哈哈哈,好神奇,AI生成的五子棋程序,不知道能不能运行
zhezhongyun 2025-08-06 23:59 3 浏览
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>五子棋游戏</title>
<script src="https://cdn.tailwindcss.com"></script>
<link href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.7.2/css/all.min.css" rel="stylesheet">
<script>
tailwind.config = {
theme: {
extend: {
colors: {
primary: '#8B5A2B',
secondary: '#D2B48C',
board: '#DEB887',
black: '#000000',
white: '#FFFFFF',
},
fontFamily: {
sans: ['Inter', 'system-ui', 'sans-serif'],
},
}
}
}
</script>
<style type="text/tailwindcss">
@layer utilities {
.content-auto {
content-visibility: auto;
}
.board-grid {
background-size: 100% 100%;
background-image: linear-gradient(to right, rgba(0,0,0,0.6) 1px, transparent 1px),
linear-gradient(to bottom, rgba(0,0,0,0.6) 1px, transparent 1px);
}
.piece-shadow {
filter: drop-shadow(0 4px 3px rgb(0 0 0 / 0.07)) drop-shadow(0 2px 2px rgb(0 0 0 / 0.06));
}
.piece-transition {
transition: all 0.2s ease-out;
}
.btn-hover {
transition: all 0.2s ease;
}
.btn-hover:hover {
transform: translateY(-2px);
box-shadow: 0 10px 15px -3px rgba(0, 0, 0, 0.1), 0 4px 6px -2px rgba(0, 0, 0, 0.05);
}
}
</style>
</head>
<body class="bg-gray-100 min-h-screen flex flex-col items-center justify-center p-4 font-sans">
<div class="max-w-4xl w-full bg-white rounded-2xl shadow-xl overflow-hidden">
<div class="bg-primary text-white p-6 text-center">
<h1 class="text-[clamp(1.5rem,3vw,2.5rem)] font-bold">五子棋</h1>
<p class="text-secondary mt-2">经典对弈游戏</p>
</div>
<div class="p-6 md:p-8 flex flex-col md:flex-row gap-6">
<!-- 游戏区域 -->
<div class="flex-1 relative">
<div class="aspect-square bg-board rounded-lg shadow-lg overflow-hidden board-grid" style="background-size: calc(100% / 14) calc(100% / 14);">
<canvas id="gameCanvas" class="w-full h-full cursor-pointer"></canvas>
</div>
<div id="gameStatus" class="mt-4 p-3 bg-secondary/20 rounded-lg text-center">
<p id="statusText" class="font-medium">游戏开始! 黑棋先行</p>
</div>
</div>
<!-- 游戏控制和信息 -->
<div class="w-full md:w-80 flex flex-col gap-6">
<div class="bg-gray-50 rounded-lg p-5 shadow-sm">
<h2 class="text-lg font-semibold mb-3 flex items-center">
<i class="fa-solid fa-info-circle mr-2 text-primary"></i>游戏信息
</h2>
<div class="space-y-3">
<div class="flex items-center justify-between">
<span class="text-gray-600">当前回合</span>
<div class="flex items-center">
<div id="currentPlayer" class="w-6 h-6 rounded-full bg-black mr-2 piece-shadow"></div>
<span id="playerText">黑棋</span>
</div>
</div>
<div class="flex items-center justify-between">
<span class="text-gray-600">游戏时间</span>
<span id="gameTime" class="font-mono">00:00</span>
</div>
<div class="flex items-center justify-between">
<span class="text-gray-600">步数</span>
<span id="moveCount">0</span>
</div>
</div>
</div>
<div class="bg-gray-50 rounded-lg p-5 shadow-sm">
<h2 class="text-lg font-semibold mb-3 flex items-center">
<i class="fa-solid fa-crown mr-2 text-primary"></i>游戏规则
</h2>
<ul class="text-sm text-gray-600 space-y-2">
<li class="flex items-start">
<i class="fa-solid fa-circle text-xs mt-1.5 mr-2 text-primary"></i>
<span>黑棋和白棋轮流在棋盘上落子</span>
</li>
<li class="flex items-start">
<i class="fa-solid fa-circle text-xs mt-1.5 mr-2 text-primary"></i>
<span>先在横、竖或斜方向形成五子连线者获胜</span>
</li>
<li class="flex items-start">
