软件工程学习进度第六周暨暑期学习进度之第六周汇总

本周通过深度学习的卷积神经网络(CNN)实现了mnist数据集手写数字识别(前段时间实现的是全连接神经网络做的手写数字识别),使用全连接时识别准确率在91%左右,这个精度在手写数字中实在不高,但是使用卷积时,除了基本的卷积层和池化层,在输出层之间新增一个dropout层,可以有效的降低过拟合,提高训练效果,使测试结果准确率在99.2%左右。下面是源代码:

from tensorflow.examples.tutorials.mnist import input_data
mnist = input_data.read_data_sets('MNIST_data', one_hot=True)

import tensorflow as tf
sess = tf.InteractiveSession()
# image与label占位
x = tf.placeholder("float", shape=[None, 784])
y_ = tf.placeholder("float", shape=[None, 10])

# 初始化权重w和偏置b的函数
def weight_variable(shape):
  initial = tf.truncated_normal(shape, stddev=0.1)
  return tf.Variable(initial)

def bias_variable(shape):
  initial = tf.constant(0.1, shape=shape)
  return tf.Variable(initial)

# 卷积与池化函数(使用最大池化)
def conv2d(x, W):
  return tf.nn.conv2d(x, W, strides=[1, 1, 1, 1], padding='SAME')

def max_pool_2x2(x):
  return tf.nn.max_pool(x, ksize=[1, 2, 2, 1],
                        strides=[1, 2, 2, 1], padding='SAME')

# 第一层,设定卷积核数量32
# mnist图片28*28*1,卷积后变为28*28*32
W_conv1 = weight_variable([5, 5, 1, 32])
b_conv1 = bias_variable([32])

x_image = tf.reshape(x, [-1,28,28,1])

# 第一次池化后图片输出14*14*32
h_conv1 = tf.nn.relu(conv2d(x_image, W_conv1) + b_conv1)
h_pool1 = max_pool_2x2(h_conv1)

# 第二层,设定第二层卷积核个数64
# 卷积后图片14*14*64
W_conv2 = weight_variable([5, 5, 32, 64])
b_conv2 = bias_variable([64])

# 第二次池化后图片变为7*7*64
h_conv2 = tf.nn.relu(conv2d(h_pool1, W_conv2) + b_conv2)
h_pool2 = max_pool_2x2(h_conv2)

# 密集连接层
W_fc1 = weight_variable([7 * 7 * 64, 1024])
b_fc1 = bias_variable([1024])

h_pool2_flat = tf.reshape(h_pool2, [-1, 7*7*64])
h_fc1 = tf.nn.relu(tf.matmul(h_pool2_flat, W_fc1) + b_fc1)

# 添加dropout层防止过拟合
keep_prob = tf.placeholder("float")
h_fc1_drop = tf.nn.dropout(h_fc1, keep_prob)

# 输出层
W_fc2 = weight_variable([1024, 10])
b_fc2 = bias_variable([10])

y_conv=tf.nn.softmax(tf.matmul(h_fc1_drop, W_fc2) + b_fc2)

# 训练和评估模型
cross_entropy = -tf.reduce_sum(y_*tf.log(y_conv))
train_step = tf.train.AdamOptimizer(1e-4).minimize(cross_entropy)
correct_prediction = tf.equal(tf.argmax(y_conv,1), tf.argmax(y_,1))
accuracy = tf.reduce_mean(tf.cast(correct_prediction, "float"))
sess.run(tf.initialize_all_variables())
for i in range(20000):
  batch = mnist.train.next_batch(50)
  if i%100 == 0:
    train_accuracy = accuracy.eval(feed_dict={
        x:batch[0], y_: batch[1], keep_prob: 1.0})

    print("step %d, training accuracy %g"%(i, train_accuracy))
  train_step.run(feed_dict={x: batch[0], y_: batch[1], keep_prob: 0.5})

print("test accuracy %g"%accuracy.eval(feed_dict={
    x: mnist.test.images, y_: mnist.test.labels, keep_prob: 1.0}))

截图如下:

使用的是Lenet-5卷积神经网络,网络结构如下:

 

接下来是用HTML+css+jQuery+js做了一个象棋小游戏

界面源码如下:

 1 <!DOCTYPE html>
 2 
 3 <head>
 4 
 5 <meta http-equiv="Content-Type" content="text/html; charset=gb2312" />
 6 
 7 <title>小赵的中国象棋</title>
 8 
 9 <link href="css/zzsc.css" type="text/css" rel="stylesheet" />
10 
11 </head>
12 
13 <body>
14 
15 <div class="box" id="box">
16 
17     <div class="chess_left">
18 
19         <canvas id="chess">对不起,您的浏览器不支持HTML5,请升级浏览器至IE9、firefox或者谷歌浏览器!</canvas>
20 
21         <audio src="audio/click.wav" id="clickAudio" preload="auto"></audio>
22 
23         <!--<audio src="audio/check.wav" id="checkAudio" preload="auto"></audio>-->
24 
25         <audio src="audio/select.wav" id="selectAudio" preload="auto"></audio>
26 
27         <div>
28 
29             <div class="bn_box" id="bnBox">
30 
31                 <input type="button" name="offensivePlay" id="tyroPlay" value="新手水平" />
32 
33                 <input type="button" name="offensivePlay" id="superPlay" value="中级水平" />
34 
35                 <input type="button" name="button" id="" value="大师水平" disabled />
36 
37             
38 
39             <input type="button" name="offensivePlay" id="offensivePlay" value="先手开始" />
40 
41             <input type="button" name="defensivePlay" id="defensivePlay" value="后手开始" />
42 
43         
44 
45                 <input type="button" name="regret" id="regretBn" value="悔棋" />
46 
47                 <input type="button" name="billBn" id="billBn" value="棋谱" class="bn_box" />
48 
49                 <input type="button" name="stypeBn" id="stypeBn" value="换肤" />
50 
51             </div>
52 
53         </div>
54 
55     </div>
56 
57     <div class="chess_right" id="chessRight">
58 
59         <select name="billList" id="billList">
60 
61         </select>
62 
63         <ol id="billBox" class="bill_box">
64 
65         </ol>
66 
67     </div>
68 
69     <div id="moveInfo" class="move_info"> </div>
70 
71 </div>
72 
73 <script src="js/common.js"></script> 
74 
75 <script src="js/play.js"></script> 
76 
77 <script src="js/AI.js"></script> 
78 
79 <script src="js/bill.js"></script> 
80 
81 <script src="js/gambit.js"></script>
82 
83 
84 
85 
86 
87 </div>
88 
89 </body>
90 
91 </html>

css代码如下:

 1 @charset "gb2312";
 2 body {
 3     font-size: 12px;
 4     line-height: 150%;
 5 }
 6 .box {
 7     margin:0 auto;
 8     width:460px;
 9     position: relative;
10 }
11 .chess_left {
12     float:left;
13     text-align:center
14 }
15 .chess_right {
16     float:left;
17     display:none
18 }
19 .move_info {
20     float:left;
21     margin-top:20px
22 }
23 .bill_box {
24     height: 320px;
25     width: 80px;
26     overflow:auto;
27 }
28 .bill_box li {
29     cursor:pointer;
30     text-align:left
31 }
32 .bill_box li:hover {
33     cursor:pointer;
34     background: #C6A577;
35 }
36 .bill_box li:active {
37     cursor:pointer;
38     background: #fff;
39 }
40 #billList {
41     margin-top:20px
42 }
43 .bn_box {
44     display:none
45 }

js分为七部分

第一部分,AI.js代码如下:

