672 lines
23 KiB
JavaScript
672 lines
23 KiB
JavaScript
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'use strict';
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var doric = require('doric');
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const colors = [
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"#70a1ff",
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"#7bed9f",
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"#ff6b81",
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"#a4b0be",
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"#f0932b",
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"#eb4d4b",
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"#6ab04c",
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"#e056fd",
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"#686de0",
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"#30336b",
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].map(e => doric.Color.parse(e));
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var __decorate = (undefined && undefined.__decorate) || function (decorators, target, key, desc) {
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var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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return c > 3 && r && Object.defineProperty(target, key, r), r;
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};
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var State;
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(function (State) {
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State[State["Unspecified"] = 0] = "Unspecified";
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State[State["BLACK"] = 1] = "BLACK";
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State[State["WHITE"] = 2] = "WHITE";
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})(State || (State = {}));
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const count = 13;
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class AIComputer {
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constructor(matrix) {
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this.wins = [];
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this.winCount = 0;
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this.matrix = matrix;
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for (let y = 0; y < count; y++) {
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for (let x = 0; x < count - 4; x++) {
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this.wins.push([]);
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for (let k = 0; k < 5; k++) {
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this.wins[this.winCount].push({
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x: x + k,
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y,
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});
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}
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this.winCount++;
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}
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}
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for (let x = 0; x < count; x++) {
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for (let y = 0; y < count - 4; y++) {
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this.wins.push([]);
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for (let k = 0; k < 5; k++) {
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this.wins[this.winCount].push({
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x,
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y: y + k,
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});
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}
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this.winCount++;
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}
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}
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for (let x = 0; x < count - 4; x++) {
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for (let y = 0; y < count - 4; y++) {
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this.wins.push([]);
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for (let k = 0; k < 5; k++) {
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this.wins[this.winCount].push({
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x: x + k,
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y: y + k,
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});
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}
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this.winCount++;
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}
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}
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for (let x = 0; x < count - 4; x++) {
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for (let y = count - 1; y > 3; y--) {
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this.wins.push([]);
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for (let k = 0; k < 5; k++) {
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this.wins[this.winCount].push({
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x: x + k,
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y: y - k,
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});
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}
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this.winCount++;
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}
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}
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}
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get blackWins() {
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return this.wins.map((win) => {
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let idx = 0;
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for (let e of win) {
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switch (this.matrix.get(e.x + e.y * count)) {
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case State.BLACK:
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idx++;
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break;
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case State.WHITE:
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return 0;
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}
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}
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return idx;
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});
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}
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get whiteWins() {
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return this.wins.map((win) => {
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let idx = 0;
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for (let e of win) {
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switch (this.matrix.get(e.x + e.y * count)) {
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case State.WHITE:
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idx++;
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break;
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case State.BLACK:
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return 0;
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}
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}
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return idx;
