脚本说明:
把如下代码加入<body>区域中
<style>
.bigcell {
background-color:#aa9966
border:4px solid #aa9966
text-align:center
}
.cell {
width:40px
height:40px
font-family:Verdana, Arial
font-size:10pt
font-weight:bold
background-color:#996633
color:#ffff33
border-top:2px solid #aa9966
border-left:2px solid #aa9966
border-right:2px solid #663300
border-bottom:2px solid #663300
text-align:center
}
.hole {
width:40px
height:40px
background-color:#aa9966
text-align:center
}
body,h1,h2,h3,.msg,capt1,capt2 {font-family:Verdana,Comic Sans MS,Arial}
body {margin:0px}
h1 {font-size:28ptfont-weight:boldmargin-bottom:0px}
h2 {font-size:16ptmargin:0pxfont-weight:bold}
h3 {font-size:8ptmargin:0pxfont-weight:bold}
.msg {font-size:8ptfont-weight:bold}
.tab {cursor:hand}
.capt1 {font-size:10ptfont-weight:bold}
.capt2 {font-size:9ptfont-weight:bold}
.capt3 {font-size:14ptfont-weight:boldcolor:yellow}
.capt4 {font-size:10ptfont-weight:boldcolor:yellow}
.but {font-size:9ptfont-weight:boldheight:30pxbackground-color:#aaaa99}
</style>
<BODY onLoad="loadBoard(4)">
<script>
var gsize, ghrow, ghcol, gtime, gmoves, gintervalid=-1, gshuffling
function toggleHelp()
{
if (butHelp.value == "Hide Help")
{
help.style.display = "none"
butHelp.value = "Show Help"
}
else
{
help.style.display = ""
butHelp.value = "Hide Help"
}
}
//random number between low and hi
function r(low,hi)
{
return Math.floor((hi-low)*Math.random()+low)
}
//random number between 1 and hi
function r1(hi)
{
return Math.floor((hi-1)*Math.random()+1)
}
//random number between 0 and hi
function r0(hi)
{
return Math.floor((hi)*Math.random())
}
function startGame()
{
shuffle()
gtime = 0
gmoves = 0
tickTime()
gintervalid = setInterval("tickTime()",1000)
}
function stopGame()
{
if (gintervalid==-1) return
clearInterval(gintervalid)
fldStatus.innerHTML = ""
gintervalid=-1
}
function tickTime()
{
showStatus()
gtime++
}
function checkWin()
{
var i, j, s
if (gintervalid==-1) return//game not started!
if (!isHole(gsize-1,gsize-1)) return
for (i=0i<gsizei++)
for (j=0j<gsizej++)
{
if (!(i==gsize-1 &&j==gsize-1)) //ignore last block (ideally a hole)
{
if (getValue(i,j)!=(i*gsize+j+1).toString()) return
}
}
stopGame()
s = "<table cellpadding=4>"
s += "<tr><td align=center class=capt3>!! CONGRATS !!</td></tr>"
s += "<tr class=capt4><td align=center>You have done it in " + gtime + " secs "
s += "with " + gmoves + " moves!</td></tr>"
s += "<tr><td align=center class=capt4>Your speed is " + Math.round(1000*gmoves/gtime)/1000 + " moves/sec</td></tr>"
s += "</table>"
fldStatus.innerHTML = s
// shuffle()
}
function showStatus()
{
fldStatus.innerHTML = "Time: " + gtime + " secs Moves: " + gmoves
}
function showTable()
{
var i, j, s
stopGame()
s = "<table border=3 cellpadding=0 cellspacing=0 bgcolor='#666655'><tr><td class=bigcell>"
s = s + "<table border=0 cellpadding=0 cellspacing=0>"
for (i=0i<gsizei++)
{
s = s + "<tr>"
for (j=0j<gsizej++)
{
s = s + "<td id=a_" + i + "_" + j + " onclick='move(this)' class=cell>" + (i*gsize+j+1) + "</td>"
}
s = s + "</tr>"
}
s = s + "</table>"
s = s + "</td></tr></table>"
return s
}
function getCell(row, col)
{
return eval("a_" + row + "_" + col)
}
function setValue(row,col,val)
{
var v = getCell(row, col)
v.innerHTML = val
v.className = "cell"
}
function getValue(row,col)
{
// alert(row + "," + col)
var v = getCell(row, col)
return v.innerHTML
}
function setHole(row,col)
{
var v = getCell(row, col)
v.innerHTML = ""
v.className = "hole"
ghrow = row
ghcol = col
}
function getRow(obj)
{
var a = obj.id.split("_")
return a[1]
}
function getCol(obj)
{
var a = obj.id.split("_")
return a[2]
}
function isHole(row, col)
{
return (row==ghrow &&col==ghcol) ? true : false
}
function getHoleInRow(row)
{
var i
return (row==ghrow) ? ghcol : -1
}
function getHoleInCol(col)
{
var i
return (col==ghcol) ? ghrow : -1
}
function shiftHoleRow(src,dest,row)
{
var i
//conversion to integer needed in some cases!
