阳泉建设网站的公司,.net做网站实例 贴吧,营销型网站制作的目的是,wordpress 输出菜单Typescriptvitesass手把手实现五子棋游戏#xff08;放置类#xff09;
下面有图片和gif可能没加载出来 上面有图片和gif可能没加载出来
导言 最近练习Typescript#xff0c;觉得差不多了#xff0c;就用这个项目练练手#xff0c;使用Typescript纯面向对象编程。 开源…Typescriptvitesass手把手实现五子棋游戏放置类
下面有图片和gif可能没加载出来 上面有图片和gif可能没加载出来
导言 最近练习Typescript觉得差不多了就用这个项目练练手使用Typescript纯面向对象编程。 开源地址
试玩地址试玩地址 (zou-hong-run.github.io)
代码地址zou-hong-run/dobang: Typescriptvitesass拖拽放置五子棋 (github.com)
视频演示地址https://www.bilibili.com/video/BV1JX4y1L7XS/
功能介绍
用户将棋子放置在棋盘上首先将五颗棋子连成线的用户胜利 游戏功能 开始游戏用户开始交替放置棋子放置棋子后该棋子会被禁用直到对方下子方可解五子连成线胜利重新游戏 项目介绍
使用Typescriptvitesass构建项目
typescript:类型提示不要太爽。
vite:轻松编译打包项目减少配置时间
sass:简化css书写
项目搭建
使用vite初始化项目
这里使用vite作为脚手架搭建 因为可以很好的将Typescript和html等结合到一块 打包压缩更方便 支持热更新
你可以使用npmyarn或pnpm npm create vitelatestyarn create vitepnpm create vite这里我使用的pnpm pnpm create vite// 项目名√ Project name: ... gobang// 原生代码没有框架支持√ Select a framework: » Vanilla// 使用ts√ Select a variant: » TypeScriptcd gobang pnpm installpnpm run dev安装sass
方便书写scss-D装开发依赖 pnpm add sass -D项目目录结构 dist 最终打包文件 public 图片资源等 src 源码入口 css 样式 script ts代码放置 main.ts 代码主入口 index.html 网页文件 tsconfig.json ts配置文件 package.json 包管理文件
前端页面布局
index.html布局 游戏首页index.html #black_piece左边黑子#white_piece右边白子#container_center棋盘#restart 重新游戏 !doctype htmlhtml langzhheadmeta charsetUTF-8 /link relicon typeimage/svgxml href/vite.svg /meta nameviewport contentwidthdevice-width, initial-scale1.0 /titleTypescript五子棋/title/headbodydiv idcontainerdiv idcontainer_lefth1黑棋/h1button idblack_piece/button/divdiv idcontainer_centerdiv idtitle五子棋对决等待白棋落子/divdiv idgame/div/divdiv idcontainer_righth1白棋/h1button idwhite_piece/button/divdiv idrestart classnonebutton/button/div/divscript typemodule src./src/main.ts/script/body/htmlsass样式 src/css/style.scss 比原生css简直不要太舒服 use sass:math;* {padding: 0;margin: 0;box-sizing: border-box;}html,body {min-width: 660px;min-height: 660px;width: 100%;height: 100%;}$centerWidthAndHeight: 660px;$leftAndRightWidth: calc((100% - $centerWidthAndHeight)/2);// $centerWidth: 100% - $leftAndRightWidth * 2;// $pieceWidthAndHeight:math.div(100%,1);$pieceWidthAndHeight: 60px;.none{display: none !important;}#container {width: 100%;height: 100%;display: flex;text-align: center;user-select: none;h1 {user-select: none;}_left,_right {min-width: 100px;width: $leftAndRightWidth;height: 100%;display: flex;justify-content: center;align-items: center;background-color: #C6BA8A;}// 这里的样式共用#black_piece {width: $pieceWidthAndHeight;height: $pieceWidthAndHeight;background-image: url(../public/imgs/blackPiece.png);background-size: 100% 100%;border-radius: 50%;user-select: all;}#black_piece:hover {border: 2px double white;}#white_piece {width: $pieceWidthAndHeight;height: $pieceWidthAndHeight;background-image: url(../public/imgs/whitePiece.png);background-size: 100% 100%;border-radius: 50%;user-select: all;}#white_piece:hover {border: 2px double black;}_center {width: $centerWidthAndHeight;height: 100%;background-image: url(../public/imgs/background.png);background-repeat: no-repeat;background-size: cover;#title {background-color: #C6BA8A;// opacity: .9;height: calc(100% - $centerWidthAndHeight);}#game {// user-select: all;width: $centerWidthAndHeight;height: $centerWidthAndHeight;position: relative;display: flex;flex-wrap: wrap;}}#restart{width: 100%;height: 100%;position: absolute;display: flex;justify-content: center;align-items: center;background-color: rgba(133, 132, 132,0.5);button{width: 25%;height: 20%;background: url(../../public/imgs/restart.png);background-size: 100% 100%;}}}工具类封装 src/Utils.ts 此类封装了公用的静态方法 clone 克隆元素设置属性 export default class Utils {static clone(target: HTMLElement,options: Partial{width: string,height: string,draggable: boolean,userSelect: string,x:string,y:string}): HTMLElement {let { width, height, draggable, userSelect,x,y } options;let cloneNode target.cloneNode(true) as HTMLButtonElement;if (width) {cloneNode.style.cssText width:${width};}if (height) {cloneNode.style.cssText height:${height};;}cloneNode.draggable draggable as boolean;// 根据父元素的坐标记录该元素的坐标cloneNode.dataset.x x;cloneNode.dataset.y y;if (userSelect) {cloneNode.style.cssText user-select:${userSelect};}return cloneNode;}}游戏逻辑
项目入口 main.ts 导入scss样式实例化Game类 import ./css/style.scssimport Game from ./script/Game// 白子优先new Game()Game类 src/Game.ts 游戏控制类控制各个类的协调工作 初始参数 创建棋盘 new Board 创建黑/白棋子 new Piece 等待Board触发的回调函数 countPieceCallBack 传入最新棋子数和当前的放在棋盘的棋子 判断胜负 isWin 根据isPieceFullFive函数判断是否胜利 isPieceFullFive 判断落子点的四周是否五子连续 重新游戏功能 改变标题 import Board from ./Board;import Piece from ./Piece;export type countPieceCallBack (count: number, currentPiece: HTMLElement) voidtype plainArr ({posX: number;posY: number;name: string;} | {posX: number;posY: number;name: null;})[]export default class Game {// 标题元素public titleEle:HTMLElement;// 白字优先public firstWhite: boolean;// 棋盘对象public board: Board;// 黑子对象public blackPiece: Piece;// 白子对象public whitePiece: Piece;// 当前棋盘棋子数量public pieceCount: number;// 当前落子public currentPiece: HTMLElement | undefinedconstructor() {this.titleEle document.querySelector(#title)!;this.firstWhite true;// 白子优先this.board new Board(this.countPieceCallBack.bind(this)); // 初始化棋盘// 初始化白棋子this.blackPiece new Piece(black_piece, this.firstWhite);// 初始化黑棋子this.whitePiece new Piece(white_piece, this.firstWhite);// 刚开始为零this.pieceCount 0;}// 传给Board触发的回调函数countPieceCallBack(count: number, currentPiece: HTMLElement) {// board告诉game棋子数量变化了console.log(board计数, count);// 实时记录最新棋子数量this.pieceCount count// 交换顺序this.firstWhite !this.firstWhite;// 通知棋子修改显示状态this.blackPiece.setFirstWhite(this.firstWhite)this.whitePiece.setFirstWhite(this.firstWhite);// 记录当前棋子this.currentPiece currentPiece// 当前棋子是什么名字let currentPieceName this.currentPiece?.id;// 改变标题this.changeTitle(currentPieceName);// 判断胜负if(this.isWin()){if(currentPieceNameblack_piece){alert(黑子获胜!!!);this.changeBackGround(currentPieceName)}else{alert(白子获胜!!!)this.changeBackGround(currentPieceName)}this.addRestartPage()}}addRestartPage(){(document.querySelector(#restart)as HTMLDivElement).classList.remove(none);(document.querySelector(#restart button)as HTMLButtonElement).addEventListener(click,(){window.location.reload()})}changeBackGround(currentPieceName:string){let bodycontainer_center document.querySelector(#container_center) as HTMLDivElementif(currentPieceNameblack_piece){bodycontainer_center.style.background url(../imgs/blackWin.png)}else{bodycontainer_center.style.background url(../imgs/whiteWin.png)}}changeTitle(currentPieceName:string){this.titleEle.innerText (currentPieceNamewhite_piece?