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play.js
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play.js
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/*! 一叶孤舟 | qq:28701884 | 欢迎指教 */
var play = play||{};
play.init = function (depth, map){
var map = map || com.initMap;
var depth = depth || 3
play.my = 1; //玩家方
play.nowMap = map;
play.map = com.arr2Clone ( map ); //初始化棋盘
play.nowManKey = false; //现在要操作的棋子
play.pace = []; //记录每一步
play.isPlay = true ; //是否能走棋
play.bylaw = com.bylaw;
play.show = com.show;
play.showPane = com.showPane;
play.isOffensive = true; //是否先手
play.depth = depth; //搜索深度
play.isFoul = false; //是否犯规长将
com.pane.isShow = false; //隐藏方块
//清除所有旗子
play.mans = com.mans = {};
//这么搞有点2,以后说不定出啥问题,先放着记着以后改
com.childList.length = 3
/*
l(com.childList)
for (var i=0; i<com.childList.length ; i++){
var o = com.childList[i];
if (o.pater) com.childList.splice(i, 1)
}
l(com.childList)
*/
com.createMans( map ) //生成棋子
com.bg.show();
//初始化棋子
for (var i=0; i<play.map.length; i++){
for (var n=0; n<play.map[i].length; n++){
var key = play.map[i][n];
if (key){
com.mans[key].x=n;
com.mans[key].y=i;
com.mans[key].isShow = true;
}
}
}
play.show();
//绑定点击事件
com.canvas.addEventListener("click",play.clickCanvas)
//clearInterval(play.timer);
//com.get("autoPlay").addEventListener("click", function(e) {
//clearInterval(play.timer);
//play.timer = setInterval("play.AIPlay()",1000);
// play.AIPlay()
//})
/*
com.get("offensivePlay").addEventListener("click", function(e) {
play.isOffensive=true;
play.isPlay=true ;
com.get("chessRight").style.display = "none";
play.init();
})
com.get("defensivePlay").addEventListener("click", function(e) {
play.isOffensive=false;
play.isPlay=true ;
com.get("chessRight").style.display = "none";
play.init();
})
*/
/*
var initTime = new Date().getTime();
for (var i=0; i<=100000; i++){
var h=""
var h=play.map.join();
//for (var n in play.mans){
// if (play.mans[n].show) h+=play.mans[n].key+play.mans[n].x+play.mans[n].y
//}
}
var nowTime= new Date().getTime();
z([h,nowTime-initTime])
*/
}
//悔棋
play.regret = function (){
var map = com.arr2Clone(com.initMap);
//初始化所有棋子
for (var i=0; i<map.length; i++){
for (var n=0; n<map[i].length; n++){
var key = map[i][n];
if (key){
com.mans[key].x=n;
com.mans[key].y=i;
com.mans[key].isShow = true;
}
}
}
var pace= play.pace;
pace.pop();
pace.pop();
for (var i=0; i<pace.length; i++){
var p= pace[i].split("")
var x = parseInt(p[0], 10);
var y = parseInt(p[1], 10);
var newX = parseInt(p[2], 10);
var newY = parseInt(p[3], 10);
var key=map[y][x];
//try{
var cMan=map[newY][newX];
if (cMan) com.mans[map[newY][newX]].isShow = false;
com.mans[key].x = newX;
com.mans[key].y = newY;
map[newY][newX] = key;
delete map[y][x];
if (i==pace.length-1){
com.showPane(newX ,newY,x,y)
}
//} catch (e){
// com.show()
// z([key,p,pace,map])
// }
}
play.map = map;
play.my=1;
play.isPlay=true;
com.show();
}
//点击棋盘事件
play.clickCanvas = function (e){
if (!play.isPlay) return false;
var key = play.getClickMan(e);
var point = play.getClickPoint(e);
var x = point.x;
var y = point.y;
if (key){
play.clickMan(key,x,y);
}else {
play.clickPoint(x,y);
}
play.isFoul = play.checkFoul();//检测是不是长将
}
//点击棋子,两种情况,选中或者吃子
play.clickMan = function (key,x,y){
var man = com.mans[key];
//吃子
if (play.nowManKey&&play.nowManKey != key && man.my != com.mans[play.nowManKey ].my){
//man为被吃掉的棋子
if (play.indexOfPs(com.mans[play.nowManKey].ps,[x,y])){
man.isShow = false;
