Typescript+vite+sass手把手实现五子棋游戏(放置类)
下面有图片和gif可能没加载出来
上面有图片和gif可能没加载出来
导言
最近练习Typescript,觉得差不多了,就用这个项目练练手,使用Typescript纯面向对象编程。
开源地址
试玩地址:试玩地址 (zou-hong-run.github.io)
代码地址:zou-hong-run/dobang: Typescript+vite+sass拖拽放置五子棋 (github.com)
视频演示地址:https://www.bilibili.com/video/BV1JX4y1L7XS/
功能介绍
用户将棋子放置在棋盘上,首先将五颗棋子连成线的用户胜利
游戏功能
- 开始游戏
- 用户开始交替放置棋子
- 放置棋子后该棋子会被禁用,直到对方下子,方可解
- 五子连成线胜利
- 重新游戏
项目介绍
使用Typescript+vite+sass构建项目
typescript:类型提示不要太爽。
vite:轻松编译打包项目,减少配置时间
sass:简化css书写
项目搭建
使用vite初始化项目
这里使用vite作为脚手架搭建 因为可以很好的将Typescript和html等结合到一块 打包压缩更方便 支持热更新
你可以使用npm,yarn或pnpm
npm create vite@latestyarn create vitepnpm create vite
这里我使用的pnpm
pnpm create vite// 项目名√ Project name: ... gobang// 原生代码,没有框架支持√ Select a framework: » Vanilla// 使用ts√ Select a variant: » TypeScriptcd gobang pnpm installpnpm run dev
安装sass
方便书写scss,-D装开发依赖
pnpm add sass -D
项目目录结构
-
dist
- 最终打包文件
-
public
- 图片资源等
-
src
-
源码入口
-
css
- 样式
-
script
- ts代码放置
-
main.ts
- 代码主入口
-
-
index.html
- 网页文件
-
tsconfig.json
- ts配置文件
-
package.json
- 包管理文件
前端页面布局
index.html布局
游戏首页index.html
- #black_piece左边黑子
- #white_piece右边白子
- #container_center棋盘
- #restart 重新游戏
<!doctype html><html lang="zh"><head><meta charset="UTF-8" /><link rel="icon" type="image/svg+xml" href="/vite.svg" /><meta name="viewport" content="width=device-width, initial-scale=1.0" /><title>Typescript五子棋</title></head><body><div id="container"><div id="container_left"><h1>黑棋</h1><button id="black_piece"></button></div><div id="container_center"><div id="title">五子棋对决(等待白棋落子)</div><div id="game"></div></div><div id="container_right"><h1>白棋</h1><button id="white_piece"></button></div><div id="restart" class="none"><button></button></div></div><script type="module" src="./src/main.ts"></script></body></html>
sass样式
src/css/style.scss
比原生css简直不要太舒服
@use "sass:math";* {padding: 0;margin: 0;box-sizing: border-box;}html,body {min-width: 660px;min-height: 660px;width: 100%;height: 100%;}$centerWidthAndHeight: 660px;$leftAndRightWidth: calc((100% - $centerWidthAndHeight)/2);// $centerWidth: 100% - $leftAndRightWidth * 2;// $pieceWidthAndHeight:math.div(100%,1);$pieceWidthAndHeight: 60px;.none{display: none !important;}#container {width: 100%;height: 100%;display: flex;text-align: center;user-select: none;h1 {user-select: none;}&_left,&_right {min-width: 100px;width: $leftAndRightWidth;height: 100%;display: flex;justify-content: center;align-items: center;background-color: #C6BA8A;}// 这里的样式共用#black_piece {width: $pieceWidthAndHeight;height: $pieceWidthAndHeight;background-image: url("../public/imgs/blackPiece.png");background-size: 100% 100%;border-radius: 50%;user-select: all;}#black_piece:hover {border: 2px double white;}#white_piece {width: $pieceWidthAndHeight;height: $pieceWidthAndHeight;background-image: url("../public/imgs/whitePiece.png");background-size: 100% 100%;border-radius: 50%;user-select: all;}#white_piece:hover {border: 2px double black;}&_center {width: $centerWidthAndHeight;height: 100%;background-image: url('../public/imgs/background.png');background-repeat: no-repeat;background-size: cover;#title {background-color: #C6BA8A;// opacity: .9;height: calc(100% - $centerWidthAndHeight);}#game {// user-select: all;width: $centerWidthAndHeight;height: $centerWidthAndHeight;position: relative;display: flex;flex-wrap: wrap;}}#restart{width: 100%;height: 100%;position: absolute;display: flex;justify-content: center;align-items: center;background-color: rgba(133, 132, 132,0.5);button{width: 25%;height: 20%;background: url("../../public/imgs/restart.png");background-size: 100% 100%;}}}