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});
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}
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compute(matrix, role) {
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const myScore = new Array(matrix.length).fill(0);
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const rivalScore = new Array(matrix.length).fill(0);
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const myWins = role === State.BLACK ? this.blackWins : this.whiteWins;
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const rivalWins = role === State.BLACK ? this.whiteWins : this.blackWins;
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let max = 0;
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let retIdx = 0;
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matrix.forEach((state, idx) => {
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if (state != State.Unspecified) {
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return;
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}
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this.wins.forEach((e, winIdx) => {
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if (e.filter(e => (e.x + e.y * count) === idx).length === 0) {
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return;
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}
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switch (rivalWins[winIdx]) {
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case 1:
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rivalScore[idx] += 1;
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break;
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case 2:
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rivalScore[idx] += 10;
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break;
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case 3:
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rivalScore[idx] += 100;
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break;
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case 4:
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rivalScore[idx] += 10000;
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break;
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}
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switch (myWins[winIdx]) {
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case 1:
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myScore[idx] += 2;
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break;
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case 2:
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myScore[idx] += 20;
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break;
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case 3:
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myScore[idx] += 200;
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break;
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case 4:
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myScore[idx] += 20000;
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break;
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}
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});
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if (rivalScore[idx] > max) {
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max = rivalScore[idx];
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retIdx = idx;
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}
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else if (rivalScore[idx] == max) {
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if (myScore[idx] > myScore[retIdx]) {
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retIdx = idx;
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}
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}
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if (myScore[idx] > max) {
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max = myScore[idx];
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retIdx = idx;
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}
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else if (myScore[idx] == max) {
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if (rivalScore[idx] > rivalScore[retIdx]) {
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retIdx = idx;
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}
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}
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});
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return retIdx;
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}
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}
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const lineColor = doric.Color.BLACK;
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function columLine() {
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return (new doric.Stack).apply({
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layoutConfig: doric.layoutConfig().most().configWidth(doric.LayoutSpec.JUST),
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width: 1,
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backgroundColor: lineColor,
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});
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}
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function rowLine() {
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return (new doric.Stack).apply({
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layoutConfig: doric.layoutConfig().most().configHeight(doric.LayoutSpec.JUST),
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height: 1,
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backgroundColor: lineColor,
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});
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}
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function pointer(size) {
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return (new doric.Stack).apply({
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layoutConfig: doric.layoutConfig().just(),
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width: size,
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height: size,
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});
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}
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var GameMode;
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(function (GameMode) {
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GameMode[GameMode["P2P"] = 0] = "P2P";
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GameMode[GameMode["P2C"] = 1] = "P2C";
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GameMode[GameMode["C2P"] = 2] = "C2P";
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})(GameMode || (GameMode = {}));
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class GoBangVH extends doric.ViewHolder {
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constructor() {
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super(...arguments);
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this.gap = 0;
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this.targetZone = [];
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}
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build(root) {
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this.root = root;
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}
