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设计一个斗地主游戏,该如何设计各种类?(面向对象,设计模式相关)

发布网友 发布时间:2022-04-20 00:49

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4个回答

懂视网 时间:2022-04-20 05:11

现在我看了h5.zhengtuwl.comhtml5以及canvas相关知识和斗地主的demo后,自己用demo上的素材试着写了个斗地主,代码没重构好,欢迎赐教。

话不多说,下面就一步一步解释下吧

只有一个common.js 文件

1、资源类

var Resource = Class.create();
$.extend(Resource.prototype, {
initialize: function () { },
Images: [
{ path: 'img/bg1.png', x: 0, y: 0, w: 800, h: 480, data: null, type: 61, visible: true },
{ path: 'img/BeiMian.jpg', x: 320, y: 5, w: 100, h: 121, data: null, type: 62, visible: true },
{ path: 'img/btn.jpg', x: 300, y: 281, w: 140, h: 50, data: null, type: 63, visible: true, text: '开始', textX: 366, textY: 310 },
{ x: 0, y: 0, type: 66, isText: true, visible: false },
{ path: 'img/1.jpg', data: null, type: 16, visible: false },
{ path: 'img/2.jpg', data: null, type: 17, visible: false },
{ path: 'img/3.jpg', data: null, type: 3, visible: false, se: 1 },
{ path: 'img/4.jpg', data: null, type: 4, visible: false, se: 1 },
{ path: 'img/5.jpg', data: null, type: 5, visible: false, se: 1 },
{ path: 'img/6.jpg', data: null, type: 6, visible: false, se: 1 },
{ path: 'img/7.jpg', data: null, type: 7, visible: false, se: 1 },
{ path: 'img/8.jpg', data: null, type: 8, visible: false, se: 1 },
{ path: 'img/9.jpg', data: null, type: 9, visible: false, se: 1 },
{ path: 'img/10.jpg', data: null, type: 10, visible: false, se: 1 },
{ path: 'img/11.jpg', data: null, type: 11, visible: false, se: 1 },
{ path: 'img/12.jpg', data: null, type: 12, visible: false, se: 1 },
{ path: 'img/13.jpg', data: null, type: 13, visible: false, se: 1 },
{ path: 'img/14.jpg', data: null, type: 14, visible: false, se: 1 },
{ path: 'img/15.jpg', data: null, type: 15, visible: false, se: 1 },
{ path: 'img/16.jpg', data: null, type: 3, visible: false, se: 4 },
{ path: 'img/17.jpg', data: null, type: 4, visible: false, se: 4 },
{ path: 'img/18.jpg', data: null, type: 5, visible: false, se: 4 },
{ path: 'img/19.jpg', data: null, type: 6, visible: false, se: 4 },
{ path: 'img/20.jpg', data: null, type: 7, visible: false, se: 4 },
{ path: 'img/21.jpg', data: null, type: 8, visible: false, se: 4 },
{ path: 'img/22.jpg', data: null, type: 9, visible: false, se: 4 },
{ path: 'img/23.jpg', data: null, type: 10, visible: false, se: 4 },
{ path: 'img/24.jpg', data: null, type: 11, visible: false, se: 4 },
{ path: 'img/25.jpg', data: null, type: 12, visible: false, se: 4 },
{ path: 'img/26.jpg', data: null, type: 13, visible: false, se: 4 },
{ path: 'img/27.jpg', data: null, type: 14, visible: false, se: 4 },
{ path: 'img/28.jpg', data: null, type: 15, visible: false, se: 4 },
{ path: 'img/29.jpg', data: null, type: 3, visible: false, se: 3 },
{ path: 'img/30.jpg', data: null, type: 4, visible: false, se: 3 },
{ path: 'img/31.jpg', data: null, type: 5, visible: false, se: 3 },
{ path: 'img/32.jpg', data: null, type: 6, visible: false, se: 3 },
{ path: 'img/33.jpg', data: null, type: 7, visible: false, se: 3 },
{ path: 'img/34.jpg', data: null, type: 8, visible: false, se: 3 },
{ path: 'img/35.jpg', data: null, type: 9, visible: false, se: 3 },
{ path: 'img/36.jpg', data: null, type: 10, visible: false, se: 3 },
{ path: 'img/37.jpg', data: null, type: 11, visible: false, se: 3 },
{ path: 'img/38.jpg', data: null, type: 12, visible: false, se: 3 },
{ path: 'img/39.jpg', data: null, type: 13, visible: false, se: 3 },
{ path: 'img/40.jpg', data: null, type: 14, visible: false, se: 3 },
{ path: 'img/41.jpg', data: null, type: 15, visible: false, se: 3 },
{ path: 'img/42.jpg', data: null, type: 3, visible: false, se: 2 },
{ path: 'img/43.jpg', data: null, type: 4, visible: false, se: 2 },
{ path: 'img/44.jpg', data: null, type: 5, visible: false, se: 2 },
{ path: 'img/45.jpg', data: null, type: 6, visible: false, se: 2 },
{ path: 'img/46.jpg', data: null, type: 7, visible: false, se: 2 },
{ path: 'img/47.jpg', data: null, type: 8, visible: false, se: 2 },
{ path: 'img/48.jpg', data: null, type: 9, visible: false, se: 2 },
{ path: 'img/49.jpg', data: null, type: 10, visible: false, se: 2 },
{ path: 'img/50.jpg', data: null, type: 11, visible: false, se: 2 },
{ path: 'img/51.jpg', data: null, type: 12, visible: false, se: 2 },
{ path: 'img/52.jpg', data: null, type: 13, visible: false, se: 2 },
{ path: 'img/53.jpg', data: null, type: 14, visible: false, se: 2 },
{ path: 'img/54.jpg', data: null, type: 15, visible: false, se: 2 }
]
});

