现在我看了h5.zhengtuwl.comhtml5以及canvas相关知识和斗地主的demo后,自己用demo上的素材试着写了个斗地主,代码没重构好,欢迎赐教。
话不多说,下面就一步一步解释下吧
只有一个common.js 文件
1、资源类
var resource = class.create();
$.extend(resource.prototype, {
initialize: function () { },
images: [
{ path: 'img/bg1.png', x: 0, y: 0, w: 800, h: 480, data: null, type: 61, visible: true },
{ path: 'img/beimian.jpg', x: 320, y: 5, w: 100, h: 121, data: null, type: 62, visible: true },
{ path: 'img/btn.jpg', x: 300, y: 281, w: 140, h: 50, data: null, type: 63, visible: true, text: '开始', textx: 366, texty: 310 },
{ x: 0, y: 0, type: 66, istext: true, visible: false },
{ path: 'img/1.jpg', data: null, type: 16, visible: false },
{ path: 'img/2.jpg', data: null, type: 17, visible: false },
{ path: 'img/3.jpg', data: null, type: 3, visible: false, se: 1 },
{ path: 'img/4.jpg', data: null, type: 4, visible: false, se: 1 },
{ path: 'img/5.jpg', data: null, type: 5, visible: false, se: 1 },
{ path: 'img/6.jpg', data: null, type: 6, visible: false, se: 1 },
{ path: 'img/7.jpg', data: null, type: 7, visible: false, se: 1 },
{ path: 'img/8.jpg', data: null, type: 8, visible: false, se: 1 },
{ path: 'img/9.jpg', data: null, type: 9, visible: false, se: 1 },
{ path: 'img/10.jpg', data: null, type: 10, visible: false, se: 1 },
{ path: 'img/11.jpg', data: null, type: 11, visible: false, se: 1 },
{ path: 'img/12.jpg', data: null, type: 12, visible: false, se: 1 },
{ path: 'img/13.jpg', data: null, type: 13, visible: false, se: 1 },
{ path: 'img/14.jpg', data: null, type: 14, visible: false, se: 1 },
{ path: 'img/15.jpg', data: null, type: 15, visible: false, se: 1 },
{ path: 'img/16.jpg', data: null, type: 3, visible: false, se: 4 },
{ path: 'img/17.jpg', data: null, type: 4, visible: false, se: 4 },
{ path: 'img/18.jpg', data: null, type: 5, visible: false, se: 4 },
{ path: 'img/19.jpg', data: null, type: 6, visible: false, se: 4 },
{ path: 'img/20.jpg', data: null, type: 7, visible: false, se: 4 },
{ path: 'img/21.jpg', data: null, type: 8, visible: false, se: 4 },
{ path: 'img/22.jpg', data: null, type: 9, visible: false, se: 4 },
{ path: 'img/23.jpg', data: null, type: 10, visible: false, se: 4 },
{ path: 'img/24.jpg', data: null, type: 11, visible: false, se: 4 },
{ path: 'img/25.jpg', data: null, type: 12, visible: false, se: 4 },
{ path: 'img/26.jpg', data: null, type: 13, visible: false, se: 4 },
{ path: 'img/27.jpg', data: null, type: 14, visible: false, se: 4 },
{ path: 'img/28.jpg', data: null, type: 15, visible: false, se: 4 },
{ path: 'img/29.jpg', data: null, type: 3, visible: false, se: 3 },
{ path: 'img/30.jpg', data: null, type: 4, visible: false, se: 3 },
{ path: 'img/31.jpg', data: null, type: 5, visible: false, se: 3 },
{ path: 'img/32.jpg', data: null, type: 6, visible: false, se: 3 },
{ path: 'img/33.jpg', data: null, type: 7, visible: false, se: 3 },
{ path: 'img/34.jpg', data: null, type: 8, visible: false, se: 3 },
{ path: 'img/35.jpg', data: null, type: 9, visible: false, se: 3 },
{ path: 'img/36.jpg', data: null, type: 10, visible: false, se: 3 },
{ path: 'img/37.jpg', data: null, type: 11, visible: false, se: 3 },
{ path: 'img/38.jpg', data: null, type: 12, visible: false, se: 3 },
{ path: 'img/39.jpg', data: null, type: 13, visible: false, se: 3 },
