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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
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  • 本文字数:4547 字

    阅读完需:约 15 分钟

开源一夏 | 使用 HTML、CSS 和 JS 制作一个中国象棋

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

发布于: 2022 年 08 月 09 日阅读数: 66
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开源一夏 | 使用 HTML、CSS 和 JS 制作一个中国象棋_开源_海拥(haiyong.site)_InfoQ写作社区