工具类封装
src/Utils.ts
此类封装了公用的静态方法
clone
- 克隆元素设置属性
export default class Utils {static clone(target: HTMLElement,options: Partial<{width: string,height: string,draggable: boolean,userSelect: string,x:string,y:string}>): HTMLElement {let { width, height, draggable, userSelect,x,y } = options;let cloneNode = target.cloneNode(true) as HTMLButtonElement;if (width) {cloneNode.style.cssText += `width:${width};`}if (height) {cloneNode.style.cssText += `height:${height};`;}cloneNode.draggable = draggable as boolean;// 根据父元素的坐标记录该元素的坐标cloneNode.dataset.x = x;cloneNode.dataset.y = y;if (userSelect) {cloneNode.style.cssText += `user-select:${userSelect};`}return cloneNode;}}
游戏逻辑
项目入口
main.ts
- 导入scss样式
- 实例化Game类
import './css/style.scss'import Game from './script/Game'// 白子优先new Game()
Game类
src/Game.ts 游戏控制类,控制各个类的协调工作
初始参数
创建棋盘
- new Board
创建黑/白棋子
- new Piece
等待Board触发的回调函数
countPieceCallBack
- 传入最新棋子数和当前的放在棋盘的棋子
判断胜负
isWin
- 根据isPieceFullFive函数判断是否胜利
isPieceFullFive
- 判断落子点的四周是否五子连续
重新游戏功能
改变标题
import Board from './Board';import Piece from './Piece';export type countPieceCallBack = (count: number, currentPiece: HTMLElement) => voidtype plainArr = ({posX: number;posY: number;name: string;} | {posX: number;posY: number;name: null;})[]export default class Game {// 标题元素public titleEle:HTMLElement;// 白字优先public firstWhite: boolean;// 棋盘对象public board: Board;// 黑子对象public blackPiece: Piece;// 白子对象public whitePiece: Piece;// 当前棋盘棋子数量public pieceCount: number;// 当前落子public currentPiece: HTMLElement | undefinedconstructor() {this.titleEle = document.querySelector("#title")!;this.firstWhite = true;// 白子优先this.board = new Board(this.countPieceCallBack.bind(this)); // 初始化棋盘// 初始化白棋子this.blackPiece = new Piece("black_piece", this.firstWhite);// 初始化黑棋子this.whitePiece = new Piece("white_piece", this.firstWhite);// 刚开始为零this.pieceCount = 0;}// 传给Board触发的回调函数countPieceCallBack(count: number, currentPiece: HTMLElement) {// board告诉game棋子数量变化了console.log("board计数", count);// 实时记录最新棋子数量this.pieceCount = count// 交换顺序this.firstWhite = !this.firstWhite;// 通知棋子修改显示状态this.blackPiece.setFirstWhite(this.firstWhite)this.whitePiece.setFirstWhite(this.firstWhite);// 记录当前棋子this.currentPiece = currentPiece// 当前棋子是什么名字let currentPieceName = this.currentPiece?.id;// 改变标题this.changeTitle(currentPieceName);// 判断胜负if(this.isWin()){if(currentPieceName==='black_piece'){alert("黑子获胜!!!");this.changeBackGround(currentPieceName)}else{alert("白子获胜!!!")this.changeBackGround(currentPieceName)}this.addRestartPage()}}addRestartPage(){(document.querySelector("#restart")as HTMLDivElement).classList.remove("none");(document.querySelector("#restart button")as HTMLButtonElement).addEventListener("click",()=>{window.location.reload()})}changeBackGround(currentPieceName:string){let bodycontainer_center = document.querySelector("#container_center") as HTMLDivElementif(currentPieceName==='black_piece'){bodycontainer_center.style.background = `url("../imgs/blackWin.png")`}else{bodycontainer_center.style.background = `url("../imgs/whiteWin.png")`}}changeTitle(currentPieceName:string){this.titleEle.innerText = (currentPieceName==='white_piece'?"