08年底初学JS的第一个练手作品
 
翻出来稍作修改
 
算法神马的没动
 
另外在搜狗等浏览器上双键点击还有点问题
 
网址是
 
 
HTML语言:
<html>
<head>
<meta http-equiv="Content-Language" content="zh-cn">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>扫雷-JavaScript Mine Sweeper</title>
<style type="text/css">
table{TABLE-LAYOUT: fixed;cursor:pointer}
td{width: 20pxheight: 20pxfont-size: 12pxfont-family: Verdana;font-weight:boldtext-align:center;background:#CECECE;}
td.Normal, .Flag{border-left:2px solid #F5F5F5border-right:2px outset #F5F5F5border-top:2px solid #F5F5F5border-bottom:2px outset #F5F5F5font-weight:bold}
.Mine, .Boom, .M0, .M1, .M2, .M3, .M4, .M5, .M6, .M7, .M8{background:#C5C5C5;border-right:1px solid #B4B4B4border-bottom:1px solid #B4B4B4;}
td.Mine{background: url(mine.gif) no-repeat center}
td.Boom{background:#F00 url(mine.gif) no-repeat center}
td.Flag, td.ErrFlag{background-image: url(flag.gif);background-repeat: no-repeatbackground-position: center;}
td.ErrFlag{background:#0F0}
td.M1 {color: #00f}
td.M2 {color: #008000}
td.M3 {color: #f00}
td.M4 {color: #000080}
td.M5 {color: #800000}
td.M6 {color: #008080}
td.M7 {color: #000}
td.M8 {color: #808080}
</style>
<script>
var $=function(id){return document.getElementById(id)},
    MouseButton=LeftMouse=0,//作为双键单击的计数,mouseup事件置0,mousedown事件+1,当MouseButton=2说明双键同时单击;鼠标左键是否按下,当鼠标左键按下时为1,松开为0
    FlagImg=new Image(),
    HappyImg=new Image(),
    MineImg=new Image(),
    SadImg=new Image(),
    SuccessImg=new Image(),

    WhichButton=function(e){
        e=e||window.event;
        var b=getOs();
        if(b!=2){ //非FF
            switch(e.button){
                case 2:
                    return 0;
                case 0:
                    return b==1?0:1//b==1,IE
                default:
                    return 1;
            }
        }else{ //FF
            return e.which==3?0:1;
        }
    },

OMine={
    MaxX:9,MaxY:9,//最大的坐标
    MineCount:10,//定义雷的个数,可改
    FlagCount:0, //已经标记的旗子的数量
    OpenedCount:0, //已经打开的地区的数量
    MaxOpenCount:0,//应该要打开的最大地区数量
    //当OpenedCount=MaxOpenCount&&FlagCount=MineCount的时候,判断游戏成功结束
    Mine:[],
    GameOver:false, //true代表游戏失败结束
    Success:false, //true代表游戏成功结束
    aClear:[],//临时开雷的数组
    
    //刷新网页的时候初始化
    fInit:function(){
        var T=this,MaxX=T.MaxX,MaxY=T.MaxY,nX,nY=MaxY,MineCount=T.MineCount,
            AStr=['<table bordercolor="#000000" border="0" cellpadding="0" cellspacing="0" height="'+20*MaxY+'px" width="'+20*MaxX+'px" style="border: 10px inset #a0a0a0">'],
            i=0,TAr,TMine=T.Mine;
        T.MaxOpenCount=MaxX*MaxY-MineCount;
        while(nY--){
            AStr[++i]='<tr>';
            TAr=TMine[nY]=[];
            nX=MaxX;
            while(nX--){
                AStr[++i]='<td class="Normal" onmousedown="OMine.fMouseDown('+nX+','+nY+',event);" onmouseup="OMine.fMouseUp('+nX+','+nY+',event);" onmouseover="OMine.fButtonMouseOver('+nX+','+nY+')" onmouseout="OMine.fButtonMouseOut('+nX+','+nY+')" id="Img'+nX+'_'+nY+'"> </td>';
                TAr[nX]={
                    Mine:0, //0表示没有雷,1表示有雷
                    State:0,//0表示未开启,1表示左键开启,2表示右键标记
                    MineCount:0//周围有几个雷
                }
            }
              AStr[++i]='</tr>';
        }
        AStr[++i]='</table>';
        $('dMap').innerHTML=T.InitStr=AStr.join('');
        $('txtFlagCount').value=MineCount;
        T.fInitMine();
        $('btnRefreshMap').src='happy.gif';
        T.GameOver=T.Success=false;
        T.OpenedCount=T.FlagCount=T.aClear.lenght=0;
    },
    
