中国象棋专业版2.0 – html源码
中国象棋专业版2.0 – html源码
采用纯 HTML5 Canvas 实现,无需任何网络连接或插件,直接在浏览器中运行。它既支持双人对弈,也提供三种难度的人机对战,适合象棋爱好者练习或休闲娱乐。
一、核心功能
- 双人对战:两人轮流使用同一设备,红方先行,黑方后行,完全遵循中国象棋标准规则。
- 人机对战:可选择让 AI 执红或执黑,自己执另一方,与电脑对弈。
- 三种难度:初级(1层搜索深度)、中级(2层)、高级(3层),层数越高 AI 思考更深入,棋力越强。
- 悔棋功能:可回退到上一回合的局面,方便复盘或纠正失误。
- 新局重开:随时重置棋盘,开始全新对局。
二、界面设计
- 棋盘绘制:采用传统木质色调,楚河汉界清晰,九宫对角线、炮/兵标记点均完整呈现。
- 棋子样式:红方棋子为暗红色底、金色文字;黑方为深色底、浅色文字,文字采用楷体,带有立体阴影,视觉上非常典雅。
- 选中高亮:当点击己方棋子时,棋子周围会出现金色光圈,提示当前选中状态。
- 右侧面板:
- 走棋提示:显示当前轮到红方还是黑方走棋,对局结束后显示胜方。
- 模式选择:下拉菜单可选“双人对战”、“AI执黑”、“AI执红”。
- 难度选择:初级、中级、高级对应不同的搜索深度。
- 悔棋按钮:点击后退一步。
- 新局按钮:立即重置棋盘。
三、规则实现游戏严格实现了中国象棋的全部基本规则:
- 棋子走法:
- 帅(将):只在九宫内直走一步。
- 士(仕):只在九宫内斜走一步。
- 相(象):飞“田”,不能过河,且需避免象眼被塞。
- 马:走“日”字,有蹩马腿限制。
- 车:直线任意距离,不可越过棋子。
- 炮:直线行走,吃子时必须隔一棋子(炮架)。
- 兵(卒):未过河只能前进,过河后可横移,不可后退。
- 特殊规则:
- 将帅不能照面(双方将/帅之间无棋子阻挡时判为禁止走法)。
- 走棋后不能使己方将/帅处于被攻击状态(即不能送将)。
- 胜负判定:吃掉对方将/帅即获胜。程序会在每次移动后检测对方将/帅是否存在。
四、AI 设计
- 搜索算法:采用带 Alpha-Beta 剪枝的博弈树搜索,深度由用户选择(1~3层)。
- 优化技巧:
- 杀手启发式:记录每层搜索中导致剪枝的非吃子走法,优先尝试这些走法以提高剪枝效率。
- 走法排序:先尝试杀手走法,再按吃子价值(MVV-LVA)排序,提高剪枝效果。
- 局面评估:基于棋子基本价值(帅10000、车1000、马500、炮800、相/士200、兵/卒100),计算双方总分差。
- 随机性:当多个走法评分相同时,随机选择一个,使 AI 棋路略有变化。
五、操作方式
- 选择棋子:点击棋盘上的己方棋子,该棋子会高亮。
- 移动棋子:再点击一个合法的目标格,棋子即移动。若目标格有敌方棋子则吃掉。
- 取消选择:点击空白区域或再次点击同一棋子可取消选中。
- 按钮操作:点击右侧按钮执行对应功能,所有操作均有实时反馈。
六、技术实现亮点
- Canvas 锐化处理:所有线条和文字均采用半像素坐标绘制,消除模糊,在视网膜屏幕下依然清晰。
- 响应式布局:棋盘尺寸固定,但通过 CSS 居中显示,适配不同分辨率。
- 无外部依赖:纯原生 JavaScript,无任何第三方库,加载即用。
- 历史记录:每次走棋都会保存局面,实现悔棋功能。
七、适用场景
- 闲暇时与朋友对弈一局。
- 初学者练习走法,熟悉规则。
- 象棋爱好者与 AI 切磋,逐步挑战更高难度。
- 无需网络,随时在电脑或平板浏览器上打开即玩。
来源:https://www.52pojie.cn/thread-2097870-1-1.html
<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>中国象棋专业版2.0</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
user-select: none;
}
body {
background: #1a1a1a;
min-height: 100vh;
display: flex;
justify-content: center;
align-items: center;
font-family: '楷体', 'KaiTi', '华文楷体', serif;
}
.game-container {
background: transparent;
padding: 20px;
border-radius: 0;
box-shadow: none;
border: none;
display: flex;
gap: 40px;
align-items: center;
}
/* 强制canvas显示尺寸与像素尺寸一致,防止浏览器缩放导致模糊 */
canvas {
display: block;
width: 560px;
height: 630px;
border-radius: 18px;
box-shadow: 0 10px 20px rgba(0,0,0,0.3);
background: #f0d9b5;
cursor: pointer;
}
.right-panel {
display: flex;
flex-direction: column;
gap: 15px;
align-items: center;
justify-content: center;
min-width: 160px;
}
.turn-indicator {
background: #5e3e1e;
color: #f9eac3;
padding: 8px 12px;
border-radius: 50px;
font-size: 22px;
letter-spacing: 2px;
box-shadow: inset 0 -3px 0 #2f1f0e, 0 6px 10px black;
border-bottom: 2px solid #b5914c;
width: 100%;
text-align: center;
margin-bottom: 5px;
}
.mode-selector, .difficulty-selector {
background: #c29e5e;
border-radius: 40px;
padding: 8px 12px;
font-size: 20px;
font-weight: bold;
color: #2b1a0a;
border: 2px solid #efd39e;
box-shadow: inset 0 -2px 0 #6f4f2e, 0 6px 8px black;
cursor: pointer;
outline: none;
width: 100%;
text-align: center;
