使用纯javascript实现经典扫雷游戏
很久以前写的当时都没写注释的刚加上了(尼玛,好多自己都不认识了...)
不足的地方就是本来想写个游戏排名的统计的,等有空了再加上(好像每次都这么说然后就等好久好久...)
还有就是没有实现:点击第一个格子不能是雷的功能
<style> ul{padding:0;list-style:none;} #mine{overflow:hidden;width:30px;height:30px;border:1pxsolid#966;} #mineli{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)-30px0no-repeat;} #mine.mine_03{background:url(mine.gif)-60px0no-repeat;} #mine.mine_04{background:url(mine.gif)-90px0no-repeat;} #mine.mine_05{background:url(mine.gif)-120px0no-repeat;} #mine.mine_06{background:url(mine.gif)-150px0no-repeat;} #mine.mine_07{background:url(mine.gif)-180px0no-repeat;} #count{font-size:12px;} #time{color:#900;font-weight:bold;} </style> <selectid="wh"> <optionvalue="8*10">8*10</option> <optionvalue="10*10">10*10</option> <optionvalue="12*12">12*12</option> </select> <buttonid='ready'>重新开始</button> <divid="count"> 计时:<spanid="time">0</span> </div> <ulid="mine"> </ul> ie6+ffoprea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$=function(id){returndocument.getElementById(id)}; window.onload=functionready(){ varV=$('wh').value.split('*') setMineField(Number(V[0]),Number(V[1])); $('wh').onchange=$('ready').onclick=function(){ V=$('wh').value.split('*') setMineField(Number(V[0]),Number(V[1])) } } //---------------------------------------------------雷区 varmineField={ _mineW:30,//每一个雷的宽度必须和样式同步 _mineH:30, _mineFieldBlock:$('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 }//mineFieldobjectend functiontimedCount(){ if(mineField.status!=1){returnfalse} mineField.time++; mineField._time.innerHTML=mineField.time; setTimeout("timedCount()",1000); } //--------------------------------------对雷的状态设置 functionsetThisMine(str,index){ varallMine=mineField._mineFieldEle; //设置雷是否插旗 if(str=='setOn'){ varthisMine=allMine[index]; thisMine.on=thisMine.on<2?thisMine.on+1:0; if(thisMine.on==1){thisMine.className='mine_03';}//插旗 elseif(thisMine.on==2){thisMine.className='mine_04'}//取消插旗 elseif(thisMine.on==0){thisMine.className='mine_01'}//取消插旗 returnfalse; } //显示方格 if(str=='show'){ if(Object.prototype.toString.call(index)==='[objectArray]'){//显示一大片 mineField.clearPlace=mineField.clearPlace+index.length; for(vari=0;i<index.length;i++){ varthisMine=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(vari=0;i<allMine.length;i++){ if(mineField.mineMap[allMine[i].index]==-1){ allMine[i].className='mine_07'; } } mineField.status=2; returnfalse; } } //显示全部雷 if(str=='peng'){ for(vari=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 functionsetMineField(a,b){ varthisMineFiele=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){ varnewLi=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 functionsetMineMap(){ varnum=mineField.x*mineField.y, mineNum=mineField.mineNum, Interval=Math.floor(num/mineNum); for(vari=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(){return0.5-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 varbr=0,//所在行 x=mineField.x, L_T,T,R_T,L,R,L_B,B,R_B; for(vari=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(); returnfalse } //统计非雷方格周围的雷数 for(i=0;i<num;i++){ if(mineField.mineMap[i]==-1){continue} varthisMineNum=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 functionsetEvent(){ varthisMineFiele=mineField._mineFieldBlock, allMine=mineField._mineFieldEle, iMax=mineField.x*mineField.y; for(vari=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){returnfalse;} if(mineField.status==0){mineField.status=1;timedCount();} vare=e||window.event, thisObj=e.target||e.srcElement; if(thisObj.nodeName=='UL'||thisObj.on==3){returnfalse;} varBtn=getButton(e); if(Btn==0){//左键 if(thisObj.on==1){returnfalse;}//插旗子了就不能点了 if(mineField.mineMap[thisObj.index]==-1){//点雷了 setThisMine('peng',thisObj.index); }elseif(mineField.mineMap[thisObj.index]==0){//点到空地了打开一大片 //alert('你运气真好') varallShowMine=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 functionminesShow(I){ varallMine=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 functionsee(allI){ var_allI=[]; if(Object.prototype.toString.call(allI)==='[objectArray]'){ for(vari=0;i<allI.length;i++){f(allI[i])} } else{f(allI)} functionf(thisI){ vartext, 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)} } } returnallShowMine } //-------------------------------------- document.oncontextmenu=function(){returnfalse;}//禁止右键菜单 functiongetButton(e){ varBtn; if(document.implementation.hasFeature('MouseEvents','2.0')){Btn=e.button;} else{switch(e.button){ case0: case1: case3: case5: case7: Btn=0; break; case2: case6: Btn=2; break; case4: Btn=9; break; } } returnBtn; } </script>
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