(等待黑子落子)-":"(等待白子落子)-")+"总步数:"+this.pieceCount;}// 判断胜负isWin():boolean{// 两种判断,一种全盘判断,一种判断当前落子及其周围是否连成五子// 这里判断当前落子地方及其周围是否连成五子即可if (this.pieceCount >= 8) {let allPiece = this.board.getAllPiece();let dataset = this.currentPiece?.dataset;let { x, y } = dataset!;let currentPieceName = this.currentPiece?.id;let currentPieceposX = parseInt(x!);let currentPieceposY = parseInt(y!);// 提纯allPiecelet plainArr = Array.from(allPiece).map(item => {let children = item.children[0] as HTMLButtonElementif (children) {let name = children.id;let { x, y } = children.dataset;return {posX: parseInt(x!),posY: parseInt(y!),name}}return {posX: parseInt(x!),posY: parseInt(y!),name: null}})// 当前落子的位置let currentPiecePos = {X: currentPieceposX,Y: currentPieceposY,name: currentPieceName!}// 判断是否五子// 竖直方向if(this.isPieceFullFive(currentPiecePos, plainArr,0,1)){return true;}// 横向if(this.isPieceFullFive(currentPiecePos, plainArr,1,0)){return true}// 45度向if(this.isPieceFullFive(currentPiecePos, plainArr,1,1)){return true}// 135度向if(this.isPieceFullFive(currentPiecePos, plainArr,-1,1)){return true}}if (this.pieceCount == 255) {alert("平局");return true;}return false}// 检查从当前位置的竖向,横向,45度向,135度向,的棋子数量是否大于五isPieceFullFive(currentPiecePos: { X: number, Y: number, name: string }, plainArr:plainArr,directX:number,directY:number):boolean {let { X, Y, name } = currentPiecePos;let tempPos = {x:0,y:0};let count = 0;// 从落点位置分为 正方向和反方向// 反方向for(let i=1;i<5;i++){tempPos.x = X - directX*i;tempPos.y = Y - directY*i;if(!plainArr.find(item=>item.name === name&&item.posX === tempPos.x&&item.posY===tempPos.y)){break;}count++;}// 正方向for(let i=1;i<5;i++){tempPos.x = X + directX*i;tempPos.y = Y + directY*i;if(!plainArr.find(item=>item.name === name&&item.posX === tempPos.x&&item.posY===tempPos.y)){break;}count++;}// if(count>=4){// 当前棋子+count=5 游戏胜利return true;}return false}}
Board类
src/Board.ts 棋盘类,控制棋盘格子生成
初始化棋盘参数
初始化棋盘
emitGameCountPiece
- Game传来的回调函数
initBoard
- 创建15*15的棋盘
addEventListenerSetGrid
- 给每个棋盘格子都监听放置事件,棋子放置到网格才触发
addEventListenerSetPiece
- 只要有落子,就会触发该函数
- 触发Game传来的回调函数emitGameCountPiece
getAllPiece
- 得到棋盘并且包括棋盘中的所有棋子
import Utils from './Utils'import {type countPieceCallBack} from './Game'export default class Board {// 棋盘行和列private row: number;private col: number;// 网页游戏区域宽高// 游戏区域private game: Element;private gameWidth: number;private gameHeight: number;// 棋盘网格中的单个元素宽高private oneGridWidth: numberprivate oneGridHeight: number// 记录棋盘中的棋子数量public pieceCount: number;// Game传过来的函数,告诉game当前棋盘上的棋子数public emitGameCountPiece: countPieceCallBack;// 记录当前放置的棋子public crrentPiece:HTMLElement|undefined;constructor(emitGameCountPiece:countPieceCallBack) {this.row = 15;this.col = 15;this.game = document.querySelector("#game")!;this.gameWidth = this.game?.clientWidth!this.gameHeight = this.game?.clientHeight!this.oneGridWidth = this.gameWidth / this.rowthis.oneGridHeight = this.gameHeight / this.colthis.pieceCount = 0;this.emitGameCountPiece = emitGameCountPiece;this.initBoard()}initBoard() {this.initGrid()this.addEventListenerSetPiece()}// 初始化棋盘网格initGrid() {let fragment = document.createDocumentFragment();for (let i = 0; i < this.col; i++) {for (let j = 0; j < this.row; j++) {// 添加网格let grid = document.createElement('div');grid.style.cssText = `border:1px solid black;width:${this.oneGridWidth}px;height:${this.oneGridHeight}px;user-select:none;position:relative;`grid.draggable = false;grid.dataset.x = j + "";grid.dataset.y = i + "";// 给每个网格监听放置棋子事件this.addEventListenerSetGrid(grid)// 给文档片段添加元素fragment.appendChild(grid);}}this.game.appendChild(fragment)}// 每一个网格都设置一个放置事件addEventListenerSetGrid(ele: Element) {let that = this;// 我们可以看到对于被拖拽元素,事件触发顺序是 dragstart->drag->dragend;// 对于目标元素,事件触发的顺序是 dragenter->dragover->drop/dropleave。