}
.action-btn {
background: #c29e5e;
border: none;
font-size: 22px;
font-family: '楷体', serif;
font-weight: bold;
padding: 8px 0;
border-radius: 40px;
color: #2b1a0a;
box-shadow: 0 8px 0 #6f4f2e, 0 10px 15px black;
cursor: pointer;
transition: 0.08s linear;
border: 1px solid #efd39e;
letter-spacing: 2px;
width: 100%;
}
.action-btn:active {
transform: translateY(7px);
box-shadow: 0 2px 0 #5a3f22, 0 8px 12px black;
}
</style>
</head>
<body>
<div class="game-container">
<canvas id="chessCanvas" width="560" height="630"></canvas>
<div class="right-panel">
<div class="turn-indicator" id="turnText">红方走棋</div>
<select id="modeSelect" class="mode-selector">
<option value="human" selected>双人对战</option>
<option value="ai-black">🤖AI执黑</option>
<option value="ai-red">🤖AI执红</option>
</select>
<select id="difficultySelect" class="difficulty-selector">
<option value="1">🤖初级1层</option>
<option value="2" selected>🤖中级2层</option>
<option value="3">🤖高级3层</option>
</select>
<button class="action-btn" id="undoBtn">悔棋</button>
<button class="action-btn restart-btn" id="restartBtn">新局</button>
</div>
</div>
<script>
(function() {
// ---------- 棋盘配置 ----------
const canvas = document.getElementById('chessCanvas');
const ctx = canvas.getContext('2d');
const turnText = document.getElementById('turnText');
const modeSelect = document.getElementById('modeSelect');
const difficultySelect = document.getElementById('difficultySelect');
const undoBtn = document.getElementById('undoBtn');
const restartBtn = document.getElementById('restartBtn');
const ROWS = 10;
const COLS = 9;
const GRID_SIZE = 56;
const OFFSET_X = 56;
const OFFSET_Y = 63;
// ---------- 全局状态 ----------
let board = [];
let currentPlayer = 'r';
let selectedPiece = null;
let gameOver = false;
let winner = null;
let history = [];
// AI 相关
let gameMode = 'human';
let aiDifficulty = 2;
let isAIPlaying = false;
let killerMoves = [];
const MAX_DEPTH = 10;
function initKillers() {
killerMoves = [];
for (let d = 0; d <= MAX_DEPTH; d++) killerMoves[d] = [null, null];
}
initKillers();
const pieceValue = {
'k': 10000, 'a': 200, 'b': 200, 'n': 500, 'r': 1000, 'c': 800, 'p': 100
};
function initBoard() {
board = Array(ROWS).fill().map(() => Array(COLS).fill(null));
board[0][0] = 'br'; board[0][1] = 'bn'; board[0][2] = 'bb'; board[0][3] = 'ba'; board[0][4] = 'bk';
board[0][5] = 'ba'; board[0][6] = 'bb'; board[0][7] = 'bn'; board[0][8] = 'br';
board[2][1] = 'bc'; board[2][7] = 'bc';
board[3][0] = 'bp'; board[3][2] = 'bp'; board[3][4] = 'bp'; board[3][6] = 'bp'; board[3][8] = 'bp';
board[9][0] = 'rr'; board[9][1] = 'rn'; board[9][2] = 'rb'; board[9][3] = 'ra'; board[9][4] = 'rk';
board[9][5] = 'ra'; board[9][6] = 'rb'; board[9][7] = 'rn'; board[9][8] = 'rr';
board[7][1] = 'rc'; board[7][7] = 'rc';
board[6][0] = 'rp'; board[6][2] = 'rp'; board[6][4] = 'rp'; board[6][6] = 'rp'; board[6][8] = 'rp';
currentPlayer = 'r';
selectedPiece = null;
