目录
废话不多说,直接上代码
服务端代码
server.js
javascript
const express = require('express');
const app = express();
const http = require('http').createServer(app);
const io = require('socket.io')(http, {
cors: {
origin: "*",
methods: ["GET", "POST"]
}
});
const PORT = 3000;
// 游戏房间管理
let rooms = {};
io.on('connection', (socket) => {
console.log('新玩家连接:', socket.id);
// 玩家加入游戏
socket.on('joinGame', () => {
// 查找可用房间或创建新房间
let roomId = null;
// 查找有空位的房间
for (const id in rooms) {
if (rooms[id].players.length < 2) {
roomId = id;
break;
}
}
// 如果没有找到可用房间,创建新房间
if (!roomId) {
roomId = Date.now().toString();
rooms[roomId] = {
players: [],
gameActive: false,
board: Array(15).fill().map(() => Array(15).fill(0)),
currentPlayer: 1
};
}
// 加入房间
socket.join(roomId);
rooms[roomId].players.push(socket.id);
console.log(`玩家 ${socket.id} 加入房间 ${roomId}`);
// 分配角色
const playerRole = rooms[roomId].players.length === 1 ? 1 : 2;
socket.emit('gameStart', playerRole);
// 如果房间已满,通知两名玩家游戏开始
if (rooms[roomId].players.length === 2) {
rooms[roomId].gameActive = true;
console.log(`房间 ${roomId} 游戏开始`);
// 通知黑棋玩家(第一个加入的玩家)
io.to(rooms[roomId].players[0]).emit('gameStart', 1);
// 通知白棋玩家(第二个加入的玩家)
io.to(rooms[roomId].players[1]).emit('gameStart', 2);
}
});
// 监听玩家落子
socket.on('makeMove', (data) => {
const roomId = getRoomIdByPlayer(socket.id);
if (!roomId || !rooms[roomId] || !rooms[roomId].gameActive) return;
const { row, col, player } = data;
// 验证移动合法性
if (rooms[roomId].board[row][col] !== 0 || player !== rooms[roomId].currentPlayer) {
return; // 非法移动,忽略
}
// 更新游戏状态
rooms[roomId].board[row][col] = player;
rooms[roomId].currentPlayer = player === 1 ? 2 : 1;
// 广播给房间内的所有玩家
io.to(roomId).emit('moveConfirmed', data);
});
// 监听游戏重置
socket.on('resetGame', () => {
const roomId = getRoomIdByPlayer(socket.id);
if (!roomId || !rooms[roomId]) return;
// 重置游戏状态
rooms[roomId].board = Array(15).fill().map(() => Array(15).fill(0));
rooms[roomId].currentPlayer = 1;
rooms[roomId].gameActive = true;
// 广播给房间内的所有玩家
io.to(roomId).emit('gameReset');
});
// 监听悔棋请求
socket.on('undoMove', () => {
const roomId = getRoomIdByPlayer(socket.id);
if (!roomId || !rooms[roomId] || !rooms[roomId].gameActive) return;
// 简单实现:重置整个游戏
rooms[roomId].board = Array(15).fill().map(() => Array(15).fill(0));
rooms[roomId].currentPlayer = 1;
// 广播给房间内的所有玩家
io.to(roomId).emit('gameReset');
});
// 监听游戏结束
socket.on('gameOver', (data) => {
const roomId = getRoomIdByPlayer(socket.id);
if (!roomId || !rooms[roomId]) return;
rooms[roomId].gameActive = false;
// 可以记录游戏结果
});
// 玩家断开连接
socket.on('disconnect', () => {
console.log('玩家断开连接:', socket.id);
const roomId = getRoomIdByPlayer(socket.id);
if (!roomId || !rooms[roomId]) return;
// 从房间中移除玩家
rooms[roomId].players = rooms[roomId].players.filter(id => id !== socket.id);
// 通知其他玩家
socket.to(roomId).emit('opponentDisconnected');
// 如果房间为空,删除房间
if (rooms[roomId].players.length === 0) {
delete rooms[roomId];
console.log(`房间 ${roomId} 已关闭`);
}
});
// 辅助函数:通过玩家ID查找房间ID
function getRoomIdByPlayer(playerId) {
for (const roomId in rooms) {
if (rooms[roomId].players.includes(playerId)) {
return roomId;
