迁移五子棋主面板脚本
This commit is contained in:
@@ -31,6 +31,7 @@
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* - game-hall.js:处理娱乐大厅弹窗和游戏入口卡片。
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* - game-bootstrap.js:提供非关键游戏延迟初始化工具。
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* - game-panels.js:处理通用游戏面板关闭事件。
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* - gomoku-panel.js:提供五子棋主面板 Alpine 组件和 Canvas 棋盘逻辑。
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* - gomoku-controls.js:处理五子棋外部打开和接受邀请入口。
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* - horse-race-panel.js:提供赛马竞猜主面板 Alpine 组件和下注流程。
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* - horse-race-fab.js:处理赛马竞猜悬浮按钮拖动与打开面板。
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@@ -116,6 +117,7 @@ export {
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export { bindGameHallControls, closeGameHall, openGameHall } from "./chat-room/game-hall.js";
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export { bindGameBootstrapControls, deferChatGameBootstrap } from "./chat-room/game-bootstrap.js";
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export { bindGamePanelControls } from "./chat-room/game-panels.js";
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export { bindGomokuPanelControls, gomokuPanel } from "./chat-room/gomoku-panel.js";
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export { acceptGomokuInvite, bindGomokuControls, openGomokuPanel } from "./chat-room/gomoku-controls.js";
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export { bindHorseRacePanelControls, horseRacePanel, requestHorseRaceJson } from "./chat-room/horse-race-panel.js";
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export { bindHorseRaceFabControls, horseRaceFab } from "./chat-room/horse-race-fab.js";
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@@ -285,6 +287,7 @@ import {
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import { bindGameHallControls, closeGameHall, openGameHall } from "./chat-room/game-hall.js";
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import { bindGameBootstrapControls, deferChatGameBootstrap } from "./chat-room/game-bootstrap.js";
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import { bindGamePanelControls } from "./chat-room/game-panels.js";
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import { bindGomokuPanelControls, gomokuPanel } from "./chat-room/gomoku-panel.js";
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import { acceptGomokuInvite, bindGomokuControls, openGomokuPanel } from "./chat-room/gomoku-controls.js";
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import { bindHorseRacePanelControls, horseRacePanel, requestHorseRaceJson } from "./chat-room/horse-race-panel.js";
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import { bindHorseRaceFabControls, horseRaceFab } from "./chat-room/horse-race-fab.js";
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@@ -462,6 +465,8 @@ if (typeof window !== "undefined") {
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bindGameBootstrapControls,
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deferChatGameBootstrap,
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bindGamePanelControls,
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bindGomokuPanelControls,
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gomokuPanel,
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acceptGomokuInvite,
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bindGomokuControls,
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openGomokuPanel,
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@@ -645,6 +650,7 @@ if (typeof window !== "undefined") {
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window.deferChatGameBootstrap = deferChatGameBootstrap;
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window.lotteryPanel = lotteryPanel;
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window.openGameHall = openGameHall;
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window.gomokuPanel = gomokuPanel;
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window.acceptGomokuInvite = acceptGomokuInvite;
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window.openGomokuPanel = openGomokuPanel;
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window.horseRacePanel = horseRacePanel;
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@@ -735,6 +741,7 @@ if (typeof window !== "undefined") {
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bindGameHallControls();
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bindGameBootstrapControls();
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bindGamePanelControls();
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bindGomokuPanelControls();
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bindGomokuControls();
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bindHorseRacePanelControls();
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bindHorseRaceFabControls();
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File diff suppressed because it is too large
Load Diff
@@ -10,7 +10,14 @@
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--}}
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{{-- ─── 五子棋面板遮罩 ─── --}}
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<div id="gomoku-panel" x-data="gomokuPanel()" x-show="show" x-cloak>
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<div id="gomoku-panel"
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x-data="gomokuPanel()"
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x-show="show"
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x-cloak
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data-gomoku-base-url="/gomoku"
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data-gomoku-config-url="{{ route('gomoku.config') }}"
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data-gomoku-active-url="{{ route('gomoku.active') }}"
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data-gomoku-create-url="{{ route('gomoku.create') }}">
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<div
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style="position:fixed; inset:0; background:rgba(0,0,0,.65); z-index:9940;
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display:flex; align-items:center; justify-content:center;">
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@@ -273,670 +280,5 @@
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}
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</style>
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<script>
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/**
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* 五子棋面板 Alpine.js 组件
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*/
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function gomokuPanel() {
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return {
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// ─── 基础状态 ───
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show: false,
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mode: 'pvp', // 'pvp' | 'pve'
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gameStatus: 'idle', // 'idle' | 'waiting' | 'playing' | 'finished'
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gameId: null,
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myColor: null, // 1=黑 2=白
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// ─── 玩家信息 ───
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blackName: '',
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whiteName: '',
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currentTurn: 1, // 1=黑 2=白