gameOver = false;
winner = null;
history = [];
turnText.innerText = '红方走棋';
initKillers();
}
// ---------- 绘制函数 (锐化处理) ----------
function drawBoard() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawGrid();
drawPieces();
if (selectedPiece) {
const { row, col } = selectedPiece;
// 选中高亮:坐标对齐到半像素,阴影调小
ctx.save();
ctx.strokeStyle = '#f5e56b';
ctx.lineWidth = 3;
ctx.shadowBlur = 6; // 减小阴影模糊
ctx.shadowColor = 'gold';
ctx.beginPath();
// 使用半像素坐标使圆弧边缘更清晰
ctx.arc(OFFSET_X + col * GRID_SIZE + 0.5, OFFSET_Y + row * GRID_SIZE + 0.5, 24, 0, 2 * Math.PI);
ctx.stroke();
ctx.restore();
}
}
function drawGrid() {
ctx.save();
ctx.strokeStyle = '#6b4f32';
ctx.lineWidth = 1; // 线宽设为1,配合半像素坐标获得锐利直线
// 绘制横线 (坐标+0.5使线条精确覆盖像素)
for (let i = 0; i < ROWS; i++) {
ctx.beginPath();
ctx.moveTo(OFFSET_X + 0.5, OFFSET_Y + i * GRID_SIZE + 0.5);
ctx.lineTo(OFFSET_X + (COLS - 1) * GRID_SIZE + 0.5, OFFSET_Y + i * GRID_SIZE + 0.5);
ctx.stroke();
}
// 绘制竖线
for (let i = 0; i < COLS; i++) {
ctx.beginPath();
ctx.moveTo(OFFSET_X + i * GRID_SIZE + 0.5, OFFSET_Y + 0.5);
ctx.lineTo(OFFSET_X + i * GRID_SIZE + 0.5, OFFSET_Y + (ROWS - 1) * GRID_SIZE + 0.5);
ctx.stroke();
}
// 绘制楚河汉界 (半透明背景文字,稍微下移一点避开中线,保留原风格)
ctx.font = '35px "楷体", "KaiTi"';
ctx.fillStyle = '#4e2f15';
ctx.globalAlpha = 0.3;
const text = '楚 河 汉 界';
const textWidth = ctx.measureText(text).width;
const boardLeft = OFFSET_X;
const boardRight = OFFSET_X + (COLS - 1) * GRID_SIZE;
const centerX = (boardLeft + boardRight) / 2;
const textX = centerX - textWidth / 2;
// 保持文字整数坐标防止模糊 (半透明背景无需锐利)
ctx.fillText(text, textX, OFFSET_Y + 5 * GRID_SIZE - 13);
ctx.globalAlpha = 1;
// 九宫对角线 (同样用半像素坐标)
ctx.beginPath();
ctx.moveTo(OFFSET_X + 3 * GRID_SIZE + 0.5, OFFSET_Y + 0.5);
ctx.lineTo(OFFSET_X + 5 * GRID_SIZE + 0.5, OFFSET_Y + 2 * GRID_SIZE + 0.5);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(OFFSET_X + 5 * GRID_SIZE + 0.5, OFFSET_Y + 0.5);
ctx.lineTo(OFFSET_X + 3 * GRID_SIZE + 0.5, OFFSET_Y + 2 * GRID_SIZE + 0.5);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(OFFSET_X + 3 * GRID_SIZE + 0.5, OFFSET_Y + 7 * GRID_SIZE + 0.5);
ctx.lineTo(OFFSET_X + 5 * GRID_SIZE + 0.5, OFFSET_Y + 9 * GRID_SIZE + 0.5);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(OFFSET_X + 5 * GRID_SIZE + 0.5, OFFSET_Y + 7 * GRID_SIZE + 0.5);
ctx.lineTo(OFFSET_X + 3 * GRID_SIZE + 0.5, OFFSET_Y + 9 * GRID_SIZE + 0.5);
ctx.stroke();
// 绘制炮/兵/卒标记点 (使用半像素坐标,使圆点清晰)
ctx.fillStyle = '#6b4f32';
ctx.shadowBlur = 0; // 标记点不要阴影
for (let r of [2, 7]) {
for (let c of [1, 7]) {
ctx.beginPath();
ctx.arc(OFFSET_X + c * GRID_SIZE + 0.5, OFFSET_Y + r * GRID_SIZE + 0.5, 5, 0, 2 * Math.PI);
ctx.fill();
}
}
for (let r of [3, 6]) {
for (let c of [0, 2, 4, 6, 8]) {
ctx.beginPath();
ctx.arc(OFFSET_X + c * GRID_SIZE + 0.5, OFFSET_Y + r * GRID_SIZE + 0.5, 4, 0, 2 * Math.PI);
ctx.fill();
}
}
ctx.restore();
}
function drawPieces() {
for (let r = 0; r < ROWS; r++) {
for (let c = 0; c < COLS; c++) {
