扫雷.htmledit icon

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index.html
index.html
            
            <!DOCTYPE html>
<html lang="zh-CN">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>网页扫雷游戏</title>
    <style>
        body {
            font-family: Arial, sans-serif;
            text-align: center;
            background-color: #f0f0f0;
            margin: 0;
            padding: 20px;
        }
        
        h1 {
            color: #333;
        }
        
        .game-container {
            display: inline-block;
            margin-top: 20px;
            background-color: #ddd;
            padding: 10px;
            border-radius: 5px;
            box-shadow: 0 0 10px rgba(0, 0, 0, 0.2);
        }
        
        .game-info {
            display: flex;
            justify-content: space-between;
            margin-bottom: 10px;
            font-size: 18px;
        }
        
        .minesweeper-board {
            display: grid;
            grid-template-columns: repeat(10, 30px);
            grid-gap: 2px;
        }
        
        .cell {
            width: 30px;
            height: 30px;
            background-color: #bbb;
            display: flex;
            align-items: center;
            justify-content: center;
            font-weight: bold;
            cursor: pointer;
            user-select: none;
            border: 2px outset #eee;
        }
        
        .cell.revealed {
            background-color: #eee;
            border: 1px solid #ccc;
        }
        
        .cell.mine {
            background-color: #f00;
            color: white;
        }
        
        .cell.flagged {
            background-color: #bbb;
            color: #f00;
        }
        
        .controls {
            margin-top: 20px;
        }
        
        button {
            padding: 8px 16px;
            font-size: 16px;
            background-color: #4CAF50;
            color: white;
            border: none;
            border-radius: 4px;
            cursor: pointer;
        }
        
        button:hover {
            background-color: #45a049;
        }
        
        .color-1 { color: blue; }
        .color-2 { color: green; }
        .color-3 { color: red; }
        .color-4 { color: darkblue; }
        .color-5 { color: brown; }
        .color-6 { color: teal; }
        .color-7 { color: black; }
        .color-8 { color: gray; }
    </style>
</head>
<body>
    <h1>扫雷游戏</h1>
    
    <div class="game-container">
        <div class="game-info">
            <div>剩余地雷: <span id="mines-left">10</span></div>
            <div>时间: <span id="time">0</span>秒</div>
        </div>
        
        <div class="minesweeper-board" id="board"></div>
    </div>
    
    <div class="controls">
        <button id="restart-btn">重新开始</button>
        <div style="margin-top: 10px;">
            <label>难度: </label>
            <select id="difficulty">
                <option value="easy">简单 (10×10, 10雷)</option>
                <option value="medium">中等 (16×16, 40雷)</option>
                <option value="hard">困难 (30×16, 99雷)</option>
            </select>
        </div>
    </div>
    
    <script>
        // 游戏配置
        const config = {
            easy: { rows: 10, cols: 10, mines: 10 },
            medium: { rows: 16, cols: 16, mines: 40 },
            hard: { rows: 16, cols: 30, mines: 99 }
        };
        
        // 游戏状态
        let gameState = {
            board: [],
            revealed: [],
            flagged: [],
            mines: 0,
            gameOver: false,
            gameWon: false,
            firstClick: true,
            startTime: 0,
            timer: null
        };
        
        // DOM元素
        const boardElement = document.getElementById('board');
        const minesLeftElement = document.getElementById('mines-left');
        const timeElement = document.getElementById('time');
        const restartBtn = document.getElementById('restart-btn');
        const difficultySelect = document.getElementById('difficulty');
        
        // 初始化游戏
        function initGame(difficulty = 'easy') {
            const { rows, cols, mines } = config[difficulty];
            
            // 重置游戏状态
            gameState = {
                board: Array(rows).fill().map(() => Array(cols).fill(0)),
                revealed: Array(rows).fill().map(() => Array(cols).fill(false)),
                flagged: Array(rows).fill().map(() => Array(cols).fill(false)),
                mines: mines,
                gameOver: false,
                gameWon: false,
                firstClick: true,
                startTime: 0,
                timer: null
            };
            
            // 更新UI
            minesLeftElement.textContent = mines;
            timeElement.textContent = '0';
            
            // 清除之前的计时器
            if (gameState.timer) {
                clearInterval(gameState.timer);
                gameState.timer = null;
            }
            
            // 创建游戏板
            boardElement.innerHTML = '';
            boardElement.style.gridTemplateColumns = `repeat(${cols}, 30px)`;
            
            for (let row = 0; row < rows; row++) {
                for (let col = 0; col < cols; col++) {
                    const cell = document.createElement('div');
                    cell.className = 'cell';
                    cell.dataset.row = row;
                    cell.dataset.col = col;
                    
                    // 添加事件监听器
                    cell.addEventListener('click', () => handleCellClick(row, col));
                    cell.addEventListener('contextmenu', (e) => {
                        e.preventDefault();
                        handleRightClick(row, col);
                    });
                    
                    boardElement.appendChild(cell);
                }
            }
        }
        
        // 放置地雷
        function placeMines(firstRow, firstCol) {
            const { rows, cols } = config[difficultySelect.value];
            let minesPlaced = 0;
            
            while (minesPlaced < gameState.mines) {
                const row = Math.floor(Math.random() * rows);
                const col = Math.floor(Math.random() * cols);
                
