<html lang="en"> <head> <meta charset="UTF-8"> <title>文强盗版游戏</title> <style type="text/css"> canvas{ display: block; margin: 50px auto; box-shadow: -2px -2px 2px #F3F2F2, 5px 5px 5px #6F6767; } body { margin: 0; padding: 0; font-family:"Microsoft YaHei", "微软雅黑", "consolas"; background-image: url("image/54a1137bbeaa9.jpg"); background-attachment: fixed; } a { text-decoration:none; color:#000; } .navbar { background-color:#000; 100%; height:50px; } .container { 1000px; margin: 0 auto; } .navbar .navbar-content-1 a { float: left; color: #FFF; line-height: 50px; display: inline-block; 90px; white-space: nowrap; text-align: left; } .navbar .navbar-content-2 a { float: right; color: #FFF; line-height: 50px; display: inline-block; auto; white-space: nowrap; text-align: right; } .navbar .navbar-content a { float: left; color: #FFF; line-height: 50px; display: inline-block; 90px; white-space: nowrap; text-align: center; } .navbar .navbar-content a:hover { color: #CCC; } .news-list { margin: 50px 0; 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var chess = document.getElementById("mycanvas"); var context = chess.getContext('2d'); // var context2 = chess.getContext('2d'); // context.strokeStyle = 'yellow'; var tree = [];//存放是否联通 var isling=[];//判断是否相连 for(var i=0;i<aa;i++){ tree[i]=[]; for(var j=0;j<aa;j++){ tree[i][j]=-1;//初始值为0 } } for(var i=0;i<aa*aa;i++){ isling[i]=[]; for(var j=0;j<aa*aa;j++){ isling[i][j]=-1;//初始值为0 } } function drawChessBoard(){//绘画 for(var i=0;i<aa+1;i++){ context.strokeStyle='gray';//可选区域 context.moveTo(15+i*30,15);//垂直方向画15根线,相距30px; context.lineTo(15+i*30,15+30*aa); context.stroke(); context.moveTo(15,15+i*30);//水平方向画15根线,相距30px;棋盘为14*14; context.lineTo(15+30*aa,15+i*30); context.stroke(); } } drawChessBoard();//绘制棋盘 // var mymap=new Array(36); // for(var i=0;i<36;i++) // {mymap[i]=-1;} function getnei(a)//获得邻居号 random { var x=parseInt(a/aa);//要精确成整数 var y=a%aa; var mynei=new Array();//储存邻居 if(x-1>=0){mynei.push((x-1)*aa+y);}//上节点 if(x+1<14){mynei.push((x+1)*aa+y);}//下节点 if(y+1<14){mynei.push(x*aa+y+1);}//有节点 if(y-1>=0){mynei.push(x*aa+y-1);}//下节点 var ran=parseInt(Math.random() * mynei.length ); return mynei[ran]; } function search(a)//找到根节点 { if(tree[parseInt(a/aa)][a%aa]>0)//说明是子节点 { return search(tree[parseInt(a/aa)][a%aa]);//不能压缩路径路径压缩 } else return a; } function value(a)//找到树的大小 { if(tree[parseInt(a/aa)][a%aa]>0)//说明是子节点 { return tree[parseInt(a/aa)][a%aa]=value(tree[parseInt(a/aa)][a%aa]);//不能路径压缩 } else return -tree[parseInt(a/aa)][a%aa]; } function union(a,b)//合并 { var a1=search(a);//a根 var b1=search(b);//b根 if(a1==b1){} else { if(tree[parseInt(a1/aa)][a1%aa]<tree[parseInt(b1/aa)][b1%aa])//这个是负数(),为了简单减少计算,不在调用value函数 { tree[parseInt(a1/aa)][a1%aa]+=tree[parseInt(b1/aa)][b1%aa];//个数相加 注意是负数相加 tree[parseInt(b1/aa)][b1%aa]=a1; //b树成为a树的子树,b的根b1直接指向a; } else { tree[parseInt(b1/aa)][b1%aa]+=tree[parseInt(a1/aa)][a1%aa]; tree[parseInt(a1/aa)][a1%aa]=b1;//a所在树成为b所在树的子树 } } } function drawline(a,b)//划线,要判断是上下还是左右 { var x1=parseInt(a/aa); var y1=a%aa; var x2=parseInt(b/aa); var y2=b%aa; var x3=(x1+x2)/2; var y3=(y1+y2)/2; if(x1-x2==1||x1-x2==-1)//左右方向的点 需要上下划线 { //alert(x1); // context.beginPath(); context.strokeStyle = 'white'; // context.moveTo(30+x3*30,y3*30+15);// // context.lineTo(30+x3*30,y3*30+45); context.clearRect(29+x3*30, y3*30+16,2,28); // context.stroke(); } else { // context.beginPath(); context.strokeStyle = 'white'; // context.moveTo(x3*30+15,30+y3*30);// // context.lineTo(45+x3*30,30+y3*30); context.clearRect(x3*30+16, 29+y3*30,28,2); // context.stroke(); } } while(search(0)!