const piece = board[r][c];
if (!piece) continue;
// 圆心坐标对齐半像素,使棋子边缘清晰
const x = OFFSET_X + c * GRID_SIZE + 0.5;
const y = OFFSET_Y + r * GRID_SIZE + 0.5;
ctx.save();
// 棋子阴影减弱
ctx.shadowColor = '#333';
ctx.shadowBlur = 4; // 原为8,减半减少模糊
ctx.shadowOffsetY = 2; // 原为3
ctx.beginPath();
ctx.arc(x, y, 24, 0, 2 * Math.PI);
ctx.fillStyle = piece[0] === 'r' ? '#c33' : '#222';
ctx.fill();
ctx.shadowBlur = 2; // 描边阴影稍弱
ctx.strokeStyle = '#f1d28c';
ctx.lineWidth = 2;
ctx.stroke();
// 绘制文字前清除阴影,保证文字清晰
ctx.shadowBlur = 0;
ctx.shadowOffsetY = 0;
ctx.font = '35px "楷体", "KaiTi", "华文楷体", serif';
ctx.fillStyle = piece[0] === 'r' ? '#FFD966' : '#ddd';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
// 微调偏移量,配合半像素圆心,文字仍保留轻微偏移以居中
ctx.fillText(pieceToChinese(piece), x - 1, y + 5);
ctx.restore();
}
}
}
function pieceToChinese(p) {
const map = {
'r': { 'k': '帅', 'a': '仕', 'b': '相', 'n': '马', 'r': '车', 'c': '炮', 'p': '兵' },
'b': { 'k': '将', 'a': '士', 'b': '象', 'n': '马', 'r': '车', 'c': '炮', 'p': '卒' }
};
return map[p[0]][p[1]] || '?';
}
// ---------- 规则核心函数 (保持不变,保证AI逻辑正确) ----------
function getPieceRawMoves(boardState, row, col, piece) {
const color = piece[0];
const type = piece[1];
const moves = [];
if (type === 'k') {
const palaceRows = (color === 'r') ? [7,8,9] : [0,1,2];
const palaceCols = [3,4,5];
const dirs = [[-1,0],[1,0],[0,-1],[0,1]];
for (let [dx,dy] of dirs) {
const nr = row+dx, nc = col+dy;
if (palaceRows.includes(nr) && palaceCols.includes(nc)) {
const target = boardState[nr]?.[nc];
if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
}
}
}
else if (type === 'a') {
const palaceRows = (color === 'r') ? [7,8,9] : [0,1,2];
const palaceCols = [3,4,5];
const dirs = [[-1,-1],[-1,1],[1,-1],[1,1]];
for (let [dx,dy] of dirs) {
const nr = row+dx, nc = col+dy;
if (palaceRows.includes(nr) && palaceCols.includes(nc)) {
const target = boardState[nr]?.[nc];
if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
}
}
}
else if (type === 'b') {
const dirs = [[-2,-2],[-2,2],[2,-2],[2,2]];
for (let [dx,dy] of dirs) {
const nr = row+dx, nc = col+dy;
if (nr<0 || nr>=ROWS || nc<0 || nc>=COLS) continue;
if (color === 'r' && nr < 5) continue;
if (color === 'b' && nr > 4) continue;
const eyeRow = row + dx/2, eyeCol = col + dy/2;
if (boardState[eyeRow][eyeCol] !== null) continue;
const target = boardState[nr][nc];
if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
}
}
else if (type === 'n') {
const jumps = [[-2,-1],[-2,1],[-1,-2],[-1,2],[1,-2],[1,2],[2,-1],[2,1]];
for (let [dx,dy] of jumps) {
const nr = row+dx, nc = col+dy;
if (nr<0 || nr>=ROWS || nc<0 || nc>=COLS) continue;
let blockRow = row, blockCol = col;
if (Math.abs(dx) === 2) { blockRow = row + (dx>0?1:-1); blockCol = col; }
else { blockRow = row; blockCol = col + (dy>0?1:-1); }
if (boardState[blockRow][blockCol] !== null) continue;
const target = boardState[nr][nc];
if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
