ChatGTP - 使用js实现炸jinhua游戏

发布时间 2023-08-15 16:03:19作者: kitty20180903suzhou

实现一个完整且复杂的炸jinhua游戏需要考虑到很多方面,包括玩家互动、游戏状态管理、游戏规则和逻辑等等。下面是一个较为简化的炸jinhua游戏的代码示例:

// 定义一副扑克牌
const SUITS = ['♠', '♥', '♦', '♣'];
const RANKS = ['2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A'];
const CARDS = [];

// 初始化牌组
for (let suit of SUITS) {
  for (let rank of RANKS) {
    CARDS.push(rank + suit);
  }
}

// 洗牌函数
function shuffle(deck) {
  for (let i = deck.length - 1; i > 0; i--) {
    const j = Math.floor(Math.random() * (i + 1));
    [deck[i], deck[j]] = [deck[j], deck[i]];
  }
  return deck;
}

// 游戏状态枚举
const GameState = {
  NOT_STARTED: 'NOT_STARTED',
  BETTING: 'BETTING',
  DEALING: 'DEALING',
  PLAYING: 'PLAYING',
  END: 'END'
};

class Player {
  constructor(name, money) {
    this.name = name;
    this.money = money;
    this.hand = [];
  }
}

class Game {
  constructor(numPlayers) {
    this.numPlayers = numPlayers;
    this.players = [];
    this.deck = shuffle([...CARDS]);
    this.state = GameState.NOT_STARTED;
    this.currentPlayerIndex = 0;
    this.round = 0;
    this.pot = 0;
  }

  // 开始游戏
  start() {
    if (this.state !== GameState.NOT_STARTED) {
      console.log('游戏已经开始!');
      return;
    }

    this.state = GameState.BETTING;
    console.log('游戏开始!');
    console.log('请玩家下注!');
  }

  // 玩家下注
  placeBet(playerIndex, amount) {
    if (this.state !== GameState.BETTING) {
      console.log('请等待其他玩家下注!');
      return;
    }

    const player = this.players[playerIndex];
    if (amount > player.money) {
      console.log('你没有足够的金钱下注!');
      return;
    }

    player.money -= amount;
    this.pot += amount;

    console.log(`${player.name} 下注了 ${amount} 元!`);

    // 检查是否所有玩家完成下注
    if (this.players.every(player => player.money === 0)) {
      this.dealCards();
    } else {
      this.currentPlayerIndex = (this.currentPlayerIndex + 1) % this.numPlayers;
      console.log(`请 ${this.players[this.currentPlayerIndex].name} 下注!`);
    }
  }

  // 发牌
  dealCards() {
    this.state = GameState.DEALING;
    console.log('正在发牌...');

    for (let i = 0; i < 3; i++) {
      for (let j = 0; j < this.numPlayers; j++) {
        const player = this.players[j];
        player.hand.push(this.deck.pop());
      }
    }

    this.currentPlayerIndex = this.findFirstPlayer();
    this.state = GameState.PLAYING;
    console.log(`第 ${this.round + 1} 轮开始!`);
    console.log(`${this.players[this.currentPlayerIndex].name} 先行动!`);
  }

  // 寻找第一个行动的玩家
  findFirstPlayer() {
    let firstPlayerIndex = -1;
    let highestCardValue = -1;

    for (let i = 0; i < this.numPlayers; i++) {
      const player = this.players[i];
      const cardValue = this.getCardValue(player.hand[0]);

      if (cardValue > highestCardValue) {
        highestCardValue = cardValue;
        firstPlayerIndex = i;
      }
    }

    return firstPlayerIndex;
  }

  // 玩家看牌
  showHand(playerIndex) {
    if (this.state !== GameState.PLAYING) {
      console.log('请等待你的回合!');
      return;
    }

    const player = this.players[playerIndex];
    console.log(`${player.name} 的手牌:${player.hand.join(' ')}`);
  }

  // 玩家比牌
  compareHands(playerIndex1, playerIndex2) {
    if (this.state !== GameState.PLAYING) {
      console.log('请等待你的回合!');
      return;
    }

    const player1 = this.players[playerIndex1];
    const player2 = this.players[playerIndex2];
    const cardValue1 = this.getCardValue(player1.hand[2]);
    const cardValue2 = this.getCardValue(player2.hand[2]);

    if (cardValue1 > cardValue2) {
      console.log(`${player1.name} 胜利!`);
      player1.money += this.pot;
    } else if (cardValue1 < cardValue2) {
      console.log(`${player2.name} 胜利!`);
      player2.money += this.pot;
    } else {
      console.log('平局!');
      player1.money += this.pot / 2;
      player2.money += this.pot / 2;
    }

    this.pot = 0;
    this.round++;

    if (this.round === 3) {
      this.state = GameState.END;
      console.log(`游戏结束!夺得最终胜利的玩家是 ${this.findWinner().name}!`);
    } else {
      this.currentPlayerIndex = this.findFirstPlayer();
      console.log(`第 ${this.round + 1} 轮开始!`);
      console.log(`${this.players[this.currentPlayerIndex].name} 先行动!`);
    }
  }

  // 寻找最终胜利的玩家
  findWinner() {
    let highestMoney = -1;
    let winner = null;

    for (let player of this.players) {
      if (player.money > highestMoney) {
        highestMoney = player.money;
        winner = player;
      }
    }

    return winner;
  }

  // 点数转换函数
  getCardValue(card) {
    const rank = card.slice(0, -1);
    switch (rank) {
      case 'A':
        return 14;
      case 'K':
        return 13;
      case 'Q':
        return 12;
      case 'J':
        return 11;
      default:
        return parseInt(rank);
    }
  }
}

// 运行游戏
const game = new Game(3);
game.players.push(new Player('张三', 100));
game.players.push(new Player('李四', 100));
game.players.push(new Player('王五', 100));
game.start();
game.placeBet(0, 30);
game.placeBet(1, 30);
game.placeBet(2, 30);
game.showHand(0);
game.showHand(1);
game.showHand(2);
game.compareHands(0, 1);

这个代码示例中使用了面向对象的方式来实现炸jinhua游戏。游戏通过Game类来管理游戏状态、玩家信息、牌组等,并提供开始游戏、下注、发牌、玩家行动等功能。每个玩家通过Player类来表示,包含姓名、金钱和手牌属性。游戏过程中,可以调用start方法开始游戏,玩家在下注阶段依次下注,当所有玩家完成下注后进行发牌,然后玩家依次展示手牌并比较牌面大小,最终根据三轮的结果计算最终胜利者。你可以根据游戏规则和需求来修改和扩展代码,以实现更复杂的炸jinhua游戏。