使用 HTML、CSS 和 JS 制作一个中国象棋

默认3年前 (2022)发布 haiyong
1 0 0

给大家安利一个免费且实用的前端刷题(面经大全)网站,👉点击跳转到网站

在线演示地址:https://haiyong.site/moyu/xiangqi/

源码可在文末免费获取

✨ 项目基本结构

目录结构如下:

├── js
│   ├── AI.js
│   ├── bill.js
│   ├── common.js
│   ├── gambit.all.js
│   ├── gambit.js
│   ├── play.js
│   └── store.js
├── img
│   ├── stype_1
│   └── stype_2
├── css
│   └── zzsc.css
└── index.html
在这里插入图片描述

🧡 HTML 代码

HTML 主要代码:

<div class="box" id="box">
    <div class="chess_left">
        <canvas id="chess">对不起,您的浏览器不支持HTML5,请升级浏览器至IE9、firefox或者谷歌浏览器!</canvas>
        <audio src="audio/click.wav" id="clickAudio" preload="auto"></audio>
        <!--<audio src="audio/check.wav" id="checkAudio" preload="auto"></audio>-->
        <audio src="audio/select.wav" id="selectAudio" preload="auto"></audio>
        <link rel="stylesheet" type="text/css" href="https://www.bootcss.com/p/buttons/css/buttons.css">
        <div>
            <div class="bn_box" id="bnBox">
                <input type="button" name="offensivePlay" id="tyroPlay" class="button button-caution button-pill button-jumbo" value="新手水平" />
                <input type="button" name="offensivePlay" id="superPlay" class="button button-caution button-pill button-jumbo" value="中级水平" />
                <input type="button" name="button" id="" value="大师水平" class="button button-caution button-pill button-jumbo" disabled /><br>
                <!--
            <input type="button" name="offensivePlay" id="offensivePlay" value="先手开始" />
            <input type="button" name="defensivePlay" id="defensivePlay" value="后手开始" />
            -->
                <input type="button" name="regret" id="regretBn" class="button button-raised button-pill button-inverse" value="悔棋" />
                <input type="button" name="billBn" id="billBn" value="重新开始" class="button button-glow button-rounded button-royal" class="bn_box" />
                <input type="button" name="stypeBn" id="stypeBn" class="button button-raised button-primary button-pill" value="放大棋局" />
            </div>
        </div>
    </div>
    <div class="chess_right" id="chessRight">
        <select name="billList" id="billList">
        </select>
        <ol id="billBox" class="bill_box">
        </ol>
    </div>
    <div id="moveInfo" class="move_info"> </div>
</div>

💛 CSS 代码

CSS主要代码:

@charset "gb2312";
body {
    font-size: 12px;
    line-height: 150%;
}
.box {
    margin:0 auto;
    width:460px;
    position: relative;
}
.chess_left {
    float:left;
    text-align:center
}
.chess_right {
    float:left;
    display:none
}
.move_info {
    float:left;
    margin-top:20px
}
.bill_box {
    height: 320px;
    width: 80px;
    overflow:auto;
}
.bill_box li {
    cursor:pointer;
    text-align:left
}
.bill_box li:hover {
    cursor:pointer;
    background: #C6A577;
}
.bill_box li:active {
    cursor:pointer;
    background: #fff;
}
#billList {
    margin-top:20px
}
.bn_box {
    display:none
}

💙 JS 代码

JS代码较多这里只展示部分JS代码,完整源码可在文末获取

人工智能初始化

AI.init = function(pace){
    var bill = AI.historyBill || com.gambit; //开局库
    if (bill.length){
        var len=pace.length;
        var arr=[];
        //先搜索棋谱
        for (var i=0;i< bill.length;i++){
            if (bill[i].slice(0,len)==pace) {
            arr.push(bill[i]);
            }
        }
        if (arr.length){
            var inx=Math.floor( Math.random() * arr.length );
            AI.historyBill = arr ;
            return arr[inx].slice(len,len+4).split("");
        }else{
            AI.historyBill = [] ;
        }

    }
     //如果棋谱里面没有,人工智能开始运作
    var initTime = new Date().getTime();
    AI.treeDepth=play.depth;
    //AI.treeDepth=4;

    AI.number=0;
    AI.setHistoryTable.lenght = 0

    var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
    //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)
    if (!val||val.value==-8888) {
        AI.treeDepth=2;
        val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
    }
    //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);
    if (val&&val.value!=-8888) {
        var man = play.mans[val.key];
        var nowTime= new Date().getTime();
        com.get("moveInfo").innerHTML='<h3>AI搜索结果:</h3>最佳着法:'+
                                        com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+
                                        '<br />搜索深度:'+AI.treeDepth+'<br />搜索分支:'+
                                        AI.number+'个 <br />最佳着法评估:'+
                                        val.value+'分'+
                                        ' <br />搜索用时:'+
                                        (nowTime-initTime)+'毫秒'
        return [man.x,man.y,val.x,val.y]
    }else {
        return false;
    }
}

迭代加深搜索算法

AI.iterativeSearch = function (map, my){
    var timeOut=100;
    var initDepth = 1;
    var maxDepth = 8;
    AI.treeDepth=0;
    var initTime = new Date().getTime();
    var val = {};
    for (var i=initDepth; i<=maxDepth; i++){
        var nowTime= new Date().getTime();
        AI.treeDepth=i;
        AI.aotuDepth=i;
        var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)
        if (nowTime-initTime > timeOut){
            return val;
        }
    }
    return false;
}

取得棋盘上所有棋子

AI.getMapAllMan = function (map, my){
    var mans=[];
    for (var i=0; i<map.length; i++){
        for (var n=0; n<map[i].length; n++){
            var key = map[i][n];
            if (key && play.mans[key].my == my){
                play.mans[key].x = n;
                play.mans[key].y = i;
                mans.push(play.mans[key])
            }
        }
    }
    return mans;
}