}
}
else if (type === 'r') {
const dirs = [[-1,0],[1,0],[0,-1],[0,1]];
for (let [dx,dy] of dirs) {
let nr = row+dx, nc = col+dy;
while (nr>=0 && nr<ROWS && nc>=0 && nc<COLS) {
const target = boardState[nr][nc];
if (!target) moves.push({toX:nr, toY:nc});
else {
if (target[0] !== color) moves.push({toX:nr, toY:nc});
break;
}
nr += dx; nc += dy;
}
}
}
else if (type === 'c') {
const dirs = [[-1,0],[1,0],[0,-1],[0,1]];
for (let [dx,dy] of dirs) {
let nr = row+dx, nc = col+dy;
let foundObstacle = false;
while (nr>=0 && nr<ROWS && nc>=0 && nc<COLS) {
const target = boardState[nr][nc];
if (!foundObstacle) {
if (!target) moves.push({toX:nr, toY:nc});
else foundObstacle = true;
} else {
if (target && target[0] !== color) {
moves.push({toX:nr, toY:nc});
break;
} else if (target) break;
}
nr += dx; nc += dy;
}
}
}
else if (type === 'p') {
const forward = (color === 'r') ? -1 : 1;
let nr = row + forward, nc = col;
if (nr>=0 && nr<ROWS) {
const target = boardState[nr][nc];
if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
}
const crossed = (color === 'r') ? row <= 4 : row >= 5;
if (crossed) {
for (let dc of [-1,1]) {
nr = row; nc = col + dc;
if (nc>=0 && nc<COLS) {
const target = boardState[nr][nc];
if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
}
}
}
}
return moves;
}
function applyMove(boardState, fromX, fromY, toX, toY) {
const newBoard = boardState.map(row => row.map(cell => cell));
const piece = newBoard[fromX][fromY];
newBoard[toX][toY] = piece;
newBoard[fromX][fromY] = null;
return newBoard;
}
function isKingInCheck(boardState, color) {
let kingPos = null;
for (let r=0; r<ROWS; r++) {
for (let c=0; c<COLS; c++) {
const p = boardState[r][c];
if (p && p[0]===color && p[1]==='k') kingPos = [r,c];
}
}
if (!kingPos) return false;
const opponent = color==='r' ? 'b' : 'r';
for (let r=0; r<ROWS; r++) {
for (let c=0; c<COLS; c++) {
const p = boardState[r][c];
if (p && p[0]===opponent) {
const rawMoves = getPieceRawMoves(boardState, r, c, p);
for (let m of rawMoves) {
if (m.toX === kingPos[0] && m.toY === kingPos[1]) return true;
}
}
}
}
return false;
}
function hasGeneralsFacing(boardState) {
let redKing = null, blackKing = null;
for (let r=0; r<ROWS; r++) {
for (let c=0; c<COLS; c++) {
const p = boardState[r][c];
if (p && p[1]==='k') {
if (p[0]==='r') redKing = [r,c];
else blackKing = [r,c];
}
}
}
if (!redKing || !blackKing) return false;
if (redKing[1] !== blackKing[1]) return false;
const col = redKing[1];
const minRow = Math.min(redKing[0], blackKing[0]);
const maxRow = Math.max(redKing[0], blackKing[0]);
for (let r = minRow+1; r < maxRow; r++) {
if (boardState[r][col] !== null) return false;
}
return true;
}
function getAllValidMoves(boardState, color) {
const moves = [];
for (let r=0; r<ROWS; r++) {
for (let c=0; c<COLS; c++) {
const piece = boardState[r][c];
if (!piece || piece[0] !== color) continue;
