100行代码实现的JS扫雷小游戏

使用简单的三段100行代码来实现以前好玩的扫雷小游戏。效果图如下:

100行代码实现的JS扫雷小游戏插图

有基础会网页的应该都知道咋操作,可以忽略说明了。

小白说明:本地新建一个空白.txt文件,将下面完整代码全部复制到里面保存,然后更改后缀名为.html网页格式的文件,然后双击打开即可实现扫雷小游戏。

完整代码:

<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title></title>
<style type="text/css">
body {
background: black;
color: #DDDDDD;
font-family: courier new;
text-align: center;
margin: 0;
}
H1 {
text-align: center;
font-size: 14pt;
font-weight: normal;
}
#grid {
margin-left: auto;
margin-right: auto;
}
#grid TR TD {
border: 1px solid white;
background: #999999;
width: 16px;
height: 16px;
text-align: center;
}
#grid TR TD.clicked {
background: #333333;
}
#grid TR TD.mine {
background: #FF0000;
}
BUTTON {
margin: 12px;
}
</style>
</head>
<body>
<H1>扫雷(Minesweeper)</H1>
<table id=grid>
</table>
<BUTTON onclick="generateGrid();">重置(Reset)</BUTTON>
<script type="text/javascript">
var grid = document.getElementById("grid");
var testMode = false; //Turn this variable to true to see where the mines are
var gameLevel = 1;
var colNumber = 10;
var rowNumber = 10;
generateGrid();
function generateGrid() {
//generate row*col grid
grid.innerHTML = "";
for (var i = 0; i < rowNumber; i++) {
row = grid.insertRow(i);
for (var j = 0; j < colNumber; j++) {
cell = row.insertCell(j);
cell.onclick = function() {
clickCell(this);
};
var mine = document.createAttribute("data-mine");
mine.value = "false";
cell.setAttributeNode(mine);
}
}
addMines();
}
function addMines() {
//Add mines randomly
for (var i = 0; i < gameLevel * 10; i++) {
var row = Math.floor(Math.random() * rowNumber);
var col = Math.floor(Math.random() * colNumber);
var cell = grid.rows[row].cells[col];
cell.setAttribute("data-mine", "true");
if (testMode) cell.innerHTML = "X";
}
}
function revealMines() {
//Highlight all mines in red
for (var i = 0; i < rowNumber; i++) {
for (var j = 0; j < colNumber; j++) {
var cell = grid.rows[i].cells[j];
if (cell.getAttribute("data-mine") == "true") cell.className = "mine";
}
}
}
function checkLevelCompletion() {
var levelComplete = true;
for (var i = 0; i < rowNumber; i++) {
for (var j = 0; j < colNumber; j++) {
if ((grid.rows[i].cells[j].getAttribute("data-mine") == "false") && (grid.rows[i].cells[j].innerHTML == "")) levelComplete = false;
}
}
if (levelComplete) {
alert("You Win!");
revealMines();
// you can add level up codes here after...
}
}
function clickCell(cell) {
//Check if the end-user clicked on a mine
if (cell.getAttribute("data-mine") == "true") {
revealMines();
alert("Game Over");
} else {
cell.className = "clicked";
//Count and display the number of adjacent mines
var mineCount = 0;
var cellRow = cell.parentNode.rowIndex;
var cellCol = cell.cellIndex;
//alert(cellRow + " " + cellCol);
for (var i = Math.max(cellRow - 1, 0); i <= Math.min(cellRow + 1, rowNumber - 1); i++) {
for (var j = Math.max(cellCol - 1, 0); j <= Math.min(cellCol + 1, colNumber - 1); j++) {
if (grid.rows[i].cells[j].getAttribute("data-mine") == "true") mineCount++;
}
}
cell.innerHTML = mineCount;
if (mineCount == 0) {
//Reveal all adjacent cells as they do not have a mine
for (var i = Math.max(cellRow - 1, 0); i <= Math.min(cellRow + 1, rowNumber - 1); i++) {
for (var j = Math.max(cellCol - 1, 0); j <= Math.min(cellCol + 1, colNumber - 1); j++) {
//Recursive Call
if (grid.rows[i].cells[j].innerHTML == "") clickCell(grid.rows[i].cells[j]);
}
}
}
checkLevelCompletion();
}
}
</script>
</body>
</html>
<!DOCTYPE html>
<html lang="zh">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <meta http-equiv="X-UA-Compatible" content="ie=edge">
  <title></title>
  <style type="text/css">
    body {
        background: black;
        color: #DDDDDD;
        font-family: courier new;
        text-align: center;
        margin: 0;
    }
    H1 {
        text-align: center;
        font-size: 14pt;
        font-weight: normal;
    }
    #grid {
        margin-left: auto;
        margin-right: auto;
    }
    #grid TR TD {
        border: 1px solid white;
        background: #999999;
        width: 16px;
        height: 16px;
        text-align: center;
    }
    #grid TR TD.clicked {
        background: #333333;
    }
    #grid TR TD.mine {
        background: #FF0000;
    }
    BUTTON {
        margin: 12px;
    }
  </style>
</head>
<body>
  <H1>扫雷(Minesweeper)</H1>
  <table id=grid>
  </table>
  <BUTTON onclick="generateGrid();">重置(Reset)</BUTTON>
  
