我用javascript制作了一个简单的扫雷游戏,它运行良好,除了当我点击一个没有地雷的大区域的中间时,它不会清除整个区域,只清除我点击的位置。
这方面已经有其他问题,但我检查生成数字的方式(我相信)是不同的,因此应该更具体地为它制定解决方案,而不是将代码更改为更像其他人所做的。
下面是一个图像,它可以更好地解释这种情况(使用实际代码中没有显示的其他颜色):
蓝色是用户单击的地方,然后它应该检查垂直和水平(深绿色)如果这些位置周围有0个地雷扩展(绿色),直到地雷(橙色)足够近的边界(黄色)。
我试图使代码可读性和易懂:
(function() {
var minesweeper = document.createElement('div');
var positions = [];
var playing = true;
function random(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
function end() {
this.onclick = null;
if ( playing ) {
playing = false;
this.style.backgroundColor = 'rgb(255, 0, 0)';
alert('Game over.');
}
}
function update() {
this.onclick = null;
if ( playing ) {
this.style.backgroundColor = 'rgb(0, 255, 0)';
this.className = 'safe';
let mines = 0;
let element = this.previousElementSibling;
if ( element ) {
if ( element.className == 'mine' && this.style.top == element.style.top ) mines++;
for ( let i = 0; i < 8; i++ ) {
element = element.previousElementSibling;
if ( !element ) break;
}
if ( element ) {
if ( element.className == 'mine' && this.style.top != element.style.top ) mines++;
element = element.previousElementSibling;
if ( element ) {
if ( element.className == 'mine' ) mines++;
element = element.previousElementSibling;
if ( element )
if ( element.className == 'mine' && (parseInt(this.style.top) - parseInt(element.style.top)) == 9 ) mines++;
}
}
}
element = this.nextElementSibling;
if ( element ) {
if ( element.className == 'mine' && this.style.top == element.style.top ) mines++;
for ( let i = 0; i < 8; i++ ) {
element = element.nextElementSibling;
if ( !element ) break;
}
if ( element ) {
if ( element.className == 'mine' && this.style.top != element.style.top ) mines++;
element = element.nextElementSibling;
if ( element ) {
if ( element.className == 'mine' ) mines++;
element = element.nextElementSibling;
if ( element )
if ( element.className == 'mine' && (parseInt(element.style.top) - parseInt(this.style.top)) == 9 ) mines++;
}
}
}
this.innerText = mines;
if ( minesweeper.querySelectorAll('div.safe').length == 90 ) {
playing = false;
alert('Victory.');
}
}
}
minesweeper.style.backgroundColor = 'rgb(0, 0, 0)';
minesweeper.style.fontSize = '7vmin';
minesweeper.style.textAlign = 'center';
minesweeper.style.userSelect = 'none';
minesweeper.style.position = 'absolute';
minesweeper.style.left = 'calc(50vw - 45.5vmin)';
minesweeper.style.top = 'calc(50vh - 45.5vmin)';
minesweeper.style.width = '91vmin';
minesweeper.style.height = '91vmin';
for ( let i = 0; i < 10; i++ ) {
for ( let j = 0; j < 10; j++ ) {
const n = i * 10 + j;
positions[n] = document.createElement('div');
positions[n].style.backgroundColor = 'rgb(255, 255, 255)';
positions[n].style.position = 'absolute';
positions[n].style.left = (j * 8 + j + 1) + 'vmin';
positions[n].style.top = (i * 8 + i + 1) + 'vmin';
positions[n].style.width = '8vmin';
positions[n].style.height = '8vmin';
minesweeper.appendChild(positions[n]);
}
}
for ( let i = 0; i < 11; i++ ) {
const empty = minesweeper.querySelectorAll('div:not(.mine)');
if ( i == 10 ) {
for ( let j = 0; j < 90; j++ ) {
empty[j].onclick = update;
}
break;
}
const n = random(0, (empty.length - 1));
empty[n].className = 'mine';
empty[n].onclick = end;
}
document.body.style.margin = '0px';
document.body.appendChild(minesweeper);
})();
我检查数字所在位置的方法是使用
previousElementSibling
和nextElementSibling
。 最佳答案
干得好!我要绞死半个小时来测试这个游戏:)
要清除单击位置周围的区域(如果此位置周围有0个地雷),可以递归地为其所有邻居调用update
函数。
我稍微修改了您的代码:创建了所有非我的邻居的negihbors
数组,并为每个邻居调用了update.call(neighbor)
。
(function() {