ele.addEventListener("dragover", (e) => {// e.stopPropagation()e.preventDefault()});// 防止一个网格放置多个棋子const disableSecondDrop = function () {// 棋盘监听放子会加一,所以这里我们减一that.pieceCount--;// 告诉Game类型that.emitGameCountPiece(that.pieceCount,that.crrentPiece!)alert("此处已经放置元素");return false;}// 一个网格放置一个棋子const drop = function (e: Event) {let parent = ele as HTMLElement;let parentWidth = parent.style.width;let parentHeight = parent.style.height;let x = parent.dataset.x;let y = parent.dataset.y;if (e instanceof DragEvent) {console.log("棋子放置在棋盘上,得到ID");let pieceId = e.dataTransfer?.getData("ID");let pieceEle = document.getElementById(`${pieceId}`)!;// 克隆一个新的棋子let clonePiece = Utils.clone(pieceEle,{width: parentWidth,height: parentHeight, draggable: false, userSelect: "none",x:x,y:y});// 添加到网格中parent.appendChild(clonePiece!)// 记录该棋子的坐标that.crrentPiece = clonePiece;// 禁止该网格放置多个元素parent.addEventListener("drop", disableSecondDrop)// 清除放置事件parent.removeEventListener("drop", drop)}}ele.addEventListener("drop", drop)}// 监听棋子放置事件addEventListenerSetPiece() {this.game.addEventListener("dragover", (e) => {e.preventDefault()})this.game.addEventListener("drop", () => {console.log("棋盘监听到棋子放下");this.pieceCount++;console.log("棋盘上的棋子数加一", this.pieceCount);// 告诉Game类 数量改变this.emitGameCountPiece(this.pieceCount,this.crrentPiece!)})}// 得到棋盘并且包括棋盘中的所有棋子getAllPiece(){let gameChild = this.game.children;return gameChild;}}
Piece类
src/Piece.ts 棋子类,控制棋子的各种属性
初始化棋子信息
addEventListenerDrag
- 给黑白棋子添加拖拽事件监听
togglePiece
- 切换黑白棋子放子顺序
setFirstWhite
- 修改当前黑白棋子放子顺序
export default class Piece {private piece: HTMLButtonElement;private firstWhite: boolean;public name: string;constructor(name: string, firstWhite: boolean) {this.name = name;this.firstWhite = firstWhite;this.piece = document.getElementById(`${name}`) as HTMLButtonElement;this.addEventListenerDrag()this.togglePiece()}// 修改当前棋子状态setFirstWhite(value: boolean) {this.firstWhite = value;this.togglePiece()}// 根据isBlack的值禁用左边或者右边棋盘togglePiece() {// 判断当前是黑棋还是白棋let isBlack = this.name === 'black_piece'if (isBlack) {// 黑棋,白棋先手禁用黑棋this.firstWhite ? (this.piece.draggable = false) : (this.piece.draggable = true);this.firstWhite ? (this.piece.disabled = true) : (this.piece.disabled = false);this.firstWhite ? (this.piece.style.opacity = "0.5") : (this.piece.style.opacity = "1");console.log("黑棋先手","draggable:",this.piece.draggable,"disabled:",this.piece.disabled,this.piece.style.opacity);}else{// 白棋 白棋先手 显示白棋this.firstWhite ? (this.piece.draggable = true) : (this.piece.draggable = false)this.firstWhite ? (this.piece.disabled = false) : (this.piece.disabled = true);this.firstWhite ? (this.piece.style.opacity = "1") : (this.piece.style.opacity = "0.5");console.log("白棋先手","draggable:",this.piece.draggable,"disabled:",this.piece.disabled,this.piece.style.opacity);}}// 监听器棋子被拖拽addEventListenerDrag() {// 我们可以看到对于被拖拽元素,事件触发顺序是 dragstart->drag->dragend;// 对于目标元素,事件触发的顺序是 dragenter->dragover->drop/dropleave。this.piece.addEventListener("dragstart", (e) => {console.log("棋子开始被拖拽,设置ID");if (e instanceof DragEvent) {e.dataTransfer?.setData("ID", (e.target as Element).id)}});this.piece.addEventListener("drag", (e) => {// e.stopPropagation()e.preventDefault()});this.piece.addEventListener("dragend", (e) => {if (e instanceof DragEvent) {// console.log("棋子被放置");}})}}
总结
- 练习本项目,可以提高Typescript使用技巧,理解面向对象知识,提示编码能力
- 项目还很有多不足,请大家多多指教
- 大佬们觉得不错的话,请三连支持一下!!!!