(等待黑子落子)-:(等待白子落子)-)总步数this.pieceCount;}// 判断胜负isWin():boolean{// 两种判断一种全盘判断一种判断当前落子及其周围是否连成五子// 这里判断当前落子地方及其周围是否连成五子即可if (this.pieceCount 8) {let allPiece this.board.getAllPiece();let dataset this.currentPiece?.dataset;let { x, y } dataset!;let currentPieceName this.currentPiece?.id;let currentPieceposX parseInt(x!);let currentPieceposY parseInt(y!);// 提纯allPiecelet plainArr Array.from(allPiece).map(item {let children item.children[0] as HTMLButtonElementif (children) {let name children.id;let { x, y } children.dataset;return {posX: parseInt(x!),posY: parseInt(y!),name}}return {posX: parseInt(x!),posY: parseInt(y!),name: null}})// 当前落子的位置let currentPiecePos {X: currentPieceposX,Y: currentPieceposY,name: currentPieceName!}// 判断是否五子// 竖直方向if(this.isPieceFullFive(currentPiecePos, plainArr,0,1)){return true;}// 横向if(this.isPieceFullFive(currentPiecePos, plainArr,1,0)){return true}// 45度向if(this.isPieceFullFive(currentPiecePos, plainArr,1,1)){return true}// 135度向if(this.isPieceFullFive(currentPiecePos, plainArr,-1,1)){return true}}if (this.pieceCount 255) {alert(平局);return true;}return false}// 检查从当前位置的竖向横向45度向135度向的棋子数量是否大于五isPieceFullFive(currentPiecePos: { X: number, Y: number, name: string }, plainArr:plainArr,directX:number,directY:number):boolean {let { X, Y, name } currentPiecePos;let tempPos {x:0,y:0};let count 0;// 从落点位置分为 正方向和反方向// 反方向for(let i1;i5;i){tempPos.x X - directX*i;tempPos.y Y - directY*i;if(!plainArr.find(itemitem.name nameitem.posX tempPos.xitem.posYtempPos.y)){break;}count;}// 正方向for(let i1;i5;i){tempPos.x X directX*i;tempPos.y Y directY*i;if(!plainArr.find(itemitem.name nameitem.posX tempPos.xitem.posYtempPos.y)){break;}count;}// if(count4){// 当前棋子count5 游戏胜利return true;}return false}}Board类 src/Board.ts 棋盘类控制棋盘格子生成 初始化棋盘参数 初始化棋盘 emitGameCountPiece Game传来的回调函数 initBoard 创建15*15的棋盘 addEventListenerSetGrid 给每个棋盘格子都监听放置事件棋子放置到网格才触发 addEventListenerSetPiece 只要有落子就会触发该函数触发Game传来的回调函数emitGameCountPiece getAllPiece 得到棋盘并且包括棋盘中的所有棋子 import Utils from ./Utilsimport {type countPieceCallBack} from ./Gameexport default class Board {// 棋盘行和列private row: number;private col: number;// 网页游戏区域宽高// 游戏区域private game: Element;private gameWidth: number;private gameHeight: number;// 棋盘网格中的单个元素宽高private oneGridWidth: numberprivate oneGridHeight: number// 记录棋盘中的棋子数量public pieceCount: number;// Game传过来的函数告诉game当前棋盘上的棋子数public emitGameCountPiece: countPieceCallBack;// 记录当前放置的棋子public crrentPiece:HTMLElement|undefined;constructor(emitGameCountPiece:countPieceCallBack) {this.row 15;this.col 15;this.game document.querySelector(#game)!;this.gameWidth this.game?.clientWidth!this.gameHeight this.game?.clientHeight!this.oneGridWidth this.gameWidth / this.rowthis.oneGridHeight this.gameHeight / this.colthis.pieceCount 0;this.emitGameCountPiece emitGameCountPiece;this.initBoard()}initBoard() {this.initGrid()this.addEventListenerSetPiece()}// 初始化棋盘网格initGrid() {let fragment document.createDocumentFragment();for (let i 0; i this.col; i) {for (let j 0; j this.row; j) {// 添加网格let grid document.createElement(div);grid.style.cssText border:1px solid black;width:${this.oneGridWidth}px;height:${this.oneGridHeight}px;user-select:none;position:relative;grid.draggable false;grid.dataset.x j ;grid.dataset.y i ;// 给每个网格监听放置棋子事件this.addEventListenerSetGrid(grid)// 给文档片段添加元素fragment.appendChild(grid);}}this.game.appendChild(fragment)}// 每一个网格都设置一个放置事件addEventListenerSetGrid(ele: Element) {let that this;// 我们可以看到对于被拖拽元素事件触发顺序是 dragstart-drag-dragend// 对于目标元素事件触发的顺序是 dragenter-dragover-drop/dropleave。