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标题 JavaScript实现斗地主游戏的思路
内容
    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!
随便看

 

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更新时间:2025/5/20 1:14:09