vue-手撸五子棋

<template>
  <div>
    <div>
      <input v-model="wh" name="wh" type="number" />
      <button @click="reset">重置</button>
    </div>

    <canvas
      id="checkerboard"
      :width="wh"
      :height="wh"
      @click="handlerClick"
    ></canvas>
  </div>
</template>

<script>
export default {
  data() {
    return {
      wh: 999,//宽高
      interval: 0,//间隔
      init_X_Y: 10,//初始点
      r: 12,//半径
      points: [],//所有点位
      exist_point: [],//存在点位(弃用)
      operate: "user", //用户或者电脑 computer
      direction: [ //方位
        "up",
        "down",
        "left",
        "right",
        "left_up",
        "right_down",
        "left_down",
        "right_up",
      ],
      state: 0, //0初始1用户赢2电脑赢
    };
  },
  methods: {
    handlerClick(e) { //用户点击棋盘
      if (this.state != 0) return;
      if (this.operate == "computer") return;

      for (let item of this.points) {
        if (
          Math.abs(e.offsetX - item.x) < this.r &&
          Math.abs(e.offsetY - item.y) < this.r &&
          !item.exist
        ) {
          let canvas = document.getElementById("checkerboard");
          let g2 = canvas.getContext("2d");
          g2.beginPath();
          g2.fillStyle = "white"; //
          g2.arc(item.x, item.y, this.r, 0, 2 * Math.PI);
          g2.fill();
          this.operate = "computer";
          item.exist = true;
          item.operate = "user";
          this.win(item, "user");
          if (this.state == 0) this.computerMspaint();
        }
      }
    },
    //电脑下
    computerClick() {
      this.exist_point; //已经存在的棋子
      this.points; //棋盘点位
    },
    //绘制棋盘
    mspaint() {
      let interval = this.interval; //间隔
      let init_X_Y = this.init_X_Y; //初始xy
      let r = this.r; //半径
      let canvas = document.getElementById("checkerboard");
      let g2 = canvas.getContext("2d");

      for (let i = 0; i < 16; i++) {
        let line_X_Y = init_X_Y + i * interval; //线条XY
        //竖线
        g2.beginPath();
        g2.strokeStyle = "black";
        g2.lineWidth = 2;
        g2.moveTo(line_X_Y, 10);
        g2.lineTo(line_X_Y, this.wh - 10);
        g2.closePath();
        g2.stroke();
        //横线
        g2.beginPath();
        g2.strokeStyle = "black";
        g2.lineWidth = 2;
        g2.moveTo(10, line_X_Y);
        g2.lineTo(this.wh - 10, line_X_Y);
        g2.closePath();
        g2.stroke();
      }
    },
    //获取所有点位
    getAllPoint() {
      this.points = [];
      for (let i = 0; i < 16; i++) {
        //遍历X轴
        let x = i * this.interval + this.init_X_Y;
        for (let j = 0; j < 16; j++) {
          //遍历Y轴
          let y = j * this.interval + this.init_X_Y;
          this.points.push({ x, y, exist: false });
        }
      }
    },
    //计算点位权重
    checkPoint() {
      //检查点位权重
      let maxWeight = 0; // 连续三个+50分 连续四个+99 低于三个各方位每个加1
      let final = {};
      let lr, ud, lu_rd, ld_ru;
      for (let item of this.pointDiff) {
        let weight = 0;
        let userWeight = this.direction.map((e) => {
          let arr = this.bearingFor(item, e, "user");
          let decrement = 0;
          if (arr >= 2) {
            let arrLeft = this.bearingFor(arr[0], e, "computer").length > 0;
            let arrRight = this.bearingFor(arr[arr.length - 1], e, "user").length;
            if (arrLeft > 0) decrement += 20;
            if (arrRight > 0) decrement += 20;
          }
          return this.getCount(arr.length, decrement);
        });
        ud = userWeight[0] + userWeight[1];
        lr = userWeight[2] + userWeight[3];
        lu_rd = userWeight[4] + userWeight[5];
        ld_ru = userWeight[6] + userWeight[7];

        if (ud > maxWeight) {
          maxWeight = ud;
          final = item;
        } else if (lr > maxWeight) {
          maxWeight = lr;
          final = item;
        } else if (lu_rd > maxWeight) {
          maxWeight = lu_rd;
          final = item;
        } else if (ld_ru > maxWeight) {
          maxWeight = ld_ru;
          final = item;
        }
      }

