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<style> Ul{padding:0;list-style:none} #mine {overflow:hidden;width:30px;height:30px;border:1px solid #966;} # Mine li{float:left;width:30px;height:30px;line-height:30px;text-align:center;font-size:14px;color: #222;} #mine. Mine_01{background:url (mine.gif) no-repeat #mine. Mine_02{background:url (mine.gif) -30px 0 no-repeat; #mine. Mine_ 03{background:url (mine.gif) -60px 0 no-repeat; #mine. Mine_04{background:url (mine.gif) -90px 0 no-repeat;} #mine. mine_ 05{background:url (mine.gif) -120px 0 no-repeat; #mine. Mine_06{background:url (mine.gif) -150px 0 no-repeat;} #mine. Mine_07{background:url (mine.gif) -180px 0 no-repeat;} #count {font-size:12px;} #time {color: #900; Font-weight: Bold;} </style> <select id= "WH" > <option value= "8*10" >8*10</option> <option value= "10*10" >10* 10</option> <option value= "12*12" >12*12</option> </select> <button id= ' ready ' > Start again </button> <div id= "Count" > Timing: <span id= "Time" >0</span> </div> <ul id= "Mine" > </ul> ie6+ FF oprea Google Opera earlier version default does not support Document.on ContextMenu event did not find a good workaround <script> var $ = function (ID) {return document.getElementById (ID)}; Window.onload=function Ready () {var v=$ (' WH '). Value.split (' * ') Setminefield (number (v[0)), number (v[1)); $ (' WH '). onchange=$ (' ready '). Onclick=function () {v=$ (' WH '). Value.split (' * ') Setminefield (number (v[0)), number (v[1))} //---------------------------------------------------mined area var minefield={_minew:30,//Each ray's width must be synchronized with the style _mineh:30, _ minefieldblock:$ (' Mine '), _minefieldele:$ (' Mine '). getElementsByTagName (' Li '), _time:$ (' time '), status:0,// Minefield status 0 hasn't started yet. 1 started already at the time 2 game ended minenum:0,//Thunder number clearplace:0,//statistical sweep of the lattice; x:0,//Column y:0,//Row density:0.2,//ray density minefield density not exceeding 0.5 in some sizes of mined areas too high settings cannot generate Minemap array minemap:[],//Minefield two-dimensional diagram 0: not Ray-1: Ray time:- 1,//Chronograph s Debug:false//debug Mode}//minefield object End function Timedcount () {if (minefield.status!=1) {return false} m Inefield. time++; Minefield._time.innerhtml=minefield.time; SetTimeout ("Timedcount ()", 1000); }//--------------------------------------The state of the Thunder set function Setthismine (str,index) { var allmine=minefield._ Minefieldele; Set whether the Thunder is inserted flag if (str== ' setOn ') {var thismine=allmine[index]; thismine.on=thismine.on<2?thismine.on+1:0; if ( thismine.on==1) {thismine.classname= ' mine_03 ';} Flag else if (thismine.on==2) {thismine.classname= ' mine_04 '}//cancel flag else if (thismine.on==0) {thismine.classname= ' Mine_ 01 '}//cancellation flag return false; }//Display grid if (str== ' show ') {if (Object.prototype.toString.call (index) = = ' [Object Array] ') {//display a large minefield.clearplace =minefield.clearplace+index.length; for (Var i=0;i<index.length;i++) {var thismine=allmine[index[i]]; thismine.innerhtml=minefield.minemap[ Thismine.index]; Thismine.classname= ' mine_02 '; thismine.on=3; } else{//displays a single non-mined area minefield.clearplace++; allmine[index].on=3; Allmine[index].innerhtml=minefield.minemap[index]; Allmine[index].classname= ' mine_02 '; } if (minefield.clearplace==minefield.x*minefield.y-minefield.minenum) {//Congratulations to you alert (' Congratulations '); for (Var i=0;i<allmine.length;i++) {if ( Minefield.minemap[allmine[i].index]==-1) {allmine[i].classname= ' mine_07 ';}} minefield.status=2; return false; }//Show All Thunder if (str== ' Peng ') {for (Var i=0;i<allmine.length;i++) {if (minefield.minemap[allmine[i].index]==-1) { Allmine[i].classname=i==index? ' Mine_06 ': ' mine_05 '; }} minefield.status=2; }//-----------------------------------------------set number of rows and columns function Setminefield (a,b) {var Thisminefiele=minefield . _minefieldblock; Divbox=document.createelement ("div"), num=a*b,k=0; Thisminefiele.innerhtml= '; The parameters of mined area are adjusted minefield.x=a;//several rows of minefield.y=b;//have several lines Minefield.minenum=math.floor (a*b*minefield.density); minefield.status=0; Minefield.time=-1; minefield.clearplace=0; minefield.minemap.length=0; minefield._time.innerhtml=0; //Generate mined area map setminemap (); Generate mined area (create Li) while (k<num) {var newli=document.createelement ("Li"); if (Minefield.debug) newli.innerhtml= minefield.minemap[k];//Cheating newli.classname= ' mine_01 '; Divbox.appendchild (NEWLI); k++; } thisminefiele.style.height=minefield._minew*b+ ' px '; thisminefiele.style.width=minefield._mineh*a+ ' px '; thisminefiele.innerhtml=divbox.innerhtml; Divbox=null; SetEvent ()//event}//-----------------------------------generate mined area Map function Setminemap () {var num=minefield.x*minefield.y , Minenum=minefield.minenum, Interval=math.floor (Num/minenum); for (Var i=0;i<num;i++) {if (i%interval==0&&i<minenum*interval) {minefield.minemap[i]=-1} else{minefield.minemap[i]=0;} Lightning equidistant distribution and array} mineField.mineMap.sort (function () {return 0.5-math.random ()})//disturb array //judge whether the squares are all thunder if it is, then regenerate the mined areas from and to avoid the existence of a minefield of br=0,//var x=minefield.x, L_t,t,r_t,l,r,l_b,b,r_b; for (Var i=0;i<num;i++) {Br=math.ceil (i+1)/x); l_t = i-x-1; T = i-X; r_t = i-x+1; L = i-1; R = i+1; L_b = i+x-1; B = i+x; R_b = i+x+1; If you're in the minefield and you're on the line and he's not Ray, go to the next square check if (L_t>=0&&math.ceil (l_t+1)/x) ==br-1&&minefield.minemap[l_ t]==0) {Continue} if (T >=0&Amp;&math.ceil ((T + 1)/x) ==br-1&&minefield.minemap[t]==0) {continue} if (R_t>=0&&math.ceil ( r_t+1)/x ==br-1&&minefield.minemap[r_t]==0) {continue} if (L>=0 &&math.ceil ((l+1)/x) ==br &&minefield.minemap[l]==0) {Continue} if (R<num&&math.ceil (r+1)/x) ==br&& minefield.minemap[r]==0) {Continue} if (L_b<num&&math.ceil (l_b+1)/x) ==br+1&& minefield.minemap[l_b]==0) {Continue} if (b <num&&math.ceil ((b + 1)/x) ==br+1&&minefield.minemap[b ]==0) {Continue} if (R_b<num&&math.ceil (r_b+1)/x) ==br+1&&minefield.minemap[r_b]==0) {Continue} Setminemap (); return false}//Statistics the number of mines around non-lightning squares for (i=0;i<num;i++) {if (minefield.minemap[i]==-1) {continue} var thisminenum=0 br= Math.ceil ((i+1)/x); l_t = i-x-1; T = i-X; r_t = i-x+1; L = i-1; R = i+1; L_b = i+x-1; B = i+x; R_b = i+x+1; if (L_t>=0&&math.ceil (l_t+1)/x) ==br-1&&minefield.minemap[l_t]==-1) {thisMineNum++;}if (t >=0&&math.ceil ((t + 1)/x) ==br-1&&minefield.minemap[t]==-1) {thisminenum++;} if (R_T>=0 &&math.ceil ((r_t+1)/x) ==br-1&&minefield.minemap[r_t]==-1) {thisminenum++;} if (L>=0 & &math.ceil ((l+1)/x) ==br&&minefield.minemap[l]==-1) {thisminenum++;} if (R<num&&math.ceil ( r+1)/x) ==br&&minefield.minemap[r]==-1) {thisminenum++;} if (L_b<num&&math.ceil (L_B+1)/x ==br+1&&minefield.minemap[l_b]==-1) {thisminenum++} if (b <num&&math.ceil ((b + 1)/x) ==br+1& &minefield.minemap[b]==-1) {thisminenum++} if (R_b<num&&math.ceil (r_b+1)/x) ==br+1&& Minefield.minemap[r_b]==-1) {thisminenum++;} Minefield.minemap[i]=thisminenum; }//----------------------------------mined area event function SetEvent () {var thisminefiele=minefield._minefieldblock, Allmine=minefield._minefieldele, Imax=minefield.x*minefield.y; for (Var i=0;i<imax;i++) {allmine[i].index=i; allmine[i].on=0;//0 is plug for default 1Flag 2 is a question mark 3 for display} thisminefiele.onmouseup=function (e) {if (minefield.status==2) {return false;} if (minefield.status==0) { Minefield.status=1;timedcount ();} var e=e| | Window.event, thisobj=e.target| | E.srcelement; if (thisobj.nodename== ' UL ' | | Thisobj.on==3) {return false;} var Btn=getbutton (e); if (btn== 0) {//left arrow if (Thisobj.on==1) {return false;} You can't point the flag. if (minefield.minemap[thisobj.index]==-1) {//Point