Resource.Images是素材数组(几个按钮,文本,54张牌,背景图片等),大家可以下载demo看看
2、Lables类,在Canvas画布上画文本的,比如按钮文字,相关知识请看canvas教程

var Labels = Class.create();
$.extend(Labels.prototype, {
initialize: function (cxt) {
this.cxt = cxt;
},
setText: function (text, postion) {
this.cxt.font = 'bold 20px serif';
this.cxt.fillStyle = '#000000';
this.cxt.textAlign = 'center';
this.cxt.fillText(text, postion.x, postion.y);
}
});

这个类的方法setText主要是根据设置的字体,字体大小,字体颜色,在Canvas上画文本的,this.cxt这个是canvas上下文(每个教程的叫法不一样),首先this.cxt.font = 'bold 20px serif';这个是设置字体大小,样式等,this.cxt.fillStyle = '#000000';这个

是设置字体颜色,this.cxt.textAlign = 'center';这个是设置字体对齐方式,this.cxt.fillText(text, postion.x, postion.y);这个是开始在canvas上画文本,postion.x, postion.y分别是x坐标和y坐标。

3、DdZGame游戏类,主要功能就是初始化斗地主,发牌,抢地主等,出牌未完待续,后续更新

var DdZGame = Class.create();
DdZGame.Statics = { DealedNums: 0, isLeftFirstDeal: true };
$.extend(DdZGame.prototype, {
initialize: function () {
DdZGame.Statics.IsGetLander = false;
DdZGame.Statics.DealTime = 66;
this.leftPokers = [];
this.rightPokers = [];
this.myPokers = [];
this.LastPokers = [];//最后3张牌

this.leftPlays = [];
this.rightPlays = [];
this.myPlays = [];

this.myBtnPostion = { y: 245, x: 162 };

this.isStart = false;

this.Res = new Resource();

this.allPokers = new Array();

this.Lander = 0;//地主,1右边,2My,3左边
this.isGetLander = {};
this.GmCanvas = document.getElementById('gmCanvas');


this.cxt = this.GmCanvas.getContext('2d');
this.Lbl = new Labels(this.cxt);
this.init();
this.initEvt();
},
initEvt: function () {
this.GmCanvas.onclick = $.proxy(function (e) {
var box = this.GmCanvas.getBoundingClientRect();

DdZGame.Statics.MousePostion = { x: e.pageX - box.left, y: e.pageY - box.top };
this.onControlClick();
}, this);
},
onControlClick: function () {
var isClick = false;
for (var i = 0; i < this.Controls.length; i++) {
var c = this.Controls[i];
var postion = DdZGame.Statics.MousePostion;
if (c.onClick) {
if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) {
c.onClick();
isClick = true;
break;
}
}
}
if (!isClick) {
for (var i = 0; i < this.myPokers.length; i++) {
var c = this.myPokers[i];
var postion = DdZGame.Statics.MousePostion;
if (c.onClick) {
if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) {
c.onClick();
isClick = true;
break;
}
}
}
}
},
loadImages: function (callback) {
var loadedNums = 0;
var totalNums = this.Res.Images.length - 1;
this.Controls = [];
$.each(this.Res.Images, $.proxy(function (i, o) {
if (!o.path) {
return true;
}
o.data = new Image();
o.data.src = o.path;
o.data.onload = $.proxy(function () {
if (o.type <= 17) {
this.allPokers.push(o);
}
else
this.Controls.push(o);


