很久以前写的 当时都没写注释的 刚加上了 (尼玛,好多自己都不认识了 ... )
不足的地方就是本来想写个游戏排名的统计的,等有空了再加上(好像每次都这么说 然后就等好久好久...)
还有就是没有实现:点击第一个格子不能是雷的功能
<style> ul{padding:0;list-style:none;} #mine{overflow:hidden;width:30px;height:30px;border:1px solid #966;} #mine li{float:left;width:30px;height:30px;line-height:30px;text-align:center;font-size:14px;color:#222;} #mine .mine_01{background:url(mine.gif) no-repeat;} #mine .mine_02{background:url(mine.gif) -30px 0 no-repeat;} #mine .mine_03{background:url(mine.gif) -60px 0 no-repeat;} #mine .mine_04{background:url(mine.gif) -90px 0 no-repeat;} #mine .mine_05{background:url(mine.gif) -120px 0 no-repeat;} #mine .mine_06{background:url(mine.gif) -150px 0 no-repeat;} #mine .mine_07{background:url(mine.gif) -180px 0 no-repeat;} #count{font-size:12px;} #time{color:#900;font-weight:bold;} </style> <select> <option value="8*10">8*10</option> <option value="10*10">10*10</option> <option value="12*12">12*12</option> </select> <button>重新开始</button> <div> 计时: <span>0</span> </div> <ul> </ul> ie6+ ff oprea 谷歌 opera 早期版本 默认不支持document.oncontextmenu事件 没有找到好的替代方法 <script> var $ = function(id){return document.getElementById(id)}; window.onload=function ready(){ var V=$('wh').value.split('*') setMineField(Number(V[0]),Number(V[1])); $('wh').onchange=$('ready').onclick=function(){ V=$('wh').value.split('*') setMineField(Number(V[0]),Number(V[1])) } } //---------------------------------------------------雷区 var mineField={ _mineW:30, //每一个雷的宽度 必须和样式同步 _mineH:30, _mineFieldBlock:$('mine'), _mineFieldEle:$('mine').getElementsByTagName('li'), _time:$('time'), status:0, //雷区状态 0还没开始 1开始了 已经在计时了 2游戏结束了 mineNum:0, //雷数 clearPlace:0, //统计扫除的格子; x:0, //列 y:0, //行 density:0.2, //雷的密度 雷区密度不宜超过0.5 在有些尺寸的雷区下 过高的设置 无法生成mineMap数组 mineMap:[], //雷区的二维图,0 : 不是雷 -1 : 雷 time:-1, //计时 s debug:false //调试模式 }//mineField object end function timedCount(){ if(mineField.status!=1){return false} mineField.time++; mineField._time.innerHTML=mineField.time; setTimeout("timedCount()",1000); } //--------------------------------------对雷的状态设置 function setThisMine(str,index){ var allMine=mineField._mineFieldEle; //设置雷是否插旗 if(str=='setOn'){ var thisMine=allMine[index]; thisMine.on=thisMine.on<2?thisMine.on+1:0; if(thisMine.on==1){thisMine.className='mine_03';}//插旗 else if(thisMine.on==2){thisMine.className='mine_04'}//取消插旗 else if(thisMine.on==0){thisMine.className='mine_01'}//取消插旗 return false; } //显示方格 if(str=='show'){ if(Object.prototype.toString.call(index) === '[object Array]'){//显示一大片 mineField.clearPlace=mineField.clearPlace+index.length; for(var i=0;i<index.length;i++){ var thisMine=allMine[index[i]]; thisMine.innerHTML=mineField.mineMap[thisMine.index]; thisMine.className='mine_02'; thisMine.on=3; } } else{//显示单个非雷区域 mineField.clearPlace++; allMine[index].on=3; allMine[index].innerHTML=mineField.mineMap[index]; allMine[index].className='mine_02'; } if(mineField.clearPlace==mineField.x*mineField.y-mineField.mineNum){//恭喜你 alert('恭喜你'); for(var i=0;i<allMine.length;i++){ if(mineField.mineMap[allMine[i].index]==-1){ allMine[i].className='mine_07'; } } mineField.status=2; return false; } } //显示全部雷 if(str=='peng'){ for(var i=0;i<allMine.length;i++){ if(mineField.mineMap[allMine[i].index]==-1){ allMine[i].className=i==index?'mine_06':'mine_05'; } } mineField.status=2; } } //-----------------------------------------------设置行数 和 列数 function setMineField(a,b){ var