  1 var AI = AI||{};
  2 
  3 AI.historyTable    =    {};        //历史表
  4 
  5 
  6 //人工智能初始化
  7 AI.init = function(pace){
  8     var bill = AI.historyBill || com.gambit; //开局库
  9     if (bill.length){
 10         var len=pace.length;
 11         var arr=[];
 12         //先搜索棋谱
 13         for (var i=0;i< bill.length;i++){
 14             if (bill[i].slice(0,len)==pace) {
 15             arr.push(bill[i]);
 16             }
 17         }
 18         if (arr.length){
 19             var inx=Math.floor( Math.random() * arr.length );
 20             AI.historyBill = arr ;
 21             return arr[inx].slice(len,len+4).split("");
 22         }else{
 23             AI.historyBill = [] ;
 24         }
 25         
 26     }
 27      //如果棋谱里面没有,人工智能开始运作
 28     var initTime = new Date().getTime();
 29     AI.treeDepth=play.depth;
 30     //AI.treeDepth=4;
 31     
 32     AI.number=0;
 33     AI.setHistoryTable.lenght = 0
 34 
 35     var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
 36     //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)
 37     if (!val||val.value==-8888) {
 38         AI.treeDepth=2;
 39         val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
 40     }
 41     //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);
 42     if (val&&val.value!=-8888) {
 43         var man = play.mans[val.key];
 44         var nowTime= new Date().getTime();
 45         com.get("moveInfo").innerHTML='<h3>AI搜索结果:</h3>最佳着法:'+
 46                                         com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+
 47                                         '<br />搜索深度:'+AI.treeDepth+'<br />搜索分支:'+
 48                                         AI.number+'个 <br />最佳着法评估:'+
 49                                         val.value+'分'+
 50                                         ' <br />搜索用时:'+
 51                                         (nowTime-initTime)+'毫秒'
 52         return [man.x,man.y,val.x,val.y]
 53     }else {
 54         return false;    
 55     }
 56 }
 57 
 58 //迭代加深搜索着法
 59 AI.iterativeSearch = function (map, my){
 60     var timeOut=100;
 61     var initDepth = 1;
 62     var maxDepth = 8;
 63     AI.treeDepth=0;
 64     var initTime = new Date().getTime();
 65     var val = {};
 66     for (var i=initDepth; i<=maxDepth; i++){
 67         var nowTime= new Date().getTime();
 68         AI.treeDepth=i;
 69         AI.aotuDepth=i;
 70         var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)
 71         if (nowTime-initTime > timeOut){
 72             return val;
 73         }
 74     }
 75     return false;
 76 }
 77 
 78 //取得棋盘上所有棋子
 79 AI.getMapAllMan = function (map, my){
 80     var mans=[];
 81     for (var i=0; i<map.length; i++){
 82         for (var n=0; n<map[i].length; n++){
 83             var key = map[i][n];
 84             if (key && play.mans[key].my == my){
 85                 play.mans[key].x = n;
 86                 play.mans[key].y = i;
 87                 mans.push(play.mans[key])
 88             }
 89         }
 90     }
 91     return mans;
 92 }
 93 
 94 /*
 95 //取得棋谱所有己方棋子的着法
 96 AI.getMoves = function (map, my, txtMap){
 97     var highMores = [];   //优先级高的着法
 98     var manArr = AI.getMapAllMan (map, my);
 99     var moves = [];
100     var history=AI.historyTable[txtMap];
101     for (var i=0; i<manArr.length; i++){
102         var man = manArr[i];
103         var val=man.bl(map);
104         for (var n=0; n<val.length; n++){
105             if (history){
106                 highMores.push([man.x,man.y,val[n][0],val[n][1],man.key])
107             }else{
108                 moves.push([man.x,man.y,val[n][0],val[n][1],man.key])
109             }
110         }
111     }
112     return highMores.concat(moves);
113 }
114 */
115 //取得棋谱所有己方棋子的着法
116 AI.getMoves = function (map, my){
117     var manArr = AI.getMapAllMan (map, my);
118     var moves = [];
119     var foul=play.isFoul;
120     for (var i=0; i<manArr.length; i++){
121         var man = manArr[i];
122         var val=man.bl(map);
123         
124         for (var n=0; n<val.length; n++){
125             var x=man.x;
126             var y=man.y;
127             var newX=val[n][0];
128             var newY=val[n][1];
129              //如果不是长将着法
130             if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){
131                 moves.push([x,y,newX,newY,man.key])
132             }
133         }
134     }
135     return moves;
136 }
137 //A:当前棋手value/B:对手value/depth:层级
138 AI.getAlphaBeta = function (A, B, depth, map ,my) { 
139     //var txtMap= map.join();
140     //var history=AI.historyTable[txtMap];
141     //    if (history && history.depth >= AI.treeDepth-depth+1){
142     //        return     history.value*my;
143     //}
144     if (depth == 0) {
145         return {"value":AI.evaluate(map , my)}; //局面评价函数; 
146      }
147      var moves = AI.getMoves(map , my ); //生成全部走法; 
148      //这里排序以后会增加效率
149 
150     for (var i=0; i < moves.length; i++) {
151         
152         
153       //走这个走法;
154         var move= moves[i];
155         var key = move[4];
156         var oldX= move[0];
157         var oldY= move[1];
158         var newX= move[2];
159         var newY= move[3];
160         var clearKey = map[ newY ][ newX ]||"";
161 
162         map[ newY ][ newX ] = key;
163         delete map[ oldY ][ oldX ];
164         play.mans[key].x = newX;
165         play.mans[key].y = newY;
166         
167       if (clearKey=="j0"||clearKey=="J0") {//被吃老将,撤消这个走法; 
168             play.mans[key]    .x = oldX;
169             play.mans[key]    .y = oldY;
170             map[ oldY ][ oldX ] = key;
171             delete map[ newY ][ newX ];
172             if (clearKey){
173                  map[ newY ][ newX ] = clearKey;
174                 // play.mans[ clearKey ].isShow = false;
175             }
176 
177             return {"key":key,"x":newX,"y":newY,"value":8888};
178             //return rootKey; 
179       }else { 
180           var val = -AI.getAlphaBeta(-B, -A, depth - 1, map , -my).value; 
181             //val = val || val.value;
182     
183           //撤消这个走法;  
184             play.mans[key]    .x = oldX;
185             play.mans[key]    .y = oldY;
186             map[ oldY ][ oldX ] = key;
187             delete map[ newY ][ newX ];
188             if (clearKey){
189                  map[ newY ][ newX ] = clearKey;
190                  //play.mans[ clearKey ].isShow = true;
191             }
192           if (val >= B) { 
193                 //将这个走法记录到历史表中; 
194                 //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my);
195                 return {"key":key,"x":newX,"y":newY,"value":B}; 
196             } 
197             if (val > A) { 
198             A = val; //设置最佳走法; 
199                 if (AI.treeDepth == depth) var rootKey={"key":key,"x":newX,"y":newY,"value":A};
200             } 
201         } 
202      } 
203     //将这个走法记录到历史表中; 
204     //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my);
205     if (AI.treeDepth == depth) {//已经递归回根了
206         if (!rootKey){
207             //AI没有最佳走法,说明AI被将死了,返回false
208             return false;
209         }else{
210             //这个就是最佳走法;
211             return rootKey;
212         }
213     }
214  return {"key":key,"x":newX,"y":newY,"value":A}; 
215 }
216 
217 //奖着法记录到历史表
218 AI.setHistoryTable = function (txtMap,depth,value,my){
219     AI.setHistoryTable.lenght ++;
220     AI.historyTable[txtMap] = {depth:depth,value:value} 
221 }
222 
223 //评估棋局 取得棋盘双方棋子价值差
224 AI.evaluate = function (map,my){
225     var val=0;
226     for (var i=0; i<map.length; i++){
227         for (var n=0; n<map[i].length; n++){
228             var key = map[i][n];
229             if (key){
230                 val += play.mans[key].value[i][n] * play.mans[key].my;
231             }
232         }
233     }
234     //val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
235     //com.show()
236     //z(val*my)
237     AI.number++;
238     return val*my;
239 }
240 
241 //评估棋局 取得棋盘双方棋子价值差
242 AI.evaluate1 = function (map,my){
243     var val=0;
244     for (var i in play.mans){
245         var man=play.mans[i];
246         if (man.isShow){
247             val += man.value[man.y][man.x] * man.my;
248         }
249     }
250     //val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
251     //com.show()
252     //z(val*my)
253     AI.number++;
254     return val*my;
255 }

第二部分,bill.js代码如下:

