JavaScript实现斗地主游戏的思路
来源: 阅读:722 次 日期:2016-08-04 16:18:21
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这里说说斗地主主要包含的功能:洗牌,发牌,玩家出牌、电脑出牌,出牌规则的验证,输赢啥的没有判断,只是实现了这几个主要功能,下面依次说说几个功能的实现:

1.洗牌:  

var pukes=this.manage.pukes;//存放扑克牌的数组

//洗牌

for(var i=;i<pukes.length;i++){

var tmp=pukes[i];

var index=util.random(i,pukes.length);//随机交换两张牌

pukes[i]=pukes[index];

pukes[index]=tmp;

}

2.发牌(简版默认是玩家自己为地主,电脑为农民),由于前面洗牌时已经将牌的顺序打乱,所以发牌只是简单的循环把pukes中的元素添加到每个玩家实例中的pukes字段中。

//发牌

var start=;

for(var i=;i<this.manage.pukes.length-;i++) {

if(start==this.manage.players.length){

start=;

}

this.manage.pukes[i].status=true;

this.manage.players[start].pukesLen++;

this.manage.players[start++].pukes.push(this.manage.pukes[i]);

}

for(var i=this.manage.pukes.length-;i<this.manage.pukes.length;i++){

//地主多三张

this.manage.pukes[i].status=true;

this.manage.players[this.manage.curPlayerIndex].pukesLen++;

this.manage.players[this.manage.curPlayerIndex].pukes.push(this.manage.pukes[i]);

}

3.玩家出牌,玩家出牌分为电脑和玩家自己两个步骤,电脑出牌是非常傻瓜的出牌方式(有牌就出):

//出牌

if(this.options.playerIndex==this.manage.curPlayerIndex) {

var spks = [],gz=false;

if (this.manage.curMaxPlayerIndex == this.options.playerIndex) {

this.manage.deskPukes = [];

}

if (this.isCompute) {

//电脑自动出牌

var start = ;

var len=this.manage.deskPukes.length||;

while (start < this.pukes.length) {

spks = [];

for (var i = ,j=start; i <len&&j<this.pukes.length; i++) {

//随便选一张 可以出就行

if(this.pukes[j].status) {

spks.push(this.pukes[j++]);

}

}

if(spks.length) {

if (rules.valids(spks, this.manage.deskPukes)) {

gz = true;

break;

}

}

start++;

}

}

else {

//玩家选择出牌

for (var i = ; i < this.pukes.length; i++) {

if (this.pukes[i].selected && this.pukes[i].status) {

spks.push(this.pukes[i]);

}

}

if (rules.valids(spks, this.manage.deskPukes)) {

gz=true;

}

else{

alert("出牌不符合规则!");

}

}

if(gz){

this.manage.curMaxPlayerIndex=this.options.playerIndex;

this.manage.deskPukes = [];

for (var i = ; i < spks.length; i++) {

this.pukesLen--;

this.manage.deskPukes.push(spks[i]);

spks[i].status = false;

}

}

this.manage.renderPukes();

this.manage.renderCurDiscard();

if(this.isCompute||gz) {

this.manage.nextPlayer();

}

}

else{

alert("没轮到你出牌!");

}

4.出牌规则的验证,是很多函数组合起来,然后循环调用,如果遇到返回ture的即为出牌符合规则:

//以下为出牌规则

var rules={

_rules:[

new danzRule(),

new duiRule(),

new sandRule(),

new zandRule(),

new shunzRule(),

new liandRule()

],

valids:function(_pukes,_curPukes){

for(var i=;i<this._rules.length;i++){

if(this._rules[i].valid(_pukes,_curPukes)){

return true;

}

}

return false;

}

};

function danzRule(){

//单张规则

}

danzRule.prototype.valid=function(_pukes,_curPukes){

//校验

var pukes=_pukes;//玩家的牌

var curPukes=_curPukes;//左面的牌

if(pukes&&pukes.length==){

//比较牌面值

if(!curPukes||!curPukes.length){

return true;

}

if(curPukes[].dians==&&pukes[].dians<){

//特殊处理

return false;

}

if(pukes[].dians==&&curPukes[].dians<){

//特殊处理

return true;

}

return pukes[].dians>curPukes[].dians;

}

return false;

}

function duiRule(_pukes,_curPukes){

//两张规则

}

duiRule.prototype.valid=function(_pukes,_curPukes){

//校验

var pukes=_pukes;//玩家的牌

var curPukes=_curPukes;//左面的牌

if(pukes&&pukes.length==){

//比较牌面值

if(pukes[].dians>&&pukes[].dians>){

return true;

}

if(pukes[].dians!=pukes[].dians){

return false;

}

if(!curPukes||!curPukes.length){

return true;

}else {

if(curPukes.length!=){

return false;

}

if (curPukes[].dians > && curPukes[].dians > ) {

return false;

}

if (curPukes[].dians != curPukes[].dians) {

return false;

}

if (curPukes[].dians == ) {

return false;

}

}

if(pukes[].dians==){

return true;

}

return pukes[].dians>curPukes[].dians;

}

return false;