const raw = getPieceRawMoves(boardState, r, c, piece);
for (let m of raw) {
const newBoard = applyMove(boardState, r, c, m.toX, m.toY);
if (isKingInCheck(newBoard, color)) continue;
if (hasGeneralsFacing(newBoard)) continue;
const pieceVal = pieceValue[piece[1]] || 0;
const target = boardState[m.toX][m.toY];
const targetVal = target ? (pieceValue[target[1]] || 0) : 0;
moves.push({
fromX: r, fromY: c,
toX: m.toX, toY: m.toY,
pieceValue: pieceVal, targetValue: targetVal
});
}
}
}
return moves;
}
function evaluateBoard(boardState, perspective) {
let score = 0;
for (let r=0; r<ROWS; r++) {
for (let c=0; c<COLS; c++) {
const p = boardState[r][c];
if (!p) continue;
const val = pieceValue[p[1]] || 0;
if (p[0] === perspective) score += val;
else score -= val;
}
}
return score;
}
function alphaBeta(boardState, depth, alpha, beta, maximizing, aiColor, currentDepth) {
const currentColor = maximizing ? aiColor : (aiColor==='r' ? 'b' : 'r');
const moves = getAllValidMoves(boardState, currentColor);
if (moves.length === 0) {
return maximizing ? -Infinity : Infinity;
}
if (depth === 0) return evaluateBoard(boardState, aiColor);
const killers = killerMoves[currentDepth] || [null, null];
moves.sort((a,b) => {
const aKiller = (killers[0] && a.fromX===killers[0].fromX && a.fromY===killers[0].fromY && a.toX===killers[0].toX && a.toY===killers[0].toY) ||
(killers[1] && a.fromX===killers[1].fromX && a.fromY===killers[1].fromY && a.toX===killers[1].toX && a.toY===killers[1].toY);
const bKiller = (killers[0] && b.fromX===killers[0].fromX && b.fromY===killers[0].fromY && b.toX===killers[0].toX && b.toY===killers[0].toY) ||
(killers[1] && b.fromX===killers[1].fromX && b.fromY===killers[1].fromY && b.toX===killers[1].toX && b.toY===killers[1].toY);
if (aKiller && !bKiller) return -1;
if (!aKiller && bKiller) return 1;
if (a.targetValue !== b.targetValue) return b.targetValue - a.targetValue;
return b.pieceValue - a.pieceValue;
});
if (maximizing) {
let maxEval = -Infinity;
for (let move of moves) {
const newBoard = applyMove(boardState, move.fromX, move.fromY, move.toX, move.toY);
const evalScore = alphaBeta(newBoard, depth-1, alpha, beta, false, aiColor, currentDepth+1);
maxEval = Math.max(maxEval, evalScore);
alpha = Math.max(alpha, evalScore);
if (beta <= alpha) {
if (move.targetValue === 0) {
if (!killerMoves[currentDepth]) killerMoves[currentDepth] = [null, null];
const k = killerMoves[currentDepth];
if (!k[0]) k[0] = move;
else if (!k[1] && !(k[0].fromX===move.fromX && k[0].fromY===move.fromY && k[0].toX===move.toX && k[0].toY===move.toY)) k[1] = move;
}
break;
}
}
return maxEval;
} else {
let minEval = Infinity;
for (let move of moves) {
const newBoard = applyMove(boardState, move.fromX, move.fromY, move.toX, move.toY);
const evalScore = alphaBeta(newBoard, depth-1, alpha, beta, true, aiColor, currentDepth+1);
minEval = Math.min(minEval, evalScore);
beta = Math.min(beta, evalScore);
if (beta <= alpha) {