 1 var bill = bill || {};
 2 
 3 //初始化
 4 bill.init = function (){
 5     if (com.store){
 6         clearInterval(bill.timer);
 7         bill.setBillList(com.arr2Clone(com.initMap)); //写入棋谱列表
 8         play.isPlay=false;    
 9         com.show();
10     }else {
11         bill.timer = setInterval("bill.init()",300);    
12     }
13 }
14 
15 
16 //把所有棋谱写入棋谱列表
17 bill.setBillList = function (map){
18     var list=com.get("billList")
19     for (var i=0; i < com.store.length ; i++){
20         var option = document.createElement('option');
21          option.text='棋谱'+(i+1);
22          option.value=i;
23         list.add(option , null);
24     }
25     
26     list.addEventListener("change", function(e) {
27         bill.setBox (com.store[this.value], map)
28     })
29     bill.setBox (com.store[0], map)
30 }
31 
32 
33 //棋谱分析 写入
34 bill.setMove = function (bl,inx,map){
35     var map = com.arr2Clone(map);
36     for (var i=0; i<map.length; i++){
37         for (var n=0; n<map[i].length; n++){
38             var key = map[i][n];
39             if (key){
40                 com.mans[key].x=n;
41                 com.mans[key].y=i;
42                 com.mans[key].isShow = true;
43             }
44         }
45     }
46 
47     for (var i=0; i<= inx ; i++){
48         var n = i*4
49         var y = bl[n+1]
50         var newX = bl[n+2]
51         var x = bl[n+0]
52         var newY = bl[n+3]
53         if (com.mans[map[newY][newX]]) {
54             com.mans[map[newY][newX]].isShow = false;
55         }
56         
57         com.mans[map[y][x]].x = newX;
58         com.mans[map[y][x]].y = newY;
59         
60         if (i == inx) {
61             com.showPane(x ,y,newX,newY);
62         }
63         map[newY][newX] = map[y][x];
64         delete map[y][x];
65         
66     }
67     return map;
68 }
69 
70 //写入棋谱
71 bill.setBox = function (bl,initMap){
72     var map = com.arr2Clone(initMap);
73     var bl= bl.split("");
74     var h='';
75     for (var i=0; i< bl.length ; i+=4){
76         h +='<li id="move_'+(i/4)+'">';
77         var x = bl[i+0];
78         var y = bl[i+1];
79         var newX = bl[i+2];
80         var newY = bl[i+3];
81         h += com.createMove(map,x,y,newX,newY);
82         h +='</li>

';
83     }
84     com.get("billBox").innerHTML = h;
85     
86     var doms=com.get("billBox").getElementsByTagName("li");
87     
88     for (var i=0; i<doms.length; i++){
89             doms[i].addEventListener("click", function(e) {
90                 
91             var inx = this.getAttribute("id").split("_")[1];
92             bill.setMove (bl , inx , initMap)
93             com.show();
94         })
95     }
96 
97 }

第三部分,common.js代码如下:

  1 var com = com||{};
  2 
  3 com.init = function (stype){
  4     
  5     com.nowStype= stype || com.getCookie("stype") ||"stype1";
  6     var stype = com.stype[com.nowStype];
  7     com.width            =    stype.width;        //画布宽度
  8     com.height            =    stype.height;         //画布高度
  9     com.spaceX            =    stype.spaceX;        //着点X跨度
 10     com.spaceY            =    stype.spaceY;        //着点Y跨度
 11     com.pointStartX        =    stype.pointStartX;    //第一个着点X坐标;
 12     com.pointStartY        =    stype.pointStartY;    //第一个着点Y坐标;
 13     com.page            =    stype.page;            //图片目录
 14     
 15     com.get("box").style.width = com.width+130+"px";
 16     
 17     com.canvas            =    document.getElementById("chess"); //画布
 18     com.ct                =    com.canvas.getContext("2d") ; 
 19     com.canvas.width    =    com.width;
 20     com.canvas.height    =    com.height;
 21     
 22     com.childList        =    com.childList||[];
 23     
 24     com.loadImages(com.page);        //载入图片/图片目录
 25     //z(com.initMap.join())
 26 }
 27 
 28 //样式
 29 com.stype = {
 30     stype1:{
 31         325,        //画布宽度
 32         height:402,         //画布高度
 33         spaceX:35,        //着点X跨度
 34         spaceY:36,        //着点Y跨度
 35         pointStartX:5,        //第一个着点X坐标;
 36         pointStartY:19,        //第一个着点Y坐标;
 37         page:"stype_1"    //图片目录
 38     },
 39     stype2:{
 40         530,        //画布宽度
 41         height:567,         //画布高度
 42         spaceX:57,        //着点X跨度
 43         spaceY:57,        //着点Y跨度
 44         pointStartX:-2,        //第一个着点X坐标;
 45         pointStartY:0,        //第一个着点Y坐标;
 46         page:"stype_2"    //图片目录
 47     }        
 48 }
 49 //获取ID
 50 com.get = function (id){
 51     return document.getElementById(id)
 52 }
 53 
 54 window.onload = function(){  
 55     com.bg=new com.class.Bg();
 56     com.dot = new com.class.Dot();
 57     com.pane=new com.class.Pane();
 58     com.pane.isShow=false;
 59     
 60     com.childList=[com.bg,com.dot,com.pane];    
 61     com.mans     ={};        //棋子集合
 62     com.createMans(com.initMap)        //生成棋子    
 63     com.bg.show();
 64     com.get("bnBox").style.display = "block";
 65     //play.init();
 66     com.get("billBn").addEventListener("click", function(e) {
 67         if (confirm("是否结束对局,开始棋局研究?")){
 68             com.init();
 69             com.get("chessRight").style.display = "block";
 70             com.get("moveInfo").style.display = "none";
 71             bill.init();
 72         }
 73     })
 74     com.get("superPlay").addEventListener("click", function(e) {
 75         if (confirm("确认开始大师级对弈?")){
 76             play.isPlay=true ;    
 77             com.get("chessRight").style.display = "none";
 78             com.get("moveInfo").style.display = "block";
 79             com.get("moveInfo").innerHTML="";
 80             play.depth = 4;
 81             play.init();
 82         }
 83     })
 84     com.get("tyroPlay").addEventListener("click", function(e) {
 85         if (confirm("确认开始新手级对弈?")){
 86             play.isPlay=true ;    
 87             com.get("chessRight").style.display = "none";
 88             com.get("moveInfo").style.display = "block";
 89             com.get("moveInfo").innerHTML="";
 90             play.depth = 3;
 91             play.init();
 92         }
 93     })
 94     
 95     com.get("stypeBn").addEventListener("click", function(e) {
 96         var stype =com.nowStype;
 97         if (stype=="stype1") stype="stype2";
 98         else if (stype=="stype2") stype="stype1";
 99         com.init(stype);
100         com.show();
101         play.depth = 4;
102         play.init();
103         document.cookie="stype=" +stype;
104         clearInterval(timer);
105         var i=0;
106         var timer = setInterval(function (){
107             com.show();
108             if (i++>=5) clearInterval(timer);
109         },2000);
110     })
111     
112     com.getData("js/gambit.all.js",
113         function(data){
114         com.gambit=data.split(" ");
115         AI.historyBill = com.gambit;
116     })
117     com.getData("js/store.js",
118         function(data){
119         com.store=data.split(" ");
120     })
121 }
122 
123 //载入图片
124 com.loadImages = function(stype){
125     
126     //绘制棋盘
127     com.bgImg = new Image();
128     com.bgImg.src  = "img/"+stype+"/bg.png";
129     
130     //提示点
131     com.dotImg = new Image();
132     com.dotImg.src  = "img/"+stype+"/dot.png";
133     
134     //棋子
135     for (var i in com.args){
136         com[i] = {};
137         com[i].img = new Image();
138         com[i].img.src = "img/"+stype+"/"+ com.args[i].img +".png";
139     }
140     
141     //棋子外框
142     com.paneImg = new Image();
143     com.paneImg.src  = "img/"+stype+"/r_box.png";
144     
145     document.getElementsByTagName("body")[0].style.background= "url(img/"+stype+"/bg.jpg)";
146     
147 }
148 
149 //显示列表
150 com.show = function (){
151     com.ct.clearRect(0, 0, com.width, com.height);  
152     for (var i=0; i<com.childList.length ; i++){
153         com.childList[i].show();
154     }
155 }
156 
157 //显示移动的棋子外框
158 com.showPane  = function (x,y,newX,newY){
159     com.pane.isShow=true;
160     com.pane.x= x ;
161     com.pane.y= y ;
162     com.pane.newX= newX ;
163     com.pane.newY= newY ;
164 }
165 
166 //生成map里面有的棋子
167 com.createMans = function(map){
168     for (var i=0; i<map.length; i++){
169         for (var n=0; n<map[i].length; n++){
170             var key = map[i][n];
171             if (key){
172                 com.mans[key]=new com.class.Man(key);
173                 com.mans[key].x=n;
174                 com.mans[key].y=i;
175                 com.childList.push(com.mans[key])
176             }
177         }
178     }
179 }
180 
181 
182 //debug alert
183 com.alert = function (obj,f,n){
184     if (typeof obj !== "object") {
185         try{console.log(obj)} catch (e){}
186         //return alert(obj);
187     }
188     var arr = [];
189     for (var i in obj) arr.push(i+" = "+obj[i]);
190     try{console.log(arr.join(n||"
"))} catch (e){}
191     //return alert(arr.join(n||"

