HTML5中国象棋网页小游戏源码分享,HTML5+js实现中国象棋网页小游戏。人工智能网页象棋小游戏。游戏背景为木板,页面默认显示较小,可通过换肤变大棋盘。象棋游戏包括新手、中级、大师水平,可以悔棋,同时显示AI搜索结果,提示最佳走法。进入游戏后请选择你要对战的水平。游戏演示http://www.bokequ.com/show/youxi/4/
1、html页面代码
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=gb2312" /> <title>HTML5实现中国象棋网页小游戏 - bokequ.com</title> <link href="css/zzsc.css" type="text/css" rel="stylesheet" /> </head> <body> <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> <div> <div class="bn_box" id="bnBox"> <input type="button" name="offensivePlay" id="tyroPlay" value="新手水平" /> <input type="button" name="offensivePlay" id="superPlay" value="中级水平" /> <input type="button" name="button" id="" value="大师水平" disabled /> <!-- <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" value="悔棋" /> <input type="button" name="billBn" id="billBn" value="棋谱" class="bn_box" /> <input type="button" name="stypeBn" id="stypeBn" value="换肤" /> </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> <script src="js/common.js"></script> <script src="js/play.js"></script> <script src="js/AI.js"></script> <script src="js/bill.js"></script> <script src="js/gambit.js"></script> <div style="text-align:center;clear:both"> <p>适用浏览器:360、FireFox、Chrome、Safari、Opera、傲游、搜狗、世界之窗. 不支持IE8及以下浏览器</p> </div> </body> </html>
2、部分js代码
/*! qq一叶孤舟 */ var AI = AI||{}; AI.historyTable = {}; //历史表 //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; } } //迭代加深搜索着法 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着法 AI.getMoves = function (map, my, txtMap){ var highMores = []; //优先级高的着法 var manArr = AI.getMapAllMan (map, my); var moves = []; var history=AI.historyTable[txtMap]; 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++){ if (history){ highMores.push([man.x,man.y,val[n][0],val[n][1],man.key]) }else{ moves.push([man.x,man.y,val[n][0],val[n][1],man.key]) } } } return highMores.concat(moves); } */ //取得棋谱所有己方棋子的着法 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; } //评估棋局 取得棋盘双方棋子价值差 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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