    //为了方便循环赋值,给表格数组赋值的时候是XY倒过来循环的,所以调用的时候要倒回去
    //比如要获得该格子是否有雷,用OMine.fGetMine(x,y).Mine;
    fGetMine:function(X,Y){return this.Mine[Y][X]},
    
    //仅当按重新开始的按钮,不初始化大表格字符
    fRefreshMap:function(){
        var T=this;
        $('dMap').innerHTML=T.InitStr;
        T.fResetOMine();//必须先重置OMine,再重置99个雷
        T.fInitMine();
        T.GameOver=T.Success=false;
        $('btnRefreshMap').src='happy.gif';
        $('txtFlagCount').value=T.MineCount;
        T.OpenedCount=T.FlagCount=T.aClear.lenght=0;
    },

    //重置OMine.Mine数组
    fResetOMine:function(){
        var T=this,MaxY=T.MaxY,MaxX=T.MaxX,X,Y=MaxY,M,Mine=T.Mine,TAr;
        while(Y--){
            X=MaxX;
            TAr=Mine[Y];
            while(X--)(M=TAr[X]).Mine=M.State=M.MineCount=0;
        }
    },
    
    //初始化雷的数组
    fInitMine:function(){
        var T=this,MaxX=T.MaxX,MaxY=T.MaxY,a,fGetMine=T.fGetMine,
            aOld=[],x,y=MaxY,n=0,l=T.MineCount,xRand//一个随机数字
        while(y--){
            x=MaxX;
            while(x--)aOld[n++]=[x,y];
        }
        while(l--){
            a=aOld[xRand=Math.floor(Math.random()*(n-1))];
            T.fGetMine(a[0],a[1]).Mine=1;
            aOld.splice(xRand,1);
            --n;
        }
    },

    //鼠标移动到某格子的时候
    fButtonMouseOver:function(X,Y){
        var T=this;
        switch(MouseButton){
            case 2://双键按下的状态
                var arr=T.fGetAround(X,Y),i=arr.length,TAr;
                while(i--)T.fButtonDown((TAr=arr[i])[0],TAr[1]);
            case 1:
                LeftMouse==1&&T.fButtonDown(X,Y); //左键是按下的
        }
    },
    
    //鼠标移出某格子的时候
    fButtonMouseOut:function(X,Y){
        var T=this;
        switch(MouseButton){
            case 2://双键按下的状态
                var arr=T.fGetAround(X,Y),i=arr.length,TAr;
                while(i--)T.fButtonUp((TAr=arr[i])[0],TAr[1]);
            case 1:
                LeftMouse==1&&T.fButtonUp(X,Y); //左键是按下的
        }
    },

    //鼠标按下时没被开启的格子呈现被按下
    fButtonDown:function(X,Y){
        var srcEle=$('Img'+X+'_'+Y);
        srcEle.className=='Normal'&&(srcEle.className='M0');
    },
    
    //让没被开启并且已经呈现被按下的格子回复Normal
    fButtonUp:function(X,Y){
        var srcEle=$('Img'+X+'_'+Y);
        srcEle.className=='M0'&&!this.fGetMine(X,Y).State&&(srcEle.className='Normal');
    },
    
    //获取8个方向的坐标
    fGetAround:function(X,Y){
        var TX,TY,i=8,MX=this.MaxX-1,MY=this.MaxY-1,
            Arr=[[-1,0],[-1,-1],[0,-1],[1,-1],[1,0],[1,1],[0,1],[-1,1]],
            newArr=[],TAr;
        while(i--){
            TX=X+(TAr=Arr[i])[0];
            TY=Y+TAr[1];
            !(TX<0||TX>MX||TY<0||TY>MY)&&newArr.push([TX,TY]);
        }
        return newArr;
    },
    
    //鼠标在格子按下
    fMouseDown:function(X,Y,evt){
        var T=this;
        if(T.GameOver){
            alert('游戏失败,再接再厉!');
            return;
        }
        if(T.Success){
            alert('恭喜游戏成功!再来一局吧?');
            return;
        }
        var srcEle=$('Img'+X+'_'+Y),ObXY=T.fGetMine(X,Y),arr,i,TAr;
        ++MouseButton;
        evt=evt||window.event;
        switch(MouseButton){
            case 2:
                arr=T.fGetAround(X,Y);i=arr.length;
                while(i--)T.fButtonDown((TAr=arr[i])[0],TAr[1]);
                break;
            case 1:
                if(WhichButton(evt)){
                    LeftMouse=1;
                    T.fButtonDown(X,Y);
                }else{
                    switch(ObXY.State){
                        case 0:
                            ObXY.State=2;
                            srcEle.className='Flag';
                            --$('txtFlagCount').value;
                            ++T.FlagCount;
                            break;
                        case 2:
                            ObXY.State=0;
                            srcEle.className='Normal';
                            ++$('txtFlagCount').value;
                            --T.FlagCount;
                    }
                }
            }
    },
    