{ path: 'img/40.jpg', data: null, type: 14, visible: false, se: 3 },
{ path: 'img/41.jpg', data: null, type: 15, visible: false, se: 3 },
{ path: 'img/42.jpg', data: null, type: 3, visible: false, se: 2 },
{ path: 'img/43.jpg', data: null, type: 4, visible: false, se: 2 },
{ path: 'img/44.jpg', data: null, type: 5, visible: false, se: 2 },
{ path: 'img/45.jpg', data: null, type: 6, visible: false, se: 2 },
{ path: 'img/46.jpg', data: null, type: 7, visible: false, se: 2 },
{ path: 'img/47.jpg', data: null, type: 8, visible: false, se: 2 },
{ path: 'img/48.jpg', data: null, type: 9, visible: false, se: 2 },
{ path: 'img/49.jpg', data: null, type: 10, visible: false, se: 2 },
{ path: 'img/50.jpg', data: null, type: 11, visible: false, se: 2 },
{ path: 'img/51.jpg', data: null, type: 12, visible: false, se: 2 },
{ path: 'img/52.jpg', data: null, type: 13, visible: false, se: 2 },
{ path: 'img/53.jpg', data: null, type: 14, visible: false, se: 2 },
{ path: 'img/54.jpg', data: null, type: 15, visible: false, se: 2 }
]
});
resource.images是素材数组(几个按钮,文本,54张牌,背景图片等),大家可以下载demo看看
2、lables类,在canvas画布上画文本的,比如按钮文字,相关知识请看canvas教程
var labels = class.create();
$.extend(labels.prototype, {
initialize: function (cxt) {
this.cxt = cxt;
},
settext: function (text, postion) {
this.cxt.font = 'bold 20px serif';
this.cxt.fillstyle = '#000000';
this.cxt.textalign = 'center';
this.cxt.filltext(text, postion.x, postion.y);
}
});
这个类的方法settext主要是根据设置的字体,字体大小,字体颜色,在canvas上画文本的,this.cxt这个是canvas上下文(每个教程的叫法不一样),首先this.cxt.font = 'bold 20px serif';这个是设置字体大小,样式等,this.cxt.fillstyle = '#000000';这个
是设置字体颜色,this.cxt.textalign = 'center';这个是设置字体对齐方式,this.cxt.filltext(text, postion.x, postion.y);这个是开始在canvas上画文本,postion.x, postion.y分别是x坐标和y坐标。
3、ddzgame游戏类,主要功能就是初始化斗地主,发牌,抢地主等,出牌未完待续,后续更新
var ddzgame = class.create();
ddzgame.statics = { dealednums: 0, isleftfirstdeal: true };
$.extend(ddzgame.prototype, {
initialize: function () {
ddzgame.statics.isgetlander = false;
ddzgame.statics.dealtime = 66;
this.leftpokers = [];
this.rightpokers = [];
this.mypokers = [];
this.lastpokers = [];//最后3张牌
this.leftplays = [];
this.rightplays = [];
this.myplays = [];
this.mybtnpostion = { y: 245, x: 162 };
this.isstart = false;
this.res = new resource();
this.allpokers = new array();
this.lander = 0;//地主,1右边,2my,3左边
this.isgetlander = {};
this.gmcanvas = document.getelementbyid('gmcanvas');
this.cxt = this.gmcanvas.getcontext('2d');
this.lbl = new labels(this.cxt);
this.init();
this.initevt();
},
initevt: function () {
this.gmcanvas.onclick = $.proxy(function (e) {
var box = this.gmcanvas.getboundingclientrect();
ddzgame.statics.mousepostion = { x: e.pagex - box.left, y: e.pagey - box.top };
this.oncontrolclick();
}, this);
},
oncontrolclick: function () {
var isclick = false;
for (var i = 0; i < this.controls.length; i++) {
var c = this.controls[i];
var postion = ddzgame.statics.mousepostion;
if (c.onclick) {
if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) {
c.onclick();
isclick = true;
break;
}
}
}
if (!isclick) {
for (var i = 0; i < this.mypokers.length; i++) {
var c = this.mypokers[i];
var postion = ddzgame.statics.mousepostion;
if (c.onclick) {
if (postion.x >= c.x && postion.x <= c.x + c.w && postion.y >= c.y && postion.y <= c.y + c.h) {