ele.addEventListener(dragover, (e) {// e.stopPropagation()e.preventDefault()});// 防止一个网格放置多个棋子const disableSecondDrop function () {// 棋盘监听放子会加一所以这里我们减一that.pieceCount--;// 告诉Game类型that.emitGameCountPiece(that.pieceCount,that.crrentPiece!)alert(此处已经放置元素);return false;}// 一个网格放置一个棋子const drop function (e: Event) {let parent ele as HTMLElement;let parentWidth parent.style.width;let parentHeight parent.style.height;let x parent.dataset.x;let y parent.dataset.y;if (e instanceof DragEvent) {console.log(棋子放置在棋盘上,得到ID);let pieceId e.dataTransfer?.getData(ID);let pieceEle document.getElementById(${pieceId})!;// 克隆一个新的棋子let clonePiece Utils.clone(pieceEle,{width: parentWidth,height: parentHeight, draggable: false, userSelect: none,x:x,y:y});// 添加到网格中parent.appendChild(clonePiece!)// 记录该棋子的坐标that.crrentPiece clonePiece;// 禁止该网格放置多个元素parent.addEventListener(drop, disableSecondDrop)// 清除放置事件parent.removeEventListener(drop, drop)}}ele.addEventListener(drop, drop)}// 监听棋子放置事件addEventListenerSetPiece() {this.game.addEventListener(dragover, (e) {e.preventDefault()})this.game.addEventListener(drop, () {console.log(棋盘监听到棋子放下);this.pieceCount;console.log(棋盘上的棋子数加一, this.pieceCount);// 告诉Game类 数量改变this.emitGameCountPiece(this.pieceCount,this.crrentPiece!)})}// 得到棋盘并且包括棋盘中的所有棋子getAllPiece(){let gameChild this.game.children;return gameChild;}}Piece类 src/Piece.ts 棋子类控制棋子的各种属性 初始化棋子信息 addEventListenerDrag 给黑白棋子添加拖拽事件监听 togglePiece 切换黑白棋子放子顺序 setFirstWhite 修改当前黑白棋子放子顺序 export default class Piece {private piece: HTMLButtonElement;private firstWhite: boolean;public name: string;constructor(name: string, firstWhite: boolean) {this.name name;this.firstWhite firstWhite;this.piece document.getElementById(${name}) as HTMLButtonElement;this.addEventListenerDrag()this.togglePiece()}// 修改当前棋子状态setFirstWhite(value: boolean) {this.firstWhite value;this.togglePiece()}// 根据isBlack的值禁用左边或者右边棋盘togglePiece() {// 判断当前是黑棋还是白棋let isBlack this.name black_pieceif (isBlack) {// 黑棋白棋先手禁用黑棋this.firstWhite ? (this.piece.draggable false) : (this.piece.draggable true);this.firstWhite ? (this.piece.disabled true) : (this.piece.disabled false);this.firstWhite ? (this.piece.style.opacity 0.5) : (this.piece.style.opacity 1);console.log(黑棋先手,draggable:,this.piece.draggable,disabled:,this.piece.disabled,this.piece.style.opacity);}else{// 白棋 白棋先手 显示白棋this.firstWhite ? (this.piece.draggable true) : (this.piece.draggable false)this.firstWhite ? (this.piece.disabled false) : (this.piece.disabled true);this.firstWhite ? (this.piece.style.opacity 1) : (this.piece.style.opacity 0.5);console.log(白棋先手,draggable:,this.piece.draggable,disabled:,this.piece.disabled,this.piece.style.opacity);}}// 监听器棋子被拖拽addEventListenerDrag() {// 我们可以看到对于被拖拽元素事件触发顺序是 dragstart-drag-dragend// 对于目标元素事件触发的顺序是 dragenter-dragover-drop/dropleave。this.piece.addEventListener(dragstart, (e) {console.log(棋子开始被拖拽设置ID);if (e instanceof DragEvent) {e.dataTransfer?.setData(ID, (e.target as Element).id)}});this.piece.addEventListener(drag, (e) {// e.stopPropagation()e.preventDefault()});this.piece.addEventListener(dragend, (e) {if (e instanceof DragEvent) {// console.log(棋子被放置);}})}}总结 练习本项目可以提高Typescript使用技巧理解面向对象知识提示编码能力项目还很有多不足请大家多多指教大佬们觉得不错的话请三连支持一下