"));
192 }
193 
194 //com.alert的简写,考虑z变量名最不常用
195 var z = com.alert;
196 
197 //获取元素距离页面左侧的距离
198 com.getDomXY = function (dom){
199     var left = dom.offsetLeft;
200     var top = dom.offsetTop;
201     var current = dom.offsetParent;
202     while (current !== null){
203         left += current.offsetLeft;
204         top += current.offsetTop;
205         current = current.offsetParent;
206     }
207     return {x:left,y:top};
208 }
209 
210 //获得cookie
211 com.getCookie = function(name){
212     if (document.cookie.length>0){
213         start=document.cookie.indexOf(name + "=")
214         if (start!=-1){ 
215             start=start + name.length+1 
216             end=document.cookie.indexOf(";",start)
217         if (end==-1) end=document.cookie.length
218             return unescape(document.cookie.substring(start,end))
219         } 
220     }
221     return false;
222 }
223 //二维数组克隆
224 com.arr2Clone = function (arr){
225     var newArr=[];
226     for (var i=0; i<arr.length ; i++){    
227         newArr[i] = arr[i].slice();
228     }
229     return newArr;
230 }
231 
232 //ajax载入数据
233 com.getData = function (url,fun){
234     var XMLHttpRequestObject=false;
235     if(window.XMLHttpRequest){
236         XMLHttpRequestObject=new XMLHttpRequest();
237     }else if(window.ActiveXObject){
238     XMLHttpRequestObject=new ActiveXObject("Microsoft.XMLHTTP");
239     }
240     if(XMLHttpRequestObject){
241         XMLHttpRequestObject.open("GET",url);
242         XMLHttpRequestObject.setRequestHeader('Content-Type','application/x-www-form-urlencoded');
243         XMLHttpRequestObject.onreadystatechange=function (){
244             if(XMLHttpRequestObject.readyState==4 && XMLHttpRequestObject.status==200){
245                 fun (XMLHttpRequestObject.responseText)
246                 //return XMLHttpRequestObject.responseText;
247             }
248         }
249     XMLHttpRequestObject.send(null);
250     }
251 }
252 
253 //把坐标生成着法
254 com.createMove = function (map,x,y,newX,newY){
255     var h="";
256     var man = com.mans[map[y][x]];
257     h+= man.text;
258     map[newY][newX] = map[y][x];
259     delete map[y][x];
260     if (man.my===1){
261         var mumTo=["一","二","三","四","五","六","七","八","九","十"];    
262         newX=8-newX;
263         h+= mumTo[8-x];
264         if (newY > y) {
265             h+= "退";
266             if (man.pater == "m" || man.pater == "s" || man.pater == "x"){
267                 h+= mumTo[newX];
268             }else {
269                 h+= mumTo[newY - y -1];
270             }
271         }else if (newY < y) {
272             h+= "进";
273             if (man.pater == "m" || man.pater == "s" || man.pater == "x"){
274                 h+= mumTo[newX];
275             }else {
276                 h+= mumTo[y - newY -1];
277             }
278         }else {
279             h+= "平";
280             h+= mumTo[newX];
281         }
282     }else{
283         var mumTo=["1","2","3","4","5","6","7","8","9","10"];
284         h+= mumTo[x];
285         if (newY > y) {
286             h+= "进";
287             if (man.pater == "M" || man.pater == "S" || man.pater == "X"){
288                 h+= mumTo[newX];
289             }else {
290                 h+= mumTo[newY - y-1];
291             }
292         }else if (newY < y) {
293             h+= "退";
294             if (man.pater == "M" || man.pater == "S" || man.pater == "X"){
295                 h+= mumTo[newX];
296             }else {
297                 h+= mumTo[y - newY-1];
298             }
299         }else {
300             h+= "平";
301             h+= mumTo[newX];
302         }
303     }
304     return h;
305 }
306 
307 com.initMap = [
308     ['C0','M0','X0','S0','J0','S1','X1','M1','C1'],
309     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
310     [    ,'P0',    ,    ,    ,    ,    ,'P1',    ],
311     ['Z0',    ,'Z1',    ,'Z2',    ,'Z3',    ,'Z4'],
312     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
313     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
314     ['z0',    ,'z1',    ,'z2',    ,'z3',    ,'z4'],
315     [    ,'p0',    ,    ,    ,    ,    ,'p1',    ],
316     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
317     ['c0','m0','x0','s0','j0','s1','x1','m1','c1']
318 ];
319 
320 
321 
322 com.initMap1 = [
323     [    ,    ,    ,, "J0"   ,    ,    ,    ,    ],
324     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
325     [    ,    ,    ,    ,    ,"c0",    ,    ,    ],
326     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
327     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
328     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
329     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
330     [    ,    ,    ,    ,    ,      ,    ,    ,    ],
331     [    ,    ,    ,    ,"s0",    ,    ,"C0",    ],
332     [    ,    ,    ,"s1",    ,"j0",    ,    ,    ]
333 ];
334 
335 com.initMap1 = [
336     [    ,    ,    ,, "J0"   ,    ,    ,    ,    ],
337     [    ,    ,    ,    ,    , ,    ,    ,    ],
338     [    ,    ,    ,    ,    ,"z0",    ,    ,    ],
339     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
340     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
341     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
342     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
343     [    ,    ,    ,    ,    ,      ,    ,    ,    ],
344     [    ,    ,    ,    ,    ,    ,    ,    ,    ],
345     [    ,    ,    , "j0"   ,,    ,    ,    ]
346 ];
347 
348 com.keys = {
349     "c0":"c","c1":"c",
350     "m0":"m","m1":"m",
351     "x0":"x","x1":"x",
352     "s0":"s","s1":"s",
