HTML5中国象棋网页小游戏源码分享,HTML5+js实现中国象棋网页小游戏。人工智能网页象棋小游戏。游戏背景为木板,页面默认显示较小,可通过换肤变大棋盘。象棋游戏包括新手、中级、大师水平,可以悔棋,同时显示AI搜索结果,提示最佳走法。进入游戏后请选择你要对战的水平HTML5实现人工智能中国象棋网页小游戏-棋牌网

HTML5中国象棋网页小游戏源码分享,HTML5+js实现中国象棋网页小游戏。人工智能网页象棋小游戏。游戏背景为木板,页面默认显示较小,可通过换肤变大棋盘。象棋游戏包括新手、中级、大师水平,可以悔棋,同时显示AI搜索结果,提示最佳走法。

1、html页面代码

  1. <!DOCTYPE html PUBLIC “-//W3C//DTD XHTML 1.0 Transitional//EN” “http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd”>
  2. <html xmlns=“http://www.w3.org/1999/xhtml”>
  3. <head>
  4. <meta http-equiv=“Content-Type” content=“text/html; charset=gb2312” />
  5. <title>HTML5实现中国象棋网页小游戏 – bokequ.com</title>
  6. <link href=“css/zzsc.css” type=“text/css” rel=“stylesheet” />
  7. </head>
  8. <body>
  9. <div class=“box” id=“box”>
  10. <div class=“chess_left”>
  11. <canvas id=“chess”>对不起,您的浏览器不支持HTML5,请升级浏览器至IE9、firefox或者谷歌浏览器!</canvas>
  12. <audio src=“audio/click.wav” id=“clickAudio” preload=“auto”></audio>
  13. <!–<audio src=”audio/check.wav” id=”checkAudio” preload=”auto”></audio>–>
  14. <audio src=“audio/select.wav” id=“selectAudio” preload=“auto”></audio>
  15. <div>
  16. <div class=“bn_box” id=“bnBox”>
  17. <input type=“button” name=“offensivePlay” id=“tyroPlay” value=“新手水平” />
  18. <input type=“button” name=“offensivePlay” id=“superPlay” value=“中级水平” />
  19. <input type=“button” name=“button” id=“” value=“大师水平” disabled />
  20. <!–
  21. <input type=”button” name=”offensivePlay” id=”offensivePlay” value=”先手开始” />
  22. <input type=”button” name=”defensivePlay” id=”defensivePlay” value=”后手开始” />
  23. –>
  24. <input type=“button” name=“regret” id=“regretBn” value=“悔棋” />
  25. <input type=“button” name=“billBn” id=“billBn” value=“棋谱” class=“bn_box” />
  26. <input type=“button” name=“stypeBn” id=“stypeBn” value=“换肤” />
  27. </div>
  28. </div>
  29. </div>
  30. <div class=“chess_right” id=“chessRight”>
  31. <select name=“billList” id=“billList”>
  32. </select>
  33. <ol id=“billBox” class=“bill_box”>
  34. </ol>
  35. </div>
  36. <div id=“moveInfo” class=“move_info”> </div>
  37. </div>
  38. <script src=“js/common.js”></script>
  39. <script src=“js/play.js”></script>
  40. <script src=“js/AI.js”></script>
  41. <script src=“js/bill.js”></script>
  42. <script src=“js/gambit.js”></script>
  43. <div style=“text–align:center;clear:both“>
  44. <p>适用浏览器:360、FireFox、Chrome、Safari、Opera、傲游、搜狗、世界之窗. 不支持IE8及以下浏览器</p>
  45. </div>
  46. </body>
  47. </html>