var pace=com.mans[play.nowManKey].x+""+com.mans[play.nowManKey].y
//z(bill.createMove(play.map,man.x,man.y,x,y))
delete play.map[com.mans[play.nowManKey].y][com.mans[play.nowManKey].x];
play.map[y][x] = play.nowManKey;
com.showPane(com.mans[play.nowManKey].x ,com.mans[play.nowManKey].y,x,y)
com.mans[play.nowManKey].x = x;
com.mans[play.nowManKey].y = y;
com.mans[play.nowManKey].alpha = 1
play.pace.push(pace+x+y);
play.nowManKey = false;
com.pane.isShow = false;
com.dot.dots = [];
com.show()
com.get("clickAudio").play();
setTimeout(play.AIPlay,500);
if (key == "j0") play.showWin (-1);
if (key == "J0") play.showWin (1);
}
// 选中棋子
}else{
if (man.my===1){
if (com.mans[play.nowManKey]) com.mans[play.nowManKey].alpha = 1 ;
man.alpha = 0.8;
com.pane.isShow = false;
play.nowManKey = key;
com.mans[key].ps = com.mans[key].bl(); //获得所有能着点
com.dot.dots = com.mans[key].ps
com.show();
//com.get("selectAudio").start(0);
com.get("selectAudio").play();
}
}
}
//点击着点
play.clickPoint = function (x,y){
var key=play.nowManKey;
var man=com.mans[key];
if (play.nowManKey){
if (play.indexOfPs(com.mans[key].ps,[x,y])){
var pace=man.x+""+man.y
//z(bill.createMove(play.map,man.x,man.y,x,y))
delete play.map[man.y][man.x];
play.map[y][x] = key;
com.showPane(man.x ,man.y,x,y)
man.x = x;
man.y = y;
man.alpha = 1;
play.pace.push(pace+x+y);
play.nowManKey = false;
com.dot.dots = [];
com.show();
com.get("clickAudio").play();
setTimeout(play.AIPlay,500);
}else{
//alert("不能这么走哦!")
}
}
}
//Ai自动走棋
play.AIPlay = function (){
//return
play.my = -1 ;
var pace=AI.init(play.pace.join(""))
if (!pace) {
play.showWin (1);
return ;
}
play.pace.push(pace.join(""));
var key=play.map[pace[1]][pace[0]]
play.nowManKey = key;
var key=play.map[pace[3]][pace[2]];
if (key){
play.AIclickMan(key,pace[2],pace[3]);
}else {
play.AIclickPoint(pace[2],pace[3]);
}
com.get("clickAudio").play();
}
//检查是否长将
play.checkFoul = function(){
var p=play.pace;
var len=parseInt(p.length,10);
if (len>11&&p[len-1] == p[len-5] &&p[len-5] == p[len-9]){
return p[len-4].split("");
}
return false;
}
play.AIclickMan = function (key,x,y){
var man = com.mans[key];
//吃子
man.isShow = false;
delete play.map[com.mans[play.nowManKey].y][com.mans[play.nowManKey].x];
play.map[y][x] = play.nowManKey;
play.showPane(com.mans[play.nowManKey].x ,com.mans[play.nowManKey].y,x,y)
com.mans[play.nowManKey].x = x;
com.mans[play.nowManKey].y = y;
play.nowManKey = false;
com.show()
if (key == "j0") play.showWin (-1);
if (key == "J0") play.showWin (1);
}
play.AIclickPoint = function (x,y){
var key=play.nowManKey;
var man=com.mans[key];
if (play.nowManKey){
delete play.map[com.mans[play.nowManKey].y][com.mans[play.nowManKey].x];
play.map[y][x] = key;
com.showPane(man.x,man.y,x,y)
man.x = x;
man.y = y;
play.nowManKey = false;
}
com.show();
}
play.indexOfPs = function (ps,xy){
for (var i=0; i<ps.length; i++){
if (ps[i][0]==xy[0]&&ps[i][1]==xy[1]) return true;
}
return false;
}
//获得点击的着点
play.getClickPoint = function (e){
var domXY = com.getDomXY(com.canvas);
var x=Math.round((e.pageX-domXY.x-com.pointStartX-20)/com.spaceX)
var y=Math.round((e.pageY-domXY.y-com.pointStartY-20)/com.spaceY)
return {"x":x,"y":y}
}
//获得棋子
play.getClickMan = function (e){
var clickXY=play.getClickPoint(e);
var x=clickXY.x;
var y=clickXY.y;
if (x < 0 || x>8 || y < 0 || y > 9) return false;
return (play.map[y][x] && play.map[y][x]!="0") ? play.map[y][x] : false;
}
play.showWin = function (my){
play.isPlay = false;
if (my===1){
alert("恭喜你,你赢了!");
}else{
alert("很遗憾,你输了!");
}
}