您的位置:首页 > Web前端 > JavaScript

累了休息一会儿吧——分享一个JavaScript版扫雷游戏

2012-09-08 22:40 381 查看
  周末闲来无事写了一个JavaScript版扫雷游戏,现在把源代码分享出来,共同学习。

  扫雷游戏的原理大家可以参考这篇文章:/article/5706381.html

  JavaScript代码:

(function () {
var FLM = function (id,rowCount,colCount, minLandMineCount, maxLandMineCount) {
if (!(this instanceof FLM))
return new FLM(id, rowCount, colCount, minLandMineCount, maxLandMineCount);
this.doc = document;
this.table = this.doc.getElementById(id);
this.cells = this.table.getElementsByTagName("td");//小格子
this.rowCount = rowCount || 10;//格子行数
this.colCount = colCount || 10;//格子列数
this.landMineCount = 0;//地雷个数
this.markLandMineCount = 0;//标记的地雷个数
this.minLandMineCount = minLandMineCount || 10;//地雷最少个数
this.maxLandMineCount = maxLandMineCount || 20;//地雷最多个数
this.arrs = [];//格子对应的数组
this.beginTime = null;//游戏开始时间
this.endTime = null;//游戏结束时间
this.currentSetpCount = 0;//当前走的步数
this.endCallBack = null;//游戏结束时的回调函数
this.landMineCallBack = null;//标记为地雷时更新剩余地雷个数的回调函数
this.doc.oncontextmenu = function () {//禁用右键菜单
return false;
};
this.drawMap();
};

FLM.prototype = {
//获取元素
$: function (id) {
return this.doc.getElementById(id);
},
//画地图
drawMap: function () {
var tds = [];
for (var i = 0; i < this.rowCount; i++) {
tds.push("<tr>");
for (var j = 0; j < this.colCount; j++) {
tds.push("<td id='m" + i + "" + j + "'></td>");
}
tds.push("</td>");
}
this.table.innerHTML = tds.join("");
},
//初始化,一是设置数组默认值为0,二是确定地雷个数
init: function () {
for (var i = 0; i < this.rowCount; i++) {
this.arrs[i] = [];
for (var j = 0; j < this.colCount; j++) {
this.arrs[i][j] = 0;
}
}
this.landMineCount = this.selectFrom(this.minLandMineCount, this.maxLandMineCount);
},
//把是地雷的数组项的值设置为9
landMine: function () {
var allCount = this.rowCount * this.colCount - 1,
tempArr = {};
for (var i = 0; i < this.landMineCount; i++) {
var randomNum = this.selectFrom(0, allCount),
rowCol = this.getRowCol(randomNum);
if (randomNum in tempArr) {
i--;
continue;
}
this.arrs[rowCol.row][rowCol.col] = 9;
tempArr[randomNum] = randomNum;
}
},
//计算其他格子中的数字
calculateNoLandMineCount: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
if (this.arrs[i][j] == 9)
continue;
if (i > 0 && j > 0) {
if (this.arrs[i - 1][j - 1] == 9)
this.arrs[i][j]++;
}
if (i > 0) {
if (this.arrs[i - 1][j] == 9)
this.arrs[i][j]++;
}
if (i > 0 && j < this.colCount - 1) {
if (this.arrs[i - 1][j + 1] == 9)
this.arrs[i][j]++;
}
if (j > 0) {
if (this.arrs[i][j - 1] == 9)
this.arrs[i][j]++;
}
if (j < this.colCount - 1) {
if (this.arrs[i][j + 1] == 9)
this.arrs[i][j]++;
}
if (i < this.rowCount - 1 && j > 0) {
if (this.arrs[i + 1][j - 1] == 9)
this.arrs[i][j]++;
}
if (i < this.rowCount - 1) {
if (this.arrs[i + 1][j] == 9)
this.arrs[i][j]++;
}
if (i < this.rowCount - 1 && j < this.colCount - 1) {
if (this.arrs[i + 1][j + 1] == 9)
this.arrs[i][j]++;
}
}
}
},
//给每个格子绑定点击事件(左键和右键)
bindCells: function () {
var self = this;
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
(function (row, col) {
self.$("m" + i + "" + j).onmousedown = function (e) {
e = e || window.event;
var mouseNum = e.button;
var className = this.className;
if (mouseNum == 2) {
if (className == "flag") {
this.className = "";
self.markLandMineCount--;
} else {
this.className = "flag";
self.markLandMineCount++;
}
if (self.landMineCallBack) {
self.landMineCallBack(self.landMineCount - self.markLandMineCount);
}
} else if (className != "flag") {
self.openBlock.call(self, this, row, col);
}
};
})(i,j);
}
}
},
//展开无雷区域
showNoLandMine: function (x, y) {
for (var i = x - 1; i < x + 2; i++)
for (var j = y - 1; j < y + 2; j++) {
if (!(i == x && j == y)) {
var ele = this.$("m" + i + "" + j);
if (ele && ele.className == "") {
this.openBlock.call(this, ele, i, j);
}
}
}
},
//显示
openBlock: function (obj, x, y) {
if (this.arrs[x][y] != 9) {
this.currentSetpCount++;
if (this.arrs[x][y] != 0) {
obj.innerHTML = this.arrs[x][y];
}
obj.style.backgroundColor = "green";
obj.className = "normal";
if (this.currentSetpCount + this.landMineCount == this.rowCount * this.colCount) {
this.success();
}
if (this.arrs[x][y] == 0) {
this.showNoLandMine.call(this, x, y);
}
} else {
this.failed();
}
},
//显示地雷
showLandMine: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
if (this.arrs[i][j] == 9) {
this.$("m" + i.toString() + j).className = "landMine";
}
}
}
},
//显示所有格子信息
showAll: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
if (this.arrs[i][j] == 9) {
this.$("m" + i.toString() + j).className = "landMine";
} else {
if (this.arrs[i][j] != 0)
this.$("m" + i.toString() + j).innerHTML = this.arrs[i][j];
}
}
}
},
//清除显示的格子信息
hideAll: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
var tdCell = this.$("m" + i.toString() + j);
tdCell.className = "";
tdCell.innerHTML = "";
}
}
},
//删除格子绑定的事件
disableAll: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
var tdCell = this.$("m" + i.toString() + j);
tdCell.onmousedown = null;
}
}
},
//游戏开始
begin: function () {
this.currentSetpCount = 0;//开始的步数清零
this.markLandMineCount = 0;
this.beginTime = new Date();//游戏开始时间
this.hideAll();
this.bindCells();
},
//游戏结束
end: function () {
this.endTime = new Date();//游戏结束时间
if (this.endCallBack) {//如果有回调函数则调用
this.endCallBack();
}
},
//游戏成功
success: function () {
this.end();
this.showAll();
this.disableAll();
alert("Congratulation!");
},
//游戏失败
failed: function () {
this.end();
this.showAll();
this.disableAll();
alert("GAME OVER!");
},
//通数值找到行数和列数
getRowCol: function (val) {
return {
row: parseInt(val / this.colCount),
col: val % this.colCount
};
},
//获取一个随机数
selectFrom: function (iFirstValue, iLastValue) {
var iChoices = iLastValue - iFirstValue + 1;
return Math.floor(Math.random() * iChoices + iFirstValue);
},
eventFire: function (el, etype) {
if (el.fireEvent) {
(el.fireEvent('on' + etype));
} else {
var evObj = document.createEvent('Events');
evObj.initEvent(etype, false, false);
el.dispatchEvent(evObj);
}
},
//入口函数
play: function () {
this.init();
this.landMine();
this.calculateNoLandMineCount();
}
};