2、部分js代码

  1. /*! qq一叶孤舟 */
  2. var AI = AI||{};
  3. AI.historyTable = {}; //历史表
  4. //人工智能初始化
  5. AI.init = function(pace){
  6. var bill = AI.historyBill || com.gambit; //开局库
  7. if (bill.length){
  8. var len=pace.length;
  9. var arr=[];
  10. //先搜索棋谱
  11. for (var i=0;i< bill.length;i++){
  12. if (bill[i].slice(0,len)==pace) {
  13. arr.push(bill[i]);
  14. }
  15. }
  16. if (arr.length){
  17. var inx=Math.floor( Math.random() * arr.length );
  18. AI.historyBill = arr ;
  19. return arr[inx].slice(len,len+4).split(“”);
  20. }else{
  21. AI.historyBill = [] ;
  22. }
  23. }
  24. //如果棋谱里面没有,人工智能开始运作
  25. var initTime = new Date().getTime();
  26. AI.treeDepth=play.depth;
  27. //AI.treeDepth=4;
  28. AI.number=0;
  29. AI.setHistoryTable.lenght = 0
  30.  
  31. var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
  32. //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)
  33. if (!val||val.value==-8888) {
  34. AI.treeDepth=2;
  35. val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
  36. }
  37. //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);
  38. if (val&&val.value!=-8888) {
  39. var man = play.mans[val.key];
  40. var nowTime= new Date().getTime();
  41. com.get(“moveInfo”).innerHTML=‘<h3>AI搜索结果:</h3>最佳着法:’+
  42. com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+
  43. ‘<br />搜索深度:’+AI.treeDepth+‘<br />搜索分支:’+
  44. AI.number+‘个 <br />最佳着法评估:’+
  45. val.value+‘分’+
  46. ‘ <br />搜索用时:’+
  47. (nowTime–initTime)+‘毫秒’
  48. return [man.x,man.y,val.x,val.y]
  49. }else {
  50. return false;
  51. }
  52. }
  53. //迭代加深搜索着法
  54. AI.iterativeSearch = function (map, my){
  55. var timeOut=100;
  56. var initDepth = 1;
  57. var maxDepth = 8;
  58. AI.treeDepth=0;
  59. var initTime = new Date().getTime();
  60. var val = {};
  61. for (var i=initDepth; i<=maxDepth; i++){
  62. var nowTime= new Date().getTime();
  63. AI.treeDepth=i;
  64. AI.aotuDepth=i;
  65. var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)
  66. if (nowTime–initTime > timeOut){
  67. return val;
  68. }
  69. }
  70. return false;
  71. }
  72.  
  73. //取得棋盘上所有棋子
  74. AI.getMapAllMan = function (map, my){
  75. var mans=[];
  76. for (var i=0; i<map.length; i++){
  77. for (var n=0; n<map[i].length; n++){
  78. var key = map[i][n];
  79. if (key && play.mans[key].my == my){
  80. play.mans[key].x = n;
  81. play.mans[key].y = i;
  82. mans.push(play.mans[key])
  83. }
  84. }
  85. }
  86. return mans;
  87. }
  88.  
  89. /*
  90. //取得棋谱所有己方棋子的着法
  91. AI.getMoves = function (map, my, txtMap){
  92. var highMores = []; //优先级高的着法
  93. var manArr = AI.getMapAllMan (map, my);
  94. var moves = [];
  95. var history=AI.historyTable[txtMap];
  96. for (var i=0; i<manArr.length; i++){
  97. var man = manArr[i];
  98. var val=man.bl(map);
  99. for (var n=0; n<val.length; n++){
  100. if (history){
  101. highMores.push([man.x,man.y,val[n][0],val[n][1],man.key])
  102. }else{
  103. moves.push([man.x,man.y,val[n][0],val[n][1],man.key])
  104. }
  105. }
  106. }
  107. return highMores.concat(moves);
  108. }
  109. */
  110. //取得棋谱所有己方棋子的着法
  111. AI.getMoves = function (map, my){
  112. var manArr = AI.getMapAllMan (map, my);
  113. var moves = [];
  114. var foul=play.isFoul;
  115. for (var i=0; i<manArr.length; i++){
  116. var man = manArr[i];
  117. var val=man.bl(map);
  118. for (var n=0; n<val.length; n++){
  119. var x=man.x;
  120. var y=man.y;
  121. var newX=val[n][0];
  122. var newY=val[n][1];
  123. //如果不是长将着法
  124. if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){