}

function sandRule(){

//三带

}

sandRule.prototype.valid=function(_pukes,_curPukes){

//校验

var pukes=_pukes;//玩家的牌

var curPukes=_curPukes;//左面的牌

if(pukes&&(pukes.length>=)){

//比较牌面值

var books=getBooks(pukes);

if(!valid(books))return false;

if(!curPukes||!curPukes.length)return true;

if(curPukes.length!=books.length)return false;

var books=getBooks(curPukes);

if(!valid(books))return false;

return getSum(books)>getSum(books);

}

return false;

function getSum(books){

var sum=;

for(var i=;i<books.length;i++) {

if(books[i]==){

if(i==)return ;

sum+=i;

}

}

return sum;

}

function valid(books){

//验证三带是否有效

var counts= ,countsd= ,d=true,start=false,startIndex=-;

for(var i=;i<books.length;i++) {

if(start&&books[i]==&&startIndex!=(i-)){

return false;

}else{

startIndex=i;

}

if(books[i]==){

if(!start) {

start = true;

startIndex = i;

}

counts++;

}

if(books[i]==){

d=false;

}

}

for(var i=;i<books.length;i++) {

if(d&&books[i]==){

countsd++;

}

else if(!d&&books[i]==){

countsd++;

}

}

return counts>&&counts==countsd;

}

function getBooks(pukes){

//返回三带的每个点数的个数

var books=[];

for(var i=;i<pukes.length;i++){

if(!books[pukes[i].dians]){

books[pukes[i].dians]=;

}else{

books[pukes[i].dians]++;

}

}

return books;

}

}

function zandRule(){

//炸弹

}

zandRule.prototype.valid=function(_pukes,_curPukes){

var pukes=_pukes;//玩家的牌

var curPukes=_curPukes;//左面的牌

if(pukes&&pukes.length==) {

if(!allEqual(pukes)){

return false;

}

if(!curPukes||(curPukes.length>&&curPukes.length!=)||!allEqual(curPukes)){

return true;

}

else{

if(pukes[].dians==){

return true;

}

if(curPukes[].dians==){

return false;

}

return pukes[].dians>curPukes[].dians;

}

}

return false;

function allEqual(pukes){

if(!pukes||!pukes.length)return false;

var base=pukes[].dians;

for(var i=;i<pukes.length;i++){

if(base!=pukes[i].dians){

return false;

}

}

return true;

}

}

function liandRule(){

//连对

}

liandRule.prototype.valid=function(_pukes,_curPukes) {

var pukes=_pukes;//玩家的牌

var curPukes=_curPukes;//左面的牌

if(pukes&&pukes.length>=) {

if(!verificationCoherence(pukes)){

return false;

}

if(!curPukes||curPukes.length<=){

return true;

}

if(!verificationCoherence(curPukes)){

return false;

}

if(pukes.length!=curPukes.length){

return false;

}

return getSumDians(pukes)>getSumDians(curPukes);

}

return false;

function getSumDians(pukes){

var sum=;

for(var i=;i<pukes.length;i++) {

sum+=pukes[i].dians;

}

return sum;

}

function verificationCoherence(pukes){

//验证连贯性

if(!pukes||!pukes.length)return false;

var books=[];

for(var i=;i<pukes.length;i++){

if(pukes[i].dians==||pukes[i].dians>){

return false;

}

if(!books[pukes[i].dians]){

books[pukes[i].dians]=;

}else{

books[pukes[i].dians]++;

}

if(books[pukes[i].dians]>){

return false;

}

}

var start=false;

for(var i=;i<books.length;i++) {

if(books[i]&&books[i]!=){

return false;

}

if(books[i]==&&!start){

start=true;

}

if(start&&books[i]!=){

return false;

}

}

return true;

}

}

function shunzRule(){

//顺子

}

shunzRule.prototype.valid=function(_pukes,_curPukes){

var pukes=_pukes;//玩家的牌

var curPukes=_curPukes;//左面的牌

if(pukes&&pukes.length>=) {

if(!verificationCoherence(pukes)){

return false;

}

if(!curPukes||curPukes.length<=){

return true;

}

if(!verificationCoherence(curPukes)){

return false;

}

if(pukes.length!=curPukes.length){

return false;

}

return getSumDians(pukes)>getSumDians(curPukes);

}

return false;

function getSumDians(pukes){

var sum=;

for(var i=;i<pukes.length;i++) {

sum+=pukes[i].dians;

}

return sum;

}

function verificationCoherence(pukes){

//验证连贯性

if(!pukes||!pukes.length)return false;

var books=[];

for(var i=;i<pukes.length;i++){

if(pukes[i].dians==||pukes[i].dians>){

return false;

}

if(!books[pukes[i].dians]){

books[pukes[i].dians]=;

}else{

return false;

}

}

var start=false;

for(var i=;i<books.length;i++) {

if(books[i]==&&!start){

start=true;

}

if(start&&!books[i]){

return false;

}

}

return true;

}

}

以上4步,是我认为的主要的4个函数,其他的函数,如初始化,事件注册等,在源码已有注释,写的不好勿喷。

JavaScript实现斗地主游戏的思路就给大家介绍这么多,希望对大家有所帮助!

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