<i class="fa-solid fa-circle text-xs mt-1.5 mr-2 text-primary"></i>
<span>点击棋盘上的交叉点放置棋子</span>
</li>
</ul>
</div>
<div class="flex gap-3">
<button id="restartBtn" class="flex-1 bg-primary hover:bg-primary/90 text-white py-3 px-4 rounded-lg font-medium btn-hover flex items-center justify-center">
<i class="fa-solid fa-refresh mr-2"></i>重新开始
</button>
<button id="undoBtn" class="flex-1 bg-gray-200 hover:bg-gray-300 text-gray-700 py-3 px-4 rounded-lg font-medium btn-hover flex items-center justify-center">
<i class="fa-solid fa-undo mr-2"></i>悔棋
</button>
</div>
</div>
</div>
<div class="bg-gray-50 p-4 text-center text-sm text-gray-500">
<p>(c) 2025 五子棋游戏 | 一个简单的 Web 游戏</p>
</div>
</div>
<!-- 胜利提示模态框 -->
<div id="winModal" class="fixed inset-0 bg-black/50 flex items-center justify-center z-50 hidden opacity-0 transition-opacity duration-300">
<div class="bg-white rounded-xl p-8 max-w-md w-full mx-4 transform transition-transform duration-300 scale-95">
<div class="text-center">
<div class="w-16 h-16 bg-green-100 rounded-full flex items-center justify-center mx-auto mb-4">
<i class="fa-solid fa-trophy text-3xl text-yellow-500"></i>
</div>
<h2 class="text-2xl font-bold mb-2" id="winnerText">黑棋获胜!</h2>
<p class="text-gray-600 mb-6">恭喜您赢得了这场精彩的比赛!</p>
<button id="newGameBtn" class="bg-primary hover:bg-primary/90 text-white py-3 px-8 rounded-lg font-medium btn-hover">
开始新游戏
</button>
</div>
</div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
// 游戏常量
const BOARD_SIZE = 15; // 15x15的棋盘
const CELL_SIZE = Math.min(window.innerWidth * 0.8 / BOARD_SIZE, window.innerHeight * 0.6 / BOARD_SIZE);
const PIECE_SIZE = CELL_SIZE * 0.8;
// 游戏状态
let gameBoard = Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(0));
let currentPlayer = 1; // 1: 黑棋, 2: 白棋
let gameActive = true;
let moveHistory = [];
let gameTime = 0;
let timerInterval;
// DOM元素
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const statusText = document.getElementById('statusText');
const currentPlayerEl = document.getElementById('currentPlayer');
const playerText = document.getElementById('playerText');
const moveCountEl = document.getElementById('moveCount');
const gameTimeEl = document.getElementById('gameTime');
const restartBtn = document.getElementById('restartBtn');
const undoBtn = document.getElementById('undoBtn');
const winModal = document.getElementById('winModal');
const winnerText = document.getElementById('winnerText');
const newGameBtn = document.getElementById('newGameBtn');
// 设置Canvas尺寸
canvas.width = CELL_SIZE * (BOARD_SIZE - 1);
canvas.height = CELL_SIZE * (BOARD_SIZE - 1);
// 绘制棋盘
function drawBoard() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// 绘制网格线
ctx.strokeStyle = '#8B4513';
ctx.lineWidth = 1.5;
for (let i = 0; i < BOARD_SIZE; i++) {
// 水平线
ctx.beginPath();
ctx.moveTo(0, i * CELL_SIZE);
ctx.lineTo(canvas.width, i * CELL_SIZE);
ctx.stroke();
// 垂直线
ctx.beginPath();
ctx.moveTo(i * CELL_SIZE, 0);
ctx.lineTo(i * CELL_SIZE, canvas.height);
ctx.stroke();
}
// 绘制天元和星位
const starPoints = [
{x: 3, y: 3}, {x: 3, y: 11}, {x: 7, y: 7},
{x: 11, y: 3}, {x: 11, y: 11}
];
starPoints.forEach(point => {
ctx.beginPath();
ctx.arc(point.x * CELL_SIZE, point.y * CELL_SIZE, 4, 0, Math.PI * 2);
ctx.fillStyle = '#8B4513';
ctx.fill();
});
// 绘制棋子
for (let i = 0; i < BOARD_SIZE; i++) {