353     "j0":"j",
354     "p0":"p","p1":"p",
355     "z0":"z","z1":"z","z2":"z","z3":"z","z4":"z","z5":"z",
356     
357     "C0":"c","C1":"C",
358     "M0":"M","M1":"M",
359     "X0":"X","X1":"X",
360     "S0":"S","S1":"S",
361     "J0":"J",
362     "P0":"P","P1":"P",
363     "Z0":"Z","Z1":"Z","Z2":"Z","Z3":"Z","Z4":"Z","Z5":"Z",
364 }
365 
366 //棋子能走的着点
367 com.bylaw ={}
368 //
369 com.bylaw.c = function (x,y,map,my){
370     var d=[];
371     //左侧检索
372     for (var i=x-1; i>= 0; i--){
373         if (map[y][i]) {
374             if (com.mans[map[y][i]].my!=my) d.push([i,y]);
375             break
376         }else{
377             d.push([i,y])    
378         }
379     }
380     //右侧检索
381     for (var i=x+1; i <= 8; i++){
382         if (map[y][i]) {
383             if (com.mans[map[y][i]].my!=my) d.push([i,y]);
384             break
385         }else{
386             d.push([i,y])    
387         }
388     }
389     //上检索
390     for (var i = y-1 ; i >= 0; i--){
391         if (map[i][x]) {
392             if (com.mans[map[i][x]].my!=my) d.push([x,i]);
393             break
394         }else{
395             d.push([x,i])    
396         }
397     }
398     //下检索
399     for (var i = y+1 ; i<= 9; i++){
400         if (map[i][x]) {
401             if (com.mans[map[i][x]].my!=my) d.push([x,i]);
402             break
403         }else{
404             d.push([x,i])    
405         }
406     }
407     return d;
408 }
409 
410 //
411 com.bylaw.m = function (x,y,map,my){
412     var d=[];
413         //1点
414         if ( y-2>= 0 && x+1<= 8 && !play.map[y-1][x] &&(!com.mans[map[y-2][x+1]] || com.mans[map[y-2][x+1]].my!=my)) d.push([x+1,y-2]);
415         //2点
416         if ( y-1>= 0 && x+2<= 8 && !play.map[y][x+1] &&(!com.mans[map[y-1][x+2]] || com.mans[map[y-1][x+2]].my!=my)) d.push([x+2,y-1]);
417         //4点
418         if ( y+1<= 9 && x+2<= 8 && !play.map[y][x+1] &&(!com.mans[map[y+1][x+2]] || com.mans[map[y+1][x+2]].my!=my)) d.push([x+2,y+1]);
419         //5点
420         if ( y+2<= 9 && x+1<= 8 && !play.map[y+1][x] &&(!com.mans[map[y+2][x+1]] || com.mans[map[y+2][x+1]].my!=my)) d.push([x+1,y+2]);
421         //7点
422         if ( y+2<= 9 && x-1>= 0 && !play.map[y+1][x] &&(!com.mans[map[y+2][x-1]] || com.mans[map[y+2][x-1]].my!=my)) d.push([x-1,y+2]);
423         //8点
424         if ( y+1<= 9 && x-2>= 0 && !play.map[y][x-1] &&(!com.mans[map[y+1][x-2]] || com.mans[map[y+1][x-2]].my!=my)) d.push([x-2,y+1]);
425         //10点
426         if ( y-1>= 0 && x-2>= 0 && !play.map[y][x-1] &&(!com.mans[map[y-1][x-2]] || com.mans[map[y-1][x-2]].my!=my)) d.push([x-2,y-1]);
427         //11点
428         if ( y-2>= 0 && x-1>= 0 && !play.map[y-1][x] &&(!com.mans[map[y-2][x-1]] || com.mans[map[y-2][x-1]].my!=my)) d.push([x-1,y-2]);
429 
430     return d;
431 }
432 
433 //
434 com.bylaw.x = function (x,y,map,my){
435     var d=[];
436     if (my===1){ //红方
437         //4点半
438         if ( y+2<= 9 && x+2<= 8 && !play.map[y+1][x+1] && (!com.mans[map[y+2][x+2]] || com.mans[map[y+2][x+2]].my!=my)) d.push([x+2,y+2]);
439         //7点半
440         if ( y+2<= 9 && x-2>= 0 && !play.map[y+1][x-1] && (!com.mans[map[y+2][x-2]] || com.mans[map[y+2][x-2]].my!=my)) d.push([x-2,y+2]);
441         //1点半
442         if ( y-2>= 5 && x+2<= 8 && !play.map[y-1][x+1] && (!com.mans[map[y-2][x+2]] || com.mans[map[y-2][x+2]].my!=my)) d.push([x+2,y-2]);
443         //10点半
444         if ( y-2>= 5 && x-2>= 0 && !play.map[y-1][x-1] && (!com.mans[map[y-2][x-2]] || com.mans[map[y-2][x-2]].my!=my)) d.push([x-2,y-2]);
445     }else{
446         //4点半
447         if ( y+2<= 4 && x+2<= 8 && !play.map[y+1][x+1] && (!com.mans[map[y+2][x+2]] || com.mans[map[y+2][x+2]].my!=my)) d.push([x+2,y+2]);
448         //7点半
449         if ( y+2<= 4 && x-2>= 0 && !play.map[y+1][x-1] && (!com.mans[map[y+2][x-2]] || com.mans[map[y+2][x-2]].my!=my)) d.push([x-2,y+2]);
450         //1点半
451         if ( y-2>= 0 && x+2<= 8 && !play.map[y-1][x+1] && (!com.mans[map[y-2][x+2]] || com.mans[map[y-2][x+2]].my!=my)) d.push([x+2,y-2]);
452         //10点半
453         if ( y-2>= 0 && x-2>= 0 && !play.map[y-1][x-1] && (!com.mans[map[y-2][x-2]] || com.mans[map[y-2][x-2]].my!=my)) d.push([x-2,y-2]);
454     }
455     return d;
456 }
457 
458 //
459 com.bylaw.s = function (x,y,map,my){
460     var d=[];
461     if (my===1){ //红方
462         //4点半
463         if ( y+1<= 9 && x+1<= 5 && (!com.mans[map[y+1][x+1]] || com.mans[map[y+1][x+1]].my!=my)) d.push([x+1,y+1]);
464         //7点半
465         if ( y+1<= 9 && x-1>= 3 && (!com.mans[map[y+1][x-1]] || com.mans[map[y+1][x-1]].my!=my)) d.push([x-1,y+1]);
466         //1点半
467         if ( y-1>= 7 && x+1<= 5 && (!com.mans[map[y-1][x+1]] || com.mans[map[y-1][x+1]].my!=my)) d.push([x+1,y-1]);
468         //10点半
469         if ( y-1>= 7 && x-1>= 3 && (!com.mans[map[y-1][x-1]] || com.mans[map[y-1][x-1]].my!=my)) d.push([x-1,y-1]);
470     }else{
471         //4点半
472         if ( y+1<= 2 && x+1<= 5 && (!com.mans[map[y+1][x+1]] || com.mans[map[y+1][x+1]].my!=my)) d.push([x+1,y+1]);
473         //7点半
474         if ( y+1<= 2 && x-1>= 3 && (!com.mans[map[y+1][x-1]] || com.mans[map[y+1][x-1]].my!=my)) d.push([x-1,y+1]);
475         //1点半
476         if ( y-1>= 0 && x+1<= 5 && (!com.mans[map[y-1][x+1]] || com.mans[map[y-1][x+1]].my!=my)) d.push([x+1,y-1]);
477         //10点半
478         if ( y-1>= 0 && x-1>= 3 && (!com.mans[map[y-1][x-1]] || com.mans[map[y-1][x-1]].my!=my)) d.push([x-1,y-1]);
479     }
480     return d;
481         
482 }
483 
484 //
485 com.bylaw.j = function (x,y,map,my){
486     var d=[];
487     var isNull=(function (y1,y2){
488         var y1=com.mans["j0"].y;