  <script type="text/javascript">
    var grid = document.getElementById("grid");
    var testMode = false; //Turn this variable to true to see where the mines are
    var gameLevel = 1;
    var colNumber = 10;
    var rowNumber = 10;
    generateGrid();
    
    function generateGrid() {
        //generate row*col grid
        grid.innerHTML = "";
        for (var i = 0; i < rowNumber; i++) {
            row = grid.insertRow(i);
            for (var j = 0; j < colNumber; j++) {
                cell = row.insertCell(j);
                cell.onclick = function() {
                    clickCell(this);
                };
                var mine = document.createAttribute("data-mine");
                mine.value = "false";
                cell.setAttributeNode(mine);
            }
        }
        addMines();
    }
    
    function addMines() {
        //Add mines randomly
        for (var i = 0; i < gameLevel * 10; i++) {
            var row = Math.floor(Math.random() * rowNumber);
            var col = Math.floor(Math.random() * colNumber);
            var cell = grid.rows[row].cells[col];
            cell.setAttribute("data-mine", "true");
            if (testMode) cell.innerHTML = "X";
        }
    }
    
    function revealMines() {
        //Highlight all mines in red
        for (var i = 0; i < rowNumber; i++) {
            for (var j = 0; j < colNumber; j++) {
                var cell = grid.rows[i].cells[j];
                if (cell.getAttribute("data-mine") == "true") cell.className = "mine";
            }
        }
    }
    
    function checkLevelCompletion() {
        var levelComplete = true;
        for (var i = 0; i < rowNumber; i++) {
            for (var j = 0; j < colNumber; j++) {
                if ((grid.rows[i].cells[j].getAttribute("data-mine") == "false") && (grid.rows[i].cells[j].innerHTML == "")) levelComplete = false;
            }
        }
        if (levelComplete) {
            alert("You Win!");
            revealMines();
    