thisMineFiele=mineField._mineFieldBlock; DivBox=document.createElement("div"), num=a*b,k=0; thisMineFiele.innerHTML=''; //雷区参数调整 mineField.x=a;//有几列 mineField.y=b;//有几行 mineField.mineNum=Math.floor(a*b*mineField.density); mineField.status=0; mineField.time=-1; mineField.clearPlace=0; mineField.mineMap.length=0; mineField._time.innerHTML=0; //生成雷区地图 setMineMap(); //生成雷区(创建li) while(k<num){ var newLi=document.createElement("li"); if(mineField.debug) newLi.innerHTML=mineField.mineMap[k];//作弊 newLi.className='mine_01'; DivBox.appendChild(newLi); k++; } thisMineFiele.style.height=mineField._mineW*b+'px'; thisMineFiele.style.width=mineField._mineH*a+'px'; thisMineFiele.innerHTML=DivBox.innerHTML; DivBox=null; setEvent();//事件 } //-----------------------------------生成雷区地图 function setMineMap(){ var num=mineField.x*mineField.y, mineNum=mineField.mineNum, Interval=Math.floor(num/mineNum); for(var i=0;i<num;i++){ if(i%Interval==0&&i<mineNum*Interval){mineField.mineMap[i]=-1;}else{mineField.mineMap[i]=0;}//雷等距离分布与数组中 } mineField.mineMap.sort(function(){ return 0.5 - Math.random()})//打乱数组 //判断方格周围是否都是雷 如果是的话 要重新生成雷区 从而避免成片雷区的存在 var br=0,//所在行 x=mineField.x, L_T,T,R_T,L,R,L_B,B,R_B; for(var i=0;i<num;i++){ br=Math.ceil((i+1)/x); L_T = i-x-1; T = i-x; R_T = i-x+1; L = i-1; R = i+1; L_B = i+x-1; B = i+x; R_B = i+x+1; //坐上角 如果在雷区 并且是在上一行 并且他不是雷 就进行下一方格检测 if(L_T>=0&&Math.ceil((L_T+1)/x)==br-1&&mineField.mineMap[L_T]==0){continue} if(T >=0&&Math.ceil((T +1)/x)==br-1&&mineField.mineMap[T ]==0){continue} if(R_T>=0&&Math.ceil((R_T+1)/x)==br-1&&mineField.mineMap[R_T]==0){continue} if(L>=0 &&Math.ceil((L+1)/x)==br&&mineField.mineMap[L]==0){continue} if(R<num&&Math.ceil((R+1)/x)==br&&mineField.mineMap[R]==0){continue} if(L_B<num&&Math.ceil((L_B+1)/x)==br+1&&mineField.mineMap[L_B]==0){continue} if(B <num&&Math.ceil((B +1)/x)==br+1&&mineField.mineMap[B ]==0){continue} if(R_B<num&&Math.ceil((R_B+1)/x)==br+1&&mineField.mineMap[R_B]==0){continue} setMineMap(); return false } //统计非雷方格周围的雷数 for(i=0;i<num;i++){ if(mineField.mineMap[i]==-1){continue} var thisMineNum=0 br=Math.ceil((i+1)/x); L_T = i-x-1; T = i-x; R_T = i-x+1; L = i-1; R = i+1; L_B = i+x-1; B = i+x; R_B = i+x+1; if(L_T>=0&&Math.ceil((L_T+1)/x)==br-1&&mineField.mineMap[L_T]==-1){thisMineNum++;} if(T >=0&&Math.ceil((T +1)/x)==br-1&&mineField.mineMap[T ]==-1){thisMineNum++;} if(R_T>=0&&Math.ceil((R_T+1)/x)==br-1&&mineField.mineMap[R_T]==-1){thisMineNum++;} if(L>=0 &&Math.ceil((L+1)/x)==br&&mineField.mineMap[L]==-1){thisMineNum++;} if(R<num&&Math.ceil((R+1)/x)==br&&mineField.mineMap[R]==-1){thisMineNum++;} if(L_B<num&&Math.ceil((L_B+1)/x)==br+1&&mineField.mineMap[L_B]==-1){thisMineNum++;} if(B <num&&Math.ceil((B +1)/x)==br+1&&mineField.mineMap[B ]==-1){thisMineNum++;} if(R_B<num&&Math.ceil((R_B+1)/x)==br+1&&mineField.mineMap[R_B]==-1){thisMineNum++;} mineField.mineMap[i]=thisMineNum; } } //----------------------------------雷区事件 function setEvent(){ var thisMineFiele=mineField._mineFieldBlock, allMine=mineField._mineFieldEle, iMax=mineField.x*mineField.y; for(var i=0;i<iMax;i++){ allMine[i].index=i; allMine[i].on=0;//0为默认 1为插旗 2为问号 3为显示 } thisMineFiele.onmouseup=function(e){ if(mineField.status==2){return false;} if(mineField.status==0){mineField.status=1;timedCount();} var e=e||window.event, thisObj=e.target||e.srcElement; if(thisObj.nodeName=='UL'||thisObj.on==3){return false;} var Btn=getButton(e); if(Btn== 0){//左键 if(thisObj.on==1){return false;}//插旗子了 