loadedNums++;
if (loadedNums >= totalNums) {
callback.call(this);
}
}, this);
}, this));
},
drawImage: function (callback, isUnVisibleLast) {//isVisibleLast 是否让底牌不可见
$.each(this.Controls, $.proxy(function (i, o) {
if (!o.visible)
return true;
if (o.type == 62) {
var x = 0;
for (var i = 0; i < 54 - DdZGame.Statics.DealedNums ; i++) {
if (i == 0) x = o.x;
this.cxt.drawImage(o.data, o.x, o.y, o.w, o.h);
o.x++;
}
o.x = x;
}
else if (!o.isText) {
this.cxt.drawImage(o.data, o.x, o.y, o.w, o.h);
}
if (o.type == 63) {
this.Lbl.setText(o.text, { x: o.textX, y: o.textY });



if (!o.onClick)
o.onClick = $.proxy(function () {
o.onClick = null;
o.visible = false;
this.drawImage();
this.Dealing();
}, this);
}

if (o.type == 66) {
this.Lbl.setText(o.text, { x: o.x, y: o.y });
}
}, this));


/*克隆*/
var copyLeftPokers = this.leftPokers.slice();
var copyRightPokers = this.rightPokers.slice();
var copyMyPokers = this.myPokers.slice();
var copyLastPokers = this.LastPokers.slice();

var isDealEndLeft = false;
var isDealEndRight = false;
var isDealEndMy = false;
var isDealEndLast = false;

var beiMain = $.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 62; }, this))[0];
var DrawPokers = function (arry, direction, isBeiMian, identiy, axis) {
if (arry && arry.length > 0) {
var o = arry[0];
var x = 0, y = 0;


if (!DdZGame.Statics[direction]) {
DdZGame.Statics[direction] = this[direction];
}

if (!o.x) {
x = DdZGame.Statics[direction].x;
y = DdZGame.Statics[direction].y;

o.x = this[direction].x;
o.y = this[direction].y;
}
else {
x = o.x;
y = o.y;
}


if (!o.visible) {
return true;
}



o.w = 18;
o.h = 129;
if (arry.length == 1) {
o.w = 105;
o.h = 150;
}







var img = o.data;
if (isBeiMian) {
img = beiMain.data;
}
else if (direction == 'myPannel') {
o.onClick = $.proxy(function () {
if (!this.isStart)
return;
if (!o.isPlay) {
o.isPlay = true;
o.y -= 30;
}
else {
o.isPlay = false;
o.y += 30;
}

DdZGame.Statics.DealTime = 0;
this.drawImage();
}, this);
}
this.cxt.drawImage(img, x, y);
DdZGame.Statics[direction][axis] += identiy;

arry.splice(0, 1);
if (DdZGame.Statics.DealTime > 0)
DdZGame.Statics[direction + 'handle'] = setTimeout($.proxy(function () {
DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis);
}, this), DdZGame.Statics.DealTime);
else
DrawPokers.call(this, arry, direction, isBeiMian, identiy, axis);
}
else if (DdZGame.Statics[direction + 'handle'] || DdZGame.Statics.DealTime == 0) {
clearTimeout(DdZGame.Statics[direction + 'handle']);


if (direction == 'leftPannel' && copyLeftPokers.length == 0) {
isDealEndLeft = true;
}
if (direction == 'rightPannel' && copyRightPokers.length == 0) {
isDealEndRight = true;
}
if (direction == 'myPannel' && copyMyPokers.length == 0) {
isDealEndMy = true;
}
if (direction == 'lastPannel' && copyLastPokers.length == 0) {
isDealEndLast = true;
}
if (isDealEndLeft && isDealEndRight && isDealEndMy && isDealEndLast) {
/*发牌完毕*/
/*抢地主*/
if (callback)
callback();
}
}
};


DrawPokers.call(this, copyLeftPokers, 'leftPannel', true, 26, 'y');
DrawPokers.call(this, copyRightPokers, 'rightPannel', true, 26, 'y');
DrawPokers.call(this, copyMyPokers, 'myPannel', false, 19, 'x');