for (let j = 0; j < BOARD_SIZE; j++) {
if (gameBoard[i][j] !== 0) {
drawPiece(i, j, gameBoard[i][j]);
}
}
}
}
// 绘制棋子
function drawPiece(row, col, player) {
const x = col * CELL_SIZE;
const y = row * CELL_SIZE;
// 棋子阴影
ctx.beginPath();
ctx.arc(x, y, PIECE_SIZE / 2 + 2, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(0, 0, 0, 0.2)';
ctx.fill();
// 棋子本体
ctx.beginPath();
ctx.arc(x, y, PIECE_SIZE / 2, 0, Math.PI * 2);
if (player === 1) {
// 黑棋 - 渐变效果
const gradient = ctx.createRadialGradient(
x - PIECE_SIZE / 6, y - PIECE_SIZE / 6, PIECE_SIZE / 10,
x, y, PIECE_SIZE / 2
);
gradient.addColorStop(0, '#555');
gradient.addColorStop(1, '#000');
ctx.fillStyle = gradient;
} else {
// 白棋 - 渐变效果
const gradient = ctx.createRadialGradient(
x - PIECE_SIZE / 6, y - PIECE_SIZE / 6, PIECE_SIZE / 10,
x, y, PIECE_SIZE / 2
);
gradient.addColorStop(0, '#fff');
gradient.addColorStop(1, '#ddd');
ctx.fillStyle = gradient;
}
ctx.fill();
// 棋子边缘
ctx.strokeStyle = player === 1 ? '#333' : '#ccc';
ctx.lineWidth = 1;
ctx.stroke();
}
// 检查胜利条件
function checkWin(row, col, player) {
const directions = [
[1, 0], // 水平
[0, 1], // 垂直
[1, 1], // 对角线
[1, -1] // 反对角线
];
for (const [dx, dy] of directions) {
let count = 1; // 当前位置已经有一个棋子
// 正向检查
for (let i = 1; i < 5; i++) {
const newRow = row + i * dy;
const newCol = col + i * dx;
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
break;
}
if (gameBoard[newRow][newCol] === player) {
count++;
} else {
break;
}
}
// 反向检查
for (let i = 1; i < 5; i++) {
const newRow = row - i * dy;
const newCol = col - i * dx;
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
break;
}
if (gameBoard[newRow][newCol] === player) {
count++;
} else {
break;
}
}
if (count >= 5) {
return true;
}
}
return false;
}
// 检查平局
function checkDraw() {
for (let i = 0; i < BOARD_SIZE; i++) {
for (let j = 0; j < BOARD_SIZE; j++) {
if (gameBoard[i][j] === 0) {
return false; // 还有空位,不是平局
}
}
}
return true; // 棋盘已满,平局
}
// 更新游戏状态显示
function updateGameStatus() {
if (gameActive) {
statusText.textContent = `游戏进行中 - ${currentPlayer === 1 ? '黑棋' : '白棋'}回合`;
currentPlayerEl.className = `w-6 h-6 rounded-full ${currentPlayer === 1 ? 'bg-black' : 'bg-white border border-gray-300'} mr-2 piece-shadow`;
playerText.textContent = currentPlayer === 1 ? '黑棋' : '白棋';
}
moveCountEl.textContent = moveHistory.length;
}
// 更新游戏时间
function updateGameTime() {
gameTime++;
const minutes = Math.floor(gameTime / 60).toString().padStart(2, '0');
const seconds = (gameTime % 60).toString().padStart(2, '0');
gameTimeEl.textContent = `${minutes}:${seconds}`;
}
// 开始计时
function startTimer() {
clearInterval(timerInterval);
timerInterval = setInterval(updateGameTime, 1000);
}
// 停止计时
function stopTimer() {
clearInterval(timerInterval);
}
// 显示胜利模态框
function showWinModal(winner) {
gameActive = false;
stopTimer();
winnerText.textContent = `${winner === 1 ? '黑棋' : '白棋'}获胜!`;
winModal.classList.remove('hidden');
// 添加动画效果
setTimeout(() => {
winModal.classList.add('opacity-100');
winModal.querySelector('div').classList.remove('scale-95');
winModal.querySelector('div').classList.add('scale-100');
}, 10);
}
// 隐藏胜利模态框
function hideWinModal() {
winModal.classList.remove('opacity-100');
winModal.querySelector('div').classList.remove('scale-100');
winModal.querySelector('div').classList.add('scale-95');