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stepCount: 0,
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// ─── AI 配置 ───
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aiLevels: [{
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id: 1,
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name: '简单',
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icon: '🟢',
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reward: 20,
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fee: 0,
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color: '#16a34a'
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},
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{
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id: 2,
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name: '普通',
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icon: '🟡',
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reward: 50,
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fee: 10,
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color: '#ca8a04'
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},
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{
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id: 3,
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name: '困难',
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icon: '🔴',
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reward: 120,
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fee: 30,
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color: '#dc2626'
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},
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{
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id: 4,
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name: '专家',
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icon: '⚡',
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reward: 300,
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fee: 80,
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color: '#7c3aed'
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},
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],
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// ─── 棋盘 ───
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board: [], // 15×15 矩阵
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hoverPos: null, // {row, col} 悬停位置
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lastMove: null, // {row, col} 最后落子(高亮用)
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CELL: 30, // 格子像素大小
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PAD: 22, // 棋盘内边距
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// ─── 对局结果 ───
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rewardGold: 0,
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resultEmoji: '',
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resultText: '',
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resultGold: 0,
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// ─── 超时计时器 ───
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inviteTimeout: 60,
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moveTimeout: 0,
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_inviteTimer: null,
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_moveTimer: null,
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// ─── WebSocket 监听器 ───
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_echoChannel: null,
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// PvP 胜利奖励(open() 后从接口更新)
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_pvpReward: 80,
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// ─── 计算属性 ───
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get title() {
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if (this.gameStatus === 'idle') return '五子棋';
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if (this.gameStatus === 'waiting') return '等待对手…';
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if (this.gameStatus === 'finished') return '对局结束';
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return this.mode === 'pvp' ? '五子棋 PvP 对战' : '五子棋 AI 对战';
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},
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get subtitle() {
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if (this.gameStatus === 'idle') return '选择游戏模式开始';
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if (this.gameStatus === 'waiting') return '已发出对战邀请';
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if (this.gameStatus === 'finished') return '对局已结束';
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return this.isMyTurn ? '● 轮到您落子' : '○ 等待对方落子…';
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},
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get isMyTurn() {
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if (this.mode === 'pve') return this.currentTurn === 1;
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return this.currentTurn === this.myColor;
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},
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get turnText() {
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if (this.gameStatus === 'finished') return '对局结束';
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return this.currentTurn === 1 ? '● 黑棋回合' : '○ 白棋回合';
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},
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// ─── 打开/关闭 ───
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/** 从外部打开面板 */
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async open() {
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this.show = true;
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this.resetToIdle();
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this.$nextTick(() => this.initCanvas());
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// ① 并行加载后台配置 + 检查活跃对局
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const [cfg, active] = await Promise.all([
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fetch('/gomoku/config').then(r => r.json()).catch(() => null),
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fetch('/gomoku/active').then(r => r.json()).catch(() => null),
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]);
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// 更新 AI 难度列表(后台配置)
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if (cfg?.ok && Array.isArray(cfg.pve_levels)) {
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const icons = ['🟢', '🟡', '🔴', '⚡'];
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const colors = ['#16a34a', '#ca8a04', '#dc2626', '#7c3aed'];
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this.aiLevels = cfg.pve_levels.map((lv, i) => ({
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id: lv.level,
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name: lv.name,
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icon: icons[i] ?? '♟️',
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reward: lv.reward,
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fee: lv.fee,
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color: colors[i] ?? '#336699',
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}));
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this._pvpReward = cfg.pvp_reward ?? 80;
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}
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// ② 如有进行中对局,弹出恢复选择(全局弹窗)
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if (active?.has_active) {
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const modeLabel = active.mode === 'pve' ?