window.FLM = FLM;
})();


  HTML部分:

<div id="FLM_main">
<table id="landmine">
</table>
<div id="operation">
<div class="tip">剩余雷数:<span class="light red" id="landMineCount">0</span></div>
<div class="tip">持续时间: <span class="light f60" id="costTime">0</span> s</div>
<input type="button" id="showLandMine" value="显示地雷" /><br />
<input type="button" id="showAll" value="显示全部" /><br />
<input type="button" id="begin" value="开始游戏" /><br />
<div class="tip txtleft">提示:
<ul>
<li>1、点击“开始游戏”游戏开始计时</li>
<li>2、游戏过程中点击“显示地雷”或“显示全部”游戏将会结束</li>
</ul>
</div>
</div>
</div>


  调用部分:

window.onload = function () {
var flm = FLM("landmine", 10, 10),
doc = document,
landMineCountElement = doc.getElementById("landMineCount"),
timeShow = doc.getElementById("costTime"),
showLandMineButton = doc.getElementById("showLandMine"),
showAllButton = doc.getElementById("showAll"),
beginButton = doc.getElementById("begin"),
timeHandle = null;
flm.endCallBack = function () {
clearInterval(timeHandle);
};
flm.landMineCallBack = function (count) {
landMineCountElement.innerHTML = count;
};

//为“开始游戏”按钮绑定事件
beginButton.onclick = function () {
flm.play();//初始化

//显示地雷个数
landMineCountElement.innerHTML = flm.landMineCount;

//为“显示地址”按钮绑定事件
showLandMineButton.onclick = function () {
if (confirm("显示地雷游戏将结束?")) {
flm.failed();
flm.showLandMine();
}
};