setTimeout(() => {
winModal.classList.add('hidden');
}, 300);
}
// 重置游戏
function resetGame() {
gameBoard = Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(0));
currentPlayer = 1;
gameActive = true;
moveHistory = [];
gameTime = 0;
drawBoard();
updateGameStatus();
gameTimeEl.textContent = '00:00';
stopTimer();
startTimer();
hideWinModal();
}
// 悔棋
function undoMove() {
if (moveHistory.length === 0 || !gameActive) {
return;
}
const lastMove = moveHistory.pop();
gameBoard[lastMove.row][lastMove.col] = 0;
currentPlayer = lastMove.player; // 回到上一个玩家
drawBoard();
updateGameStatus();
}
// 点击棋盘事件
canvas.addEventListener('click', (e) => {
if (!gameActive) return;
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
// 计算点击的格子坐标
const x = (e.clientX - rect.left) * scaleX;
const y = (e.clientY - rect.top) * scaleY;
const col = Math.round(x / CELL_SIZE);
const row = Math.round(y / CELL_SIZE);
// 检查坐标是否在棋盘内且为空
if (row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE && gameBoard[row][col] === 0) {
// 落子
gameBoard[row][col] = currentPlayer;
moveHistory.push({row, col, player: currentPlayer});
// 添加落子动画效果
drawBoard();
// 检查是否胜利
if (checkWin(row, col, currentPlayer)) {
showWinModal(currentPlayer);
return;
}
// 检查是否平局
if (checkDraw()) {
gameActive = false;
stopTimer();
statusText.textContent = '游戏结束 - 平局!';
return;
}
// 切换玩家
currentPlayer = currentPlayer === 1 ? 2 : 1;
updateGameStatus();
}
});
// 鼠标悬停预览效果
canvas.addEventListener('mousemove', (e) => {
if (!gameActive) return;
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
// 计算鼠标所在的格子坐标
const x = (e.clientX - rect.left) * scaleX;
const y = (e.clientY - rect.top) * scaleY;
const col = Math.round(x / CELL_SIZE);
const row = Math.round(y / CELL_SIZE);
// 清除之前的预览
drawBoard();
// 如果坐标在棋盘内且为空,绘制预览棋子
if (row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE && gameBoard[row][col] === 0) {
ctx.beginPath();
ctx.arc(col * CELL_SIZE, row * CELL_SIZE, PIECE_SIZE / 2, 0, Math.PI * 2);
if (currentPlayer === 1) {
ctx.fillStyle = 'rgba(0, 0, 0, 0.3)';
} else {
ctx.fillStyle = 'rgba(255, 255, 255, 0.6)';
}
ctx.fill();
}
});
// 鼠标离开棋盘时重绘
canvas.addEventListener('mouseleave', () => {
drawBoard();
});
// 事件监听
restartBtn.addEventListener('click', resetGame);
undoBtn.addEventListener('click', undoMove);
newGameBtn.addEventListener('click', resetGame);
// 初始化游戏
drawBoard();
updateGameStatus();
startTimer();
});
</script>
</body>
</html>
相关推荐
- Chinese vice premier calls for multilateralism at Davos
-
DAVOS,Switzerland,Jan.21(Xinhua)--ChineseVicePremierDingXuexiangdeliveredaspeechatthe...
- 用C++ Qt手把手打造炫酷汽车仪表盘
-
一、项目背景与核心价值在车载HMI(人机交互界面)开发领域,虚拟仪表盘是智能座舱的核心组件。本项目基于C++Qt框架实现一个具备专业级效果的时速表模块,涵盖以下技术要点:Qt图形绘制核心机制(QPa...
- 系列专栏(八):JS的第七种基本类型Symbols
-
ES6作为新一代JavaScript标准,已正式与广大前端开发者见面。为了让大家对ES6的诸多新特性有更深入的了解,MozillaWeb开发者博客推出了《ES6InDepth》系列文章。CSDN...
- MFC界面开发工具BCG v31.1 - 增强功能区、工具箱功能
-
点击“了解更多”获取工具亲爱的BCGSoft用户,我们非常高兴地宣布BCGControlBarProfessionalforMFC和BCGSuiteforMFCv31.2正式发布!新版本支...
- 雅居乐上调出售吉隆坡项目保留金,预计亏损扩大至6.64亿元
-
1月2日,雅居乐集团(03383.HK)发布有关出售一家附属公司股权披露交易的补充公告。此前雅居乐集团曾公告,2023年11月8日(交易时段后),集团子公司AgileRealEstateDeve...
- Full text: Address by Vice Premier Ding Xuexiang's at World Economic Forum Annual Meeting 2025
-
DAVOS,Switzerland,Jan.21(Xinhua)--ChineseVicePremierDingXuexiangonTuesdaydeliveredasp...