489         var x1=com.mans["J0"].x;
490         var y2=com.mans["J0"].y;
491         for (var i=y1-1; i>y2; i--){
492             if (map[i][x1]) return false;
493         }
494         return true;
495     })();
496     
497     if (my===1){ //红方
498         //
499         if ( y+1<= 9  && (!com.mans[map[y+1][x]] || com.mans[map[y+1][x]].my!=my)) d.push([x,y+1]);
500         //
501         if ( y-1>= 7 && (!com.mans[map[y-1][x]] || com.mans[map[y-1][x]].my!=my)) d.push([x,y-1]);
502         //老将对老将的情况
503         if ( com.mans["j0"].x == com.mans["J0"].x &&isNull) d.push([com.mans["J0"].x,com.mans["J0"].y]);
504         
505     }else{
506         //
507         if ( y+1<= 2  && (!com.mans[map[y+1][x]] || com.mans[map[y+1][x]].my!=my)) d.push([x,y+1]);
508         //
509         if ( y-1>= 0 && (!com.mans[map[y-1][x]] || com.mans[map[y-1][x]].my!=my)) d.push([x,y-1]);
510         //老将对老将的情况
511         if ( com.mans["j0"].x == com.mans["J0"].x &&isNull) d.push([com.mans["j0"].x,com.mans["j0"].y]);
512     }
513     //
514     if ( x+1<= 5  && (!com.mans[map[y][x+1]] || com.mans[map[y][x+1]].my!=my)) d.push([x+1,y]);
515     //
516     if ( x-1>= 3 && (!com.mans[map[y][x-1]] || com.mans[map[y][x-1]].my!=my))d.push([x-1,y]);
517     return d;
518 }
519 
520 //
521 com.bylaw.p = function (x,y,map,my){
522     var d=[];
523     //左侧检索
524     var n=0;
525     for (var i=x-1; i>= 0; i--){
526         if (map[y][i]) {
527             if (n==0){
528                 n++;
529                 continue;
530             }else{
531                 if (com.mans[map[y][i]].my!=my) d.push([i,y]);
532                 break    
533             }
534         }else{
535             if(n==0) d.push([i,y])    
536         }
537     }
538     //右侧检索
539     var n=0;
540     for (var i=x+1; i <= 8; i++){
541         if (map[y][i]) {
542             if (n==0){
543                 n++;
544                 continue;
545             }else{
546                 if (com.mans[map[y][i]].my!=my) d.push([i,y]);
547                 break    
548             }
549         }else{
550             if(n==0) d.push([i,y])    
551         }
552     }
553     //上检索
554     var n=0;
555     for (var i = y-1 ; i >= 0; i--){
556         if (map[i][x]) {
557             if (n==0){
558                 n++;
559                 continue;
560             }else{
561                 if (com.mans[map[i][x]].my!=my) d.push([x,i]);
562                 break    
563             }
564         }else{
565             if(n==0) d.push([x,i])    
566         }
567     }
568     //下检索
569     var n=0;
570     for (var i = y+1 ; i<= 9; i++){
571         if (map[i][x]) {
572             if (n==0){
573                 n++;
574                 continue;
575             }else{
576                 if (com.mans[map[i][x]].my!=my) d.push([x,i]);
577                 break    
578             }
579         }else{
580             if(n==0) d.push([x,i])    
581         }
582     }
583     return d;
584 }
585 
586 //
587 com.bylaw.z = function (x,y,map,my){
588     var d=[];
589     if (my===1){ //红方
590         //
591         if ( y-1>= 0 && (!com.mans[map[y-1][x]] || com.mans[map[y-1][x]].my!=my)) d.push([x,y-1]);
592         //
593         if ( x+1<= 8 && y<=4  && (!com.mans[map[y][x+1]] || com.mans[map[y][x+1]].my!=my)) d.push([x+1,y]);
594         //
595         if ( x-1>= 0 && y<=4 && (!com.mans[map[y][x-1]] || com.mans[map[y][x-1]].my!=my))d.push([x-1,y]);
596     }else{
597         //
598         if ( y+1<= 9  && (!com.mans[map[y+1][x]] || com.mans[map[y+1][x]].my!=my)) d.push([x,y+1]);
599         //
600         if ( x+1<= 8 && y>=6  && (!com.mans[map[y][x+1]] || com.mans[map[y][x+1]].my!=my)) d.push([x+1,y]);
601         //
602         if ( x-1>= 0 && y>=6 && (!com.mans[map[y][x-1]] || com.mans[map[y][x-1]].my!=my))d.push([x-1,y]);
603     }
604     
605     return d;
606 }
607 
608 com.value = {
609     
610     //车价值
611     c:[
612         [206, 208, 207, 213, 214, 213, 207, 208, 206],
613         [206, 212, 209, 216, 233, 216, 209, 212, 206],
614         [206, 208, 207, 214, 216, 214, 207, 208, 206],
615         [206, 213, 213, 216, 216, 216, 213, 213, 206],
616         [208, 211, 211, 214, 215, 214, 211, 211, 208],
617         
618         [208, 212, 212, 214, 215, 214, 212, 212, 208],
619         [204, 209, 204, 212, 214, 212, 204, 209, 204],
620         [198, 208, 204, 212, 212, 212, 204, 208, 198],
621         [200, 208, 206, 212, 200, 212, 206, 208, 200],
622         [194, 206, 204, 212, 200, 212, 204, 206, 194]
623     ],
624     
625     //马价值
626     m:[
627         [90, 90, 90, 96, 90, 96, 90, 90, 90],
628         [90, 96,103, 97, 94, 97,103, 96, 90],
629         [92, 98, 99,103, 99,103, 99, 98, 92],
630         [93,108,100,107,100,107,100,108, 93],
631         [90,100, 99,103,104,103, 99,100, 90],
632         
633         [90, 98,101,102,103,102,101, 98, 90],
634         [92, 94, 98, 95, 98, 95, 98, 94, 92],
635         [93, 92, 94, 95, 92, 95, 94, 92, 93],
636         [85, 90, 92, 93, 78, 93, 92, 90, 85],
637         [88, 85, 90, 88, 90, 88, 90, 85, 88]
638     ],
639     
640     //相价值
641     x:[
642         [0, 0,20, 0, 0, 0,20, 0, 0],
643         [0, 0, 0, 0, 0, 0, 0, 0, 0],
644         [0, 0, 0, 0,23, 0, 0, 0, 0],
645         [0, 0, 0, 0, 0, 0, 0, 0, 0],
646         [0, 0,20, 0, 0, 0,20, 0, 0],
647         
648         [0, 0,20, 0, 0, 0,20, 0, 0],
649         [0, 0, 0, 0, 0, 0, 0, 0, 0],
650         [18,0, 0, 0,23, 0, 0, 0,18],
651         [0, 0, 0, 0, 0, 0, 0, 0, 0], 
652         [0, 0,20, 0, 0, 0,20, 0, 0]
653     ],
654     
655     //士价值
656     s:[
657         [0, 0, 0,20, 0,20, 0, 0, 0],