DrawPokers.call(this, copyLastPokers, 'lastPannel', isUnVisibleLast, 126, 'x');
},
init: function () {
this.loadImages(this.drawImage);
},
Dealing: function () {//发牌
this.leftPannel = { x: 5, y: 18 };
this.rightPannel = { x: 691, y: 18 };
this.myPannel = { x: 198, y: 330 };
this.lastPannel = { x: 243, y: 5 };


if (DdZGame.Statics.DealedNums >= 51) { //发牌完毕

$.each(this.allPokers, $.proxy(function (i, o) {
o.visible = true;
this.LastPokers.push(o);
}, this));


this.myPokers.sort(function (a, b) {
if (a.type != b.type)
return b.type - a.type;
return b.se - a.se;
});
$.grep(this.Res.Images, $.proxy(function (o, i) { return o.type == 62; }, this))[0].visible = false;
this.drawImage($.proxy(function () { this.GetLander(); }, this), true);

}
else {
/*1、left*/
var index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0);
var c = this.allPokers.splice(index, 1);
c[0].visible = true;
this.leftPokers.push(c[0]);
DdZGame.Statics.DealedNums++;

/*2、right*/
index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0);
c = this.allPokers.splice(index, 1);
c[0].visible = true;
this.rightPokers.push(c[0]);
DdZGame.Statics.DealedNums++;

index = Math.floor(Math.random() * (this.allPokers.length - 1) + 0);
c = this.allPokers.splice(index, 1);
c[0].visible = true;
this.myPokers.push(c[0]);
DdZGame.Statics.DealedNums++;

this.Dealing();
}
},
GetLander: function (firstGet, minScore, curScore) {
/*随机出谁先叫地主*/

//if (curScore && !this.isGetLander[1] && !this.isGetLander[2] && !this.isGetLander[3]) {
// //**Game Over !
// alert('无人抢地主');
// return;
//}


var postion = { 1: { y: 100, x: 640 }, 3: { y: 100, x: 126 }, 2: { x: 216, y: 297 } };
if (!curScore) {
if (!minScore)
minScore = 1;
if (!firstGet)
firstGet = Math.floor(Math.random() * (3 - 1 + 1) + 1);
if (firstGet == 1 || firstGet == 3) { //电脑抢地主
if (this.isGetLander[firstGet] == -1 || this.isGetLander[firstGet]) {
$.each(this.Controls, $.proxy(function (i, o) {
if (o.Lander) {
o.visible = false;
}
}, this));

var max = 0;
if (this.isGetLander[1] > this.isGetLander[2]) {
max = this.isGetLander[1];
this.Lander = 1;
}
else {
max = this.isGetLander[2];
this.Lander = 2;
}
if (max < this.isGetLander[3]) {
max = this.isGetLander[3];
this.Lander = 3;
}
if (max == 0) {
alert('Game Over !');
return;
}

var txt = max + '分';
var t = {};
var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tObj);//复制对象
if (this.CurScore == 4) {
txt = '不抢';
}
t.text = txt;
t.x = postion[this.Lander].x;
t.y = postion[this.Lander].y;
t.visible = true;
this.Controls.push(t);



//this.drawImage($.proxy(function () {

// this.FanDiPai(this.Lander);
//}, this));
this.FanDiPai(this.Lander);
return;
}
console.log('电脑抢地主');
this.CurScore = Math.floor(Math.random() * (4 - minScore + 1) + minScore);

this.isGetLander[firstGet] = this.CurScore == 4 ? -1 : this.CurScore;

var txt = this.CurScore + '分';
var t = {};
var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tObj);//复制对象
if (this.CurScore == 4) {
txt = '不抢';
}

t.text = txt;
t.x = postion[firstGet].x;
t.y = postion[firstGet].y;
t.visible = true;

this.Controls.push(t);

if (this.CurScore == 3) {
this.Lander = firstGet;
//DdZGame.Statics.IsGetLander = true;
//DdZGame.Statics.DealTime = 0;

var dz = {};
$.extend(dz, tObj);//复制对象
dz.text = '地主';
dz.x = t.x + 30;
dz.y = t.y;
dz.visible = true;

this.Controls.push(dz);

//this.drawImage($.proxy(function () { this.Play(this.Lander, '电脑地主'); }, this));//电脑抢到地主优先出牌
this.FanDiPai(this.Lander);
return;
}
else {
if (this.CurScore == 4) {
var test = 'abcdefg';
}
var nextGet = firstGet == 1 ? 2 : 1;
minScore = this.CurScore == 4 ? minScore : this.CurScore + 1;
this.CurScore = this.CurScore == 4 ? 0 : this.CurScore;