取得棋谱所有己方棋子的算法

AI.getMoves = function (map, my){
    var manArr = AI.getMapAllMan (map, my);
    var moves = [];
    var foul=play.isFoul;
    for (var i=0; i<manArr.length; i++){
        var man = manArr[i];
        var val=man.bl(map);

        for (var n=0; n<val.length; n++){
            var x=man.x;
            var y=man.y;
            var newX=val[n][0];
            var newY=val[n][1];
             //如果不是长将着法
            if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){
                moves.push([x,y,newX,newY,man.key])
            }
        }
    }
    return moves;
}

A:当前棋手value/B:对手value/depth:层级

AI.getAlphaBeta = function (A, B, depth, map ,my) {
    //var txtMap= map.join();
    //var history=AI.historyTable[txtMap];
    //  if (history && history.depth >= AI.treeDepth-depth+1){
    //      return  history.value*my;
    //}
    if (depth == 0) {
        return {"value":AI.evaluate(map , my)}; //局面评价函数;
    }
    var moves = AI.getMoves(map , my ); //生成全部走法;
    //这里排序以后会增加效率

    for (var i=0; i < moves.length; i++) {


    //走这个走法;
        var move= moves[i];
        var key = move[4];
        var oldX= move[0];
        var oldY= move[1];
        var newX= move[2];
        var newY= move[3];
        var clearKey = map[ newY ][ newX ]||"";

        map[ newY ][ newX ] = key;
        delete map[ oldY ][ oldX ];
        play.mans[key].x = newX;
        play.mans[key].y = newY;

      if (clearKey=="j0"||clearKey=="J0") {//被吃老将,撤消这个走法;
            play.mans[key]  .x = oldX;
            play.mans[key]  .y = oldY;
            map[ oldY ][ oldX ] = key;
            delete map[ newY ][ newX ];
            if (clearKey){
                 map[ newY ][ newX ] = clearKey;
                // play.mans[ clearKey ].isShow = false;
            }

            return {"key":key,"x":newX,"y":newY,"value":8888};
            //return rootKey;
      }else {
        var val = -AI.getAlphaBeta(-B, -A, depth - 1, map , -my).value;
            //val = val || val.value;

        //撤消这个走法; 
            play.mans[key]  .x = oldX;
            play.mans[key]  .y = oldY;
            map[ oldY ][ oldX ] = key;
            delete map[ newY ][ newX ];
            if (clearKey){
                 map[ newY ][ newX ] = clearKey;
                 //play.mans[ clearKey ].isShow = true;
            }
        if (val >= B) {
                //将这个走法记录到历史表中;
                //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my);
                return {"key":key,"x":newX,"y":newY,"value":B};
            }
            if (val > A) {
            A = val; //设置最佳走法;
                if (AI.treeDepth == depth) var rootKey={"key":key,"x":newX,"y":newY,"value":A};
            }
        }
    }
    //将这个走法记录到历史表中;
    //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my);
    if (AI.treeDepth == depth) {//已经递归回根了
        if (!rootKey){
            //AI没有最佳走法,说明AI被将死了,返回false
            return false;
        }else{
            //这个就是最佳走法;
            return rootKey;
        }
    }
 return {"key":key,"x":newX,"y":newY,"value":A};
}

奖着法记录到历史表

AI.setHistoryTable = function (txtMap,depth,value,my){
    AI.setHistoryTable.lenght ++;
    AI.historyTable[txtMap] = {depth:depth,value:value}
}

评估棋局 取得棋盘双方棋子价值差

AI.evaluate = function (map,my){
    var val=0;
    for (var i=0; i<map.length; i++){
        for (var n=0; n<map[i].length; n++){
            var key = map[i][n];
            if (key){
                val += play.mans[key].value[i][n] * play.mans[key].my;
            }
        }
    }
    //val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
    //com.show()
    //z(val*my)
    AI.number++;
    return val*my;
}
AI.evaluate1 = function (map,my){
    var val=0;
    for (var i in play.mans){
        var man=play.mans[i];
        if (man.isShow){
            val += man.value[man.y][man.x] * man.my;
        }
    }
    //val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
    //com.show()
    //z(val*my)
    AI.number++;
    return val*my;
}

🥇 如何让学习不再盲目

学习技巧篇

1. 编程小白
很多刚入门编程的小白学习了基础语法,却不知道语法的用途,不知道如何加深映像,不知道如何提升自己,这个时候每天刷自主刷一些题就非常重要(百炼成神),可以去牛客网上的编程初学者入门训练。该专题为编程入门级别,适合刚学完语法的小白练习,题目涉及编程基础语法,基本结构等,每道题带有练习模式和考试模式,可还原考试模式进行模拟,也可通过练习模式进行练习。
链接地址:牛客网 | 编程初学者入门训练
在这里插入图片描述
2. 编程进阶
当基础练习完已经逐步掌握了各知识要点后,这个时候去专项练习中学习数据结构、算法基础、计算机基础等。先从简单的入手,感觉上来了再做中等难度,以及较难的题目。这三样是面试中必考的知识点,我们只有坚持每日自己去多加练习,拒绝平躺持续刷题,不断提升自己才能冲击令人满意的公司。
链接地址:牛客网 | 专项练习
在这里插入图片描述

📑 完整源码下载⬇

一共三种下载方式,推荐后两种(免费)

1.CSDN资源下载:https://download.csdn.net/download/qq_44273429/86249236
2.GitHub 地址(给个star ❤️ 吧):https://github.com/wanghao221/moyu
3.添加作者VX(wh18363)备注:中国象棋

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