    //鼠标在格子弹起
    fMouseUp:function(X,Y,evt){
        var T=this;
        evt=evt||window.event;
        var srcEle=$('Img'+X+'_'+Y),ObXY=T.fGetMine(X,Y),arr,i,TAr;
        switch(MouseButton){
            case 2: //MouseDown为两个键都单击按下,任意一个键弹起都判断为双键弹起
                LeftMouse=0;
                //鼠标弹起,把呈现被按下状态的格子恢复
                arr=T.fGetAround(X,Y);i=arr.length;
                while(i--)T.fButtonUp((TAr=arr[i])[0],TAr[1]);
                !ObXY.State&&T.fButtonUp(X,Y);
                ObXY.State==1&&ObXY.MineCount&&T.fOpenFlagMine(X,Y);
                break;
            case 1: //当MouseDown为一个键单击时,MouseUp才判断为一个键弹起
                if(WhichButton(evt)){
                //只有在State=0才起作用,跟是否有雷没关系
                        LeftMouse=0;
                        if(ObXY.State){break;}
                        ObXY.Mine?(
                            //触雷,结束该局
                            T.fFail(),
                            srcEle.className='Boom'
                        ):(
                            ObXY.State=1, //压栈之前就要设置为已经开启
                            T.aClear.push([X,Y]),
                            T.fClearMine()
                        )
                }
        }
        MouseButton=0;
        if(T.OpenedCount==T.MaxOpenCount&&T.FlagCount==T.MineCount){
            T.fSuccess();
            alert('恭喜游戏成功!再来一局吧?');
            return;
        }
        //当剩余未开启的格子数=剩余的旗子数,自动完成
        T.MaxOpenCount+T.MineCount-T.OpenedCount-T.FlagCount==$('txtFlagCount').value&&(
            T.fSuccess(),
            T.fAutoFlag(),
            alert('恭喜游戏成功!再来一局吧?')
        )
    },
    
    //自动填充未开启的地区的雷
    fAutoFlag:function(){
        var T=this,nX,nY=T.MaxY,MaxX=T.MaxX,Mine=T.Mine,TAr;
        while(nY--){
            nX=MaxX;
            TAr=Mine[nY];
            while(nX--)!TAr[nX].State&&($('Img'+nX+'_'+nY).className='Flag');
        }
        $('txtFlagCount').value=0;
    },
    
    //递归开雷
    fClearMine:function(){
        var T=this;
        if(T.aClear.length==0){return}
        ++T.OpenedCount;
        var aXY=T.aClear.pop(),X=aXY[0],Y=aXY[1],TX,TY,
            aTmpClear=[], //一个临时数组
            srcEle=$('Img'+X+'_'+Y),
            ObXY,ObTXTY,
            countMine=0, //获取周围雷的个数
        //从正左开始的8个方向
            arr=T.fGetAround(X,Y),i=arr.length,TAr;
        while(i--){
            //TX,TY获得本格周围的坐标
            (ObTXTY=T.fGetMine(TX=(TAr=arr[i])[0],TY=TAr[1])).Mine==1&&++countMine;
            !ObTXTY.State&&aTmpClear.push([TX,TY]);
        }
        ObXY=T.fGetMine(X,Y);
        ObXY.MineCount=countMine;
        srcEle.className='M'+countMine;
        if(!countMine){
            Array.prototype.push.apply(T.aClear,aTmpClear);
            i=aTmpClear.length;
            while(i--)T.fGetMine((TAr=aTmpClear[i])[0],TAr[1]).State=1;
        }else{
            getOs()==2?
                srcEle.textContent=countMine
                :srcEle.innerText=countMine
        }
        T.fClearMine();
    },
    