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actualBuild(state) {
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const boardSize = state.gap * (state.count - 1);
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const gap = state.gap;
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const borderWidth = gap;
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this.gap = state.gap;
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doric.scroller(doric.vlayout([
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doric.text({
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text: "五子棋",
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layoutConfig: doric.layoutConfig().configWidth(doric.LayoutSpec.MOST),
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textSize: 30,
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textColor: doric.Color.WHITE,
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backgroundColor: colors[0],
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textAlignment: doric.gravity().center(),
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height: 50,
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}),
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doric.stack([
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doric.stack([
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...(new Array(count - 2)).fill(0).map((_, idx) => {
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return columLine().also(v => {
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v.left = (idx + 1) * gap;
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});
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}),
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...(new Array(count - 2)).fill(0).map((_, idx) => {
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return rowLine().also(v => {
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v.top = (idx + 1) * gap;
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});
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}),
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])
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.apply({
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layoutConfig: doric.layoutConfig().just()
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.configMargin({ top: borderWidth, left: borderWidth }),
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width: boardSize,
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height: boardSize,
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border: {
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width: 1,
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color: lineColor,
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},
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}),
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...this.targetZone = (new Array(count * count)).fill(0).map((_, idx) => {
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const row = Math.floor(idx / count);
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const colum = idx % count;
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return pointer(gap).also(v => {
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v.top = (row - 0.5) * gap + borderWidth;
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v.left = (colum - 0.5) * gap + borderWidth;
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});
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}),
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]).apply({
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layoutConfig: doric.layoutConfig().just(),
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width: boardSize + 2 * borderWidth,
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height: boardSize + 2 * borderWidth,
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backgroundColor: doric.Color.parse("#E6B080"),
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}),
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this.gameMode = doric.text({
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text: "游戏模式",
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textSize: 20,
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textColor: doric.Color.WHITE,
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layoutConfig: doric.layoutConfig().most().configHeight(doric.LayoutSpec.JUST),
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height: 50,
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backgroundColor: colors[8],
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}),
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doric.hlayout([
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this.currentRole = doric.text({
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text: "当前:",
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textSize: 20,
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textColor: doric.Color.WHITE,
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layoutConfig: doric.layoutConfig().just().configWeight(1),
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height: 50,
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backgroundColor: colors[1],
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}),
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this.result = doric.text({
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text: "获胜方:",
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textSize: 20,
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textColor: doric.Color.WHITE,
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layoutConfig: doric.layoutConfig().just().configWeight(1),
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height: 50,
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backgroundColor: colors[2],
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}),
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]).apply({
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layoutConfig: doric.layoutConfig().fit().configWidth(doric.LayoutSpec.MOST),
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}),
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this.assistant = doric.text({
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text: "提示",
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textSize: 20,
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textColor: doric.Color.WHITE,
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layoutConfig: doric.layoutConfig().just().configWidth(doric.LayoutSpec.MOST),
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height: 50,
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backgroundColor: colors[3],
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}),
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])
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.apply({
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layoutConfig: doric.layoutConfig().fit(),
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backgroundColor: doric.Color.parse('#ecf0f1'),
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})).in(this.root);
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}
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}
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class GoBangVM extends doric.ViewModel {
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onAttached(state, vh) {
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if (!this.computer) {
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this.computer = new AIComputer(state.matrix);