DdZGame.Statics.DealTime = 0;
this.drawImage($.proxy(function () { this.GetLander(nextGet, minScore); }, this), true);//电脑抢到地主优先出牌
return;
}
}
}
if (curScore) {
/*代码写的很垃圾,这点没用面向对象*/
/*My已经叫过地主,按钮需要隐藏*/
$.each(this.Controls, $.proxy(function (i, o) {
if (o.Lander) {
o.visible = false;
}
}, this));

this.CurScore = curScore;
var txt = this.CurScore + '分';
var t = {};
var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tObj);//复制对象
if (this.CurScore == 4) {
txt = '不抢';
}
t.text = txt;
t.x = postion[2].x;
t.y = postion[2].y;
t.visible = true;
this.Controls.push(t);

this.isGetLander[2] = curScore == 4 ? -1 : curScore;

if (this.CurScore == 3 || (this.isGetLander[1] && this.isGetLander[3] && this.CurScore != 4)) {
this.Lander = 2;
//DdZGame.Statics.IsGetLander = true;
//DdZGame.Statics.DealTime = 0;

var dz = {};
$.extend(dz, tObj);//复制对象
dz.text = '地主';
dz.x = t.x + 50;
dz.y = t.y;
dz.visible = true;

this.Controls.push(dz);

//this.drawImage($.proxy(function () { this.Play(this.Lander, '我是地主'); }, this), false);//电脑抢到地主优先出牌
this.FanDiPai(this.Lander);
return;
}
else {
minScore = this.CurScore == 4 ? minScore : this.CurScore + 1;
this.CurScore = this.CurScore == 4 ? 0 : this.CurScore;
if (!this.isGetLander[3]) {
DdZGame.Statics.DealTime = 0;
this.drawImage($.proxy(function () { this.GetLander(3, minScore) }, this), true);
return;
}
else { //已经转了一圈,则比较抢地主的分数大小
var max = 0;
if (this.isGetLander[1] > this.isGetLander[2]) {
max = this.isGetLander[1];
this.Lander = 1;
}
else {
max = this.isGetLander[2];
this.Lander = 2;
}
if (max < this.isGetLander[3]) {
max = this.isGetLander[3];
this.Lander = 3;
}
if (max == 0) {
alert('Game Over !');
return;
}

var txt = '地主';
var t = {};
var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tObj);//复制对象
t.text = txt;
t.x = postion[this.Lander].x;
t.y = postion[this.Lander].y;
if (this.Lander != 2) {
t.x += 30;
}
else {
t.x += 50;
}
t.visible = true;
this.Controls.push(t);


//DdZGame.Statics.DealTime = 0;
//this.drawImage($.proxy(function () { this.Play(this.Lander, '抢地主啊'); }, this), false);
this.FanDiPai(this.Lander);
return;
}
}
}
else if (this.isGetLander[2] == -1 || this.isGetLander[2]) {
$.each(this.Controls, $.proxy(function (i, o) {
if (o.Lander) {
o.visible = false;
}
}, this));

var max = 0;
if (this.isGetLander[1] > this.isGetLander[2]) {
max = this.isGetLander[1];
this.Lander = 1;
}
else {
max = this.isGetLander[2];
this.Lander = 2;
}
if (max < this.isGetLander[3]) {
max = this.isGetLander[3];
this.Lander = 3;
}
if (max == 0) {
alert('Game Over !');
return;
}

var txt = max + '分';
var t = {};
var tObj = $.grep(this.Res.Images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tObj);//复制对象
if (this.CurScore == 4) {
txt = '不抢';
}
t.text = txt;
t.x = postion[this.Lander].x;
t.y = postion[this.Lander].y;
t.visible = true;
this.Controls.push(t);


