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JavaScript
document.title = 'ダイアモンドゲーム(チャイニーズチェッカー)';
/*
https://ja.wikipedia.org/wiki/%E3%83%80%E3%82%A4%E3%83%A4%E3%83%A2%E3%83%B3%E3%83%89%E3%82%B2%E3%83%BC%E3%83%A0
子駒は相手、味方関係なく線に沿っていれば、子駒1つ分だけ跳び越えられる。また、跳び越えた後に子駒が1つ分空いていれば、連続して跳び越えられ
*/
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
canvas.width = 480;
canvas.height = 480;
document.getElementById('demo').appendChild(canvas);
canvas.classList.add('square');
class Piece {
constructor(player, isKing = false) {
this.player = player;
this.king = isKing;
}
isKing() {
return this.king;
}
isEnemy(other) {
return other && this.player !== other.player;
}
}
function pointInTriangle(px, py, ax, ay, bx, by, cx, cy) {
// バリツェントリック座標で三角形内にあるか判定
const v0x = cx - ax, v0y = cy - ay;
const v1x = bx - ax, v1y = by - ay;
const v2x = px - ax, v2y = py - ay;
const dot00 = v0x * v0x + v0y * v0y;
const dot01 = v0x * v1x + v0y * v1y;
const dot02 = v0x * v2x + v0y * v2y;
const dot11 = v1x * v1x + v1y * v1y;
const dot12 = v1x * v2x + v1y * v2y;
const denom = dot00 * dot11 - dot01 * dot01;
if (denom === 0) return false;
const u = (dot11 * dot02 - dot01 * dot12) / denom;
const v = (dot00 * dot12 - dot01 * dot02) / denom;
return u >= 0 && v >= 0 && (u + v <= 1);
}
class TrueChineseCheckers {
constructor() {
this.radius = 4;
this.points = this.generatePoints();
this.pieces = new Map();
this.selected = null;
this.validMoves = [];
this.hovered = null;
canvas.addEventListener('click', this.handleClick.bind(this));
canvas.addEventListener('mousemove', this.handleMouseMove.bind(this));
this.spacing = 30;
this.origin = { x: canvas.width / 2, y: canvas.height / 2 };
this.goalZones = { 1: [], 2: [] };
this.initPieces();
this.draw();
}
/*
generatePoints() {
const points = [];
const R = this.radius;
for (let row = -R * 2; row <= R * 2; row++) {
const maxCols = R * 2 - Math.abs(row);
for (let col = -maxCols; col <= maxCols; col += 2) {
points.push({ col, row });
}
}
return points;
}
*/
generatePoints() {
const points = [];
const R = 4; // 半径(= 中心から頂点までの段数)
for (let row = -R * 2; row <= R * 2; row++) {
const absRow = Math.abs(row);
const maxCols = R * 2 - absRow;
for (let col = -maxCols; col <= maxCols; col += 2) {
// 六芒星条件:外周3角の外は除外
if (Math.abs(col) + Math.abs(row) <= R * 4) {
points.push({ col, row });
}
}
}
console.log(points);
for (let row = -4; row <= -1; row++) {
let startCol = 6 + (row + 4); // row = -4 → 6, row = -3 → 7, etc.
let endCol = 12 - (row + 4); // row = -4 → 12, row = -3 → 11, etc.