c.onclick();
isclick = true;
break;
}
}
}
}
},
loadimages: function (callback) {
var loadednums = 0;
var totalnums = this.res.images.length - 1;
this.controls = [];
$.each(this.res.images, $.proxy(function (i, o) {
if (!o.path) {
return true;
}
o.data = new image();
o.data.src = o.path;
o.data.onload = $.proxy(function () {
if (o.type <= 17) {
this.allpokers.push(o);
}
else
this.controls.push(o);
loadednums++;
if (loadednums >= totalnums) {
callback.call(this);
}
}, this);
}, this));
},
drawimage: function (callback, isunvisiblelast) {//isvisiblelast 是否让底牌不可见
$.each(this.controls, $.proxy(function (i, o) {
if (!o.visible)
return true;
if (o.type == 62) {
var x = 0;
for (var i = 0; i < 54 - ddzgame.statics.dealednums ; i++) {
if (i == 0) x = o.x;
this.cxt.drawimage(o.data, o.x, o.y, o.w, o.h);
o.x++;
}
o.x = x;
}
else if (!o.istext) {
this.cxt.drawimage(o.data, o.x, o.y, o.w, o.h);
}
if (o.type == 63) {
this.lbl.settext(o.text, { x: o.textx, y: o.texty });
if (!o.onclick)
o.onclick = $.proxy(function () {
o.onclick = null;
o.visible = false;
this.drawimage();
this.dealing();
}, this);
}
if (o.type == 66) {
this.lbl.settext(o.text, { x: o.x, y: o.y });
}
}, this));
/*克隆*/
var copyleftpokers = this.leftpokers.slice();
var copyrightpokers = this.rightpokers.slice();
var copymypokers = this.mypokers.slice();
var copylastpokers = this.lastpokers.slice();
var isdealendleft = false;
var isdealendright = false;
var isdealendmy = false;
var isdealendlast = false;
var beimain = $.grep(this.res.images, $.proxy(function (o, i) { return o.type == 62; }, this))[0];
var drawpokers = function (arry, direction, isbeimian, identiy, axis) {
if (arry && arry.length > 0) {
var o = arry[0];
var x = 0, y = 0;
if (!ddzgame.statics[direction]) {
ddzgame.statics[direction] = this[direction];
}
if (!o.x) {
x = ddzgame.statics[direction].x;
y = ddzgame.statics[direction].y;
o.x = this[direction].x;
o.y = this[direction].y;
}
else {
x = o.x;
y = o.y;
}
if (!o.visible) {
return true;
}
o.w = 18;
o.h = 129;
if (arry.length == 1) {
o.w = 105;
o.h = 150;
}
var img = o.data;
if (isbeimian) {
img = beimain.data;
}
else if (direction == 'mypannel') {
o.onclick = $.proxy(function () {
if (!this.isstart)
return;
if (!o.isplay) {
o.isplay = true;
o.y -= 30;
}
else {
o.isplay = false;
o.y += 30;
}
ddzgame.statics.dealtime = 0;
this.drawimage();
}, this);
}
this.cxt.drawimage(img, x, y);
ddzgame.statics[direction][axis] += identiy;
arry.splice(0, 1);
if (ddzgame.statics.dealtime > 0)
ddzgame.statics[direction + 'handle'] = settimeout($.proxy(function () {
drawpokers.call(this, arry, direction, isbeimian, identiy, axis);
}, this), ddzgame.statics.dealtime);
else
drawpokers.call(this, arry, direction, isbeimian, identiy, axis);
}
else if (ddzgame.statics[direction + 'handle'] || ddzgame.statics.dealtime == 0) {
cleartimeout(ddzgame.statics[direction + 'handle']);
if (direction == 'leftpannel' && copyleftpokers.length == 0) {
isdealendleft = true;
}
if (direction == 'rightpannel' && copyrightpokers.length == 0) {
isdealendright = true;
}
if (direction == 'mypannel' && copymypokers.length == 0) {
isdealendmy = true;
}
if (direction == 'lastpannel' && copylastpokers.length == 0) {
isdealendlast = true;
}