658         [0, 0, 0, 0,23, 0, 0, 0, 0],
659         [0, 0, 0,20, 0,20, 0, 0, 0],
660         [0, 0, 0, 0, 0, 0, 0, 0, 0],
661         [0, 0, 0, 0, 0, 0, 0, 0, 0],
662         
663         [0, 0, 0, 0, 0, 0, 0, 0, 0],
664         [0, 0, 0, 0, 0, 0, 0, 0, 0],
665         [0, 0, 0,20, 0,20, 0, 0, 0],
666         [0, 0, 0, 0,23, 0, 0, 0, 0], 
667         [0, 0, 0,20, 0,20, 0, 0, 0]
668     ],
669     
670     //奖价值
671     j:[
672         [0, 0, 0, 8888, 8888, 8888, 0, 0, 0],
673         [0, 0, 0, 8888, 8888, 8888, 0, 0, 0], 
674         [0, 0, 0, 8888, 8888, 8888, 0, 0, 0],
675         [0, 0, 0, 0, 0, 0, 0, 0, 0],
676         [0, 0, 0, 0, 0, 0, 0, 0, 0],
677         
678         [0, 0, 0, 0, 0, 0, 0, 0, 0],
679         [0, 0, 0, 0, 0, 0, 0, 0, 0],
680         [0, 0, 0, 8888, 8888, 8888, 0, 0, 0],
681         [0, 0, 0, 8888, 8888, 8888, 0, 0, 0], 
682         [0, 0, 0, 8888, 8888, 8888, 0, 0, 0]
683     ],
684     
685     //炮价值
686     p:[
687         
688         [100, 100,  96, 91,  90, 91,  96, 100, 100],
689         [ 98,  98,  96, 92,  89, 92,  96,  98,  98],
690         [ 97,  97,  96, 91,  92, 91,  96,  97,  97],
691         [ 96,  99,  99, 98, 100, 98,  99,  99,  96],
692         [ 96,  96,  96, 96, 100, 96,  96,  96,  96], 
693         
694         [ 95,  96,  99, 96, 100, 96,  99,  96,  95],
695         [ 96,  96,  96, 96,  96, 96,  96,  96,  96],
696         [ 97,  96, 100, 99, 101, 99, 100,  96,  97],
697         [ 96,  97,  98, 98,  98, 98,  98,  97,  96],
698         [ 96,  96,  97, 99,  99, 99,  97,  96,  96]
699     ],
700     
701     //卒价值
702     z:[
703         [ 9,  9,  9, 11, 13, 11,  9,  9,  9],
704         [19, 24, 34, 42, 44, 42, 34, 24, 19],
705         [19, 24, 32, 37, 37, 37, 32, 24, 19],
706         [19, 23, 27, 29, 30, 29, 27, 23, 19],
707         [14, 18, 20, 27, 29, 27, 20, 18, 14],
708         
709         [ 7,  0, 13,  0, 16,  0, 13,  0,  7],
710         [ 7,  0,  7,  0, 15,  0,  7,  0,  7], 
711         [ 0,  0,  0,  0,  0,  0,  0,  0,  0],
712         [ 0,  0,  0,  0,  0,  0,  0,  0,  0],
713         [ 0,  0,  0,  0,  0,  0,  0,  0,  0]
714     ]
715 }
716 
717 //黑子为红字价值位置的倒置
718 com.value.C = com.arr2Clone(com.value.c).reverse();
719 com.value.M = com.arr2Clone(com.value.m).reverse();
720 com.value.X = com.value.x;
721 com.value.S = com.value.s;
722 com.value.J = com.value.j;
723 com.value.P = com.arr2Clone(com.value.p).reverse();
724 com.value.Z = com.arr2Clone(com.value.z).reverse();
725 
726 //棋子们
727 com.args={
728     //红子 中文/图片地址/阵营/权重
729     'c':{text:"车", img:'r_c', my:1 ,bl:"c", value:com.value.c},
730     'm':{text:"马", img:'r_m', my:1 ,bl:"m", value:com.value.m},
731     'x':{text:"相", img:'r_x', my:1 ,bl:"x", value:com.value.x},
732     's':{text:"仕", img:'r_s', my:1 ,bl:"s", value:com.value.s},
733     'j':{text:"将", img:'r_j', my:1 ,bl:"j", value:com.value.j},
734     'p':{text:"炮", img:'r_p', my:1 ,bl:"p", value:com.value.p},
735     'z':{text:"兵", img:'r_z', my:1 ,bl:"z", value:com.value.z},
736     
737     //蓝子
738     'C':{text:"車", img:'b_c', my:-1 ,bl:"c", value:com.value.C},
739     'M':{text:"馬", img:'b_m', my:-1 ,bl:"m", value:com.value.M},
740     'X':{text:"象", img:'b_x', my:-1 ,bl:"x", value:com.value.X},
741     'S':{text:"士", img:'b_s', my:-1 ,bl:"s", value:com.value.S},
742     'J':{text:"帅", img:'b_j', my:-1 ,bl:"j", value:com.value.J},
743     'P':{text:"炮", img:'b_p', my:-1 ,bl:"p", value:com.value.P},
744     'Z':{text:"卒", img:'b_z', my:-1 ,bl:"z", value:com.value.Z}
745 };
746 
747 com.class = com.class || {} //
748 com.class.Man = function (key, x, y){
749     this.pater = key.slice(0,1);
750     var o=com.args[this.pater]
751     this.x = x||0;   
752     this.y = y||0;
753     this.key = key ;
754     this.my = o.my;
755     this.text = o.text;
756     this.value = o.value;
757     this.isShow = true;
758     this.alpha = 1;
759     this.ps = []; //着点
760     
761     this.show = function (){
762         if (this.isShow) {
763             com.ct.save();
764             com.ct.globalAlpha = this.alpha;
765             com.ct.drawImage(com[this.pater].img,com.spaceX * this.x + com.pointStartX , com.spaceY *  this.y +com.pointStartY);
766             com.ct.restore(); 
767         }
768     }
769     
770     this.bl = function (map){
771         var map = map || play.map
772         return com.bylaw[o.bl](this.x,this.y,map,this.my)
773     }
774 }
775 
776 com.class.Bg = function (img, x, y){
777     this.x = x||0; 
778     this.y = y||0;
779     this.isShow = true;
780     
781     this.show = function (){
782         if (this.isShow) com.ct.drawImage(com.bgImg, com.spaceX * this.x,com.spaceY *  this.y);
783     }
784 }
785 com.class.Pane = function (img, x, y){
786     this.x = x||0; 
787     this.y = y||0;
788     this.newX = x||0; 
789     this.newY = y||0;
790     this.isShow = true;
791     
792     this.show = function (){
793         if (this.isShow) {
794             com.ct.drawImage(com.paneImg, com.spaceX * this.x + com.pointStartX , com.spaceY *  this.y + com.pointStartY)
795             com.ct.drawImage(com.paneImg, com.spaceX * this.newX + com.pointStartX  , com.spaceY *  this.newY + com.pointStartY)
796         }
797     }
798 }
799 
800 com.class.Dot = function (img, x, y){
801     this.x = x||0; 
802     this.y = y||0;
803     this.isShow = true;
804     this.dots=[]
805     
806     this.show = function (){
807         for (var i=0; i<this.dots.length;i++){
808             if (this.isShow) com.ct.drawImage(com.dotImg, com.spaceX * this.dots[i][0]+10  + com.pointStartX ,com.spaceY *  this.dots[i][1]+10 + com.pointStartY)
809         }
810     }
811 }
812 
813 com.init();