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}
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vh.actualBuild(state);
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vh.targetZone.forEach((e, idx) => {
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e.onClick = () => {
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if (state.gameState !== 'idle') {
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return;
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}
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const zoneState = state.matrix.get(idx);
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if (zoneState === State.BLACK || zoneState === State.WHITE) {
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doric.modal(context).toast('This position had been token.');
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return;
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}
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if (state.anchor === undefined || state.anchor != idx) {
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this.updateState(it => {
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it.anchor = idx;
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});
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}
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else {
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this.updateState(it => {
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if (it.role === 'black') {
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it.matrix.set(idx, State.BLACK);
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it.role = 'white';
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}
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else {
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it.matrix.set(idx, State.WHITE);
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it.role = 'black';
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}
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it.anchor = undefined;
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if (this.checkResult(idx)) {
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doric.modal(context).toast(`恭喜获胜方${it.role === 'white' ? "黑方" : "白方"}`);
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it.gameState = it.role === 'white' ? 'blackWin' : 'whiteWin';
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}
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else {
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if (it.role === 'black' && it.gameMode === GameMode.C2P) {
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setTimeout(() => {
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this.computeNextStep(it);
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}, 0);
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}
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else if (it.role === 'white' && it.gameMode === GameMode.P2C) {
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setTimeout(() => {
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this.computeNextStep(it);
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}, 0);
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}
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}
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});
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}
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};
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});
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vh.gameMode.onClick = () => {
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doric.popover(context).show(doric.vlayout([
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...[
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{
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label: "黑方:人 白方:人",
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mode: GameMode.P2P,
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},
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{
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label: "黑方:人 白方:机",
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mode: GameMode.P2C,
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},
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{
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label: "黑方:机 白方:人",
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mode: GameMode.C2P,
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},
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].map((e) => doric.text({
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text: e.label,
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textSize: 20,
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textColor: doric.Color.WHITE,
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layoutConfig: doric.layoutConfig().just(),
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height: 50,
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width: 300,
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backgroundColor: (state.gameMode === e.mode) ? doric.Color.parse('#636e72') : doric.Color.parse('#b2bec3'),
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onClick: () => {
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this.updateState(s => {
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s.gameMode = e.mode;
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this.reset(s);
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});
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doric.popover(context).dismiss();
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},
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}))
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])
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.apply({
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layoutConfig: doric.layoutConfig().most(),
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onClick: () => {
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doric.popover(context).dismiss();
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},
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gravity: doric.Gravity.Center,
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}));
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};
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vh.result.onClick = () => {
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switch (state.gameState) {
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case "idle":
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this.updateState(state => {
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this.reset(state);
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});
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break;
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}
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};
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vh.currentRole.onClick = () => {
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switch (state.gameState) {
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case "idle":
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break;
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case "blackWin":
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case "whiteWin":
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this.updateState(state => {
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this.reset(state);