}
}
return null;
}
});
http.listen(PORT, () => {
console.log(`服务器运行在端口 ${PORT}`);
});
客户端代码
index.html
javascript
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>五子棋游戏 - 局域网联机版</title>
<script src="https://cdn.tailwindcss.com"></script>
<link href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.7.2/css/all.min.css" rel="stylesheet">
<script src="https://cdn.jsdelivr.net/npm/socket.io-client@4.4.1/dist/socket.io.min.js"></script>
<script>
tailwind.config = {
theme: {
extend: {
colors: {
primary: '#8B5A2B',
secondary: '#D2B48C',
board: '#DEB887',
black: '#000000',
white: '#FFFFFF',
online: '#10B981',
offline: '#EF4444',
},
fontFamily: {
sans: ['Inter', 'system-ui', 'sans-serif'],
},
}
}
}
</script>
<style type="text/tailwindcss">
@layer utilities {
.content-auto {
content-visibility: auto;
}
.board-grid {
background-size: 100% 100%;
background-image: linear-gradient(to right, rgba(0,0,0,0.6) 1px, transparent 1px),
linear-gradient(to bottom, rgba(0,0,0,0.6) 1px, transparent 1px);
}
.piece-shadow {
filter: drop-shadow(0 4px 3px rgb(0 0 0 / 0.07)) drop-shadow(0 2px 2px rgb(0 0 0 / 0.06));
}
.piece-transition {
transition: all 0.2s ease-out;
}
.btn-hover {
transition: all 0.2s ease;
}
.btn-hover:hover {
transform: translateY(-2px);
box-shadow: 0 10px 15px -3px rgba(0, 0, 0, 0.1), 0 4px 6px -2px rgba(0, 0, 0, 0.05);
}
.online-dot {
width: 10px;
height: 10px;
border-radius: 50%;
display: inline-block;
}
}
</style>
</head>
<body class="bg-gray-100 min-h-screen flex flex-col items-center justify-center p-4 font-sans">
<div class="max-w-4xl w-full bg-white rounded-2xl shadow-xl overflow-hidden">
<div class="bg-primary text-white p-6 text-center">
<h1 class="text-[clamp(1.5rem,3vw,2.5rem)] font-bold">五子棋 - 局域网联机版</h1>
<p class="text-secondary mt-2">与局域网内的朋友对战</p>
</div>
<div class="p-6 md:p-8 flex flex-col md:flex-row gap-6">
<!-- 游戏区域 -->
<div class="flex-1 relative">
<div class="aspect-square bg-board rounded-lg shadow-lg overflow-hidden board-grid" style="background-size: calc(100% / 14) calc(100% / 14);">
<canvas id="gameCanvas" class="w-full h-full cursor-pointer"></canvas>
</div>
<div id="gameStatus" class="mt-4 p-3 bg-secondary/20 rounded-lg text-center">
<p id="statusText" class="font-medium">等待连接...</p>
</div>
</div>
<!-- 游戏控制和信息 -->
<div class="w-full md:w-80 flex flex-col gap-6">
<div class="bg-gray-50 rounded-lg p-5 shadow-sm">
<h2 class="text-lg font-semibold mb-3 flex items-center">
<i class="fa-solid fa-info-circle mr-2 text-primary"></i>游戏信息
</h2>
<div class="space-y-3">
<div class="flex items-center justify-between">
<span class="text-gray-600">游戏状态</span>
<div class="flex items-center">
<span id="connectionStatus" class="online-dot bg-offline mr-2"></span>
<span id="connectionText">未连接</span>
</div>
</div>
<div class="flex items-center justify-between">
<span class="text-gray-600">你的角色</span>
<div class="flex items-center">
<div id="playerRole" class="w-6 h-6 rounded-full mr-2 piece-shadow"></div>
<span id="roleText">未分配</span>
</div>
</div>
<div class="flex items-center justify-between">
<span class="text-gray-600">当前回合</span>