    //获得双键辅助开启
    fOpenFlagMine:function(X,Y){
        var T=this,FlagCount=0,TX,TY,ObXY,ObTXTY,aTmpClear=[],FlagErr=false,
            arr=T.fGetAround(X,Y),i=arr.length,TAr;
        while(i--){
            //TX,TY获得本格周围的坐标
            ObTXTY=T.fGetMine(TX=(TAr=arr[i])[0],TY=TAr[1]);
            switch(ObTXTY.State){
                case 0: //未开启未标记
                    !ObTXTY.Mine&&aTmpClear.push([TX,TY]); //没雷也没旗子的时候加入到被辅助开启的数组}
                    break;
                case 2: //标记了旗子
                    ++FlagCount//只要标记了旗子,无论对错,都记录标记数+1
                    !ObTXTY.Mine&&(FlagErr=true); //没有雷但是标记了旗子,标记错误
            }
        }
        if(FlagCount<T.fGetMine(X,Y).MineCount||aTmpClear.length==0)return;
        //旗子比实际雷少,无论标记对错,不开启
        //没有可以提供开启的空格
        if(FlagErr){ //有错误则进行结束游戏处理
            T.fFail();
            return;
        }
        Array.prototype.push.apply(T.aClear,aTmpClear);
        i=aTmpClear.length;
        while(i--)T.fGetMine((TAr=aTmpClear[i])[0],TAr[1]).State=1;
        T.fClearMine();
    },
    
    //显示所有的雷
    fShowMine:function(){
        var T=this,X=0,Y=T.MaxY,MaxX=T.MaxX,Mine=T.Mine,TAr,TArX;
        while(Y--){
            X=MaxX;
            TAr=Mine[Y];
            while(X--){
                TArX=TAr[X];
                switch(TArX.Mine){
                    case 0:
                        TArX.State==2&&($('Img'+X+'_'+Y).className='ErrFlag');
                        break;
                    case 1:
                        $('Img'+X+'_'+Y).className='Mine';
                }
            }
        }
    },

    //游戏成功结束
    fSuccess:function(){
        this.Success=true;
        $('btnRefreshMap').src='success.gif';
    },
    
    //游戏失败结束
    fFail:function(){
        this.GameOver=true;
        $('btnRefreshMap').src='sad.gif';
        this.fShowMine();
    }
},

//换地图
ChangeMap=function(Map){
    var O=OMine;
    switch(Map){
        case 1:
            O.MaxX=O.MaxY=9;
            O.MineCount=10;
            break;
        case 2:
            O.MaxX=O.MaxY=16;
            O.MineCount=40;
            break;
        case 3:
            O.MaxX=30;
            O.MaxY=16;
            O.MineCount=99;
    }
    O.fInit();
},

getOs=function(){
   if(navigator.userAgent.indexOf("MSIE")>0)return 1;
   if(isFirefox=navigator.userAgent.indexOf("Firefox")>0)return 2;
   if(isSafari=navigator.userAgent.indexOf("Safari")>0)return 3;   
   if(isCamino=navigator.userAgent.indexOf("Camino")>0)return 4;
   if(isMozilla=navigator.userAgent.indexOf("Gecko/")>0)return 5;
   return 0;
};


FlagImg.src='flag.gif';
HappyImg.src='happy.gif';
MineImg.src='mine.gif';
SadImg.src='sad.gif';
SuccessImg.src='success.gif';
</script>
</head>
<body topmargin="0" oncontextmenu="return false" ondragstart="return false" onselectstart="return false" onload="OMine.fInit()" bgcolor="#808080">
<center>
<div id="dTop" align="center" style="border-style: inset; border-width: 10;width:400">
<table cellpadding="0" cellspacing="0" style="border-collapse: collapse;" width="380" height="44">
  <tr>
    <td style="width: 102; height:50px">
    <input type="text" id="txtFlagCount" size="20" style="width: 60; height: 30; color:#FF0000; text-align:center; font-family:Verdana; font-weight:bold; background-color:#000000; font-size:13pt" value=""></td>
    <td style="width: 136; height:50px">
    <input onclick="OMine.fRefreshMap()" type="image" id="btnRefreshMap" src="happy.gif"><input onclick="OMine.fShowMine();" type="button" name="B3" value="显雷"style="display:none"></td>
    <td style="width: 142; height:50px">
    <input type="radio" value="V1" checked name="R1" id="R1" onclick="ChangeMap(1)">初级<input type="radio" value="V1" name="R1" id="R2" onclick="ChangeMap(2)">中级<input type="radio" value="V1" name="R1" id="R3" onclick="ChangeMap(3)">高级</td>
  </tr>

</table>
</div>
<div id="dMap" align="center"></div>
</center>
</body>
</html>