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开源一夏 | 使用 HTML、CSS 和 JS 制作一个中国象棋
- 2022 年 8 月 09 日 安徽
本文字数:4547 字
阅读完需:约 15 分钟
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
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🧡 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>
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💛 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
}
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💙 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;
}
}
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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;
}
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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;
}
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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;
}
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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};
}
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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}
}
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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;
}
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📑 完整源码下载⬇
完整源码已开源放至 GitHub(给个 star ❤️ 吧):https://github.com/wanghao221/moyu
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发布于: 2022 年 08 月 09 日阅读数: 66
版权声明: 本文为 InfoQ 作者【海拥(haiyong.site)】的原创文章。
原文链接:【http://xie.infoq.cn/article/ec3fe5102ee629438fddc316e】。
本文遵守【CC-BY 4.0】协议,转载请保留原文出处及本版权声明。
公众号:海拥 2021.11.29 加入
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