就不能点了 if(mineField.mineMap[thisObj.index]==-1){//点雷了 setThisMine('peng',thisObj.index); }else if(mineField.mineMap[thisObj.index]==0){//点到空地了 打开一大片 //alert('你运气真好') var allShowMine=minesShow(thisObj.index); setThisMine('show',allShowMine) }else{//显示一个格子 setThisMine('show',thisObj.index) } } if(Btn== 2){//右键 setThisMine('setOn',thisObj.index); } } } //--------------------------------按到空格时 显示一大片 function minesShow(I){ var allMine=mineField._mineFieldEle, allShowMine=[I];//保存要显示的雷的下标 allMine[I].on=3; see(I);//查询下标为I的周围的方格 function see(allI){ var _allI=[]; if(Object.prototype.toString.call(allI) === '[object Array]'){ for(var i=0;i<allI.length;i++){f(allI[i])} } else{f(allI)} function f(thisI){ var text, x=mineField.x, br, num=x*mineField.y, L_T,T,R_T,L,R,L_B,B,R_B; text='_'+allShowMine.join('_')+'_';//用来判断下标是否已经写入数组 br=Math.ceil((thisI+1)/x); L_T = thisI-x-1; T = thisI-x; R_T = thisI-x+1; L = thisI-1; R = thisI+1; L_B = thisI+x-1; B = thisI+x; R_B = thisI+x+1; //左上角的方格 如果是在雷区 又是在上一行 又是没翻开的格子 又是空格 那么就写如_allI数组 来进行下一次检索 if(L_T>=0&&Math.ceil((L_T+1)/x)==br-1&&allMine[L_T].on==0&&mineField.mineMap[L_T] == 0){_allI.push(L_T);} if(T >=0&&Math.ceil((T +1)/x)==br-1&&allMine[T ].on==0&&mineField.mineMap[T ] == 0){_allI.push(T);} if(R_T>=0&&Math.ceil((R_T+1)/x)==br-1&&allMine[R_T].on==0&&mineField.mineMap[R_T] == 0){_allI.push(R_T);} if(L>=0&&Math.ceil((L+1)/x)==br&&allMine[L].on==0&&mineField.mineMap[L] == 0){_allI.push(L);} if(R<num&&Math.ceil((R+1)/x)==br&&allMine[R].on==0&&mineField.mineMap[R] == 0){_allI.push(R);} if(L_B<num&&Math.ceil((L_B+1)/x)==br+1&&allMine[L_B].on==0&&mineField.mineMap[L_B] == 0){_allI.push(L_B);} if(B <num&&Math.ceil((B +1)/x)==br+1&&allMine[B ].on==0&&mineField.mineMap[B ] == 0){_allI.push(B);} if(R_B<num&&Math.ceil((R_B+1)/x)==br+1&&allMine[R_B].on==0&&mineField.mineMap[R_B] == 0){_allI.push(R_B);} //------------------------------------------------ //左上角的的格子 如果在雷区 又是在上一行 又是没翻开的格子 又是没写入allShowMine数组的 那就写入吧 并提前标记为翻开的格子 if(L_T>=0&&Math.ceil((L_T+1)/x)==br-1&&allMine[L_T].on==0&&text.indexOf('_'+L_T+'_') == -1){allShowMine.push(L_T);allMine[L_T].on=3} if(T >=0&&Math.ceil((T +1)/x)==br-1&&allMine[T ].on==0&&text.indexOf('_'+T+'_') == -1){allShowMine.push(T);allMine[T].on=3} if(R_T>=0&&Math.ceil((R_T+1)/x)==br-1&&allMine[R_T].on==0&&text.indexOf('_'+R_T+'_') == -1){allShowMine.push(R_T);allMine[R_T].on=3} if(L>=0&&Math.ceil((L+1)/x)==br&&allMine[L].on==0&&text.indexOf('_'+L+'_') == -1){allShowMine.push(L);allMine[L].on=3} if(R<num&&Math.ceil((R+1)/x)==br&&allMine[R].on==0&&text.indexOf('_'+R+'_') == -1){allShowMine.push(R);allMine[R].on=3} if(L_B<num&&Math.ceil((L_B+1)/x)==br+1&&allMine[L_B].on==0&&text.indexOf('_'+L_B+'_') == -1){allShowMine.push(L_B);allMine[L_B].on=3} if(B <num&&Math.ceil((B +1)/x)==br+1&&allMine[B ].on==0&&text.indexOf('_'+B+'_') == -1){allShowMine.push(B );allMine[B ].on=3} if(R_B<num&&Math.ceil((R_B+1)/x)==br+1&&allMine[R_B].on==0&&text.indexOf('_'+R_B+'_') == -1){allShowMine.push(R_B);allMine[R_B].on=3} if(_allI.length!=0){see(_allI)} } } return allShowMine } //-------------------------------------- document.oncontextmenu=function(){return false;}//禁止右键菜单 function getButton(e){ var Btn; if(document.implementation.hasFeature('MouseEvents','2.0')){Btn=e.button;} else{ switch(e.button){ case 0: case 1: case 3: case 5: case 7: Btn=0; break; case 2: case 6: Btn=2; break; case 4: Btn=9; break; } } return Btn; } </script>