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`人机对战(${active.white_name})` :
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`PvP 对战(${active.black_name} vs ${active.white_name})`;
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const resume = await window.chatDialog.confirm(
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`您有一局未完成的${modeLabel},确定继续吗?\n取消则直接认输并结束本局。`,
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'♟️ 恢复对局',
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'#1e3a5f'
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);
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if (resume) {
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// 继续对局:恢复棋盘状态
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this.gameId = active.game_id;
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this.mode = active.mode;
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this.myColor = active.your_color;
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this.currentTurn = active.current_turn;
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this.board = active.board;
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this.blackName = active.black_name;
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this.whiteName = active.white_name;
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this.gameStatus = active.status === 'waiting' ? 'waiting' : 'playing';
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this.rewardGold = active.mode === 'pvp' ? (this._pvpReward ?? 80) : 0;
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this.$nextTick(() => this.redrawBoard());
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// PvP 恢复后重新订阅私有频道
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if (active.mode === 'pvp' && active.status === 'playing') {
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this.subscribeToGame(active.game_id);
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}
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} else {
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// 认输:调接口后提示
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await fetch(`/gomoku/${active.game_id}/resign`, {
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method: 'POST',
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headers: {
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'X-CSRF-TOKEN': document.querySelector('meta[name="csrf-token"]')
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?.content ?? '',
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'Accept': 'application/json',
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},
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}).catch(() => {});
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await window.chatDialog.alert('已认输,对局结束。', '♟️ 对局结束', '#336699');
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}
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}
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},
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/** 初始化面板并直接加入对局(被邀请方) */
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async openAndJoin(gameId) {
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this.show = true;
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this.$nextTick(async () => {
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this.initCanvas();
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await this.joinGame(gameId);
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});
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},
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/** 关闭面板 */
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closePanel() {
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// 对局中时不能直接关闭(防误操作)
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if (this.gameStatus === 'playing') {
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window.chatDialog?.confirm('对局进行中,关闭面板将不会认输,确定关闭?').then(ok => {
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if (ok) {
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this.cleanUp();
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this.show = false;
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}
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});
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return;
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}
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this.cleanUp();
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this.show = false;
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},
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/** 重置到选择模式界面 */
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resetToIdle() {
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this.cleanUp();
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this.gameStatus = 'idle';
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this.gameId = null;