if (move.targetValue === 0) {
if (!killerMoves[currentDepth]) killerMoves[currentDepth] = [null, null];
const k = killerMoves[currentDepth];
if (!k[0]) k[0] = move;
else if (!k[1] && !(k[0].fromX===move.fromX && k[0].fromY===move.fromY && k[0].toX===move.toX && k[0].toY===move.toY)) k[1] = move;
}
break;
}
}
return minEval;
}
}
function getBestMove(boardState, color, depth) {
initKillers();
const moves = getAllValidMoves(boardState, color);
if (moves.length === 0) return null;
let bestMoves = [];
let bestScore = -Infinity;
for (let move of moves) {
const newBoard = applyMove(boardState, move.fromX, move.fromY, move.toX, move.toY);
const score = alphaBeta(newBoard, depth-1, -Infinity, Infinity, false, color, 0);
if (score > bestScore) {
bestScore = score;
bestMoves = [move];
} else if (score === bestScore) {
bestMoves.push(move);
}
}
return bestMoves[Math.floor(Math.random() * bestMoves.length)];
}
function aiMakeMove(color) {
if (gameOver || isAIPlaying) return;
const isAITurn = (gameMode === 'ai-black' && color === 'b') || (gameMode === 'ai-red' && color === 'r');
if (!isAITurn) return;
isAIPlaying = true;
setTimeout(() => {
if (gameOver) { isAIPlaying = false; return; }
const depth = aiDifficulty;
const bestMove = getBestMove(board, color, depth);
if (!bestMove) {
gameOver = true;
winner = (color === 'r') ? 'b' : 'r';
turnText.innerText = winner === 'r' ? '🔴 红方胜' : '⚫ 黑方胜';
drawBoard();
isAIPlaying = false;
return;
}
const { fromX, fromY, toX, toY } = bestMove;
const boardCopy = board.map(row => row.map(cell => cell));
history.push({ board: boardCopy, currentPlayer, lastMoveFrom: [fromX,fromY], lastMoveTo: [toX,toY] });
const piece = board[fromX][fromY];
board[toX][toY] = piece;
board[fromX][fromY] = null;
const enemyColor = color === 'r' ? 'b' : 'r';
let enemyKingAlive = false;
for (let r=0; r<ROWS; r++) for (let c=0; c<COLS; c++) {
const p = board[r][c];
if (p && p[0]===enemyColor && p[1]==='k') enemyKingAlive = true;
}
if (!enemyKingAlive) {
gameOver = true;
winner = color;
turnText.innerText = winner === 'r' ? '红方胜' : '黑方胜';
} else {
currentPlayer = enemyColor;
turnText.innerText = currentPlayer === 'r' ? '红方走棋' : '黑方走棋';
}
selectedPiece = null;
drawBoard();
if (!gameOver) {
const nextIsAI = (gameMode === 'ai-black' && currentPlayer === 'b') || (gameMode === 'ai-red' && currentPlayer === 'r');
if (nextIsAI) {
setTimeout(() => { aiMakeMove(currentPlayer); }, 150);
}
}
isAIPlaying = false;
}, 150);
}
function handleCanvasClick(e) {
if (gameOver) return;
const isCurrentAITurn = (gameMode === 'ai-black' && currentPlayer === 'b') || (gameMode === 'ai-red' && currentPlayer === 'r');
if (isCurrentAITurn) return;
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
const canvasX = (e.clientX - rect.left) * scaleX;
const canvasY = (e.clientY - rect.top) * scaleY;
const col = Math.round((canvasX - OFFSET_X) / GRID_SIZE);