//DdZGame.Statics.DealTime = 0;
//this.drawImage($.proxy(function () { this.Play(this.Lander, '抢地主啊'); }, this), false);
this.FanDiPai(this.Lander);
return;
}
//if (DdZGame.Statics.IsGetLander) {
// return;
//}
//DdZGame.Statics.IsGetLander = true;//是否在抢地主
console.log('我抢地主');
var btnObj = $.grep(this.Res.Images, $.proxy(function (o, i) {
return o.type == 63;
}, this))[0];
if (!this.CurScore) {
this.CurScore = 0;
}
var txtX = 0;
for (var i = 1; i <= 3; i++) {
if (i > this.CurScore) {
var btn = {};
$.extend(btn, btnObj);
btn.text = i + '分';
btn.x = this.myBtnPostion.x;
btn.y = this.myBtnPostion.y;
btn.visible = true;
btn.type = 63;
btn.textX = this.myBtnPostion.x + 30;
btn.textY = 286;
btn.h = 50;
btn.w = 81;
btn.Lander = true;
btn.onClick = (function (i, obj) { return function () { obj.GetLander(3, i + 1, i); }; })(i, this)
DdZGame.Statics.DealTime = 0;
this.Controls.push(btn);
this.myBtnPostion.x += btn.w + 10;
}
}
if (DdZGame.Statics.DealTime == 0) {
var btn = {};
$.extend(btn, btnObj);
btn.text = '不抢';
btn.x = this.myBtnPostion.x;
btn.y = this.myBtnPostion.y;
btn.visible = true;
btn.type = 63;
btn.textX = this.myBtnPostion.x + 30;
btn.textY = 286;
btn.h = 50;
btn.w = 81;
btn.Lander = true;
btn.onClick = $.proxy(function () { this.GetLander(3, minScore, 4); }, this);
this.Controls.push(btn);
this.drawImage(null, true);
}
},
FanDiPai: function (lander) {//翻底牌
DdZGame.Statics.DealTime = 0;
var p = '';
if (lander == 1) {
p = 'rightPokers';
}
else if (lander == 2) {
p = 'myPokers';
}
else if (lander == 3) {
p = 'leftPokers';
}
/*谁抢到地主,底牌归谁*/
$.each(this.LastPokers, $.proxy(function (i, o) {
var c = {};
$.extend(c, o);
c.x = null;
c.y = null;
this[p].push(c);
test = c.path;
}, this));
if (lander == 2) {
this.myPokers.sort(function (a, b) {
a.x = null;
a.y = null;
b.x = null;
b.y = null;
if (a.type != b.type)
return b.type - a.type;
return b.se - a.se;
});
this.myPannel = { x: 198, y: 330 };
DdZGame.Statics['myPannel'] = null;
}
this.drawImage($.proxy(function () { this.isStart = true; this.Play(lander, '是地主啊'); }, this), false);
},
Play: function (lander, msg) {//出牌
//alert('');
}
});


View Code

initialize:这个函数是构造函数,初始化一些起始变量。

initEvt这个里是初始化canvas事件,canvas点击事件不像svg那样,因为canvas是一帧一帧画上去的,html dom里是看不到里面的每个元素,javascript自然也无法获取到canvas里的某个元素,那canvas元素点击事件是怎么处理的了?

首先定义下canvas这个画布的事件,然后定义获取鼠标的坐标,再算出在canvas相对坐标,因为每个元素也都有自己的坐标和宽高,所以可以根据这个坐标判断这个坐标是否在某个元素内。

onControlClick:这个函数是根据上面算出的坐标,判断此坐标在哪个元素内,如果在元素内,并且定义了onclick函数(注:此处并不是真正的元素事件,只是对象的一个函数属性),然后调用onclick函数,执行相应的代码。

loadImages:这个是加载所有图片,图片加载完成之后,就开始在canvas上画初始的元素。

init:这个函数就是调用loadImages函数,然后所有图片加载完毕之后,调用回调函数,在canvas上画初始的元素

Dealing :这个是发牌,每方的牌都是随机的,if(DdZGame.Statics.DealedNums >= 51)发了51张牌之后,就剩3张底牌,然后再把这51张牌和3张底牌画在canvas上

GetLander :这个是抢地主,谁先抢地主是随机的,如果是先随机到电脑抢地主,那抢地主的分数也是随机的。

热心网友 时间:2022-04-20 02:19

先设计类啦,类的内部在嵌套一个牌类,牌类的成员无非就那几个:花色、大小、名称
类有那些判断牌类型的函数,比如判断是对子,三代,联队,连子,飞机,*。。。。。。
你要压过别人的牌,就首先得判断牌类型,函数已经定义好了,还得判断你的牌是否打过对方,这又需要函数来解决,具体思路你按自己打牌的规矩来设计呗
希望采纳追问谢谢回答.方法的具体实现我都写好了,目前就是不知道怎么设计接口和class..

热心网友 时间:2022-04-20 03:37

C#斗地主——出牌算法和规则
http://www.cnblogs.com/DreamCreator/archive/2009/06/08/1498717.html

热心网友 时间:2022-04-20 05:11

你可以去,http://www.cnblogs.com/DreamCreator/archive/2009/06/08/1498717.html
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