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this.myColor = null;
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this.board = Array.from({
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length: 15
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}, () => Array(15).fill(0));
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this.lastMove = null;
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this.stepCount = 0;
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this.rewardGold = 0;
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this.resultEmoji = '';
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this.resultText = '';
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this.resultGold = 0;
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this.$nextTick(() => this.redrawBoard());
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},
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/** 清理定时器和 WebSocket 监听 */
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cleanUp() {
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clearInterval(this._inviteTimer);
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clearInterval(this._moveTimer);
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if (this._echoChannel && window.Echo) {
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window.Echo.leave(`gomoku.${this.gameId}`);
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this._echoChannel = null;
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}
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},
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// ─── 游戏开始 ───
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/** 发起 PvP 随机对战 */
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async startPvP() {
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const roomId = window.chatContext?.roomId;
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if (!roomId) return;
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const res = await this.post('/gomoku/create', {
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mode: 'pvp',
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room_id: roomId
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});
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if (!res?.ok) {
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window.chatDialog?.alert(res?.message || '发起失败,请稍后重试');
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return;
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}
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this.gameId = res.game_id;
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this.mode = 'pvp';
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this.myColor = 1; // 发起方执黑
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this.blackName = window.chatContext?.username || '我';
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this.whiteName = '等待中…';
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this.gameStatus = 'waiting';
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this.inviteTimeout = 60;
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// 启动邀请倒计时
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this._inviteTimer = setInterval(() => {
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this.inviteTimeout--;
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if (this.inviteTimeout <= 0) {
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clearInterval(this._inviteTimer);
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if (this.gameStatus === 'waiting') {
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this.gameStatus = 'idle';
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window.chatDialog?.alert('邀请已超时,无人接受挑战。');
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}
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}
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}, 1000);
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// 监听对手加入事件(通过房间频道广播触发)
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this.waitForOpponent();
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},
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/** 发起 PvE 人机对战 */
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async startPvE(level) {
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const roomId = window.chatContext?.roomId;
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if (!roomId) return;
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const res = await this.post('/gomoku/create', {
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mode: 'pve',
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room_id: roomId,
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ai_level: level.id,
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});
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if (!res?.ok) {