Ray Setthismine (' Peng ', Thisobj.index);} else if (minefield.minemap[thisobj.index]==0) {//point to open space opens a large//alert (' You're lucky to be good luck ') var allshowmine=minesshow (Thisobj.index ); Setthismine (' show ', allshowmine)}else{//displays a lattice setthismine (' shows ', Thisobj.index)}} if (btn== 2) {//Right button Setthismine (' SetOn ', thisobj.index); A large function minesshow (I) {var allmine=minefield._minefieldele is displayed when the space is pressed)}}//-------------------------------- allshowmine=[i];//Save the subscript allmine[i].on=3 of the Thunder to be displayed; Look (i);//Check the surrounding grid function of the query subscript I (AllI) {var _alli=[]; if (Object.prototype.toString.call (allI) = = "[Object Array] {for (Var i=0;i<alli.length;i++) {f (Alli[i]}} else{f (AllI)} function f (thisi) {var text, x=minefield.x, BR, NUM=X*MINEFIELD.Y, l_t , T,r_t,l,r,l_b,b,r_b; text= ' _ ' +allshowmine.join ('_') + ' _ ';//To determine whether the subscript has been written to the array Br=math.ceil ((thisi+1)/x); l_t = thisi-x-1; T = Thisi-x; r_t = thisi-x+1; L = thisI-1; R = thisi+1; L_b = thisi+x-1; B = thisi+x; R_b = thisi+x+1; Upper left corner of the square if it is in the minefield is in the previous line is not open the lattice is also a space then write such as _alli array for the next retrieval if (L_t>=0&&math.ceil (l_t+1)/x) ==br-1&& allmine[l_t].on==0&&minefield.minemap[l_t] = = 0) {_alli.push (l_t);} if (T >=0&&math.ceil ((t + 1)/x) ==br-1&&allmine[t].on==0&&minefield.minemap[t] = = 0) {_alli.push (T);} if (r_t>=0&& Math.ceil ((r_t+1)/x) ==br-1&&allmine[r_t].on==0&&minefield.minemap[r_t] = = 0) {_allI.push (R_T);} if (L>=0&&math.ceil (l+1)/x) ==br&&allmine[l].on==0&&minefield.minemap[l] = = 0) {_ Alli.push (L);} if (R<num&&math.ceil (r+1)/x) ==br&&allmine[r].on==0&amP;&minefield.minemap[r] = = 0) {_alli.push (R);} if (L_b<num&&math.ceil (l_b+1)/x) ==br+1& &allmine[l_b].on==0&&minefield.minemap[l_b] = = 0) {_alli.push (l_b);} if (b <num&&math.ceil (b +1)/x) ==br+1&&allmine[b].on==0&&minefield.minemap[b] = = 0) {_alli.push (B);} if (r_b<num& &math.ceil ((r_b+1)/x) ==br+1&&allmine[r_b].on==0&&minefield.minemap[r_b] = = 0) {_allI.push (R_B );} ------------------------------------------------//upper left corner of the grid if the minefield is in the previous line is not open the lattice is not written allshowmine array, then write it and marked in advance to open the lattice if (L_t>=0&&math.ceil (l_t+1)/x) ==br-1&&allmine[l_t].on==0&&text.indexof ( ' _ ' +l_t+ ' _ ') = = 1) {Allshowmine.push (l_t); allmine[l_t].on=3} if (t >=0&&math.ceil ((t + 1)/x) ==br-1& &allmine[t].on==0&&text.indexof (' _ ' +t+ ' _ ') = = 1) {Allshowmine.push (T); allmine[t].on=3} if (R_T>=0 &&math.ceil ((r_t+1)/x) ==br-1&&allmine[r_t].on==0&&text.indexof (' _ ' +R_T+ ' _ ') = =-1) {Allshowmine.push (r_t); allmine[r_t].on=3} if (L>=0&&math.ceil (l+1)/x) ==br&&allmine[ L].on==0&&text.indexof (' _ ' +l+ ' _ ') = = 1) {Allshowmine.push (L); allmine[l].on=3} if (r<num&& Math.ceil ((r+1)/x) ==br&&allmine[r].on==0&&text.indexof (' _ ' +r+ ' _ ') = = 1) {Allshowmine.push (R); Allmine[r].on=3} if (L_b<num&&math.ceil (l_b+1)/x) ==br+1&&allmine[l_b].on==0&& Text.indexof (' _ ' +l_b+ ' _ ') = = 1) {Allshowmine.push (l_b); allmine[l_b].on=3} if (b <num&&math.ceil ((b + 1)/x) ==br+1&&allmine[b].on==0&&text.indexof (' _ ' +b+ ' _ ') = = 1) {Allshowmine.push (B); Allmine[b].on=3} if ( R_b<num&&math.ceil ((r_b+1)/x) ==br+1&&allmine[r_b].on==0&&text.indexof (' _ ' +R_B+ ' _ ') = =-1) {Allshowmine.push (r_b); allmine[r_b].on=3} if (_alli.length!=0) {(_alli)}}} return Allshowmine}//------ --------------------------------document.oncontextmenu=function () {return false;} Prohibit right-click menu function gEtbutton (e) {var Btn; if (document.implementation.hasFeature (' mouseevents ', ' 2.0 ')) {Btn=e.button;} else{switch ( E.button) {case 0:case 1:case 3:case 5:case 7:btn=0; the case 2:case 6:btn=2; the case 4:btn=9; the break;}} return Btn; } </script> |