=search(aa*aa-1))//主要思路 { var num = parseInt(Math.random() * aa*aa );//产生一个小于196的随机数 var neihbour=getnei(num); if(search(num)==search(neihbour)){continue;} else//不在一个上 { isling[num][neihbour]=1;isling[neihbour][num]=1; drawline(num,neihbour);//划线 union(num,neihbour); } } var a=aa*30-10,b=aa*30-10; var x = 20, y =20; function load() { var canvas = document.getElementById("mycanvas"); Context = canvas.getContext("2d"); Context.fillStyle = "blue"; Context.fillRect(x, y, 20, 20); context.fillStyle = "red"; context.fillRect(a, b, 20, 20); Context.fillStyle = "blue"; canvas.addEventListener('keydown', doKeyDown, true); canvas.focus(); window.addEventListener('keydown', doKeyDown, true); } load(); function doKeyDown(e) { //alert(x+" "+y); // console.log(x+" "+y);测试 var keyID = e.keyCode ? e.keyCode : e.which;//获取按键的Unicode代码值 if(i==1){ if (keyID === 38 || keyID === 87) { // W键以及上键的移动方向 if(y-30<0){} else if(isling[(x-20)/30*aa+(y-20)/30][((x-20)/30)*aa+(y-20)/30-1]!=1) {} else { clearCanvas(); y = y - 30; Context.fillRect(x, y, 20, 20); e.preventDefault(); gameover(); show(); } } if (keyID === 39 || keyID === 68) { // D键以及you键的移动方向 if(x+30>15+30*aa){} else if(isling[(x-20)/30*aa+(y-20)/30][((x-20)/30)*aa+(y-20)/30+aa]!=1) {} else{ clearCanvas(); x=x+30; Context.fillRect(x, y, 20, 20); e.preventDefault(); gameover(); show(); } } if (keyID === 40 || keyID === 83) { // S键以及下键的移动方向 if(y+30>15+30*aa){} else if(isling[(x-20)/30*aa+(y-20)/30][((x-20)/30)*aa+(y-20)/30+1]!=1) {} else{ clearCanvas(); y = y + 30; Context.fillRect(x, y, 20, 20); e.preventDefault(); gameover(); show(); } } if (keyID === 37 || keyID === 65) { // A键以及zuo向 if(x-30<0){} else if(isling[(x-20)/30*aa+(y-20)/30][((x-20)/30)*aa+(y-20)/30-aa]!=1) {} else{ clearCanvas(); x = x - 30; Context.fillRect(x, y, 20, 20); e.preventDefault(); gameover(); show(); }} } } function clearCanvas() {//清除之间的痕迹 Context.clearRect(x-2, y-2, 25, 25) } var end=false; function gameover() { if(x>=a&&y>=b) { end=true; } } function show() { if(end==true) { // stop(); aa=aa+2; if(aa==20){ rangeinsert(); stop();} else{ end=false; Context.clearRect(0, 0, 600, 600); for(var i=0;i<aa;i++){ tree[i]=[]; for(var j=0;j<aa;j++){ tree[i][j]=-1;//初始值为0 } } for(var i=0;i<aa*aa;i++){ isling[i]=[]; for(var j=0;j<aa*aa;j++){ isling[i][j]=-1;//初始值为0 } } drawChessBoard();//绘制棋盘 while(search(0)!=search(aa*aa-1))//主要思路 { var num = parseInt(Math.random() * aa*aa );//产生一个小于196的随机数 var neihbour=getnei(num); if(search(num)==search(neihbour)){continue;} else//不在一个上 { isling[num][neihbour]=1;isling[neihbour][num]=1; drawline(num,neihbour);//划线 union(num,neihbour); } } a=aa*30-10,b=aa*30-10; x = 20, y =20; load(); // start(); } // alert("游戏成功!共用时:"+str); } } var h=m=s=ms= 0; //定义时,分,秒,毫秒并初始化为0; var time=0; var i=0; function timer(){ //定义计时函数 ms=ms+50; //毫秒 if(ms>=1000){ ms=0; s=s+1; //秒 } if(s>=60){ s=0; m=m+1; //分钟 } if(m>=60){ m=0; h=h+1; //小时 } str =toDub(h)+"时"+toDub(m)+"分"+toDub(s)+"秒"+toDubms(ms)+"毫秒"; mytime = document.getElementById('mytime'); mytime.innerHTML = str; // document.getElementById('mytime').innerHTML=h+"时"+m+"分"+s+"秒"+ms+"毫秒"; } function reset(){ //重置 i=1; time=setInterval(timer,50); } function start(){ //开始 i=1; time=setInterval(timer,50); } function stop(){ //暂停 i=0; clearInterval(time); } function toDub(n){ //补0操作 if(n<10){ return "0"+n; } else { return ""+n; } } function toDubms(n){ //给毫秒补0操作 if(n<10){ return "00"+n; } else { return "0"+n; } } function renovates(){ document.location.reload(); } var req;//创建对象 function range() { var url = "";//ajax //创建一个XMLHttpRequest对象req if(window.XMLHttpRequest) { //IE7, Firefox, Opera支持 req = new XMLHttpRequest(); }else if(window.ActiveXObject) { //IE5,IE6支持 req = new ActiveXObject("Microsoft.XMLHTTP"); } req.open("GET", url, true); //onreadystatechange属性存有处理服务器响应的函数,有5个取值分别代表不同状态 req.onreadystatechange = callback; //send函数发送请求 req.send(null); } function rangeinsert() { var url = "insertrange?id=" +(m*60+ s); //创建一个XMLHttpRequest对象req if(window.XMLHttpRequest) { //IE7, Firefox, Opera支持 req = new XMLHttpRequest(); }else if(window.ActiveXObject) { //IE5,IE6支持 req = new ActiveXObject("Microsoft.XMLHTTP"); } req.open("GET", url, true); //onreadystatechange属性存有处理服务器响应的函数,有5个取值分别代表不同状态 req.onreadystatechange = callback; //send函数发送请求 req.send(null); } function callback() { if(req.readyState == 4 && req.status == 200) { var check = req.responseText; alert(check); } } </script> </body> </html>
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