      for (let item of this.pointDiff) {
        let weight = 0;
        let userWeight = this.direction.map((e) => {
          let arr = this.bearingFor(item, e, "computer");
          let decrement = 0;
          if (arr >= 2) {
            let arrLeft = this.bearingFor(arr[0], e, "user").length > 0;
            let arrRight = this.bearingFor(arr[arr.length - 1], e, "user").length;
            if (arrLeft > 0) decrement += 20;
            if (arrRight > 0) decrement += 20;
          }
          return this.getCount(arr.length, decrement);
        });
        ud = userWeight[0] + userWeight[1];
        lr = userWeight[2] + userWeight[3];
        lu_rd = userWeight[4] + userWeight[5];
        ld_ru = userWeight[6] + userWeight[7];
        if (ud >= maxWeight) {
          maxWeight = ud;
          final = item;
        } else if (lr >= maxWeight) {
          maxWeight = lr;
          final = item;
        } else if (lu_rd >= maxWeight) {
          maxWeight = lu_rd;
          final = item;
        } else if (ld_ru >= maxWeight) {
          maxWeight = ld_ru;
          final = item;
        }
      }
      return final;
    },
    //电脑绘制棋子
    computerMspaint() {
      let final = this.checkPoint();
      let canvas = document.getElementById("checkerboard");
      let g2 = canvas.getContext("2d");
      g2.beginPath();
      g2.fillStyle = "black"; //
      g2.arc(final.x, final.y, this.r, 0, 2 * Math.PI);
      g2.fill();
      this.points.forEach((e) => {
        if (e.x == final.x && e.y == final.y) {
          e.exist = true;
          e.operate = "computer";
        }
      });
      this.operate = "user";
      this.win(final, "computer");
    },

    /**用户附近可下点位**/
    userNearbyPoint() {
      let userPoint = this.points.filter((e) => {
        return e.operate == "user";
      });
      let arr = [];
      for (let item of userPoint) {
        let right = this.points.find((e) => {
          return (
            e.x == item.x + this.interval && e.y == item.y && e.exist == false
          );
        });
        if (right) arr.push(right);

        let right_up = this.points.find((e) => {
          return (
            e.x == item.x + this.interval &&
            e.y == item.y - this.interval &&
            !e.exist
          );
        });
        if (right_up) arr.push(right_up);

        let right_down = this.points.find((e) => {
          return (
            e.x == item.x + this.interval &&
            e.y == item.y + this.interval &&
            !e.exist
          );
        });
        if (right_down) arr.push(right_down);

        let left = this.points.find((e) => {
          return e.x == item.x - this.interval && e.y == item.y && !e.exist;
        });
        if (left) arr.push(left);

        let left_up = this.points.find((e) => {
          return (
            e.x == item.x - this.interval &&
            e.y == item.y - this.interval &&
            !e.exist
          );
        });
        if (left_up) arr.push(left_up);

        let left_down = this.points.find((e) => {
          return (
            e.x == item.x - this.interval &&
            e.y == item.y + this.interval &&
            !e.exist
          );
        });
        if (left_down) arr.push(left_down);

        let up = this.points.find((e) => {
          return e.x == item.x && e.y == item.y - this.interval && !e.exist;
        });
        if (up) arr.push(up);