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});
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break;
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}
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};
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vh.assistant.onClick = () => {
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const it = this.getState();
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if (it.gameState !== 'idle') {
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return;
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}
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this.computeNextStep(it);
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if (it.gameState !== 'idle') {
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return;
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}
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if (it.role === 'black' && it.gameMode === GameMode.C2P) {
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setTimeout(() => {
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this.computeNextStep(it);
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}, 0);
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}
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else if (it.role === 'white' && it.gameMode === GameMode.P2C) {
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setTimeout(() => {
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this.computeNextStep(it);
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}, 0);
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}
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};
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}
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computeNextStep(it) {
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const tempMatrix = new Array(count * count).fill(0).map((_, idx) => {
|
||
|
return it.matrix.get(idx) || State.Unspecified;
|
||
|
});
|
||
|
let idx = 0;
|
||
|
do {
|
||
|
idx = this.computer.compute(tempMatrix, it.role === 'black' ? State.BLACK : State.WHITE);
|
||
|
} while (it.matrix.get(idx) === State.Unspecified);
|
||
|
this.updateState(state => {
|
||
|
state.matrix.set(idx, state.role === 'black' ? State.BLACK : State.WHITE);
|
||
|
state.role = state.role === 'black' ? 'white' : 'black';
|
||
|
if (this.checkResult(idx)) {
|
||
|
doric.modal(context).toast(`恭喜获胜方${it.role === 'white' ? "黑方" : "白方"}`);
|
||
|
it.gameState = it.role === 'white' ? 'blackWin' : 'whiteWin';
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
reset(it) {
|
||
|
it.matrix.clear();
|
||
|
it.gameState = 'idle';
|
||
|
it.role = "black";
|
||
|
it.anchor = undefined;
|
||
|
this.computer = new AIComputer(it.matrix);
|
||
|
if (it.gameMode === GameMode.C2P) {
|
||
|
const idx = Math.floor(Math.random() * count) * count + Math.floor(Math.random() * count);
|
||
|
it.matrix.set(idx, State.BLACK);
|
||
|
it.role = 'white';
|
||
|
}
|
||
|
}
|
||
|
onBind(state, vh) {
|
||
|
vh.targetZone.forEach((v, idx) => {
|
||
|
const zoneState = state.matrix.get(idx);
|
||
|
switch (zoneState) {
|
||
|
case State.BLACK:
|
||
|
v.also(it => {
|
||
|
it.backgroundColor = doric.Color.BLACK;
|
||
|
it.corners = state.gap / 2;
|
||
|
it.border = {
|
||
|
color: doric.Color.TRANSPARENT,
|
||
|
width: 0,
|
||
|
};
|
||
|
});
|
||
|
break;
|
||
|
case State.WHITE:
|
||
|
v.also(it => {
|
||
|
it.backgroundColor = doric.Color.WHITE;
|
||
|
it.corners = state.gap / 2;
|
||
|
it.border = {
|
||
|
color: doric.Color.TRANSPARENT,
|
||
|
width: 0,
|
||
|
};
|
||
|
});
|
||
|
break;
|
||
|
default:
|
||
|
v.also(it => {
|
||
|
it.backgroundColor = doric.Color.TRANSPARENT;
|
||
|
it.corners = 0;
|
||
|
it.border = {
|
||
|
color: doric.Color.TRANSPARENT,
|
||
|
width: 0,
|
||
|
};
|
||
|
});
|
||
|
break;
|
||
|
}
|
||
|
if (state.anchor === idx) {
|
||
|
v.also(it => {
|
||
|
it.backgroundColor = doric.Color.RED.alpha(0.1);
|
||
|
it.corners = 0;
|
||
|
it.border = {
|
||
|
color: doric.Color.RED,
|
||
|
width: 1,
|
||
|
};
|
||
|
});
|
||
|
}
|
||
|
});
|
||
|
vh.gameMode.text = `游戏模式: 黑方 ${state.gameMode === GameMode.C2P ? "机" : "人"} 白方 ${state.gameMode === GameMode.P2C ? "机" : "人"}`;
|
||
|
switch (state.gameState) {
|
||
|
case "idle":
|
||
|
vh.result.text = "重新开始";
|
||
|
vh.currentRole.text = `当前: ${(state.role === 'black') ? "黑方" : "白方"}`;
|
||
|
break;
|
||
|
case "blackWin":
|
||
|
vh.result.text = "黑方获胜";
|
||
|
vh.currentRole.text = "重新开始";
|
||
|
break;
|
||
|
case "whiteWin":
|
||
|
vh.result.text = "白方获胜";
|
||
|
vh.currentRole.text = "重新开始";
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
checkResult(pos) {
|
||
|
const matrix = this.getState().matrix;
|
||
|
const state = matrix.get(pos);
|
||
|
const y = Math.floor(pos / count);
|
||
|
const x = pos % count;
|
||
|
const getState = (x, y) => matrix.get(y * count + x);
|
||
|
///Horitonzal
|
||
|
{
|
||
|
let left = x;
|
||
|
while (left >= 1) {
|
||
|
if (getState(left - 1, y) === state) {
|
||
|
left -= 1;
|
||
|
}
|
||
|
else {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
let right = x;
|
||
|
while (right <= count - 2) {
|
||
|
if (getState(right + 1, y) === state) {
|
||
|
right += 1;
|
||
|
}
|
||
|
else {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (right - left >= 4) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
///Vertical
|
||
|
{
|
||
|
let top = y;
|
||
|
while (top >= 1) {
|
||
|
if (getState(x, top - 1) === state) {
|
||
|
top -= 1;
|
||
|
}
|
||
|
else {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
let bottom = y;
|
||
|
while (bottom <= count - 2) {
|
||
|
if (getState(x, bottom + 1) === state) {
|
||
|
bottom += 1;
|
||
|
}
|
||
|
else {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (bottom - top >= 4) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
///LT-RB
|
||
|
{
|
||
|
let startX = x, startY = y;
|
||
|
while (startX >= 1 && startY >= 1) {
|
||
|
if (getState(startX - 1, startY - 1) === state) {
|
||
|
startX -= 1;
|
||
|
startY -= 1;
|
||
|
}
|
||
|
else {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
let endX = x, endY = y;
|
||
|
while (endX <= count - 2 && endY <= count - 2) {
|
||
|
if (getState(endX + 1, endY + 1) === state) {
|
||
|
endX += 1;
|
||
|
endY += 1;
|
||
|
}
|
||
|
else {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (endX - startX >= 4) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
///LB-RT
|
||
|
{
|
||
|
let startX = x, startY = y;
|
||
|
while (startX >= 1 && startY <= count + 2) {
|
||
|
if (getState(startX - 1, startY + 1) === state) {
|
||
|
startX -= 1;
|
||
|
startY += 1;
|
||
|
}
|
||
|
else {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
let endX = x, endY = y;
|
||
|
while (endX <= count - 2 && endY >= 1) {
|
||
|
if (getState(endX + 1, endY - 1) === state) {
|
||
|
endX += 1;
|
||
|
endY -= 1;
|
||
|
}
|
||
|
else {
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if (endX - startX >= 4) {
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
let Gobang = class Gobang extends doric.VMPanel {
|
||
|
getViewModelClass() {
|
||
|
return GoBangVM;
|
||
|
}
|
||
|
getState() {
|
||
|
return {
|
||
|
count,
|
||
|
gap: this.getRootView().width / 14,
|
||
|
role: "black",
|
||
|
matrix: new Map,
|
||
|
gameMode: GameMode.P2C,
|
||
|
gameState: "idle"
|
||
|
};
|
||
|
}
|
||
|
getViewHolderClass() {
|
||
|
return GoBangVH;
|
||
|
}
|
||
|
onShow() {
|
||
|
doric.navbar(context).setTitle("五子棋");
|
||
|
}
|
||
|
};
|
||
|
Gobang = __decorate([
|
||
|
Entry
|
||
|
], Gobang);
|
||
|
//# sourceMappingURL=Gobang.js.map
|