if (isdealendleft && isdealendright && isdealendmy && isdealendlast) {
/*发牌完毕*/
/*抢地主*/
if (callback)
callback();
}
}
};
drawpokers.call(this, copyleftpokers, 'leftpannel', true, 26, 'y');
drawpokers.call(this, copyrightpokers, 'rightpannel', true, 26, 'y');
drawpokers.call(this, copymypokers, 'mypannel', false, 19, 'x');
drawpokers.call(this, copylastpokers, 'lastpannel', isunvisiblelast, 126, 'x');
},
init: function () {
this.loadimages(this.drawimage);
},
dealing: function () {//发牌
this.leftpannel = { x: 5, y: 18 };
this.rightpannel = { x: 691, y: 18 };
this.mypannel = { x: 198, y: 330 };
this.lastpannel = { x: 243, y: 5 };
if (ddzgame.statics.dealednums >= 51) { //发牌完毕
$.each(this.allpokers, $.proxy(function (i, o) {
o.visible = true;
this.lastpokers.push(o);
}, this));
this.mypokers.sort(function (a, b) {
if (a.type != b.type)
return b.type - a.type;
return b.se - a.se;
});
$.grep(this.res.images, $.proxy(function (o, i) { return o.type == 62; }, this))[0].visible = false;
this.drawimage($.proxy(function () { this.getlander(); }, this), true);
}
else {
/*1、left*/
var index = math.floor(math.random() * (this.allpokers.length - 1) + 0);
var c = this.allpokers.splice(index, 1);
c[0].visible = true;
this.leftpokers.push(c[0]);
ddzgame.statics.dealednums++;
/*2、right*/
index = math.floor(math.random() * (this.allpokers.length - 1) + 0);
c = this.allpokers.splice(index, 1);
c[0].visible = true;
this.rightpokers.push(c[0]);
ddzgame.statics.dealednums++;
index = math.floor(math.random() * (this.allpokers.length - 1) + 0);
c = this.allpokers.splice(index, 1);
c[0].visible = true;
this.mypokers.push(c[0]);
ddzgame.statics.dealednums++;
this.dealing();
}
},
getlander: function (firstget, minscore, curscore) {
/*随机出谁先叫地主*/
//if (curscore && !this.isgetlander[1] && !this.isgetlander[2] && !this.isgetlander[3]) {
// //**game over !
// alert('无人抢地主');
// return;
//}
var postion = { 1: { y: 100, x: 640 }, 3: { y: 100, x: 126 }, 2: { x: 216, y: 297 } };
if (!curscore) {
if (!minscore)
minscore = 1;
if (!firstget)
firstget = math.floor(math.random() * (3 - 1 + 1) + 1);
if (firstget == 1 || firstget == 3) { //电脑抢地主
if (this.isgetlander[firstget] == -1 || this.isgetlander[firstget]) {
$.each(this.controls, $.proxy(function (i, o) {
if (o.lander) {
o.visible = false;
}
}, this));
var max = 0;
if (this.isgetlander[1] > this.isgetlander[2]) {
max = this.isgetlander[1];
this.lander = 1;
}
else {
max = this.isgetlander[2];
this.lander = 2;
}
if (max < this.isgetlander[3]) {
max = this.isgetlander[3];
this.lander = 3;
}
if (max == 0) {
alert('game over !');
return;
}
var txt = max + '分';
var t = {};
var tobj = $.grep(this.res.images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tobj);//复制对象
if (this.curscore == 4) {
txt = '不抢';
}
t.text = txt;
t.x = postion[this.lander].x;
t.y = postion[this.lander].y;
t.visible = true;
this.controls.push(t);
//this.drawimage($.proxy(function () {
// this.fandipai(this.lander);
//}, this));
this.fandipai(this.lander);
return;
}
console.log('电脑抢地主');
this.curscore = math.floor(math.random() * (4 - minscore + 1) + minscore);
this.isgetlander[firstget] = this.curscore == 4 ? -1 : this.curscore;
var txt = this.curscore + '分';
var t = {};