- 手机性能好不好 GPU玄学曲线告诉你
-
前言各位在看测试者对手机进行评测时或许会见过“安卓玄学曲线”,所谓中的安卓玄学曲线真名为“ProfileGPURendering”。大多数情况下,在系统“开发者选项中被称为“GPU显示配置文件”或...
- 小迈科技 X Hologres:高可用的百亿级广告实时数仓建设
-
通过本文,我们将会介绍小迈科技如何通过Hologres搭建高可用的实时数仓。一、业务介绍小迈科技成立于2015年1月,是一家致力以数字化领先为优势,实现业务高质量自增长的移动互联网科技公司。始...
- vue3新特征和所有的属性,方法汇总及其对应源码分析
-
vue3新特征汇总与源码分析(备注:vue3使用typescript编写)何为应用?constapp=Vue.createApp({})app就是一个应用。应用的配置和应用的API就是app应用...
- China's stability redefines global trade in a volatile era
-
ContainersareunloadedatQingdaoPort,eastChina'sShandongProvince,December10,2024.[Photo/X...
- QML 实现图片帧渐隐渐显轮播
-
前言所谓图片帧渐隐渐显轮播就是,一组图片列表,当前图片逐渐改变透明度隐藏,同时下一张图片逐渐改变透明度显示,依次循环,达到渐隐渐显的效果,该效果常用于图片展示,相比左右自动切换的轮播方式来说,这种方式...
- 前端惊魂夜:我竟在CSS里写出了JavaScript?
-
凌晨两点,写字楼里只剩下我工位上的一盏孤灯。咖啡杯见底,屏幕的光映在疲惫的眼镜片上。为了实现一个极其复杂的动态渐变效果,我翻遍了MDN文档,试遍了所有已知的CSS技巧,却始终差那么一口气。“要是CSS...
- 10 个派上用场的 Flutter 小部件
-
尝试学习一门新语言可能会令人恐惧和厌烦。很多时候,我们希望我们知道早先存在的某些功能。在今天的文章中,我将告诉你我希望早点知道的最方便的颤振小部件。SpacerSpacer创建一个可调整的空白空...
- 让我的 Flutter 代码整洁 10 倍的 5 种
-
如果你曾在Flutter中使用过SingleTickerProviderStateMixin来制作动画,猜猜怎么着?你已经使用过Mixin了——恭喜你,你已经处于一段你甚至不知道的关...
- daisyUI - 主题漂亮、代码纯净!免费开源的 Tailwind CSS 组件库
-
漂亮有特色的CSS组件库,组件代码非常简洁,也支持深度定制主题、定制组件,可以搭配Vue/React等框架使用。关于daisyUIdaisyUI是一款极为流行的CSSUI组件库,...
- 一周热门
- 最近发表
-
- Chinese vice premier calls for multilateralism at Davos
- 用C++ Qt手把手打造炫酷汽车仪表盘
- 系列专栏(八):JS的第七种基本类型Symbols
- MFC界面开发工具BCG v31.1 - 增强功能区、工具箱功能
- 雅居乐上调出售吉隆坡项目保留金,预计亏损扩大至6.64亿元
- Full text: Address by Vice Premier Ding Xuexiang's at World Economic Forum Annual Meeting 2025
- 手机性能好不好 GPU玄学曲线告诉你
- 小迈科技 X Hologres:高可用的百亿级广告实时数仓建设
- vue3新特征和所有的属性,方法汇总及其对应源码分析
- China's stability redefines global trade in a volatile era
- 标签列表
-
- HTML 教程 (33)
- HTML 简介 (35)
- HTML 实例/测验 (32)
- HTML 测验 (32)
- JavaScript 和 HTML DOM 参考手册 (32)
- HTML 拓展阅读 (30)
- HTML文本框样式 (31)
- HTML滚动条样式 (34)
- HTML5 浏览器支持 (33)
- HTML5 新元素 (33)
- HTML5 WebSocket (30)
- HTML5 代码规范 (32)
- HTML5 标签 (717)
- HTML5 标签 (已废弃) (75)
- HTML5电子书 (32)
- HTML5开发工具 (34)
- HTML5小游戏源码 (34)
- HTML5模板下载 (30)
- HTTP 状态消息 (33)
- HTTP 方法:GET 对比 POST (33)
- 键盘快捷键 (35)
- 标签 (226)
- HTML button formtarget 属性 (30)
- opacity 属性 (32)
- transition 属性 (33)