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window.chatDialog?.alert(res?.message || '创建失败,请稍后重试');
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return;
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}
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this.gameId = res.game_id;
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this.mode = 'pve';
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this.myColor = 1;
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this.blackName = window.chatContext?.username || '我';
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this.whiteName = `AI(${level.name})`;
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this.rewardGold = level.reward;
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this.board = Array.from({
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length: 15
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}, () => Array(15).fill(0));
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this.currentTurn = 1;
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this.gameStatus = 'playing';
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this.$nextTick(() => this.redrawBoard());
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},
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/** 加入 PvP 对战(接受邀请方) */
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async joinGame(gameId) {
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const res = await this.post(`/gomoku/${gameId}/join`, {});
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if (!res?.ok) {
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window.chatDialog?.alert(res?.message || '加入失败');
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this.show = false;
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return;
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}
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// 重新获取对局状态
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await this.syncState(gameId);
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this.subscribeToGame(gameId);
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},
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/** 等待对手通过轮询或 WebSocket 通知加入 */
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waitForOpponent() {
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// 每 3 秒轮询一次对局状态
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const maxAttempts = 20;
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let attempts = 0;
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const poll = setInterval(async () => {
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if (this.gameStatus !== 'waiting') {
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clearInterval(poll);
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return;
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}
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attempts++;
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if (attempts > maxAttempts) {
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clearInterval(poll);
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return;
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}
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const res = await fetch(`/gomoku/${this.gameId}/state`).then(r => r.json()).catch(() =>
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null);
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if (res?.status === 'playing') {
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clearInterval(poll);
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this.whiteName = res.opponent_name || '对手';
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this.currentTurn = res.current_turn;
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this.gameStatus = 'playing';
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this.subscribeToGame(this.gameId);
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this.$nextTick(() => this.redrawBoard());
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}
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}, 3000);
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},
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/** 同步对局状态(连接时)*/
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async syncState(gameId) {
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const res = await fetch(`/gomoku/${gameId}/state`).then(r => r.json()).catch(() => null);
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if (!res?.ok) return;
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this.gameId = gameId;
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this.mode = res.mode;
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this.myColor = res.your_color;
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this.currentTurn = res.current_turn;
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this.board = res.board;
