dx=-1;dx<=1;dx++) for(var dy=-1;dy<=1;dy++) if(!dx^!dy)
{
link = GetSite(site.x + dx, site.y + dy);
if (link) //有位
if (link.dot != undefined) //有子
{
if (link.dot == dot && block.indexOf(link) < 0 )
block.push(link);
}
else if (!life)
life = link
else if (life != link)
return undefined; //如果有两口气以上则无须再算
};
if ( i >= block.length) break;
site = block[i];
i ++;
};
return block; //返回只有一口气的块
},
Kill: function(dot) //计算杀死的子
{
var deads = [];
for(var dx=-1;dx<=1;dx++) for(var dy=-1;dy<=1;dy++) if(!dx^!dy)
{
var site = GetSite(this.x + dx, this.y + dy);
if (site && (site.dot == dot))
{
var block = site.Tight();
if (block) deads = deads.concat(block);
};
};
return deads; //返回可以提子的死子块
}
};
var Board = new Array(19); //全局的Board数组,表示棋盘。
var Tracks = []; //行棋线索数组,数组元素是Step对象。
var current = 0; //当前要下的子,0表示黑子,1表示白子,互相交替。
var rob = null; //如果有打劫时,记录打劫位置。
for(var x = 0 ; x < 19; x++)
{
Board[x] = new Array(19);
for(var y = 0; y < 19; y++)
Board[x][y] = Site.Create(x, y); //按位置创建棋位对象。
};
if (navigator.userAgent.indexOf(' MSIE ') > -1) //为IE浏览器构造声音对象
{
var sound = document.body.appendChild(document.createElement("bgsound"));
sound.play = function(){this.src = "play.wav"};
}
else //为Firefox等其他浏览器构造声音对象
{
var sound = document.body.appendChild(document.createElement("span"));
sound.play = function(){this.innerHTML = "<bgsound src='play.wav'>"};
};
document.body.oncontextmenu = function() //悔棋事件
{
var step = Tracks.pop();
if (step)
{
step.site.Fill();
for (var i=0; i<step.deads.length; i++)
step.deads[i].Fill(current);
step = Tracks[Tracks.length-1];
if (step) step.site.Fill(current, true)
current ^= 1; //反转黑白棋子。
};
return false; //不弹出菜单。
};
function GetSite(x, y) //从棋盘取棋位的函数,越界不抛出异常。
{
if (x>=0 && x<19 && y>=0 && y<19)
return Board[x][y];
};
function Step(site, deads) //棋步类,记录每一步棋的状态
{
this.site = site; //记录棋步的位置
this.deads = deads; //记录被当前棋步杀死的棋子集合
};
document.onkeypress = function(event)
{
var k = (window.event ? window.event.keyCode : event.which) - 49;
if(k<0 || k>1) return;
for(var x=0; x<19; x++) for(var y=0; y<19; y++) Board[x][y].Fill();
Tracks.length = 0;
current = 0;
with(goes[k]) for(var i=0; i<length;i+=3)
Board[charCodeAt(i+1)-65][charCodeAt(i)-65].Fill(charCodeAt(i+2)-48);
};
var goes= ["AA0AB0AC1AE0AF1AG1AI0BA0BC1BE0BF0BG1BI0BK1CA1CB1CC1CD0CF0CG1CI0CK1\
DA0DB0DC0DD0DE0DF0DG1DH1DI0DJ0DK1EC1ED1EE1EF1EH1EK1FA1FB1FC1FE0FF1FG1FH1FI0FJ0\
FK1GA1GB0GC1GE0GF0GG0GG0GH0GI0GJ1HA0HB0HC0HD0HE0HI1HJ1IB1IF1JC1JE1JG1",
"AA0AB0AC0AF1AG1AH0AI0AJ0AK1AM0AO0AP0AR0AS0BA0BB0BF1BG1BJ0BK0BL1BM0BR0BS0CA0CB1\
CC0CD0CG0CH0CI1CJ0CK0CL1CM0CO1CP0CQ0CR1CS0DA1DB1DC0DD0DE1DF1DH1DI0DJ1DK1DL0DN0\
DP1DQ1DR1DS0EB0ED1EE0EG1EI0EK0EM0EO1ER0ES1FB0FC1FE0FF0FG1FN1FP0FR0GA0GF1GH0GJ0\
GL0GR0GS0HC0HD0HF0HI0HK0HM0HN1HP0HQ0HR1IA0IB0IC1ID0IE1IK0IL1IM0IQ1IR0IS0JA0JB0\
JC1JE1JG1JI0JJ1JK1JL0JM1JN1JO0JQ1JR0JS0KA1KC1KD1KE0KG0KI1KJ0KK0KL0KM0KN0KO1KQ0\
KR0KS0LD0LE1LI0LJ1LL0LN1LO0LP0LQ1LR0LS0MD0MG0MI0MJ0MK0ML1MM0MN1MR1MS0NC0NF0NL1\
NO0NQ0NR0NS1OB0OC0OG0OL1OO0PA1PB1PC0PD0PI0PJ0PK0PL1PM0PN0PR0QA0QC1QD0QE1QF1QG1\
QH1QK1QP0RA0RB0RC0RD1RE1RF0RG0RH1RI0RL0SA0SB0SC0SD0SE0SF0SG0SH0SI1SJ1"];
//]]>
</script>
</body>
</html>
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