<div class="flex items-center">
<div id="currentPlayer" class="w-6 h-6 rounded-full bg-black mr-2 piece-shadow"></div>
<span id="playerText">黑棋</span>
</div>
</div>
<div class="flex items-center justify-between">
<span class="text-gray-600">游戏时间</span>
<span id="gameTime" class="font-mono">00:00</span>
</div>
<div class="flex items-center justify-between">
<span class="text-gray-600">步数</span>
<span id="moveCount">0</span>
</div>
</div>
</div>
<div class="bg-gray-50 rounded-lg p-5 shadow-sm">
<h2 class="text-lg font-semibold mb-3 flex items-center">
<i class="fa-solid fa-crown mr-2 text-primary"></i>游戏规则
</h2>
<ul class="text-sm text-gray-600 space-y-2">
<li class="flex items-start">
<i class="fa-solid fa-circle text-xs mt-1.5 mr-2 text-primary"></i>
<span>黑棋和白棋轮流在棋盘上落子</span>
</li>
<li class="flex items-start">
<i class="fa-solid fa-circle text-xs mt-1.5 mr-2 text-primary"></i>
<span>先在横、竖或斜方向形成五子连线者获胜</span>
</li>
<li class="flex items-start">
<i class="fa-solid fa-circle text-xs mt-1.5 mr-2 text-primary"></i>
<span>点击棋盘上的交叉点放置棋子</span>
</li>
</ul>
</div>
<div class="bg-gray-50 rounded-lg p-5 shadow-sm">
<h2 class="text-lg font-semibold mb-3 flex items-center">
<i class="fa-solid fa-server mr-2 text-primary"></i>服务器连接
</h2>
<div class="space-y-3">
<div>
<label for="serverIp" class="block text-sm font-medium text-gray-700 mb-1">服务器IP地址</label>
<input type="text" id="serverIp" class="w-full px-3 py-2 border border-gray-300 rounded-md focus:outline-none focus:ring-2 focus:ring-primary focus:border-transparent" placeholder="例如: 192.168.1.100" value="localhost">
</div>
<div>
<label for="serverPort" class="block text-sm font-medium text-gray-700 mb-1">端口号</label>
<input type="number" id="serverPort" class="w-full px-3 py-2 border border-gray-300 rounded-md focus:outline-none focus:ring-2 focus:ring-primary focus:border-transparent" placeholder="默认: 3000" value="3000">
</div>
<button id="connectBtn" class="w-full bg-primary hover:bg-primary/90 text-white py-2 px-4 rounded-lg font-medium btn-hover flex items-center justify-center">
<i class="fa-solid fa-wifi mr-2"></i>连接服务器
</button>
</div>
</div>
<div class="flex gap-3">
<button id="restartBtn" class="flex-1 bg-primary hover:bg-primary/90 text-white py-3 px-4 rounded-lg font-medium btn-hover flex items-center justify-center" disabled>
<i class="fa-solid fa-refresh mr-2"></i>重新开始
</button>
<button id="undoBtn" class="flex-1 bg-gray-200 hover:bg-gray-300 text-gray-700 py-3 px-4 rounded-lg font-medium btn-hover flex items-center justify-center" disabled>
<i class="fa-solid fa-undo mr-2"></i>悔棋
</button>
</div>
</div>
</div>
<div class="bg-gray-50 p-4 text-center text-sm text-gray-500">
<p>© 2025 五子棋联机版 | 局域网对战游戏</p>
</div>
</div>
<!-- 胜利提示模态框 -->
<div id="winModal" class="fixed inset-0 bg-black/50 flex items-center justify-center z-50 hidden opacity-0 transition-opacity duration-300">
<div class="bg-white rounded-xl p-8 max-w-md w-full mx-4 transform transition-transform duration-300 scale-95">
<div class="text-center">
<div class="w-16 h-16 bg-green-100 rounded-full flex items-center justify-center mx-auto mb-4">