for (let col = startCol; col <= endCol; col += 2) {
points.push({ col, row });
}
}
for (let row = 1; row <= 4; row++) {
let startCol = 9 - (row - 1);
let endCol = 9 + (row - 1);
for (let col = startCol; col <= endCol; col += 2) {
points.push({ col, row });
}
}
// 上向き三角形(右側)
for (let row = -4; row <= -1; row++) {
let startCol = 6 + (row + 4);
let endCol = 12 - (row + 4);
for (let col = startCol; col <= endCol; col += 2) {
points.push({ col, row }); // 右側
points.push({ col: -col, row }); // 左側(反転)
}
}
// 下向き三角形(右側)
for (let row = 1; row <= 4; row++) {
let startCol = 9 - (row - 1);
let endCol = 9 + (row - 1);
for (let col = startCol; col <= endCol; col += 2) {
points.push({ col, row }); // 右側
points.push({ col: -col, row }); // 左側(反転)
}
}
return points;
}
initPieces() {
const points = this.points;
const goalZones = this.goalZones;
// 赤のゴール三角形(A-B-C)
const redGoalA = { col: 0, row: 8 };
const redGoalB = { col: -3, row: 5 };
const redGoalC = { col: 3, row: 5 };
// 青のゴール三角形(D-E-F)
const blueGoalA = { col: 12, row: -4 };
const blueGoalB = { col: 6, row: -4 };
const blueGoalC = { col: 9, row: -1 };
const A = { col: -12, row: 4 };
const B = { col: -9, row: 1 };
const C = { col: -6, row: 4 };
for (let { col, row } of points) {
const key = `${col},${row}`;
// 🔴 赤プレイヤーの初期配置
if (row <= -5 && Math.abs(col) <= row + 9) {
this.pieces.set(key, new Piece(1));
}
// 🔵 青プレイヤーの初期配置(三角形ABC)
if (pointInTriangle(col, row, A.col, A.row, B.col, B.row, C.col, C.row)) {
this.pieces.set(key, new Piece(2));
}
// 🔴 赤の目標(赤が向かう)= ゴールゾーン1
if (pointInTriangle(col, row, redGoalA.col, redGoalA.row, redGoalB.col, redGoalB.row, redGoalC.col, redGoalC.row)) {
goalZones[1].push({ col, row });
}
// 🔵 青の目標(青が向かう)= ゴールゾーン2(修正後)
if (pointInTriangle(col, row, blueGoalA.col, blueGoalA.row, blueGoalB.col, blueGoalB.row, blueGoalC.col, blueGoalC.row)) {
goalZones[2].push({ col, row });
}
// 👑 King配置(例)
if (row === -8 && col === 0) {
this.pieces.set(key, new Piece(1, true));
}
if (col === A.col && row === A.row) {
this.pieces.set(key, new Piece(2, true));
}
}
}
handleMouseMove(e) {
const { x: mx, y: my } = getCorrectedCoords(e);
this.hovered = null;
for (let pt of this.points) {
const { x, y } = this.toCanvasCoords(pt.col, pt.row);
if (Math.hypot(mx - x, my - y) < 12) {
this.hovered = pt;
break;
}
}
this.draw();
}
handleClick(e) {
const { x, y } = getCorrectedCoords(e);
const clicked = this.getClickedPoint(x, y);
if (!clicked) return;
const key = `${clicked.col},${clicked.row}`;
const piece = this.pieces.get(key);
if (this.selected && this.validMoves.some(p => p.col === clicked.col && p.row === clicked.row)) {
const selKey = `${this.selected.col},${this.selected.row}`;
const movingPiece = this.pieces.get(selKey);
this.pieces.delete(selKey);
this.pieces.set(key, movingPiece);
this.selected = null;
this.validMoves = [];
} else if (piece) {
this.selected = clicked;
this.validMoves = this.getValidMoves(clicked);
} else {
this.selected = null;
this.validMoves = [];
}
this.draw();
}
getClickedPoint(x, y) {
for (let pt of this.points) {
const { x: px, y: py } = this.toCanvasCoords(pt.col, pt.row);
const dist = Math.hypot(x - px, y - py);
if (dist < 15) return pt;
}
return null;
}
getValidMoves(start) {
const moves = [];
const piece = this.pieces.get(`${start.col},${start.row}`);
const isKing = piece?.isKing?.(); // 安全に呼び出す
const directions = [
[2, 0], // → col方向に1マス
[-2, 0], // ← col方向に1マス
[1, 0], [-1, 0],
[1, 1], [-1, -1],
[-1, 1], [1, -1]
];
// ✅ 単歩(±1方向だけ、隣接マス)
for (let [dx, dy] of directions) {
const to = { col: start.col + dx, row: start.row + dy };
if (
this.hasPoint(to) &&
!this.hasPiece(to)
) {
moves.push(to); // 単歩として追加
}
}
const canContinueJump = (from) => {
for (let [dx, dy] of directions) {
let mid = { col: from.col + dx, row: from.row + dy };
let dest = { col: mid.col + dx, row: mid.row + dy };
if (
this.hasPiece(mid) &&
this.hasPoint(dest) &&
!this.hasPiece(dest)