  125. moves.push([x,y,newX,newY,man.key])
  126. }
  127. }
  128. }
  129. return moves;
  130. }
  131. //A:当前棋手value/B:对手value/depth:层级
  132. AI.getAlphaBeta = function (A, B, depth, map ,my) {
  133. //var txtMap= map.join();
  134. //var history=AI.historyTable[txtMap];
  135. // if (history && history.depth >= AI.treeDepth-depth+1){
  136. // return history.value*my;
  137. //}
  138. if (depth == 0) {
  139. return {“value”:AI.evaluate(map , my)}; //局面评价函数;
  140.   }
  141.   var moves = AI.getMoves(map , my ); //生成全部走法;
  142.   //这里排序以后会增加效率
  143.  
  144. for (var i=0; i < moves.length; i++) {
  145.    //走这个走法;
  146. var move= moves[i];
  147. var key = move[4];
  148. var oldX= move[0];
  149. var oldY= move[1];
  150. var newX= move[2];
  151. var newY= move[3];
  152. var clearKey = map[ newY ][ newX ]||“”;
  153.  
  154. map[ newY ][ newX ] = key;
  155. delete map[ oldY ][ oldX ];
  156. play.mans[key].x = newX;
  157. play.mans[key].y = newY;
  158.   if (clearKey==“j0”||clearKey==“J0”) {//被吃老将,撤消这个走法;
  159. play.mans[key] .x = oldX;
  160. play.mans[key] .y = oldY;
  161. map[ oldY ][ oldX ] = key;
  162. delete map[ newY ][ newX ];
  163. if (clearKey){
  164. map[ newY ][ newX ] = clearKey;
  165. // play.mans[ clearKey ].isShow = false;
  166. }
  167.  
  168. return {“key”:key,“x”:newX,“y”:newY,“value”:8888};
  169. //return rootKey;
  170.   }else {
  171.    var val = –AI.getAlphaBeta(-B, –A, depth – 1, map , –my).value;
  172. //val = val || val.value;
  173.    //撤消这个走法; 
  174. play.mans[key] .x = oldX;
  175. play.mans[key] .y = oldY;
  176. map[ oldY ][ oldX ] = key;
  177. delete map[ newY ][ newX ];
  178. if (clearKey){
  179. map[ newY ][ newX ] = clearKey;
  180. //play.mans[ clearKey ].isShow = true;
  181. }
  182.    if (val >= B) {
  183. //将这个走法记录到历史表中;
  184. //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my);
  185. return {“key”:key,“x”:newX,“y”:newY,“value”:B};
  186. }
  187. if (val > A) {
  188.      A = val; //设置最佳走法;
  189. if (AI.treeDepth == depth) var rootKey={“key”:key,“x”:newX,“y”:newY,“value”:A};
  190. }
  191. }
  192.   }
  193. //将这个走法记录到历史表中;
  194. //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my);
  195. if (AI.treeDepth == depth) {//已经递归回根了
  196. if (!rootKey){
  197. //AI没有最佳走法,说明AI被将死了,返回false
  198. return false;
  199. }else{
  200. //这个就是最佳走法;
  201. return rootKey;
  202. }
  203. }
  204.  return {“key”:key,“x”:newX,“y”:newY,“value”:A};
  205. }
  206.  
  207. //奖着法记录到历史表
  208. AI.setHistoryTable = function (txtMap,depth,value,my){
  209. AI.setHistoryTable.lenght ++;
  210. AI.historyTable[txtMap] = {depth:depth,value:value}
  211. }
  212.  
  213. //评估棋局 取得棋盘双方棋子价值差
  214. AI.evaluate = function (map,my){
  215. var val=0;
  216. for (var i=0; i<map.length; i++){
  217. for (var n=0; n<map[i].length; n++){
  218. var key = map[i][n];
  219. if (key){
  220. val += play.mans[key].value[i][n] * play.mans[key].my;
  221. }
  222. }
  223. }
  224. //val+=Math.floor( Math.random() * 10); //让AI走棋增加随机元素
  225. //com.show()
  226. //z(val*my)
  227. AI.number++;
  228. return val*my;
  229. }
  230.  
  231. //评估棋局 取得棋盘双方棋子价值差
  232. AI.evaluate1 = function (map,my){
  233. var val=0;
  234. for (var i in play.mans){
  235. var man=play.mans[i];
  236. if (man.isShow){
  237. val += man.value[man.y][man.x] * man.my;
  238. }
  239. }
  240. //val+=Math.floor( Math.random() * 10); //让AI走棋增加随机元素
  241. //com.show()
  242. //z(val*my)
  243. AI.number++;
  244. return val*my;
  245. }
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