var chessBoard = [];
var me = true;
var over = false;
//赢法数组
var wins = [];
//赢法统计数组
var myWin = [];
var computerWin = [];
for(var i=0; i<15; i++) {
chessBoard[i] = [];
for(var j=0; j<15; j++) {
chessBoard[i][j] = 0;
}
}
for(var i=0; i<15; i++) {
wins[i] = [];
for(var j=0; j<15; j++) {
wins[i][j] = []
}
}
//横线赢法
var count = 0;
for(var i=0; i<15; i++) {
for(var j=0; j<11; j++) {
for(var k=0; k<5; k++) {
wins[i][j+k][count] = true;
}
count++;
}
}
//竖线赢法
for(var i=0; i<15; i++) {
for(var j=0; j<11; j++) {
for(var k=0; k<5; k++) {
wins[j+k][i][count] = true;
}
count++;
}
}
//斜线赢法
for(var i=0; i<11; i++) {
for(var j=0; j<11; j++) {
for(var k=0; k<5; k++) {
wins[i+k][j+k][count] = true;
}
count++;
}
}
//反斜线赢法
for(var i=0; i<11; i++) {
for(var j=14; j>3; j--) {
for(var k=0; k<5; k++) {
wins[i+k][j-k][count] = true;
}
count++;
}
}
console.log(count);
for(var i=0; i<count; i++) {
myWin[i] = 0;
computerWin[i] = 0;
}
var chess = document.getElementById('chess');
var context = chess.getContext('2d');
context.strokeStyle = "#BFBFBF";
var logo = new Image();
logo.src = "images/logo.png";
/*背景和棋盘*/
logo.onload = function() {
context.drawImage(logo, 97, 97, 256, 256);
drawChessBoard();
}
/*绘制棋盘*/
var drawChessBoard = function() {
for (var i = 0; i < 15; i++) {
context.moveTo(15 + i*30, 15);
context.lineTo(15 + i*30,435);
context.stroke();
context.moveTo(15, 15 + i*30);
context.lineTo(435, 15 + i*30);
context.stroke();
}
}
/*棋子*/
var oneStep = function(i, j, me) {
context.beginPath();
context.arc(15 + i*30, 15 + j*30, 13, 0, 2 * Math.PI);
context.closePath();
/*渐变色*/
var gradient = context.createRadialGradient(15 + i*30 +2, 15 +j*30-2, 13, 15 + i*30 +2, 15 +j*30-2, 0);
if(me) {
gradient.addColorStop(0, "#0A0A0A");
gradient.addColorStop(1, "#636766");
}else{
gradient.addColorStop(0, "#D1D1D1");
gradient.addColorStop(1, "#F9F9F9");
}
/*颜色填充*/
context.fillStyle = gradient;
context.fill();
}
/*下棋*/
chess.onclick = function(e) {
if(over) {
return;
}
if(!me) {
return;
}
var x = e.offsetX;
var y = e.offsetY;
var i = Math.floor(x / 30);
var j = Math.floor(y / 30);
if(chessBoard[i][j] == 0) {
oneStep(i, j, me);
chessBoard[i][j] = 1;
for(var k=0; k<count; k++) {
if(wins[i][j][k]) {
myWin[k]++;
computerWin[k] = 6;
if(myWin[k] ==5) {
window.alert("你赢了");
over = true;
}
}
}
if(!over) {
me = !me;
computerAI();
}
}
}
var computerAI = function() {
var myScore = [];
var computerScore = [];
var max = 0;
var u = 0, v = 0;
for(var i=0; i<15; i++) {
myScore[i] = [];
computerScore[i] = [];
for(var j=0; j<15; j++) {
myScore[i][j] = 0;
computerScore[i][j] = 0;
}
}
for(var i=0; i<15; i++) {
for(var j=0; j<15; j++) {
if(chessBoard[i][j] == 0) {
for(var k=0; k<count; k++) {
if(wins[i][j][k]) {
if(myWin[k] == 1) {
myScore[i][j] += 200;
} else if(myWin[k] == 2) {
myScore[i][j] +=400;
} else if(myWin[k] == 3) {
myScore[i][j] += 2000;
} else if(myWin[k] += 4) {
myScore[i][j] += 10000;
}
if(computerWin[k] == 1) {
computerScore[i][j] += 220;
} else if(computerWin[k] == 2) {
computerScore[i][j] += 420;
} else if(computerWin[k] == 3) {
computerScore[i][j] += 2100;
} else if(computerWin[k] == 4) {
computerScore[i][j] += 20000;
}
}
}
if(myScore[i][j] > max) {
max = myScore[i][j];
u = i;
v = j;
} else if(myScore[i][j] == max) {
if(computerScore[i][j] > computerScore[u][v]) {
u = i;
v = j;
}
}
if(computerScore[i][j] > max) {
max = computerScore[i][j];
u = i;
v = j;
} else if(computerScore[i][j] == max) {
if(myScore[i][j] > myScore[u][v]) {
u = i;
v = j;
}
}
}
}
}
oneStep(u, v, false);
chessBoard[u][v] = 2;
for(var k=0; k<count; k++) {
if(wins[u][v][k]) {
computerWin[k]++;
myWin[k] = 6;
if(computerWin[k] ==5) {
window.alert("计算机赢了");
over = true;
}
}
}
if(!over) {
me = !me;
}
}
//延时函数
var sleep = function(numberMillis) {
var now = new Date();
var exitTime = now.getTime() + numberMillis;
while (true) {
now = new Date();
if (now.getTime() > exitTime)
return;
}
}