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this.gameStatus = res.status;
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this.blackName = res.black_name || '黑棋';
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this.whiteName = res.white_name || '白棋';
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this.rewardGold = res.mode === 'pvp' ? 80 : res.reward_gold ?? 0;
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this.$nextTick(() => this.redrawBoard());
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},
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// ─── WebSocket 监听 ───
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/** 订阅对局私有频道 */
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subscribeToGame(gameId) {
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if (!window.Echo) return;
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this._echoChannel = window.Echo.private(`gomoku.${gameId}`)
|
||||
.listen('.gomoku.moved', (e) => {
|
||||
this.onRemoteMove(e);
|
||||
})
|
||||
.listen('.gomoku.finished', (e) => {
|
||||
this.onGameFinished(e);
|
||||
});
|
||||
},
|
||||
|
||||
/** 收到远端落子 */
|
||||
onRemoteMove(e) {
|
||||
// 仅 PvP 模式会通过 WebSocket 接收对方落子
|
||||
if (this.mode !== 'pvp') return;
|
||||
this.board[e.row][e.col] = e.color;
|
||||
this.lastMove = {
|
||||
row: e.row,
|
||||
col: e.col
|
||||
};
|
||||
this.currentTurn = e.current_turn;
|
||||
this.stepCount++;
|
||||
this.redrawBoard();
|
||||
},
|
||||
|
||||
/** 游戏结束通知(WebSocket)*/
|
||||
onGameFinished(e) {
|
||||
if (e.game_id !== this.gameId) return;
|
||||
this.gameStatus = 'finished';
|
||||
this.showResult(e.winner, e.winner_name, e.reason, e.reward_gold);
|
||||
},
|
||||
|
||||
// ─── 落子逻辑 ───
|
||||
|
||||
/** Canvas 点击事件:计算坐标并落子 */
|
||||
async handleCanvasClick(event) {
|
||||
if (this.gameStatus !== 'playing' || !this.isMyTurn) return;
|
||||
|
||||
const canvas = document.getElementById('gomoku-canvas');
|
||||
if (!canvas) return;
|
||||
const rect = canvas.getBoundingClientRect();
|
||||
const x = event.clientX - rect.left;
|
||||
const y = event.clientY - rect.top;
|
||||
|
||||
const col = Math.round((x - this.PAD) / this.CELL);
|
||||
const row = Math.round((y - this.PAD) / this.CELL);
|
||||
|
||||
if (row < 0 || row >= 15 || col < 0 || col >= 15) return;
|
||||
if (this.board[row][col] !== 0) return;
|
||||
|
||||
// 乐观更新(先本地显示,等服务端响应)
|
||||
this.board[row][col] = this.myColor;
|
||||
this.lastMove = {
|
||||
row,
|
||||
col
|
||||
};
|
||||
this.stepCount++;
|
||||
this.redrawBoard();
|
||||
|
||||
// 切换回合(PvP 时前端先切,等服务端广播校正)
|
||||
if (this.mode === 'pvp') {
|
||||
this.currentTurn = this.myColor === 1 ? 2 : 1;
|
||||
} else {
|
||||
// PvE 不立即切换,等 AI 落子返回
|
||||
this.currentTurn = 2;
|
||||
}
|
||||
|
||||
const res = await this.post(`/gomoku/${this.gameId}/move`, {
|
||||
row,
|
||||
col
|
||||
});
|
||||
|
||||
if (!res?.ok) {
|
||||
// 落子被拒:回滚
|
||||
this.board[row][col] = 0;
|
||||
this.stepCount--;
|
||||
this.currentTurn = this.myColor;
|
||||
this.redrawBoard();
|
||||
return;
|
||||
}
|
||||
|
||||
if (res.finished) {
|
||||
this.gameStatus = 'finished';
|
||||
this.showResult(res.winner, '', res.reason, res.reward_gold);
|
||||
return;
|
||||
}
|
||||
|
||||
// PvE:处理 AI 落子
|
||||
if (this.mode === 'pve' && res.ai_moved) {
|
||||
// 延迟 600ms 展示 AI "思考"效果
|
||||
setTimeout(() => {
|
||||
const ai = res.ai_moved;
|
||||
this.board[ai.row][ai.col] = 2;
|
||||
this.lastMove = {
|
||||
row: ai.row,
|
||||
col: ai.col
|
||||
};
|
||||
this.stepCount++;
|
||||
this.currentTurn = 1;
|
||||
this.redrawBoard();
|
||||
}, 600);
|
||||
}
|
||||
},
|
||||
|
||||
/** Canvas 鼠标移动:悬停预览 */
|
||||
handleCanvasHover(event) {
|
||||
if (this.gameStatus !== 'playing' || !this.isMyTurn) return;
|
||||
const canvas = document.getElementById('gomoku-canvas');
|
||||
if (!canvas) return;
|
||||
const rect = canvas.getBoundingClientRect();
|
||||
const x = event.clientX - rect.left;
|
||||
const y = event.clientY - rect.top;
|
||||
const col = Math.round((x - this.PAD) / this.CELL);
|
||||
const row = Math.round((y - this.PAD) / this.CELL);
|
||||
if (row >= 0 && row < 15 && col >= 0 && col < 15 && this.board[row][col] === 0) {
|
||||
this.hoverPos = {
|
||||
row,
|
||||
col
|
||||
};
|
||||
} else {
|
||||
this.hoverPos = null;
|
||||
}
|
||||
this.redrawBoard();
|
||||
},
|
||||
|
||||
// ─── 其他操作 ───
|
||||
|
||||
/** 认输 */
|
||||
async resign() {
|
||||
const ok = await window.chatDialog?.confirm('确定认输?').catch(() => false) ?? false;
|
||||
if (!ok) return;
|
||||
const res = await this.post(`/gomoku/${this.gameId}/resign`, {});
|
||||
if (res?.finished) {
|
||||
this.gameStatus = 'finished';
|
||||
this.showResult(res.winner, '', 'resign', 0);
|
||||
}
|
||||
},
|
||||
|
||||
/** 取消邀请 */
|
||||
async cancelInvite() {
|
||||
await this.post(`/gomoku/${this.gameId}/cancel`, {});
|
||||
clearInterval(this._inviteTimer);
|
||||
this.gameStatus = 'idle';
|
||||
},
|
||||
|
||||
/** 显示对局结果 */