var tobj = $.grep(this.res.images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tobj);//复制对象
if (this.curscore == 4) {
txt = '不抢';
}
t.text = txt;
t.x = postion[firstget].x;
t.y = postion[firstget].y;
t.visible = true;
this.controls.push(t);
if (this.curscore == 3) {
this.lander = firstget;
//ddzgame.statics.isgetlander = true;
//ddzgame.statics.dealtime = 0;
var dz = {};
$.extend(dz, tobj);//复制对象
dz.text = '地主';
dz.x = t.x + 30;
dz.y = t.y;
dz.visible = true;
this.controls.push(dz);
//this.drawimage($.proxy(function () { this.play(this.lander, '电脑地主'); }, this));//电脑抢到地主优先出牌
this.fandipai(this.lander);
return;
}
else {
if (this.curscore == 4) {
var test = 'abcdefg';
}
var nextget = firstget == 1 ? 2 : 1;
minscore = this.curscore == 4 ? minscore : this.curscore + 1;
this.curscore = this.curscore == 4 ? 0 : this.curscore;
ddzgame.statics.dealtime = 0;
this.drawimage($.proxy(function () { this.getlander(nextget, minscore); }, this), true);//电脑抢到地主优先出牌
return;
}
}
}
if (curscore) {
/*代码写的很垃圾,这点没用面向对象*/
/*my已经叫过地主,按钮需要隐藏*/
$.each(this.controls, $.proxy(function (i, o) {
if (o.lander) {
o.visible = false;
}
}, this));
this.curscore = curscore;
var txt = this.curscore + '分';
var t = {};
var tobj = $.grep(this.res.images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tobj);//复制对象
if (this.curscore == 4) {
txt = '不抢';
}
t.text = txt;
t.x = postion[2].x;
t.y = postion[2].y;
t.visible = true;
this.controls.push(t);
this.isgetlander[2] = curscore == 4 ? -1 : curscore;
if (this.curscore == 3 || (this.isgetlander[1] && this.isgetlander[3] && this.curscore != 4)) {
this.lander = 2;
//ddzgame.statics.isgetlander = true;
//ddzgame.statics.dealtime = 0;
var dz = {};
$.extend(dz, tobj);//复制对象
dz.text = '地主';
dz.x = t.x + 50;
dz.y = t.y;
dz.visible = true;
this.controls.push(dz);
//this.drawimage($.proxy(function () { this.play(this.lander, '我是地主'); }, this), false);//电脑抢到地主优先出牌
this.fandipai(this.lander);
return;
}
else {
minscore = this.curscore == 4 ? minscore : this.curscore + 1;
this.curscore = this.curscore == 4 ? 0 : this.curscore;
if (!this.isgetlander[3]) {
ddzgame.statics.dealtime = 0;
this.drawimage($.proxy(function () { this.getlander(3, minscore) }, this), true);
return;
}
else { //已经转了一圈,则比较抢地主的分数大小
var max = 0;
if (this.isgetlander[1] > this.isgetlander[2]) {
max = this.isgetlander[1];
this.lander = 1;
}
else {
max = this.isgetlander[2];
this.lander = 2;
}
if (max < this.isgetlander[3]) {
max = this.isgetlander[3];
this.lander = 3;
}
if (max == 0) {
alert('game over !');
return;
}
var txt = '地主';
var t = {};
var tobj = $.grep(this.res.images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tobj);//复制对象
t.text = txt;
t.x = postion[this.lander].x;
t.y = postion[this.lander].y;
if (this.lander != 2) {
t.x += 30;
}
else {
t.x += 50;
}
t.visible = true;
this.controls.push(t);
//ddzgame.statics.dealtime = 0;
//this.drawimage($.proxy(function () { this.play(this.lander, '抢地主啊'); }, this), false);
this.fandipai(this.lander);
return;
}
}
}
else if (this.isgetlander[2] == -1 || this.isgetlander[2]) {
$.each(this.controls, $.proxy(function (i, o) {
if (o.lander) {
o.visible = false;
}
}, this));
var max = 0;
if (this.isgetlander[1] > this.isgetlander[2]) {
max = this.isgetlander[1];
this.lander = 1;
}
else {
max = this.isgetlander[2];