<i class="fa-solid fa-trophy text-3xl text-yellow-500"></i>
</div>
<h2 class="text-2xl font-bold mb-2" id="winnerText">黑棋获胜!</h2>
<p class="text-gray-600 mb-6">恭喜您赢得了这场精彩的比赛!</p>
<button id="newGameBtn" class="bg-primary hover:bg-primary/90 text-white py-3 px-8 rounded-lg font-medium btn-hover">
开始新游戏
</button>
</div>
</div>
</div>
<!-- 等待对手模态框 -->
<div id="waitingModal" class="fixed inset-0 bg-black/50 flex items-center justify-center z-50 hidden opacity-0 transition-opacity duration-300">
<div class="bg-white rounded-xl p-8 max-w-md w-full mx-4 transform transition-transform duration-300 scale-95">
<div class="text-center">
<div class="w-16 h-16 bg-blue-100 rounded-full flex items-center justify-center mx-auto mb-4 animate-spin">
<i class="fa-solid fa-circle-notch text-3xl text-blue-500"></i>
</div>
<h2 class="text-2xl font-bold mb-2">等待对手连接</h2>
<p class="text-gray-600 mb-6">请等待其他玩家加入游戏...</p>
<button id="cancelWaitingBtn" class="bg-gray-200 hover:bg-gray-300 text-gray-700 py-2 px-6 rounded-lg font-medium btn-hover">
取消
</button>
</div>
</div>
</div>
<script>
document.addEventListener('DOMContentLoaded', () => {
// 游戏常量
const BOARD_SIZE = 15; // 15x15的棋盘
const CELL_SIZE = Math.min(window.innerWidth * 0.8 / BOARD_SIZE, window.innerHeight * 0.6 / BOARD_SIZE);
const PIECE_SIZE = CELL_SIZE * 0.8;
// 游戏状态
let gameBoard = Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(0));
let currentPlayer = 1; // 1: 黑棋, 2: 白棋
let playerRole = 0; // 0: 未分配, 1: 黑棋, 2: 白棋
let gameActive = false;
let moveHistory = [];
let gameTime = 0;
let timerInterval;
let isWaitingForServer = false; // 新增状态变量,用于防止重复点击
// DOM元素
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const statusText = document.getElementById('statusText');
const currentPlayerEl = document.getElementById('currentPlayer');
const playerText = document.getElementById('playerText');
const moveCountEl = document.getElementById('moveCount');
const gameTimeEl = document.getElementById('gameTime');
const restartBtn = document.getElementById('restartBtn');
const undoBtn = document.getElementById('undoBtn');
const winModal = document.getElementById('winModal');
const winnerText = document.getElementById('winnerText');
const newGameBtn = document.getElementById('newGameBtn');
const waitingModal = document.getElementById('waitingModal');
const cancelWaitingBtn = document.getElementById('cancelWaitingBtn');
const connectBtn = document.getElementById('connectBtn');
const serverIpInput = document.getElementById('serverIp');
const serverPortInput = document.getElementById('serverPort');
const connectionStatus = document.getElementById('connectionStatus');
const connectionText = document.getElementById('connectionText');
const playerRoleEl = document.getElementById('playerRole');
const roleText = document.getElementById('roleText');
// Socket.IO连接
let socket;
// 设置Canvas尺寸
canvas.width = CELL_SIZE * (BOARD_SIZE - 1);
canvas.height = CELL_SIZE * (BOARD_SIZE - 1);
// 绘制棋盘
function drawBoard() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// 绘制网格线
ctx.strokeStyle = '#8B4513';
ctx.lineWidth = 1.5;