//为“显示全部”按钮绑定事件
showAllButton.onclick = function () {
if (confirm("显示全部游戏将结束?")) {
flm.failed();
flm.showAll();
}
};

//开始
flm.begin();

//更新花费时间
timeHandle = setInterval(function () {
timeShow.innerHTML = parseInt((new Date() - flm.beginTime) / 1000);
}, 1000);
};
}


  布局用的是table,所以FLM三个参数的第一个就是table的ID,第二个参数为最少地雷个数,第三个参数为最多地雷个数。

  运行效果:

// (function () {
var FLM = function (id,rowCount,colCount, minLandMineCount, maxLandMineCount) {
if (!(this instanceof FLM))
return new FLM(id, rowCount, colCount, minLandMineCount, maxLandMineCount);
this.doc = document;
this.table = this.doc.getElementById(id);
this.cells = this.table.getElementsByTagName("td");//小格子
this.rowCount = rowCount || 10;//格子行数
this.colCount = colCount || 10;//格子列数
this.landMineCount = 0;//地雷个数
this.markLandMineCount = 0;//标记的地雷个数
this.minLandMineCount = minLandMineCount || 10;//地雷最少个数
this.maxLandMineCount = maxLandMineCount || 20;//地雷最多个数
this.arrs = [];//格子对应的数组
this.beginTime = null;//游戏开始时间
this.endTime = null;//游戏结束时间
this.currentSetpCount = 0;//当前走的步数
this.endCallBack = null;//游戏结束时的回调函数
this.landMineCallBack = null;//标记为地雷时更新剩余地雷个数的回调函数
this.doc.oncontextmenu = function () {//禁用右键菜单
return false;
};
this.drawMap();
};