                // 确保第一个点击的格子及其周围没有地雷
                const isFirstClickArea = Math.abs(row - firstRow) <= 1 && Math.abs(col - firstCol) <= 1;
                
                if (!gameState.board[row][col] && !isFirstClickArea) {
                    gameState.board[row][col] = -1; // -1 表示地雷
                    minesPlaced++;
                    
                    // 更新周围格子的数字
                    for (let r = Math.max(0, row - 1); r <= Math.min(rows - 1, row + 1); r++) {
                        for (let c = Math.max(0, col - 1); c <= Math.min(cols - 1, col + 1); c++) {
                            if (gameState.board[r][c] !== -1) {
                                gameState.board[r][c]++;
                            }
                        }
                    }
                }
            }
        }
        
        // 处理左键点击
        function handleCellClick(row, col) {
            if (gameState.gameOver || gameState.flagged[row][col]) return;
            
            // 如果是第一次点击,放置地雷并开始计时
            if (gameState.firstClick) {
                placeMines(row, col);
                gameState.firstClick = false;
                startTimer();
            }
            
            // 如果点到地雷,游戏结束
            if (gameState.board[row][col] === -1) {
                revealAllMines();
                gameState.gameOver = true;
                endGame(false);
                return;
            }
            
            // 揭示格子
            revealCell(row, col);
            
            // 检查是否获胜
            checkWin();
        }
        
        // 处理右键点击(插旗)
        function handleRightClick(row, col) {
            if (gameState.gameOver || gameState.revealed[row][col]) return;
            
            const cell = getCellElement(row, col);
            
            if (gameState.flagged[row][col]) {
                // 取消旗子
                gameState.flagged[row][col] = false;
                cell.textContent = '';
                cell.classList.remove('flagged');
                minesLeftElement.textContent = parseInt(minesLeftElement.textContent) + 1;
            } else {
                // 放置旗子
                gameState.flagged[row][col] = true;
                cell.textContent = '🚩';
                cell.classList.add('flagged');
                minesLeftElement.textContent = parseInt(minesLeftElement.textContent) - 1;
            }
        }
        
        // 揭示格子
        function revealCell(row, col) {
            if (gameState.revealed[row][col] || gameState.flagged[row][col]) return;
            
            const { rows, cols } = config[difficultySelect.value];
            const cell = getCellElement(row, col);
            
            gameState.revealed[row][col] = true;
            cell.classList.add('revealed');
            
            if (gameState.board[row][col] > 0) {
                // 显示周围地雷数量
                cell.textContent = gameState.board[row][col];
                cell.classList.add(`color-${gameState.board[row][col]}`);
            } else if (gameState.board[row][col] === 0) {
                // 如果是空白格子,递归揭示周围的格子
                for (let r = Math.max(0, row - 1); r <= Math.min(rows - 1, row + 1); r++) {
                    for (let c = Math.max(0, col - 1); c <= Math.min(cols - 1, col + 1); c++) {
                        if (r !== row || c !== col) {
                            revealCell(r, c);
                        }
                    }
                }
            }
        }
        
        // 揭示所有地雷(游戏结束时)
        function revealAllMines() {
            const { rows, cols } = config[difficultySelect.value];
            
            for (let row = 0; row < rows; row++) {
                for (let col = 0; col < cols; col++) {
                    if (gameState.board[row][col] === -1) {
                        const cell = getCellElement(row, col);
                        cell.classList.add('revealed', 'mine');
                        cell.textContent = '💣';
                    }
                }
            }
        }
        
        // 开始计时器
        function startTimer() {
            gameState.startTime = Date.now();
            gameState.timer = setInterval(() => {
                const elapsed = Math.floor((Date.now() - gameState.startTime) / 1000);
                timeElement.textContent = elapsed;
            }, 1000);
        }
        
        // 结束游戏
        function endGame(isWin) {
            clearInterval(gameState.timer);
            gameState.gameOver = true;
            gameState.gameWon = isWin;
            
            if (isWin) {
                setTimeout(() => alert('恭喜你赢了!'), 100);
            } else {
                setTimeout(() => alert('游戏结束!你踩到地雷了!'), 100);
            }
        }
        
        // 检查是否获胜
        function checkWin() {
            const { rows, cols } = config[difficultySelect.value];
            let allNonMinesRevealed = true;
            
            for (let row = 0; row < rows; row++) {
                for (let col = 0; col < cols; col++) {
                    if (gameState.board[row][col] !== -1 && !gameState.revealed[row][col]) {
                        allNonMinesRevealed = false;
                        break;
                    }
                }
                if (!allNonMinesRevealed) break;
            }
            
            if (allNonMinesRevealed) {
                endGame(true);
            }
        }
        
        // 获取格子元素
        function getCellElement(row, col) {
            const { cols } = config[difficultySelect.value];
            return boardElement.children[row * cols + col];
        }
        
        // 事件监听器
        restartBtn.addEventListener('click', () => initGame(difficultySelect.value));
        difficultySelect.addEventListener('change', () => initGame(difficultySelect.value));
        
        // 初始化游戏
        initGame();
    </script>
</body>
</html>
        
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