for (let i = 0; i < BOARD_SIZE; i++) {
// 水平线
ctx.beginPath();
ctx.moveTo(0, i * CELL_SIZE);
ctx.lineTo(canvas.width, i * CELL_SIZE);
ctx.stroke();
// 垂直线
ctx.beginPath();
ctx.moveTo(i * CELL_SIZE, 0);
ctx.lineTo(i * CELL_SIZE, canvas.height);
ctx.stroke();
}
// 绘制天元和星位
const starPoints = [
{x: 3, y: 3}, {x: 3, y: 11}, {x: 7, y: 7},
{x: 11, y: 3}, {x: 11, y: 11}
];
starPoints.forEach(point => {
ctx.beginPath();
ctx.arc(point.x * CELL_SIZE, point.y * CELL_SIZE, 4, 0, Math.PI * 2);
ctx.fillStyle = '#8B4513';
ctx.fill();
});
// 绘制棋子
for (let i = 0; i < BOARD_SIZE; i++) {
for (let j = 0; j < BOARD_SIZE; j++) {
if (gameBoard[i][j] !== 0) {
drawPiece(i, j, gameBoard[i][j]);
}
}
}
}
// 绘制棋子
function drawPiece(row, col, player) {
const x = col * CELL_SIZE;
const y = row * CELL_SIZE;
// 棋子阴影
ctx.beginPath();
ctx.arc(x, y, PIECE_SIZE / 2 + 2, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(0, 0, 0, 0.2)';
ctx.fill();
// 棋子本体
ctx.beginPath();
ctx.arc(x, y, PIECE_SIZE / 2, 0, Math.PI * 2);
if (player === 1) {
// 黑棋 - 渐变效果
const gradient = ctx.createRadialGradient(
x - PIECE_SIZE / 6, y - PIECE_SIZE / 6, PIECE_SIZE / 10,
x, y, PIECE_SIZE / 2
);
gradient.addColorStop(0, '#555');
gradient.addColorStop(1, '#000');
ctx.fillStyle = gradient;
} else {
// 白棋 - 渐变效果
const gradient = ctx.createRadialGradient(
x - PIECE_SIZE / 6, y - PIECE_SIZE / 6, PIECE_SIZE / 10,
x, y, PIECE_SIZE / 2
);
gradient.addColorStop(0, '#fff');
gradient.addColorStop(1, '#ddd');
ctx.fillStyle = gradient;
}
ctx.fill();
// 棋子边缘
ctx.strokeStyle = player === 1 ? '#333' : '#ccc';
ctx.lineWidth = 1;
ctx.stroke();
}
// 检查胜利条件
function checkWin(row, col, player) {
const directions = [
[1, 0], // 水平
[0, 1], // 垂直
[1, 1], // 对角线
[1, -1] // 反对角线
];
for (const [dx, dy] of directions) {
let count = 1; // 当前位置已经有一个棋子
// 正向检查
for (let i = 1; i < 5; i++) {
const newRow = row + i * dy;
const newCol = col + i * dx;
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
break;
}
if (gameBoard[newRow][newCol] === player) {
count++;
} else {
break;
}
}
// 反向检查
for (let i = 1; i < 5; i++) {
const newRow = row - i * dy;
const newCol = col - i * dx;
if (newRow < 0 || newRow >= BOARD_SIZE || newCol < 0 || newCol >= BOARD_SIZE) {
break;
}
if (gameBoard[newRow][newCol] === player) {
count++;
} else {
break;
}
}
if (count >= 5) {
return true;
}
}
return false;
}
// 检查平局
function checkDraw() {
for (let i = 0; i < BOARD_SIZE; i++) {
for (let j = 0; j < BOARD_SIZE; j++) {
if (gameBoard[i][j] === 0) {
return false; // 还有空位,不是平局
}
}
}
return true; // 棋盘已满,平局
}
// 更新游戏状态显示
function updateGameStatus() {
if (gameActive) {
statusText.textContent = `游戏进行中 - ${currentPlayer === 1 ? '黑棋' : '白棋'}回合`;
currentPlayerEl.className = `w-6 h-6 rounded-full ${currentPlayer === 1 ? 'bg-black' : 'bg-white border border-gray-300'} mr-2 piece-shadow`;
playerText.textContent = currentPlayer === 1 ? '黑棋' : '白棋';
// 启用/禁用棋盘点击
canvas.style.cursor = (playerRole === currentPlayer && !isWaitingForServer) ? 'pointer' : 'not-allowed';
} else if (socket && socket.connected && playerRole !== 0) {
statusText.textContent = playerRole === currentPlayer ?