|
||||
showResult(winner, winnerName, reason, gold) {
|
||||
const isWinner = (winner === this.myColor);
|
||||
const isDraw = (winner === 0);
|
||||
this.resultGold = gold ?? 0;
|
||||
if (isDraw) {
|
||||
this.resultEmoji = '🤝';
|
||||
this.resultText = '平局!势均力敌';
|
||||
} else if (reason === 'resign') {
|
||||
this.resultEmoji = isWinner ? '🏆' : '😔';
|
||||
this.resultText = isWinner ? '对手认输,您获胜!' : '您认输了';
|
||||
} else {
|
||||
this.resultEmoji = isWinner ? '🏆' : '😔';
|
||||
this.resultText = isWinner ?
|
||||
(this.mode === 'pve' ? '恭喜!您击败了 AI!' : '恭喜!您获胜了!') :
|
||||
(this.mode === 'pve' ? 'AI 获胜,再接再厉!' : '惜败,再来一局!');
|
||||
}
|
||||
if (isWinner && gold > 0 && window.chatContext) {
|
||||
window.chatContext.userJjb = (window.chatContext.userJjb ?? 0) + gold;
|
||||
}
|
||||
},
|
||||
|
||||
// ─── Canvas 绘制 ───
|
||||
|
||||
/** 初始化 Canvas 尺寸 */
|
||||
initCanvas() {
|
||||
const canvas = document.getElementById('gomoku-canvas');
|
||||
if (!canvas) return;
|
||||
const size = this.CELL * 14 + this.PAD * 2;
|
||||
canvas.width = size;
|
||||
canvas.height = size;
|
||||
this.redrawBoard();
|
||||
},
|
||||
|
||||
/** 重绘棋盘 */
|
||||
redrawBoard() {
|
||||
const canvas = document.getElementById('gomoku-canvas');
|
||||
if (!canvas) return;
|
||||
const ctx = canvas.getContext('2d');
|
||||
const {
|
||||
CELL,
|
||||
PAD
|
||||
} = this;
|
||||
const SIZE = CELL * 14 + PAD * 2;
|
||||
|
||||
// 棋盘背景
|
||||
ctx.fillStyle = '#dcb866';
|
||||
ctx.fillRect(0, 0, SIZE, SIZE);
|
||||
|
||||
// 棋盘格线
|
||||
ctx.strokeStyle = '#a0783a';
|
||||
ctx.lineWidth = 0.8;
|
||||
for (let i = 0; i < 15; i++) {
|
||||
const x = PAD + i * CELL;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x, PAD);
|
||||
ctx.lineTo(x, PAD + 14 * CELL);
|
||||
ctx.stroke();
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(PAD, x);
|
||||
ctx.lineTo(PAD + 14 * CELL, x);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// 星位(天元 + 四角星)
|
||||
const starPoints = [
|
||||
[3, 3],
|
||||
[3, 11],
|
||||
[11, 3],
|
||||
[11, 11],
|
||||
[7, 7]
|
||||
];
|
||||
ctx.fillStyle = '#7a5c28';
|
||||
starPoints.forEach(([r, c]) => {
|
||||
ctx.beginPath();
|
||||
ctx.arc(PAD + c * CELL, PAD + r * CELL, 3.5, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
});
|
||||
|
||||
// 坐标标记
|
||||
const cols = 'ABCDEFGHJKLMNOP';
|
||||
ctx.fillStyle = '#7a5c28';
|
||||
ctx.font = '9px monospace';
|
||||
ctx.textAlign = 'center';
|
||||
ctx.textBaseline = 'middle';
|
||||
for (let i = 0; i < 15; i++) {
|
||||
ctx.fillText(cols[i], PAD + i * CELL, PAD - 12);
|
||||
ctx.fillText(15 - i, PAD - 14, PAD + i * CELL);
|
||||
}
|
||||
|
||||
// 棋子
|
||||
this.board.forEach((row, r) => {
|
||||
row.forEach((cell, c) => {
|
||||
if (cell === 0) return;
|
||||
const x = PAD + c * CELL;
|
||||
const y = PAD + r * CELL;
|
||||
const isLast = this.lastMove?.row === r && this.lastMove?.col === c;
|
||||
|
||||
// 棋子渐变(立体感)
|
||||
const grad = ctx.createRadialGradient(x - 3, y - 3, 1, x, y, CELL * 0.45);
|
||||
if (cell === 1) {
|
||||
grad.addColorStop(0, '#888');
|
||||
grad.addColorStop(1, '#111');
|
||||
} else {
|
||||
grad.addColorStop(0, '#fff');
|
||||
grad.addColorStop(1, '#ccc');
|
||||
}
|
||||
ctx.beginPath();
|
||||
ctx.arc(x, y, CELL * 0.44, 0, Math.PI * 2);
|
||||
ctx.fillStyle = grad;
|
||||
ctx.fill();
|
||||
ctx.strokeStyle = cell === 1 ? '#000' : '#aaa';
|
||||
ctx.lineWidth = 0.5;
|
||||
ctx.stroke();
|
||||
|
||||
// 最后落子标记
|
||||
if (isLast) {
|
||||
ctx.beginPath();
|
||||
ctx.arc(x, y, 4, 0, Math.PI * 2);
|
||||
ctx.fillStyle = cell === 1 ? '#fff' : '#666';
|
||||
ctx.fill();
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// 悬停预览棋子(半透明)
|
||||
if (this.hoverPos && this.isMyTurn && this.gameStatus === 'playing') {
|
||||
const {
|
||||
row: hr,
|
||||
col: hc
|
||||
} = this.hoverPos;
|
||||
if (this.board[hr][hc] === 0) {
|
||||
const hx = PAD + hc * CELL;
|
||||
const hy = PAD + hr * CELL;
|
||||
ctx.beginPath();
|
||||
ctx.arc(hx, hy, CELL * 0.44, 0, Math.PI * 2);
|
||||
ctx.fillStyle = this.myColor === 1 ? 'rgba(0,0,0,0.35)' : 'rgba(255,255,255,0.55)';
|
||||
ctx.fill();
|
||||
ctx.strokeStyle = this.myColor === 1 ? 'rgba(0,0,0,.5)' : 'rgba(150,150,150,.5)';
|
||||
ctx.lineWidth = 1;
|
||||
ctx.stroke();
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// ─── 网络请求辅助 ───
|
||||
|
||||
/** 封装 POST 请求 */
|
||||
async post(url, data) {
|
||||
try {
|
||||
const res = await fetch(url, {
|
||||
method: 'POST',
|
||||
headers: {
|
||||
'X-CSRF-TOKEN': document.querySelector('meta[name="csrf-token"]').content,
|
||||
'Content-Type': 'application/json',
|
||||
'Accept': 'application/json',
|
||||
},
|
||||
body: JSON.stringify(data),
|
||||
});
|
||||
return await res.json();
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
{{-- 五子棋外部打开入口已迁移到 resources/js/chat-room/gomoku-controls.js --}}
|
||||
</script>
|
||||
{{-- 五子棋主面板脚本已迁移到 resources/js/chat-room/gomoku-panel.js --}}
|
||||
|
||||
Reference in New Issue
Block a user