第四、五、七部分,gamebit.all.js,gamebit.js,store.js为引入内容,不再显示代码

第六部分,play.js代码:

  1 var play = play||{};
  2 
  3 play.init = function (){
  4     
  5     play.my                =    1;                //玩家方
  6     play.map             =    com.arr2Clone (com.initMap);        //初始化棋盘
  7     play.nowManKey        =    false;            //现在要操作的棋子
  8     play.pace             =    [];                //记录每一步
  9     play.isPlay         =    true ;            //是否能走棋
 10     play.mans             =    com.mans;
 11     play.bylaw             =     com.bylaw;
 12     play.show             =     com.show;
 13     play.showPane         =     com.showPane;
 14     play.isOffensive    =    true;            //是否先手
 15     play.depth            =    play.depth || 3;                //搜索深度
 16     
 17     play.isFoul            =    false;    //是否犯规长将
 18     
 19     
 20     
 21     com.pane.isShow        =     false;            //隐藏方块
 22     
 23     //初始化棋子
 24     for (var i=0; i<play.map.length; i++){
 25         for (var n=0; n<play.map[i].length; n++){
 26             var key = play.map[i][n];
 27             if (key){
 28                 com.mans[key].x=n;
 29                 com.mans[key].y=i;
 30                 com.mans[key].isShow = true;
 31             }
 32         }
 33     }
 34     play.show();
 35     
 36     //绑定点击事件
 37     com.canvas.addEventListener("click",play.clickCanvas)
 38     //clearInterval(play.timer);
 39     //com.get("autoPlay").addEventListener("click", function(e) {
 40         //clearInterval(play.timer);
 41         //play.timer = setInterval("play.AIPlay()",1000);
 42     //    play.AIPlay()
 43     //})
 44     /*
 45     com.get("offensivePlay").addEventListener("click", function(e) {
 46         play.isOffensive=true;
 47         play.isPlay=true ;    
 48         com.get("chessRight").style.display = "none";
 49         play.init();
 50     })
 51     
 52     com.get("defensivePlay").addEventListener("click", function(e) {
 53         play.isOffensive=false;
 54         play.isPlay=true ;    
 55         com.get("chessRight").style.display = "none";
 56         play.init();
 57     })
 58     */
 59     
 60     
 61     com.get("regretBn").addEventListener("click", function(e) {
 62         play.regret();
 63     })
 64     
 65     /*
 66     var initTime = new Date().getTime();
 67     for (var i=0; i<=100000; i++){
 68         
 69         var h=""
 70         var h=play.map.join();
 71         //for (var n in play.mans){
 72         //    if (play.mans[n].show) h+=play.mans[n].key+play.mans[n].x+play.mans[n].y
 73         //}
 74     }
 75     var nowTime= new Date().getTime();
 76     z([h,nowTime-initTime])
 77     */
 78     
 79 }
 80 
 81 
 82 
 83 //悔棋
 84 play.regret = function (){
 85     var map  = com.arr2Clone(com.initMap);
 86     //初始化所有棋子
 87     for (var i=0; i<map.length; i++){
 88         for (var n=0; n<map[i].length; n++){
 89             var key = map[i][n];
 90             if (key){
 91                 com.mans[key].x=n;
 92                 com.mans[key].y=i;
 93                 com.mans[key].isShow = true;
 94             }
 95         }
 96     }
 97     var pace= play.pace;
 98     pace.pop();
 99     pace.pop();
100     
101     for (var i=0; i<pace.length; i++){
102         var p= pace[i].split("")
103         var x = parseInt(p[0], 10);
104         var y = parseInt(p[1], 10);
105         var newX = parseInt(p[2], 10);
106         var newY = parseInt(p[3], 10);
107         var key=map[y][x];
108         //try{
109      
110         var cMan=map[newY][newX];
111         if (cMan) com.mans[map[newY][newX]].isShow = false;
112         com.mans[key].x = newX;
113         com.mans[key].y = newY;
114         map[newY][newX] = key;
115         delete map[y][x];
116         if (i==pace.length-1){
117             com.showPane(newX ,newY,x,y)    
118         }
119         //} catch (e){
120         //    com.show()
121         //    z([key,p,pace,map])
122             
123         //    }
124     }
125     play.map = map;
126     play.my=1;
127     play.isPlay=true;
128     com.show();
129 }
130 
131 
132 
133 //点击棋盘事件
134 play.clickCanvas = function (e){
135     if (!play.isPlay) return false;
136     var key = play.getClickMan(e);
137     var point = play.getClickPoint(e);
138     
139     var x = point.x;
140     var y = point.y;
141     
142     if (key){
143         play.clickMan(key,x,y);    
144     }else {
145         play.clickPoint(x,y);    
146     }
147     play.isFoul = play.checkFoul();//检测是不是长将
148 }
149 
150 //点击棋子,两种情况,选中或者吃子
151 play.clickMan = function (key,x,y){
152     var man = com.mans[key];
153     //吃子
154     if (play.nowManKey&&play.nowManKey != key && man.my != com.mans[play.nowManKey ].my){
155         //man为被吃掉的棋子
156         if (play.indexOfPs(com.mans[play.nowManKey].ps,[x,y])){
157             man.isShow = false;
158             var pace=com.mans[play.nowManKey].x+""+com.mans[play.nowManKey].y
159             //z(bill.createMove(play.map,man.x,man.y,x,y))
160             delete play.map[com.mans[play.nowManKey].y][com.mans[play.nowManKey].x];
161             play.map[y][x] = play.nowManKey;
162             com.showPane(com.mans[play.nowManKey].x ,com.mans[play.nowManKey].y,x,y)
163             com.mans[play.nowManKey].x = x;
164             com.mans[play.nowManKey].y = y;
165             com.mans[play.nowManKey].alpha = 1
166             
167             play.pace.push(pace+x+y);
168             play.nowManKey = false;
169             com.pane.isShow = false;
170             com.dot.dots = [];
171             com.show()
172             com.get("clickAudio").play();
173             setTimeout("play.AIPlay()",500);
174             if (key == "j0") play.showWin (-1);
175             if (key == "J0") play.showWin (1);
176         }
177     // 选中棋子
178     }else{
179         if (man.my===1){
180             if (com.mans[play.nowManKey]) com.mans[play.nowManKey].alpha = 1 ;
181             man.alpha = 0.6;
182             com.pane.isShow = false;
183             play.nowManKey = key;
184             com.mans[key].ps = com.mans[key].bl(); //获得所有能着点
185             com.dot.dots = com.mans[key].ps
186             com.show();
187             //com.get("selectAudio").start(0);
188             com.get("selectAudio").play();
189         }
190     }
191 }
192 
193 //点击着点
194 play.clickPoint = function (x,y){
195     var key=play.nowManKey;
196     var man=com.mans[key];
197     if (play.nowManKey){
198         if (play.indexOfPs(com.mans[key].ps,[x,y])){
199             var pace=man.x+""+man.y
200             //z(bill.createMove(play.map,man.x,man.y,x,y))
201             delete play.map[man.y][man.x];
202             play.map[y][x] = key;
203             com.showPane(man.x ,man.y,x,y)
204             man.x = x;
205             man.y = y;
206             man.alpha = 1;
207             play.pace.push(pace+x+y);
208             play.nowManKey = false;
209             com.dot.dots = [];
210             com.show();
211             com.get("clickAudio").play();
212             setTimeout("play.AIPlay()",500);
213         }else{
214             //alert("不能这么走哦!")    
215         }
216     }
217     
218 }
219 
220 //Ai自动走棋
221 play.AIPlay = function (){
222     //return
223     play.my = -1 ;
224     var pace=AI.init(play.pace.join(""))
225     if (!pace) {
226         play.showWin (1);
227         return ;
228     }
229     play.pace.push(pace.join(""));
230     var key=play.map[pace[1]][pace[0]]
231         play.nowManKey = key;
232     
233     var key=play.map[pace[3]][pace[2]];
234     if (key){
235         play.AIclickMan(key,pace[2],pace[3]);    
236     }else {
237         play.AIclickPoint(pace[2],pace[3]);    
238     }
239     com.get("clickAudio").play();
240     
241     
242 }
243 
244 //检查是否长将
245 play.checkFoul = function(){
246     var p=play.pace;
247     var len=parseInt(p.length,10);
248     if (len>11&&p[len-1] == p[len-5] &&p[len-5] == p[len-9]){
249         return p[len-4].split("");
250     }
251     return false;
252 }
253 
254 
255 
256 play.AIclickMan = function (key,x,y){
257     var man = com.mans[key];
258     //吃子
259     man.isShow = false;
260     delete play.map[com.mans[play.nowManKey].y][com.mans[play.nowManKey].x];
261     play.map[y][x] = play.nowManKey;
262     play.showPane(com.mans[play.nowManKey].x ,com.mans[play.nowManKey].y,x,y)
263     
264     com.mans[play.nowManKey].x = x;
265     com.mans[play.nowManKey].y = y;
266     play.nowManKey = false;
267     
268     com.show()
269     if (key == "j0") play.showWin (-1);
270     if (key == "J0") play.showWin (1);
271 }
272 
273 play.AIclickPoint = function (x,y){
274     var key=play.nowManKey;
275     var man=com.mans[key];
276     if (play.nowManKey){
277         delete play.map[com.mans[play.nowManKey].y][com.mans[play.nowManKey].x];
278         play.map[y][x] = key;
279         
280         com.showPane(man.x,man.y,x,y)
281         
282     
283         man.x = x;
284         man.y = y;
285         play.nowManKey = false;
286         
287     }
288     com.show();
289 }
290 
291 
292 play.indexOfPs = function (ps,xy){
293     for (var i=0; i<ps.length; i++){
294         if (ps[i][0]==xy[0]&&ps[i][1]==xy[1]) return true;
295     }
296     return false;
297     
298 }
299 
300 //获得点击的着点
301 play.getClickPoint = function (e){
302     var domXY = com.getDomXY(com.canvas);
303     var x=Math.round((e.pageX-domXY.x-com.pointStartX-20)/com.spaceX)
304     var y=Math.round((e.pageY-domXY.y-com.pointStartY-20)/com.spaceY)
305     return {"x":x,"y":y}
306 }
307 
308 //获得棋子
309 play.getClickMan = function (e){
310     var clickXY=play.getClickPoint(e);
311     var x=clickXY.x;
312     var y=clickXY.y;
313     if (x < 0 || x>8 || y < 0 || y > 9) return false;
314     return (play.map[y][x] && play.map[y][x]!="0") ? play.map[y][x] : false;
315 }
316 
317 play.showWin = function (my){
318     play.isPlay = false;
319     if (my===1){
320         alert("恭喜你,你赢了!");
321     }else{
322         alert("很遗憾,你输了!");
323     }
324 }

运行结果如图:

以上是本周的所有内容,下周将使用java实现去年入学考核的学生管理系统,并进行全卷积神经网络的学习。加油!

原文地址:https://www.cnblogs.com/zdm-code/p/11335767.html