var minesweeper = document.createElement('div');
var positions = [];
var playing = true;
function random(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
function end() {
this.onclick = null;
if (playing) {
playing = false;
const mines = minesweeper.querySelectorAll('div.mine');
for (let mine of mines) mine.style.backgroundColor = 'rgb(255, 0, 0)';
alert('Game over.');
}
}
function update() {
this.onclick = null;
if (playing && !this.className.length) {
this.style.backgroundColor = 'rgb(0, 255, 0)';
this.className = 'safe';
let neighbors = [];
let mines = 0;
let element = this.previousElementSibling;
if (element) {
if (this.style.top === element.style.top) {
if (element.className === 'mine') mines++;
else neighbors.push(element);
}
for (let i = 0; i < 8; i++) {
element = element.previousElementSibling;
if (!element) break;
}
if (element) {
if (this.style.top !== element.style.top) {
if (element.className === 'mine') mines++;
else neighbors.push(element);
}
element = element.previousElementSibling;
if (element) {
if (element.className === 'mine') mines++; else neighbors.push(element);
element = element.previousElementSibling;
if (element) {
if (parseInt(this.style.top) - parseInt(element.style.top) === 9 ) {
if (element.className === 'mine') mines++;
else neighbors.push(element);
}
}
}
}
}
element = this.nextElementSibling;
if (element) {
if (this.style.top === element.style.top) {
if (element.className === 'mine') mines++;
else neighbors.push(element);
}
for (let i = 0; i < 8; i++) {
element = element.nextElementSibling;
if (!element) break;
}
if (element) {
if (this.style.top !== element.style.top) {
if (element.className === 'mine') mines++;
else neighbors.push(element);
}
element = element.nextElementSibling;
if (element) {
if (element.className === 'mine') mines++; else neighbors.push(element);
element = element.nextElementSibling;
if (element) {
if (parseInt(element.style.top) - parseInt(this.style.top) === 9 ) {
if (element.className === 'mine') mines++;
else neighbors.push(element);
}
}
}
}
}
this.innerText = mines;
if (mines === 0) {
for (let neighbor of neighbors) update.call(neighbor);
}
if (minesweeper.querySelectorAll('div.safe').length === 90) {
playing = false;
alert('Victory.');
}
}
}
minesweeper.style.backgroundColor = 'rgb(0, 0, 0)';
minesweeper.style.fontSize = '7vmin';
minesweeper.style.textAlign = 'center';
minesweeper.style.userSelect = 'none';
minesweeper.style.position = 'absolute';
minesweeper.style.left = 'calc(50vw - 45.5vmin)';
minesweeper.style.top = 'calc(50vh - 45.5vmin)';
minesweeper.style.width = '91vmin';
minesweeper.style.height = '91vmin';
for (let i = 0; i < 10; i++) {
for (let j = 0; j < 10; j++) {
const n = i * 10 + j;
positions[n] = document.createElement('div');
positions[n].style.backgroundColor = 'rgb(255, 255, 255)';
positions[n].style.position = 'absolute';
positions[n].style.left = (j * 8 + j + 1) + 'vmin';
positions[n].style.top = (i * 8 + i + 1) + 'vmin';
positions[n].style.width = '8vmin';
positions[n].style.height = '8vmin';
minesweeper.appendChild(positions[n]);
}
}
for (let i = 0; i < 11; i++) {
const empty = minesweeper.querySelectorAll('div:not(.mine)');
if (i === 10) {
for (let j = 0; j < 90; j++) {
empty[j].onclick = update;
}
break;
}
const n = random(0, (empty.length - 1));
empty[n].className = 'mine';
empty[n].onclick = end;
}
document.body.style.margin = '0px';
document.body.appendChild(minesweeper);
})();
关于javascript - 扫雷扩展算法,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/48837440/