) {
return true;
}
}
return false;
};
// ✅ ジャンプ(±2方向で中間に駒があるとき)
const visited = new Set();
const jumpMoves = [];
const dfs = (pos) => {
for (let [dx, dy] of directions) {
let mid = { col: pos.col + dx, row: pos.row + dy };
let dest = { col: mid.col + dx, row: mid.row + dy };
let jumped = 0;
while (this.hasPiece(mid)) {
const midPiece = this.pieces.get(`${mid.col},${mid.row}`);
if (midPiece.isKing()) break; // 👑 Kingは飛び越え不可
jumped++;
if (!this.hasPoint(dest)) break;
if (!this.hasPiece(dest)) {
const destKey = `${dest.col},${dest.row}`;
if (!visited.has(destKey)) {
visited.add(destKey);
jumpMoves.push({ col: dest.col, row: dest.row });
dfs(dest); // 👑 Kingでも普通駒でも再帰続行OK
}
break;
}
// 👑 ここがポイント:Kingのみ、さらに先へ直進して次を試す
if (!this.pieces.get(`${dest.col},${dest.row}`)) break;
mid = dest;
dest = { col: dest.col + dx, row: dest.row + dy };
// ⚠️ 通常駒は1回しか飛べない → while 抜ける
if (!isKing) break;
}
}
};
dfs(start);
return moves.concat(jumpMoves);
}
hasPoint(pos) {
return this.points.some(p => p.col === pos.col && p.row === pos.row);
}
hasPiece(pos) {
return this.pieces.has(`${pos.col},${pos.row}`);
}
draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#fff';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// 薄くゴールゾーンの背景色を描画(駒がない位置のみ)
for (let player of [1, 2]) {
const color = player === 1 ? 'rgba(255, 0, 0, 0.5)' : 'rgba(0, 0, 255, 0.5)';
for (let pt of this.goalZones[player]) {
const key = `${pt.col},${pt.row}`;
if (!this.pieces.has(key)) {
const { x, y } = this.toCanvasCoords(pt.col, pt.row);
this.drawDot(x, y, color, 5+2);
}
}
}
for (let pt of this.points) {
const { x, y } = this.toCanvasCoords(pt.col, pt.row);
this.drawDot(x, y, '#ccc');
// ハイライト表示
if (this.validMoves.some(p => p.col === pt.col && p.row === pt.row)) {
this.drawDot(x, y, 'lime');
}
const key = `${pt.col},${pt.row}`;
const piece = this.pieces.get(key);
const isHovered = this.hovered && this.hovered.col === pt.col && this.hovered.row === pt.row;
if (piece) {
this.drawPiece(x, y, piece, isHovered);
}
if (this.hovered && pt.col === this.hovered.col && pt.row === this.hovered.row) {
this.drawTooltip(x, y, `col: ${pt.col}, row: ${pt.row}`);
}
}
}
toCanvasCoords(col, row) {
const x = this.origin.x + col * this.spacing / 2;
const y = this.origin.y + row * this.spacing * Math.sin(Math.PI / 3);
return { x, y };
}
drawDot(x, y, color = '#ccc', size=5) {
ctx.beginPath();
ctx.arc(x, y, size, 0, 2 * Math.PI);
ctx.fillStyle = color;
ctx.fill();
}
drawPiece(x, y, piece, isHovered = false) {
ctx.beginPath();
ctx.arc(x, y, 12, 0, 2 * Math.PI);
ctx.fillStyle = piece.player === 1 ? 'red' : 'blue';
if (isHovered) {
ctx.fillStyle = piece.player === 1 ? 'orange' : 'deepskyblue';
} else {
ctx.fillStyle = piece.player === 1 ? 'red' : 'blue';
}
ctx.fill();
if (piece.isKing()) {
ctx.strokeStyle = 'gold';
ctx.lineWidth = 3;
ctx.stroke();
}
}
drawTooltip(x, y, text) {
ctx.font = '12px sans-serif';
const padding = 4;
const width = ctx.measureText(text).width + padding * 2;
const height = 18;
x = 40;
y = 40;
ctx.fillStyle = '#fff';
ctx.strokeStyle = '#000';
ctx.lineWidth = 1;
//ctx.fillRect(x + 10, y - 30, width, height);
//ctx.strokeRect(x + 10, y - 30, width, height);
ctx.fillStyle = '#000';
ctx.fillText(text, x + 12, y - 17);
}
}
function getCorrectedCoords(e) {
// CSSで適用されているtransform(scaleなど)を考慮
const rect = canvas.getBoundingClientRect();//DOM挿入が先
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
let clientX, clientY;
// マウスイベントまたはタッチイベントに対応
if (e.touches) {
clientX = e.touches[0].clientX;
clientY = e.touches[0].clientY;
} else {
clientX = e.clientX;
clientY = e.clientY;
}
// スケーリング補正された座標を返す
return {
x: (clientX - rect.left) * scaleX,
y: (clientY - rect.top) * scaleY
};
}
window.onload = () => {
new TrueChineseCheckers();
};
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view-source:https://hi0a.com/demo/-js/js-game-diamond/
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