        let down = this.points.find((e) => {
          return e.x == item.x && e.y == item.y + this.interval && !e.exist;
        });
        if (down) arr.push(down);
      }
      return arr;
    },
    //地柜八个方向棋子
    bearingFor(item, direction, operate) {
      //寻找八个方位棋子
      let obj = [];
      let dirPoint = {};
      //方位寻找
      switch (direction) {
        case "up":
          dirPoint = this.points.find((e) => {
            return (
              e.x == item.x &&
              e.y == item.y - this.interval &&
              e.exist &&
              e.operate == operate
            );
          });
          if (dirPoint != null) {
            obj = [dirPoint, ...this.bearingFor(dirPoint, "up", operate)];
          }
          break;
        case "down":
          dirPoint = this.points.find((e) => {
            return (
              e.x == item.x &&
              e.y == item.y + this.interval &&
              e.exist &&
              e.operate == operate
            );
          });
          if (dirPoint != null) {
            obj = [dirPoint, ...this.bearingFor(dirPoint, "down", operate)];
          }
          break;
        case "left":
          dirPoint = this.points.find((e) => {
            return (
              e.x == item.x - this.interval &&
              e.y == item.y &&
              e.exist &&
              e.operate == operate
            );
          });
          if (dirPoint != null) {
            obj = [dirPoint, ...this.bearingFor(dirPoint, "left", operate)];
          }
          break;
        case "right":
          dirPoint = this.points.find((e) => {
            return (
              e.x == item.x + this.interval &&
              e.y == item.y &&
              e.exist &&
              e.operate == operate
            );
          });
          if (dirPoint != null) {
            obj = [dirPoint, ...this.bearingFor(dirPoint, "right", operate)];
          }
          break;
        case "right_up":
          dirPoint = this.points.find((e) => {
            return (
              e.x == item.x + this.interval &&
              e.y == item.y - this.interval &&
              e.exist &&
              e.operate == operate
            );
          });
          if (dirPoint != null) {
            obj = [dirPoint, ...this.bearingFor(dirPoint, "right_up", operate)];
          }
          break;
        case "right_down":
          dirPoint = this.points.find((e) => {
            return (
              e.x == item.x + this.interval &&
              e.y == item.y + this.interval &&
              e.exist &&
              e.operate == operate
            );
          });
          if (dirPoint != null) {
            obj = [
              dirPoint,
              ...this.bearingFor(dirPoint, "right_down", operate),
            ];
          }
          break;
        case "left_up":
          dirPoint = this.points.find((e) => {
            return (
              e.x == item.x - this.interval &&
              e.y == item.y - this.interval &&
              e.exist &&
              e.operate == operate
            );
          });
          if (dirPoint != null) {
            obj = [dirPoint, ...this.bearingFor(dirPoint, "left_up", operate)];
          }
          break;
        case "left_down":
          dirPoint = this.points.find((e) => {
            return (
              e.x == item.x - this.interval &&
              e.y == item.y + this.interval &&
              e.exist &&
              e.operate == operate
            );
          });
          if (dirPoint != null) {
            obj = [
              dirPoint,
              ...this.bearingFor(dirPoint, "left_down", operate),
            ];
          }
          break;
      }
      return obj;
    },
    //返回权重
    getCount(len, decrement = 0) {
      if (len == 3) return 50 - decrement;
      if (len == 4) return 70 - decrement;
      if (len >= 5) return 999 - decrement;
      return len;
    },
    //胜利判断
    win(item, flag) {
      let winArr = [];
      this.direction.forEach((e) => {
        let arr = this.bearingFor(item, e, flag);
        if (arr.length == 4) {
          if (flag == "user") this.state = 1;
          else this.state = 2;
          winArr = arr;
          let canvas = document.getElementById("checkerboard");
          let g2 = canvas.getContext("2d");

          g2.beginPath();
          g2.strokeStyle = "#fc011a";
          g2.lineCap = "round";
          g2.lineWidth = 8;
          g2.moveTo(item.x, item.y);
          g2.lineTo(arr[arr.length - 1].x, arr[arr.length - 1].y);
          g2.closePath();
          g2.stroke();
        }
      });
    },
    //重置
    reset() {
      let canvas = document.getElementById("checkerboard");
      let g2 = canvas.getContext("2d");
      g2.clearRect(0, 0, this.wh, this.wh);
      this.mspaint();
      this.getAllPoint();
      this.state = 0;
    },
  },
  mounted() {
    this.mspaint();
    this.getAllPoint();
  },
  watch: {
    operate: {
      handler(newVal, oldVal) {
        if (newVal == "computer") {
          setTimeout(() => {}, 200);
        }
      },
      immediate: true,
    },
    state(newVal) {
      if (newVal != 0) newVal == 1 ? alert("用户胜利") : alert("电脑胜利");
    },
    wh: {
      handler(newVal) {
        this.interval = (newVal - this.init_X_Y*2) / 15;
        setTimeout(() => {
          this.reset();
        }, 100);
      },
      immediate: true,
    },
  },
  computed: {
    //未使用棋子位置
    pointDiff() {
      return this.points.filter((e) => !e.exist);
    },
    //用户点位
    userPoint() {
      return this.points.filter((e) => e.operate == "user");
    },
    computerPoint() {
      return this.points.filter((e) => e.operate == "computer");
    },
  },
};
</script>

<style>
#checkerboard {
  background-color: #e4caa6;
}
</style>

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