this.lander = 2;
}
if (max < this.isgetlander[3]) {
max = this.isgetlander[3];
this.lander = 3;
}
if (max == 0) {
alert('game over !');
return;
}
var txt = max + '分';
var t = {};
var tobj = $.grep(this.res.images, function (o, i) { return o.type == 66; })[0];
$.extend(t, tobj);//复制对象
if (this.curscore == 4) {
txt = '不抢';
}
t.text = txt;
t.x = postion[this.lander].x;
t.y = postion[this.lander].y;
t.visible = true;
this.controls.push(t);
//ddzgame.statics.dealtime = 0;
//this.drawimage($.proxy(function () { this.play(this.lander, '抢地主啊'); }, this), false);
this.fandipai(this.lander);
return;
}
//if (ddzgame.statics.isgetlander) {
// return;
//}
//ddzgame.statics.isgetlander = true;//是否在抢地主
console.log('我抢地主');
var btnobj = $.grep(this.res.images, $.proxy(function (o, i) {
return o.type == 63;
}, this))[0];
if (!this.curscore) {
this.curscore = 0;
}
var txtx = 0;
for (var i = 1; i <= 3; i++) {
if (i > this.curscore) {
var btn = {};
$.extend(btn, btnobj);
btn.text = i + '分';
btn.x = this.mybtnpostion.x;
btn.y = this.mybtnpostion.y;
btn.visible = true;
btn.type = 63;
btn.textx = this.mybtnpostion.x + 30;
btn.texty = 286;
btn.h = 50;
btn.w = 81;
btn.lander = true;
btn.onclick = (function (i, obj) { return function () { obj.getlander(3, i + 1, i); }; })(i, this)
ddzgame.statics.dealtime = 0;
this.controls.push(btn);
this.mybtnpostion.x += btn.w + 10;
}
}
if (ddzgame.statics.dealtime == 0) {
var btn = {};
$.extend(btn, btnobj);
btn.text = '不抢';
btn.x = this.mybtnpostion.x;
btn.y = this.mybtnpostion.y;
btn.visible = true;
btn.type = 63;
btn.textx = this.mybtnpostion.x + 30;
btn.texty = 286;
btn.h = 50;
btn.w = 81;
btn.lander = true;
btn.onclick = $.proxy(function () { this.getlander(3, minscore, 4); }, this);
this.controls.push(btn);
this.drawimage(null, true);
}
},
fandipai: function (lander) {//翻底牌
ddzgame.statics.dealtime = 0;
var p = '';
if (lander == 1) {
p = 'rightpokers';
}
else if (lander == 2) {
p = 'mypokers';
}
else if (lander == 3) {
p = 'leftpokers';
}
/*谁抢到地主,底牌归谁*/
$.each(this.lastpokers, $.proxy(function (i, o) {
var c = {};
$.extend(c, o);
c.x = null;
c.y = null;
this[p].push(c);
test = c.path;
}, this));
if (lander == 2) {
this.mypokers.sort(function (a, b) {
a.x = null;
a.y = null;
b.x = null;
b.y = null;
if (a.type != b.type)
return b.type - a.type;
return b.se - a.se;
});
this.mypannel = { x: 198, y: 330 };
ddzgame.statics['mypannel'] = null;
}
this.drawimage($.proxy(function () { this.isstart = true; this.play(lander, '是地主啊'); }, this), false);
},
play: function (lander, msg) {//出牌
//alert('');
}
});
view code
initialize:这个函数是构造函数,初始化一些起始变量。
initevt这个里是初始化canvas事件,canvas点击事件不像svg那样,因为canvas是一帧一帧画上去的,html dom里是看不到里面的每个元素,javascript自然也无法获取到canvas里的某个元素,那canvas元素点击事件是怎么处理的了?
首先定义下canvas这个画布的事件,然后定义获取鼠标的坐标,再算出在canvas相对坐标,因为每个元素也都有自己的坐标和宽高,所以可以根据这个坐标判断这个坐标是否在某个元素内。
oncontrolclick:这个函数是根据上面算出的坐标,判断此坐标在哪个元素内,如果在元素内,并且定义了onclick函数(注:此处并不是真正的元素事件,只是对象的一个函数属性),然后调用onclick函数,执行相应的代码。
loadimages:这个是加载所有图片,图片加载完成之后,就开始在canvas上画初始的元素。
init:这个函数就是调用loadimages函数,然后所有图片加载完毕之后,调用回调函数,在canvas上画初始的元素
dealing :这个是发牌,每方的牌都是随机的,if(ddzgame.statics.dealednums >= 51)发了51张牌之后,就剩3张底牌,然后再把这51张牌和3张底牌画在canvas上
getlander :这个是抢地主,谁先抢地主是随机的,如果是先随机到电脑抢地主,那抢地主的分数也是随机的。
以上就是html5斗地主棋牌架设canvas实现斗地主游戏代码解析的详细内容。