`等待对手确认...` : `等待对手行动...`;
canvas.style.cursor = 'not-allowed';
} else {
statusText.textContent = `等待连接...`;
canvas.style.cursor = 'not-allowed';
}
moveCountEl.textContent = moveHistory.length;
}
// 更新游戏时间
function updateGameTime() {
gameTime++;
const minutes = Math.floor(gameTime / 60).toString().padStart(2, '0');
const seconds = (gameTime % 60).toString().padStart(2, '0');
gameTimeEl.textContent = `${minutes}:${seconds}`;
}
// 开始计时
function startTimer() {
clearInterval(timerInterval);
timerInterval = setInterval(updateGameTime, 1000);
}
// 停止计时
function stopTimer() {
clearInterval(timerInterval);
}
// 显示胜利模态框
function showWinModal(winner) {
gameActive = false;
stopTimer();
winnerText.textContent = `${winner === 1 ? '黑棋' : '白棋'}获胜!`;
winModal.classList.remove('hidden');
// 添加动画效果
setTimeout(() => {
winModal.classList.add('opacity-100');
winModal.querySelector('div').classList.remove('scale-95');
winModal.querySelector('div').classList.add('scale-100');
}, 10);
}
// 隐藏胜利模态框
function hideWinModal() {
winModal.classList.remove('opacity-100');
winModal.querySelector('div').classList.remove('scale-100');
winModal.querySelector('div').classList.add('scale-95');
setTimeout(() => {
winModal.classList.add('hidden');
}, 300);
}
// 显示等待模态框
function showWaitingModal() {
waitingModal.classList.remove('hidden');
// 添加动画效果
setTimeout(() => {
waitingModal.classList.add('opacity-100');
waitingModal.querySelector('div').classList.remove('scale-95');
waitingModal.querySelector('div').classList.add('scale-100');
}, 10);
}
// 隐藏等待模态框
function hideWaitingModal() {
waitingModal.classList.remove('opacity-100');
waitingModal.querySelector('div').classList.remove('scale-100');
waitingModal.querySelector('div').classList.add('scale-95');
setTimeout(() => {
waitingModal.classList.add('hidden');
}, 300);
}
// 重置游戏
function resetGame(sendToServer = true) {
gameBoard = Array(BOARD_SIZE).fill().map(() => Array(BOARD_SIZE).fill(0));
currentPlayer = 1;
gameActive = true;
moveHistory = [];
gameTime = 0;
isWaitingForServer = false;
drawBoard();
updateGameStatus();
gameTimeEl.textContent = '00:00';
stopTimer();
startTimer();
hideWinModal();
// 发送重置游戏请求
if (sendToServer && socket && socket.connected) {
socket.emit('resetGame');
}
}
// 悔棋
function undoMove() {
if (moveHistory.length === 0 || !gameActive) {
return;
}
const lastMove = moveHistory.pop();
gameBoard[lastMove.row][lastMove.col] = 0;
currentPlayer = lastMove.player; // 回到上一个玩家
drawBoard();
updateGameStatus();
// 发送悔棋请求
if (socket && socket.connected) {
socket.emit('undoMove');
}
}
// 连接到服务器
function connectToServer() {
const serverIp = serverIpInput.value.trim();
const serverPort = serverPortInput.value.trim();
if (!serverIp || !serverPort) {
alert('请输入服务器IP地址和端口号');
return;
}
// 断开现有连接
if (socket) {
socket.disconnect();
}
// 创建新连接
socket = io(`http://${serverIp}:${serverPort}`);
// 更新连接状态
connectionStatus.className = 'online-dot bg-yellow-500 mr-2';
connectionText.textContent = '连接中...';
connectBtn.disabled = true;
connectBtn.innerHTML = '<i class="fa-solid fa-spinner fa-spin mr-2"></i>连接中...';
// 监听连接成功事件
socket.on('connect', () => {
connectionStatus.className = 'online-dot bg-online mr-2';
connectionText.textContent = '已连接';
connectBtn.disabled = true;
connectBtn.innerHTML = '<i class="fa-solid fa-check mr-2"></i>已连接';
// 发送加入游戏请求
socket.emit('joinGame');
showWaitingModal();
});
// 监听连接断开事件
socket.on('disconnect', () => {
connectionStatus.className = 'online-dot bg-offline mr-2';
connectionText.textContent = '未连接';
playerRole = 0;
gameActive = false;
updateGameStatus();
