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扫雷.html
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<!DOCTYPE html>
<html>
<head>
<title>好玩的扫雷游戏</title>
<meta charset="UTF-8">
<style>
.board {
display: inline-block;
border: 1px solid black;
}
.cell {
width: 30px;
height: 30px;
border: 1px solid #ccc;
background-color: #eee;
text-align: center;
line-height: 30px;
cursor: pointer;
}
</style>
</head>
<body>
<div class="board">
<table id="gameBoard"></table>
</div>
<button onclick="resetGame()">重新开始</button>
<br>
<div id="timer">时间:0秒</div>
<div id="score">分数:0</div>
<script>
const boardSize = 15; // 游戏棋盘大小
const mineCount = 30; // 地雷数量
let gameBoard = []; // 游戏棋盘,存储每个格子的内容和状态信息
let startTime;
let timerInterval;
function initGame() {
// 初始化游戏棋盘
for (let i = 0; i < boardSize; i++) {
let row = [];
for (let j = 0; j < boardSize; j++) {
row.push({ value: 0, revealed: false });
}
gameBoard.push(row);
}
// 随机布置地雷
let placedMines = 0;
while (placedMines < mineCount) {
let x = Math.floor(Math.random() * boardSize);
let y = Math.floor(Math.random() * boardSize);
if (gameBoard[x][y].value !== -1) {
gameBoard[x][y].value = -1;
placedMines++;
}
}
// 计算每个格子周围地雷的数量
for (let i = 0; i < boardSize; i++) {
for (let j = 0; j < boardSize; j++) {
if (gameBoard[i][j].value !== -1) {
let count = 0;
for (let xOffset = -1; xOffset <= 1; xOffset++) {
for (let yOffset = -1; yOffset <= 1; yOffset++) {
let newX = i + xOffset;
let newY = j + yOffset;
if (
newX >= 0 && newX < boardSize &&
newY >= 0 && newY < boardSize &&
gameBoard[newX][newY].value === -1
) {
count++;
}
}
}
gameBoard[i][j].value = count;
}
}
}
}
function revealCell(cell) {
let x = parseInt(cell.getAttribute('data-x'));
let y = parseInt(cell.getAttribute('data-y'));
if (gameBoard[x][y].revealed) {
return;
}
gameBoard[x][y].revealed = true;
cell.classList.add('revealed');
if (gameBoard[x][y].value === -1) {
// 点到地雷,游戏结束
cell.innerHTML = '💣';
alert('你输了!游戏结束。');
// 停止计时器
stopTimer();
// 禁用所有格子的点击事件
let cells = document.getElementsByClassName('cell');
for (let i = 0; i < cells.length; i++) {
cells[i].removeEventListener('click', onCellClick);
}
} else {
cell.innerHTML = gameBoard[x][y].value;
cell.style.backgroundColor = '#ddd';
if (gameBoard[x][y].value === 0) {
// 展开周围的空白格子
for (let xOffset = -1; xOffset <= 1; xOffset++) {
for (let yOffset = -1; yOffset <= 1; yOffset++) {
let newX = x + xOffset;
let newY = y + yOffset;
if (
newX >= 0 && newX < boardSize &&
newY >= 0 && newY < boardSize
) {
let adjacentCell = document.querySelector(
`#gameBoard tr:nth-child(${newX + 1}) td:nth-child(${newY + 1})`
);
revealCell(adjacentCell);
}
}
}
}
}
// 检查是否已胜利
let win = true;
for (let i = 0; i < boardSize; i++) {
for (let j = 0; j < boardSize; j++) {
if (!gameBoard[i][j].revealed && gameBoard[i][j].value !== -1) {
win = false;
break;
}
}
}
if (win) {
alert('恭喜!你赢了!');
// 停止计时器
stopTimer();
// 禁用所有格子的点击事件
let cells = document.getElementsByClassName('cell');
for (let i = 0; i < cells.length; i++) {
cells[i].removeEventListener('click', onCellClick);
}
}
// 更新分数
let score = calculateScore();
let scoreElement = document.getElementById('score');
scoreElement.innerText = '分数:' + score;
}
function calculateScore() {
let revealedCount = 0;
for (let i = 0; i < boardSize; i++) {
for (let j = 0; j < boardSize; j++) {
if (gameBoard[i][j].revealed) {
revealedCount++;
}
}
}
let maxPossibleScore = boardSize * boardSize - mineCount;
return Math.floor((revealedCount / maxPossibleScore) * 100);
}
function updateTimer() {
let currentTime = new Date().getTime();
let elapsedTime = Math.floor((currentTime - startTime) / 1000);
let timerElement = document.getElementById('timer');
timerElement.innerText = '时间:' + elapsedTime + '秒';
}
function startTimer() {
timerInterval = setInterval(updateTimer, 1000);
}
function stopTimer() {
clearInterval(timerInterval);
}
function resetGame() {
gameBoard = [];
let table = document.getElementById('gameBoard');
table.innerHTML = '';
initGame();
for (let i = 0; i < boardSize; i++) {
let row = document.createElement('tr');
for (let j = 0; j < boardSize; j++) {
let cell = document.createElement('td');
cell.classList.add('cell');
cell.setAttribute('data-x', i);
cell.setAttribute('data-y', j);
cell.addEventListener('click', onCellClick);
row.appendChild(cell);
}
table.appendChild(row);
}
// 停止计时器
stopTimer();
// 重置时间和分数
startTime = new Date().getTime();
updateTimer();
let scoreElement = document.getElementById('score');
scoreElement.innerText = '分数:0';
// 启动计时器
startTimer();
}
function onCellClick() {
revealCell(this);
}
initGame();
resetGame();
</script>
</body>
</html>