src = parseInt(src)
dest = parseInt(dest)
if (src <dest)
{
for (i=srci<desti++)
{
setValue(row,i,getValue(row,i+1))
setHole(row,i+1)
}
}
if (dest <src)
{
for (i=srci>desti--)
{
setValue(row,i,getValue(row,i-1))
setHole(row,i-1)
}
}
}
function shiftHoleCol(src,dest,col)
{
var i
//conversion to integer needed in some cases!
src = parseInt(src)
dest = parseInt(dest)
if (src <dest)
{//alert("src=" + src +" dest=" + dest + " col=" + col)
for (i=srci<desti++)
{//alert(parseInt(i)+1)
setValue(i,col,getValue(i+1,col))
setHole(i+1,col)
}
}
if (dest <src)
{
for (i=srci>desti--)
{
setValue(i,col,getValue(i-1,col))
setHole(i-1,col)
}
}
}
function move(obj)
{
var r, c, hr, hc
if (gintervalid==-1 &&!gshuffling)
{
alert('请点击"开始游戏"按钮')
return
}
r = getRow(obj)
c = getCol(obj)
if (isHole(r,c)) return
hc = getHoleInRow(r)
if (hc != -1)
{
shiftHoleRow(hc,c,r)
gmoves++
checkWin()
return
}
hr = getHoleInCol(c)
if (hr != -1)
{
shiftHoleCol(hr,r,c)
gmoves++
checkWin()
return
}
}
function shuffle()
{
var t,i,j,s,frac
gshuffling = true
frac = 100.0/(gsize*(gsize+10))
s = "% "
for (i=0i<gsizei++)
{
s += "|"
for (j=0j<gsize+10j++)
{
window.status = "Loading " + Math.round((i*(gsize+10) + j)*frac) + s
if (j%2==0)
{
t = r0(gsize)
while (t == ghrow) t = r0(gsize)//skip holes
getCell(t,ghcol).click()
}
else
{
t = r0(gsize)
while (t == ghcol) t = r0(gsize)//skip holes
getCell(ghrow,t).click()
}
}
}
window.status = ""
gshuffling = false
}
function loadBoard(size)
{
gsize = size
board.innerHTML = showTable(gsize)
setHole(gsize-1,gsize-1)
//shuffle()
}
</script>
<div id=test></div>
<table cellpadding=4>
<tr><td align=center>
<b>请选择难度: </B>
<select id=level onchange="loadBoard(parseInt(level.value))">
<option value='3'>3</option>
<option value='4' selected>4</option>
<script>
for (var i=5i<=10i++)
{
document.write("<option value='" + i + "'>" + i + "</option>")
}
</script>
</select>
</td></tr>
<tr><td align=center>
<input type=button class=but value="开始游戏" onclick="startGame()">
<tr><td align=center id=fldStatus class=capt2>
</td></tr>
</table>
<div id=board></div>
1,html写好界面,定义好class和id2,为了模拟出扑克牌21点游戏,应先定义卡牌池中有1-10,J,Q,K每个数字和字母分别有4个
3,js中实现界面交互,如点击开始按钮,随机从卡牌池中抽取一个数字或字母存入临时变量a,并附于点数之和num其相应的点数
4,点击抽牌按钮随机从卡牌池剩余的卡牌中抽取,对应的卡牌存入变量a中,点数之和num=num+本次抽卡的点数
5,当num>21时提示玩家爆点,小于21点时可选按钮抽牌,等于21点时提示恭喜之类的话,如果点击完成抽牌则记录此玩家点数
6,同理可扩充玩家至2,3,4....个,原理相同,不同玩家存储对应的变量就可以了,最终通过所有<=21点的玩家num,num1,num2来判断输赢
7,同理可设置庄家,庄家在与其他玩家点数相同时赢得对方
8,在此基础上就能增添许多功能了,比如每个玩家默认100金币,有底注,每轮开始的时候可加注,如玩家不跟则底注输掉无法参加游戏,等等之类的各种规则随便发挥