const row = Math.round((canvasY - OFFSET_Y) / GRID_SIZE);
if (row<0 || row>=ROWS || col<0 || col>=COLS) return;
if (!selectedPiece) {
const piece = board[row][col];
if (piece && piece[0] === currentPlayer) {
selectedPiece = { row, col, piece };
}
} else {
const { row: sRow, col: sCol, piece: sPiece } = selectedPiece;
if (board[row][col] && board[row][col][0] === currentPlayer) {
selectedPiece = { row, col, piece: board[row][col] };
drawBoard();
return;
}
const rawMoves = getPieceRawMoves(board, sRow, sCol, sPiece);
let valid = false;
for (let m of rawMoves) {
if (m.toX === row && m.toY === col) {
const newBoard = applyMove(board, sRow, sCol, row, col);
if (!isKingInCheck(newBoard, currentPlayer) && !hasGeneralsFacing(newBoard)) {
valid = true;
}
break;
}
}
if (valid) {
const boardCopy = board.map(r => r.map(c => c));
history.push({ board: boardCopy, currentPlayer, lastMoveFrom: [sRow,sCol], lastMoveTo: [row,col] });
const piece = board[sRow][sCol];
board[row][col] = piece;
board[sRow][sCol] = null;
const enemyColor = currentPlayer === 'r' ? 'b' : 'r';
let enemyKingAlive = false;
for (let r=0; r<ROWS; r++) for (let c=0; c<COLS; c++) {
const p = board[r][c];
if (p && p[0]===enemyColor && p[1]==='k') enemyKingAlive = true;
}
if (!enemyKingAlive) {
gameOver = true;
winner = currentPlayer;
turnText.innerText = winner === 'r' ? '红方胜' : '黑方胜';
} else {
currentPlayer = enemyColor;
turnText.innerText = currentPlayer === 'r' ? '红方走棋' : '黑方走棋';
}
selectedPiece = null;
drawBoard();
if (!gameOver) {
const nextIsAI = (gameMode === 'ai-black' && currentPlayer === 'b') || (gameMode === 'ai-red' && currentPlayer === 'r');
if (nextIsAI) {
setTimeout(() => { aiMakeMove(currentPlayer); }, 200);
}
}
} else {
selectedPiece = null;
}
}
drawBoard();
}
function undoMove() {
if (history.length === 0) return;
if (isAIPlaying) return;
const last = history.pop();
board = last.board.map(row => row.map(cell => cell));
currentPlayer = last.currentPlayer;
selectedPiece = null;
gameOver = false;
winner = null;
turnText.innerText = currentPlayer === 'r' ? '红方走棋' : '黑方走棋';
drawBoard();
if (!gameOver) {
const nextIsAI = (gameMode === 'ai-black' && currentPlayer === 'b') || (gameMode === 'ai-red' && currentPlayer === 'r');
if (nextIsAI) {
setTimeout(() => { aiMakeMove(currentPlayer); }, 200);
}
}
}
function restartGame() {
if (isAIPlaying) return;
initBoard();
drawBoard();
if (gameMode === 'ai-black' && currentPlayer === 'b') aiMakeMove('b');
else if (gameMode === 'ai-red' && currentPlayer === 'r') aiMakeMove('r');
}
canvas.addEventListener('click', handleCanvasClick);
undoBtn.addEventListener('click', undoMove);
restartBtn.addEventListener('click', restartGame);
modeSelect.addEventListener('change', (e) => {
gameMode = e.target.value;
restartGame();
});
difficultySelect.addEventListener('change', (e) => {
aiDifficulty = parseInt(e.target.value, 10);
});
initBoard();
drawBoard();
})();
</script>
</body>
</html>