connectBtn.disabled = false;
connectBtn.innerHTML = '<i class="fa-solid fa-wifi mr-2"></i>连接服务器';
hideWaitingModal();
// 更新角色显示
playerRoleEl.className = 'w-6 h-6 rounded-full mr-2 piece-shadow';
roleText.textContent = '未分配';
// 禁用游戏按钮
restartBtn.disabled = true;
undoBtn.disabled = true;
statusText.textContent = '连接已断开';
});
// 监听错误事件
socket.on('connect_error', (error) => {
connectionStatus.className = 'online-dot bg-offline mr-2';
connectionText.textContent = '连接失败';
connectBtn.disabled = false;
connectBtn.innerHTML = '<i class="fa-solid fa-wifi mr-2"></i>连接服务器';
alert(`连接失败: ${error.message}`);
});
// 监听游戏开始事件
socket.on('gameStart', (role) => {
playerRole = role;
gameActive = true;
hideWaitingModal();
// 更新角色显示
playerRoleEl.className = `w-6 h-6 rounded-full ${playerRole === 1 ? 'bg-black' : 'bg-white border border-gray-300'} mr-2 piece-shadow`;
roleText.textContent = playerRole === 1 ? '黑棋' : '白棋';
// 启用游戏按钮
restartBtn.disabled = false;
undoBtn.disabled = false;
// 只在首次进入时重绘棋盘和状态,不要调用 resetGame()
drawBoard();
updateGameStatus();
});
// 监听对手落子事件
socket.on('moveConfirmed', (data) => {
console.log('收到服务器落子确认:', data);
isWaitingForServer = false;
const { row, col, player } = data;
// 更新棋盘
gameBoard[row][col] = player;
// 确保历史记录同步
const lastMove = moveHistory[moveHistory.length - 1];
if (!lastMove || lastMove.row !== row || lastMove.col !== col || lastMove.player !== player) {
moveHistory.push({ row, col, player });
}
// 重绘棋盘
drawBoard();
// 检查是否胜利
if (checkWin(row, col, player)) {
showWinModal(player);
return;
}
// 检查是否平局
if (checkDraw()) {
gameActive = false;
stopTimer();
statusText.textContent = '游戏结束 - 平局!';
return;
}
// 切换当前玩家
currentPlayer = player === 1 ? 2 : 1;
// 更新游戏状态
updateGameStatus();
});
// 监听游戏重置事件
socket.on('gameReset', () => resetGame(false));
// 监听对手断开连接事件
socket.on('opponentDisconnected', () => {
gameActive = false;
stopTimer();
statusText.textContent = '对手已断开连接';
// 禁用游戏按钮
restartBtn.disabled = true;
undoBtn.disabled = true;
// 显示提示
alert('对手已断开连接');
});
}
// 处理棋盘点击事件
canvas.addEventListener('click', (event) => {
if (!gameActive || playerRole !== currentPlayer || isWaitingForServer) {
console.log('点击事件触发 - 游戏状态:', gameActive, '当前玩家:', currentPlayer, '我的角色:', playerRole);
return;
}
// 计算点击位置对应的棋盘坐标
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
const clickX = (event.clientX - rect.left) * scaleX;
const clickY = (event.clientY - rect.top) * scaleY;
const col = Math.round(clickX / CELL_SIZE);
const row = Math.round(clickY / CELL_SIZE);
// 检查坐标是否在棋盘范围内
if (row < 0 || row >= BOARD_SIZE || col < 0 || col >= BOARD_SIZE) {
return;
}
// 检查该位置是否已经有棋子
if (gameBoard[row][col] !== 0) {
return;
}
// 设置状态为等待服务器确认
isWaitingForServer = true;
updateGameStatus();
// 向服务器发送落子请求
socket.emit('makeMove', { row, col, player: playerRole });
// 这里不再直接更新棋盘,等待服务器确认后再更新
});
// 窗口大小调整时重绘棋盘
window.addEventListener('resize', () => {
const newCellSize = Math.min(window.innerWidth * 0.8 / BOARD_SIZE, window.innerHeight * 0.6 / BOARD_SIZE);
if (newCellSize !== CELL_SIZE) {
// 由于CELL_SIZE是常量,无法直接修改,这里只重绘不调整大小
drawBoard();
}
});
// 绑定按钮事件
connectBtn.addEventListener('click', connectToServer);
restartBtn.addEventListener('click', () => resetGame(true));
undoBtn.addEventListener('click', undoMove);
newGameBtn.addEventListener('click', () => resetGame(true));
cancelWaitingBtn.addEventListener('click', () => {
if (socket) {
socket.disconnect();
}
hideWaitingModal();
});
// 初始化棋盘
drawBoard();
});
</script>
</body>
</html>
服务端启动命令
bash
// 1、初始化项目
npm init -y
// 2、安装所需的依赖项
npm install express socket.io
// 3、运行服务
node server.js