            // you can add level up codes here after...      
        }
    }
    
    function clickCell(cell) {
        //Check if the end-user clicked on a mine
        if (cell.getAttribute("data-mine") == "true") {
            revealMines();
            alert("Game Over");
        } else {
            cell.className = "clicked";
            //Count and display the number of adjacent mines
            var mineCount = 0;
            var cellRow = cell.parentNode.rowIndex;
            var cellCol = cell.cellIndex;
            //alert(cellRow + " " + cellCol);
            for (var i = Math.max(cellRow - 1, 0); i <= Math.min(cellRow + 1, rowNumber - 1); i++) {
                for (var j = Math.max(cellCol - 1, 0); j <= Math.min(cellCol + 1, colNumber - 1); j++) {
                    if (grid.rows[i].cells[j].getAttribute("data-mine") == "true") mineCount++;
                }
            }
            cell.innerHTML = mineCount;
            if (mineCount == 0) {
                //Reveal all adjacent cells as they do not have a mine
                for (var i = Math.max(cellRow - 1, 0); i <= Math.min(cellRow + 1, rowNumber - 1); i++) {
                    for (var j = Math.max(cellCol - 1, 0); j <= Math.min(cellCol + 1, colNumber - 1); j++) {
                        //Recursive Call
                        if (grid.rows[i].cells[j].innerHTML == "") clickCell(grid.rows[i].cells[j]);
                    }
                }
            }
            checkLevelCompletion();
        }
    }
  </script>
</body>
</html>
<!DOCTYPE html> <html lang="zh"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title></title> <style type="text/css"> body { background: black; color: #DDDDDD; font-family: courier new; text-align: center; margin: 0; } H1 { text-align: center; font-size: 14pt; font-weight: normal; } #grid { margin-left: auto; margin-right: auto; } #grid TR TD { border: 1px solid white; background: #999999; width: 16px; height: 16px; text-align: center; } #grid TR TD.clicked { background: #333333; } #grid TR TD.mine { background: #FF0000; } BUTTON { margin: 12px; } </style> </head> <body> <H1>扫雷(Minesweeper)</H1> <table id=grid> </table> <BUTTON onclick="generateGrid();">重置(Reset)</BUTTON> <script type="text/javascript"> var grid = document.getElementById("grid"); var testMode = false; //Turn this variable to true to see where the mines are var gameLevel = 1; var colNumber = 10; var rowNumber = 10; generateGrid(); function generateGrid() { //generate row*col grid grid.innerHTML = ""; for (var i = 0; i < rowNumber; i++) { row = grid.insertRow(i); for (var j = 0; j < colNumber; j++) { cell = row.insertCell(j); cell.onclick = function() { clickCell(this); }; var mine = document.createAttribute("data-mine"); mine.value = "false"; cell.setAttributeNode(mine); } } addMines(); } function addMines() { //Add mines randomly for (var i = 0; i < gameLevel * 10; i++) { var row = Math.floor(Math.random() * rowNumber); var col = Math.floor(Math.random() * colNumber); var cell = grid.rows[row].cells[col]; cell.setAttribute("data-mine", "true"); if (testMode) cell.innerHTML = "X"; } } function revealMines() { //Highlight all mines in red for (var i = 0; i < rowNumber; i++) { for (var j = 0; j < colNumber; j++) { var cell = grid.rows[i].cells[j]; if (cell.getAttribute("data-mine") == "true") cell.className = "mine"; } } } function checkLevelCompletion() { var levelComplete = true; for (var i = 0; i < rowNumber; i++) { for (var j = 0; j < colNumber; j++) { if ((grid.rows[i].cells[j].getAttribute("data-mine") == "false") && (grid.rows[i].cells[j].innerHTML == "")) levelComplete = false; } } if (levelComplete) { alert("You Win!"); revealMines(); // you can add level up codes here after... } } function clickCell(cell) { //Check if the end-user clicked on a mine if (cell.getAttribute("data-mine") == "true") { revealMines(); alert("Game Over"); } else { cell.className = "clicked"; //Count and display the number of adjacent mines var mineCount = 0; var cellRow = cell.parentNode.rowIndex; var cellCol = cell.cellIndex; //alert(cellRow + " " + cellCol); for (var i = Math.max(cellRow - 1, 0); i <= Math.min(cellRow + 1, rowNumber - 1); i++) { for (var j = Math.max(cellCol - 1, 0); j <= Math.min(cellCol + 1, colNumber - 1); j++) { if (grid.rows[i].cells[j].getAttribute("data-mine") == "true") mineCount++; } } cell.innerHTML = mineCount; if (mineCount == 0) { //Reveal all adjacent cells as they do not have a mine for (var i = Math.max(cellRow - 1, 0); i <= Math.min(cellRow + 1, rowNumber - 1); i++) { for (var j = Math.max(cellCol - 1, 0); j <= Math.min(cellCol + 1, colNumber - 1); j++) { //Recursive Call if (grid.rows[i].cells[j].innerHTML == "") clickCell(grid.rows[i].cells[j]); } } } checkLevelCompletion(); } } </script> </body> </html>

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