FLM.prototype = {
//获取元素
$: function (id) {
return this.doc.getElementById(id);
},
//画地图
drawMap: function () {
var tds = [];
for (var i = 0; i < this.rowCount; i++) {
tds.push("");
for (var j = 0; j < this.colCount; j++) {
tds.push("");
}
tds.push("");
}
this.table.innerHTML = tds.join("");
},
//初始化,一是设置数组默认值为0,二是确定地雷个数
init: function () {
for (var i = 0; i < this.rowCount; i++) {
this.arrs[i] = [];
for (var j = 0; j < this.colCount; j++) {
this.arrs[i][j] = 0;
}
}
this.landMineCount = this.selectFrom(this.minLandMineCount, this.maxLandMineCount);
},
//把是地雷的数组项的值设置为9
landMine: function () {
var allCount = this.rowCount * this.colCount - 1,
tempArr = {};
for (var i = 0; i < this.landMineCount; i++) {
var randomNum = this.selectFrom(0, allCount),
rowCol = this.getRowCol(randomNum);
if (randomNum in tempArr) {
i--;
continue;
}
this.arrs[rowCol.row][rowCol.col] = 9;
tempArr[randomNum] = randomNum;
}
},
//计算其他格子中的数字
calculateNoLandMineCount: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
if (this.arrs[i][j] == 9)
continue;
if (i > 0 && j > 0) {
if (this.arrs[i - 1][j - 1] == 9)
this.arrs[i][j]++;
}
if (i > 0) {
if (this.arrs[i - 1][j] == 9)
this.arrs[i][j]++;
}
if (i > 0 && j < this.colCount - 1) {
if (this.arrs[i - 1][j + 1] == 9)
this.arrs[i][j]++;
}
if (j > 0) {
if (this.arrs[i][j - 1] == 9)
this.arrs[i][j]++;
}
if (j < this.colCount - 1) {
if (this.arrs[i][j + 1] == 9)
this.arrs[i][j]++;
}
if (i < this.rowCount - 1 && j > 0) {
if (this.arrs[i + 1][j - 1] == 9)
this.arrs[i][j]++;
}
if (i < this.rowCount - 1) {
if (this.arrs[i + 1][j] == 9)
this.arrs[i][j]++;
}
if (i < this.rowCount - 1 && j < this.colCount - 1) {
if (this.arrs[i + 1][j + 1] == 9)
this.arrs[i][j]++;
}
}
}
},
//给每个格子绑定点击事件(左键和右键)
bindCells: function () {
var self = this;
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
(function (row, col) {
self.$("m" + i + "" + j).onmousedown = function (e) {
e = e || window.event;
var mouseNum = e.button;
var className = this.className;
if (mouseNum == 2) {
if (className == "flag") {
this.className = "";
self.markLandMineCount--;
} else {
this.className = "flag";
self.markLandMineCount++;
}
if (self.landMineCallBack) {
self.landMineCallBack(self.landMineCount - self.markLandMineCount);
}
} else if (className != "flag") {
self.openBlock.call(self, this, row, col);
}
};
})(i,j);
}
}
},
//展开无雷区域
showNoLandMine: function (x, y) {
for (var i = x - 1; i < x + 2; i++)
for (var j = y - 1; j < y + 2; j++) {
if (!(i == x && j == y)) {
var ele = this.$("m" + i + "" + j);
if (ele && ele.className == "") {
this.openBlock.call(this, ele, i, j);
}
}
}
},
//显示
openBlock: function (obj, x, y) {
if (this.arrs[x][y] != 9) {
this.currentSetpCount++;
if (this.arrs[x][y] != 0) {
obj.innerHTML = this.arrs[x][y];
}
obj.style.backgroundColor = "green";
obj.className = "normal";
if (this.currentSetpCount + this.landMineCount == this.rowCount * this.colCount) {
this.success();
}
if (this.arrs[x][y] == 0) {
this.showNoLandMine.call(this, x, y);
}
} else {
this.failed();
}
},
//显示地雷
showLandMine: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
if (this.arrs[i][j] == 9) {
this.$("m" + i.toString() + j).className = "landMine";
}
}
}
},
//显示所有格子信息
showAll: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
if (this.arrs[i][j] == 9) {
this.$("m" + i.toString() + j).className = "landMine";
} else {
if (this.arrs[i][j] != 0)
this.$("m" + i.toString() + j).innerHTML = this.arrs[i][j];
}
}
}
},
//清除显示的格子信息
hideAll: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
var tdCell = this.$("m" + i.toString() + j);
tdCell.className = "";
tdCell.innerHTML = "";
}
}
},
//删除格子绑定的事件
disableAll: function () {
for (var i = 0; i < this.rowCount; i++) {
for (var j = 0; j < this.colCount; j++) {
var tdCell = this.$("m" + i.toString() + j);
tdCell.onmousedown = null;
}
}
},
//游戏开始
begin: function () {
this.currentSetpCount = 0;//开始的步数清零
this.markLandMineCount = 0;
this.beginTime = new Date();//游戏开始时间
this.hideAll();
this.bindCells();
},
//游戏结束
end: function () {
this.endTime = new Date();//游戏结束时间
if (this.endCallBack) {//如果有回调函数则调用
this.endCallBack();
}
},
//游戏成功
success: function () {
this.end();
this.showAll();
this.disableAll();
alert("Congratulation!");
},
//游戏失败
failed: function () {
this.end();
this.showAll();
this.disableAll();
alert("GAME OVER!");
},
//通数值找到行数和列数
getRowCol: function (val) {
return {
row: parseInt(val / this.colCount),
col: val % this.colCount
};
},
//获取一个随机数
selectFrom: function (iFirstValue, iLastValue) {
var iChoices = iLastValue - iFirstValue + 1;
return Math.floor(Math.random() * iChoices + iFirstValue);
},
eventFire: function (el, etype) {
if (el.fireEvent) {
(el.fireEvent('on' + etype));
} else {
var evObj = document.createEvent('Events');
evObj.initEvent(etype, false, false);
el.dispatchEvent(evObj);
}
},
//入口函数
play: function () {
this.init();
this.landMine();
this.calculateNoLandMineCount();
}
};

window.FLM = FLM;
})();
window.onload = function () {
var flm = FLM("landmine", 10, 10),
doc = document,
landMineCountElement = doc.getElementById("landMineCount"),
timeShow = doc.getElementById("costTime"),
showLandMineButton = doc.getElementById("showLandMine"),
showAllButton = doc.getElementById("showAll"),
beginButton = doc.getElementById("begin"),
timeHandle = null;
flm.endCallBack = function () {
clearInterval(timeHandle);
};
flm.landMineCallBack = function (count) {
landMineCountElement.innerHTML = count;
};

//为“开始游戏”按钮绑定事件
beginButton.onclick = function () {
flm.play();//初始化

//显示地雷个数
landMineCountElement.innerHTML = flm.landMineCount;

//为“显示地址”按钮绑定事件
showLandMineButton.onclick = function () {
if (confirm("显示地雷游戏将结束?")) {
flm.failed();
flm.showLandMine();
}
};

//为“显示全部”按钮绑定事件
showAllButton.onclick = function () {
if (confirm("显示全部游戏将结束?")) {
flm.failed();
flm.showAll();
}
};

//开始
flm.begin();

//更新花费时间
timeHandle = setInterval(function () {
timeShow.innerHTML = parseInt((new Date() - flm.beginTime) / 1000);
}, 1000);
};
}
// ]]>

Demo
剩余雷数:0
持续时间: 0 s

提示:

1、点击“开始游戏”游戏开始计时

2、游戏过程中点击“显示地雷”或“显示全部”游戏将会结束

  各位朋友们,果断地把你们的成绩截图晒出来吧!!!
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: