feat: 在线双人五子棋(Socket.IO + Vue3 + Canvas)

- 服务端权威状态机:落子校验、四方向五连判胜、悔棋请求、认输、离线判负、交换黑白再来一局
- 断线重连:resumeToken 凭证 + localStorage,刷新/锁屏自动回到原座位
- 移动端 Canvas 棋盘:DPR 适配、触摸容差吸附、最后一手标记、胜利连子高亮
- Docker 多阶段构建,非 root + 只读根文件系统
- k8s 清单:单副本 Recreate(内存态房态)、Ingress WebSocket 超时与粘性会话注释
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2026-09-10 18:17:10 +08:00
commit 59bfc98afa
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<!doctype html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8" />
<meta
name="viewport"
content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover"
/>
<meta name="theme-color" content="#1f2937" />
<meta name="mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<title>五子棋</title>
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>
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<script setup lang="ts">
import { computed, onBeforeUnmount, onMounted, ref } from 'vue'
import { io } from 'socket.io-client'
import type { Socket } from 'socket.io-client'
import Board from './components/Board.vue'
import {
EV,
OFFLINE_CLAIM_MS,
type ActionAck,
type CreateAck,
type EndReason,
type JoinAck,
type NoticePayload,
type Player,
type RoomState,
} from '../../shared/protocol'
/* ------------------------------------------------------------------ */
/* 本地会话:房间号 + 重连凭证,用于刷新/掉线后自动回到原座位 */
/* ------------------------------------------------------------------ */
const SESSION_KEY = 'wuziqi.session'
interface Session {
roomId: string
resumeToken: string
}
function loadSession(): Session | null {
try {
const raw = localStorage.getItem(SESSION_KEY)
return raw ? (JSON.parse(raw) as Session) : null
} catch {
return null
}
}
function saveSession(s: Session): void {
try {
localStorage.setItem(SESSION_KEY, JSON.stringify(s))
} catch {
/* 隐私模式下 localStorage 不可写,忽略即可 */
}
}
function clearSession(): void {
try {
localStorage.removeItem(SESSION_KEY)
} catch {
/* 同上 */
}
}
const initialRoomId = (new URLSearchParams(location.search).get('r') ?? '').trim().toUpperCase()
/* ------------------------------------------------------------------ */
/* 状态 */
/* ------------------------------------------------------------------ */
let socket: Socket | null = null
const connected = ref(false)
const phase = ref<'connecting' | 'lobby' | 'room'>('connecting')
const state = ref<RoomState | null>(null)
const joinCode = ref(initialRoomId)
const busy = ref(false)
const resultDismissed = ref(false)
/** 悔棋等待弹窗是否被手动收起(对方未响应前允许先看棋盘) */
const undoWaitDismissed = ref(false)
const toast = ref<{ text: string; error: boolean } | null>(null)
let toastTimer: number | undefined
/** 只有拿到服务端状态才认为真正进入了房间 */
const view = computed<'lobby' | 'loading' | 'room'>(() => {
if (state.value) return 'room'
return phase.value === 'lobby' ? 'lobby' : 'loading'
})
function showToast(text: string, error = false): void {
toast.value = { text, error }
if (toastTimer) window.clearTimeout(toastTimer)
toastTimer = window.setTimeout(() => (toast.value = null), 2600)
}
/* ------------------------------------------------------------------ */
/* 连接与房间进入 */
/* ------------------------------------------------------------------ */
function doJoin(payload: { roomId: string; resumeToken?: string }, notifyOnFail: boolean): void {
const s = socket
if (!s) return
if (phase.value !== 'room') phase.value = 'connecting'
s.emit(EV.join, payload, (res: JoinAck | ActionAck) => {
busy.value = false
if (res.ok) {
const ok = res as JoinAck
saveSession({ roomId: ok.roomId, resumeToken: ok.resumeToken })
state.value = ok.state
joinCode.value = ok.roomId
phase.value = 'room'
// 进入房间后清掉 URL 上的房间码,刷新时走凭证分支而不是"新加入"
if (initialRoomId) history.replaceState(null, '', location.pathname)
return
}
// 房间已失效:清掉本地凭证回到大厅
clearSession()
state.value = null
phase.value = 'lobby'
if (notifyOnFail) showToast((res as { error: string }).error, true)
})
}
function onConnect(): void {
connected.value = true
const saved = loadSession()
// 主动点开的邀请链接优先于本地旧会话:
// 否则手机上残留的上一局凭证会"劫持"这次进入,把人留在自己的旧房间里空等。
if (initialRoomId && saved?.roomId !== initialRoomId) {
doJoin({ roomId: initialRoomId }, true)
return
}
if (saved) {
// 同一房间:用凭证找回原座位
doJoin({ roomId: saved.roomId, resumeToken: saved.resumeToken }, false)
return
}
phase.value = 'lobby'
}
onMounted(() => {
const s = io({
// 优先 WebSocket;失败时回退长轮询(副本数为 1,不存在粘性会话问题)
transports: ['websocket', 'polling'],
reconnectionDelay: 400,
reconnectionDelayMax: 4000,
})
socket = s
// 首次连接与断线重连都会触发,重连时自动用凭证复位座位
s.on('connect', onConnect)
s.on('disconnect', () => {
connected.value = false
})
s.on(EV.state, (incoming: RoomState) => {
state.value = incoming
phase.value = 'room'
if (incoming.status === 'playing') resultDismissed.value = false
// 悔棋请求已结束(同意/拒绝/超时/落子取消)时重置弹窗状态
if (incoming.undoRequestedBy === null) undoWaitDismissed.value = false
})
s.on(EV.notice, (p: NoticePayload) => showToast(p.message, p.level === 'error'))
if (s.connected) onConnect()
})
onBeforeUnmount(() => {
socket?.disconnect()
socket = null
if (toastTimer) window.clearTimeout(toastTimer)
})
/* ------------------------------------------------------------------ */
/* 动作 */
/* ------------------------------------------------------------------ */
function act(ev: string, payload: Record<string, unknown> = {}): void {
const s = socket
if (!s) return
if (!s.connected) {
showToast('连接已断开,正在重连…', true)
return
}
s.emit(ev, payload, (res: ActionAck) => {
if (res && !res.ok) showToast(res.error ?? '操作失败', true)
})
}
function createRoom(): void {
const s = socket
if (!s || !s.connected) {
showToast('连接中,请稍候', true)
return
}
busy.value = true
// 统一约定:载荷在前、回调在后,服务端只从最后一个参数取 ack
s.emit(EV.create, {}, (res: CreateAck | ActionAck) => {
busy.value = false
if (!res.ok) {
showToast((res as { error: string }).error, true)
return
}
const ok = res as CreateAck
saveSession({ roomId: ok.roomId, resumeToken: ok.resumeToken })
joinCode.value = ok.roomId
phase.value = 'room'
// 随后服务端会推送 EV.state 填充棋局
})
}
function joinRoom(): void {
const code = joinCode.value.trim().toUpperCase()
if (code.length !== 6) {
showToast('请输入 6 位房间码', true)
return
}
busy.value = true
doJoin({ roomId: code }, true)
}
const place = (x: number, y: number): void => act(EV.move, { x, y })
const requestUndo = (): void => act(EV.undoRequest)
const resign = (): void => act(EV.resign)
const claimOffline = (): void => act(EV.claimOffline)
const restart = (swap: boolean): void => act(EV.restart, { swap })
const respondUndo = (accept: boolean): void => act(EV.undoRespond, { accept })
/** 退出到大厅并断开本地凭证(房间在服务端会被自动回收) */
function leaveRoom(): void {
clearSession()
state.value = null
phase.value = 'lobby'
joinCode.value = ''
history.replaceState(null, '', location.pathname)
}
/* ------------------------------------------------------------------ */
/* 派生状态 */
/* ------------------------------------------------------------------ */
const mySeat = computed<Player | null>(() => state.value?.seat ?? null)
const myColorText = computed(() => (mySeat.value === 1 ? '黑棋' : mySeat.value === 2 ? '白棋' : ''))
const opponentSeat = computed<Player | null>(() => {
if (mySeat.value === 1) return 2
if (mySeat.value === 2) return 1
return null
})
const opponentJoined = computed(() => {
const s = state.value
if (!s || opponentSeat.value === null) return false
return opponentSeat.value === 1 ? s.black.joined : s.white.joined
})
const opponentOnline = computed(() => {
const s = state.value
if (!s || opponentSeat.value === null) return false
return opponentSeat.value === 1 ? s.black.online : s.white.online
})
const canPlace = computed(() => {
const s = state.value
return !!s && s.status === 'playing' && s.turn === s.seat && connected.value
})
const canRequestUndo = computed(() => {
const s = state.value
return !!s && s.status === 'playing' && s.undoRequestedBy === null && s.moveCount > 0
})
const incomingUndo = computed(() => {
const s = state.value
return !!s && s.undoRequestedBy !== null && s.undoRequestedBy !== s.seat
})
const outgoingUndo = computed(() => {
const s = state.value
return !!s && s.undoRequestedBy !== null && s.undoRequestedBy === s.seat
})
const showOutgoingUndo = computed(() => outgoingUndo.value && !undoWaitDismissed.value)
const canClaimOffline = computed(() => {
const s = state.value
return !!s && s.status === 'playing' && opponentJoined.value && !opponentOnline.value
})
const statusText = computed(() => {
const s = state.value
if (!s) return ''
if (!connected.value) return '网络已断开,正在重连…'
if (s.status === 'waiting') return opponentJoined.value ? '准备开始' : '等待对手进入房间'
if (s.status === 'over') return result.value?.title ?? '本局结束'
if (opponentJoined.value && !opponentOnline.value) return '对手掉线了,等待重连…'
return canPlace.value ? '轮到你落子' : '等待对手落子'
})
const END_REASON_TEXT: Record<EndReason, string> = {
five: '五子连珠',
draw: '棋盘已满',
resign: '对方认输',
offline: '对手离线判负',
}
const result = computed<{ title: string; sub: string } | null>(() => {
const s = state.value
if (!s || s.status !== 'over' || s.winner === null || s.seat === null) return null
if (s.winner === 0) return { title: '平局', sub: END_REASON_TEXT.draw }
const won = s.winner === s.seat
return {
title: won ? '你赢了' : '你输了',
sub: s.endReason ? END_REASON_TEXT[s.endReason] : '',
}
})
const showResultDialog = computed(() => result.value !== null && !resultDismissed.value)
const shareLink = computed(() =>
state.value ? `${location.origin}${location.pathname}?r=${state.value.roomId}` : '',
)
async function copyShareLink(): Promise<void> {
const link = shareLink.value
if (!link) return
try {
await navigator.clipboard.writeText(link)
showToast('邀请链接已复制,发给朋友即可')
return
} catch {
/* 降级到 execCommand */
}
const ta = document.createElement('textarea')
ta.value = link
ta.style.position = 'fixed'
ta.style.opacity = '0'
document.body.appendChild(ta)
ta.select()
try {
document.execCommand('copy')
showToast('邀请链接已复制,发给朋友即可')
} catch {
showToast(`复制失败,请手动告知房间码 ${state.value?.roomId ?? ''}`, true)
}
document.body.removeChild(ta)
}
</script>
<template>
<div class="app">
<div v-if="toast" class="toast" :class="{ error: toast.error }">{{ toast.text }}</div>
<!-- 大厅 -->
<section v-if="view === 'lobby'" class="screen lobby">
<h1>五子棋</h1>
<p class="muted tip">两人对弈 · 手机浏览器直接玩</p>
<button class="primary big" :disabled="busy || !connected" @click="createRoom">
创建房间
</button>
<div class="sep"><span></span></div>
<div class="join-row">
<input
v-model="joinCode"
class="mono"
type="text"
inputmode="text"
autocapitalize="characters"
autocomplete="off"
spellcheck="false"
maxlength="6"
placeholder="输入 6 位房间码"
@keyup.enter="joinRoom"
/>
<button :disabled="busy || !connected" @click="joinRoom">加入</button>
</div>
<p v-if="!connected" class="muted tip">正在连接服务器</p>
</section>
<!-- 连接中 -->
<section v-else-if="view === 'loading'" class="screen loading">
<p class="muted">正在进入对局</p>
</section>
<!-- 对局 -->
<section v-else class="screen room">
<header class="topbar">
<div class="room-id">
<span class="muted">房间</span>
<b class="mono">{{ state!.roomId }}</b>
</div>
<div class="who">
<span class="chip">你执{{ myColorText }}</span>
<span
class="dot"
:class="{ off: !opponentOnline, wait: !opponentJoined }"
:title="opponentJoined ? (opponentOnline ? '对手在线' : '对手掉线') : '等待对手'"
/>
</div>
<button class="ghost small" @click="copyShareLink">复制邀请链接</button>
</header>
<p class="status" :class="{ mine: canPlace }">{{ statusText }}</p>
<Board
:board="state!.board"
:last-move="state!.lastMove"
:win-line="state!.winLine"
:seat="state!.seat"
:my-turn="canPlace"
@place="place"
/>
<footer class="actions">
<template v-if="state!.status === 'over'">
<button class="primary" @click="restart(false)">再来一局</button>
<button @click="restart(true)">交换黑白再来一局</button>
</template>
<template v-else-if="!opponentJoined">
<button class="primary" @click="copyShareLink">邀请朋友加入</button>
<button class="ghost" @click="leaveRoom">返回</button>
</template>
<template v-else>
<button :disabled="!canRequestUndo" @click="requestUndo">悔棋</button>
<button
v-if="canClaimOffline"
class="danger"
:title="`对手掉线满 ${Math.round(OFFLINE_CLAIM_MS / 1000)} 秒后可判负`"
@click="claimOffline"
>
判对方负
</button>
<button class="danger" :disabled="state!.status !== 'playing'" @click="resign">认输</button>
</template>
</footer>
</section>
<!-- 对手请求悔棋 -->
<div v-if="incomingUndo" class="mask">
<div class="dialog">
<h2>对方想悔棋</h2>
<p>同意后将撤回一手或两手并轮到对方落子</p>
<div class="actions">
<button @click="respondUndo(false)">拒绝</button>
<button class="primary" @click="respondUndo(true)">同意</button>
</div>
</div>
</div>
<!-- 我方悔棋等待中 -->
<div v-else-if="showOutgoingUndo" class="mask">
<div class="dialog">
<h2>悔棋请求已发送</h2>
<p>等待对方响应60 秒内未处理将自动失效</p>
<div class="actions">
<button @click="undoWaitDismissed = true">先看棋盘</button>
</div>
</div>
</div>
<!-- 终局 -->
<div v-else-if="showResultDialog" class="mask">
<div class="dialog">
<h2>{{ result!.title }}</h2>
<p>{{ result!.sub }}</p>
<div class="actions">
<button @click="resultDismissed = true">看棋盘</button>
<button class="primary" @click="restart(false)">再来一局</button>
</div>
<div class="actions second">
<button class="ghost" @click="restart(true)">交换黑白再来一局</button>
</div>
</div>
</div>
</div>
</template>
<style scoped>
.app {
flex: 1;
display: flex;
flex-direction: column;
min-height: 0;
}
.screen {
flex: 1;
display: flex;
flex-direction: column;
min-height: 0;
}
/* ---------------- 大厅 ---------------- */
.lobby {
justify-content: center;
align-items: center;
gap: 14px;
padding: 24px;
text-align: center;
}
.lobby h1 {
margin: 0;
font-size: 30px;
letter-spacing: 0.1em;
}
.tip {
margin: 0;
font-size: 14px;
}
.big {
width: 100%;
max-width: 320px;
padding: 16px;
font-size: 17px;
}
.sep {
display: flex;
align-items: center;
gap: 12px;
width: 100%;
max-width: 320px;
color: var(--muted);
font-size: 13px;
}
.sep::before,
.sep::after {
content: '';
flex: 1;
height: 1px;
background: var(--line);
}
.join-row {
display: flex;
gap: 8px;
width: 100%;
max-width: 320px;
}
.join-row input {
text-transform: uppercase;
font-size: 17px;
text-align: center;
}
.join-row button {
flex: 0 0 auto;
padding: 12px 20px;
}
.loading {
justify-content: center;
align-items: center;
}
/* ---------------- 对局 ---------------- */
.room {
padding: 10px 12px 12px;
gap: 8px;
}
.topbar {
display: flex;
align-items: center;
gap: 10px;
font-size: 14px;
}
.room-id {
display: flex;
align-items: baseline;
gap: 6px;
}
.room-id b {
font-size: 16px;
}
.who {
display: flex;
align-items: center;
gap: 8px;
margin-left: auto;
}
.chip {
padding: 3px 9px;
border-radius: 999px;
background: var(--panel-2);
font-size: 12px;
}
.dot {
width: 9px;
height: 9px;
border-radius: 50%;
background: var(--accent);
}
.dot.off {
background: var(--danger);
}
.dot.wait {
background: var(--warn);
}
.small {
padding: 8px 12px;
font-size: 13px;
}
.status {
margin: 0;
text-align: center;
font-size: 15px;
color: var(--muted);
min-height: 22px;
}
.status.mine {
color: var(--accent);
font-weight: 600;
}
.actions {
display: flex;
gap: 10px;
padding-top: 4px;
}
.actions button {
flex: 1;
}
.dialog .actions.second {
margin-top: 10px;
}
.dialog .actions.second button {
font-size: 13px;
padding: 10px;
}
</style>
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<script setup lang="ts">
import { onBeforeUnmount, onMounted, ref, watch } from 'vue'
import { BOARD_SIZE, type Cell, type Player } from '../../../shared/protocol'
const props = defineProps<{
board: Cell[]
lastMove: number | null
winLine: number[] | null
/** 自己执子颜色,null = 未入座(不可落子) */
seat: Player | null
/** 轮到自己时为 true */
myTurn: boolean
}>()
const emit = defineEmits<{ (e: 'place', x: number, y: number): void }>()
const host = ref<HTMLDivElement | null>(null)
const canvas = ref<HTMLCanvasElement | null>(null)
/** 逻辑像素边长、格宽、边距(= 半个格宽,使最外线到边缘留白对称) */
let size = 0
let cell = 0
let pad = 0
const STAR_POINTS: Array<[number, number]> = [
[3, 3],
[11, 3],
[3, 11],
[11, 11],
[7, 7],
]
const COLORS = {
boardTop: '#e8c088',
boardBottom: '#d9a866',
grid: 'rgba(60, 35, 10, 0.75)',
border: 'rgba(50, 28, 6, 0.95)',
}
function ctx2d(): CanvasRenderingContext2D | null {
return canvas.value?.getContext('2d') ?? null
}
/** 按容器尺寸与 DPR 重建画布,再整体重绘 */
function layout(): void {
const el = host.value
const c = canvas.value
if (!el || !c) return
// 棋盘为正方形:宽度受限,且给底部操作区留出空间
const availW = el.clientWidth || window.innerWidth - 32
const availH = window.innerHeight * 0.6
size = Math.floor(Math.min(availW, availH))
cell = size / BOARD_SIZE
pad = cell / 2
const dpr = window.devicePixelRatio || 1
c.width = Math.round(size * dpr)
c.height = Math.round(size * dpr)
c.style.width = `${size}px`
c.style.height = `${size}px`
const g = ctx2d()
if (!g) return
g.setTransform(dpr, 0, 0, dpr, 0, 0)
draw()
}
function draw(): void {
const g = ctx2d()
if (!g || size === 0) return
g.clearRect(0, 0, size, size)
// 木纹底色
const bg = g.createLinearGradient(0, 0, size, size)
bg.addColorStop(0, COLORS.boardTop)
bg.addColorStop(1, COLORS.boardBottom)
g.fillStyle = bg
g.fillRect(0, 0, size, size)
// 网格
g.strokeStyle = COLORS.grid
g.lineWidth = Math.max(1, cell * 0.02)
g.beginPath()
for (let i = 0; i < BOARD_SIZE; i++) {
const p = pad + i * cell
g.moveTo(pad, p)
g.lineTo(size - pad, p)
g.moveTo(p, pad)
g.lineTo(p, size - pad)
}
g.stroke()
// 外框加粗
g.strokeStyle = COLORS.border
g.lineWidth = Math.max(1.5, cell * 0.05)
g.strokeRect(pad, pad, size - cell, size - cell)
// 星位
g.fillStyle = COLORS.border
for (const [x, y] of STAR_POINTS) {
g.beginPath()
g.arc(pad + x * cell, pad + y * cell, cell * 0.09, 0, Math.PI * 2)
g.fill()
}
// 棋子
const r = cell * 0.44
for (let i = 0; i < props.board.length; i++) {
const v = props.board[i]
if (v === 0) continue
const x = i % BOARD_SIZE
const y = Math.floor(i / BOARD_SIZE)
drawStone(g, pad + x * cell, pad + y * cell, r, v)
}
// 最后一手标记(与胜利高亮不重复绘制)
if (props.lastMove !== null && !props.winLine) {
const x = props.lastMove % BOARD_SIZE
const y = Math.floor(props.lastMove / BOARD_SIZE)
const v = props.board[props.lastMove]
g.fillStyle = v === 1 ? '#f9fafb' : '#111827'
g.beginPath()
g.arc(pad + x * cell, pad + y * cell, cell * 0.1, 0, Math.PI * 2)
g.fill()
}
// 五连高亮
if (props.winLine?.length) {
g.strokeStyle = '#ef4444'
g.lineWidth = Math.max(2, cell * 0.07)
for (const i of props.winLine) {
const x = i % BOARD_SIZE
const y = Math.floor(i / BOARD_SIZE)
g.beginPath()
g.arc(pad + x * cell, pad + y * cell, r + cell * 0.12, 0, Math.PI * 2)
g.stroke()
}
}
}
function drawStone(g: CanvasRenderingContext2D, cx: number, cy: number, r: number, v: Cell): void {
// 阴影
g.save()
g.shadowColor = 'rgba(0, 0, 0, 0.35)'
g.shadowBlur = r * 0.35
g.shadowOffsetY = r * 0.12
const grad = g.createRadialGradient(cx - r * 0.35, cy - r * 0.35, r * 0.1, cx, cy, r)
if (v === 1) {
grad.addColorStop(0, '#6b7280')
grad.addColorStop(0.5, '#1f2937')
grad.addColorStop(1, '#030712')
} else {
grad.addColorStop(0, '#ffffff')
grad.addColorStop(0.65, '#f3f4f6')
grad.addColorStop(1, '#b9bec7')
}
g.fillStyle = grad
g.beginPath()
g.arc(cx, cy, r, 0, Math.PI * 2)
g.fill()
g.restore()
}
/** 触摸/点击 → 最近的交叉点,带半格容差,避免误落 */
function onPick(ev: PointerEvent): void {
const c = canvas.value
if (!c || props.seat === null || !props.myTurn) return
const rect = c.getBoundingClientRect()
const px = ev.clientX - rect.left
const py = ev.clientY - rect.top
const x = Math.round((px - pad) / cell)
const y = Math.round((py - pad) / cell)
if (x < 0 || x >= BOARD_SIZE || y < 0 || y >= BOARD_SIZE) return
const dx = px - (pad + x * cell)
const dy = py - (pad + y * cell)
if (Math.hypot(dx, dy) > cell * 0.55) return
if (props.board[y * BOARD_SIZE + x] !== 0) return
emit('place', x, y)
}
let ro: ResizeObserver | null = null
onMounted(() => {
layout()
ro = new ResizeObserver(() => layout())
if (host.value) ro.observe(host.value)
window.addEventListener('orientationchange', layout)
})
onBeforeUnmount(() => {
ro?.disconnect()
window.removeEventListener('orientationchange', layout)
})
// 棋盘数据变化即重绘(Canvas 不受 Vue 响应式影响,需手动触发)
watch(() => [props.board, props.lastMove, props.winLine], draw, { deep: true })
</script>
<template>
<div ref="host" class="board-host">
<canvas ref="canvas" class="board-canvas" @pointerdown.prevent="onPick" />
</div>
</template>
<style scoped>
.board-host {
width: 100%;
display: flex;
justify-content: center;
align-items: center;
flex: 1;
min-height: 0;
}
.board-canvas {
border-radius: 8px;
box-shadow: 0 8px 24px rgba(0, 0, 0, 0.45);
/* 交给脚本处理指针事件,禁止浏览器手势介入 */
touch-action: none;
}
</style>
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import { createApp } from 'vue'
import App from './App.vue'
import './style.css'
createApp(App).mount('#app')
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:root {
--bg: #111827;
--panel: #1f2937;
--panel-2: #374151;
--line: #4b5563;
--text: #f9fafb;
--muted: #9ca3af;
--accent: #22c55e;
--accent-dim: #16a34a;
--danger: #ef4444;
--warn: #f59e0b;
color-scheme: dark;
}
* {
box-sizing: border-box;
}
html,
body {
margin: 0;
padding: 0;
height: 100%;
background: var(--bg);
color: var(--text);
font-family: -apple-system, BlinkMacSystemFont, 'PingFang SC', 'Microsoft YaHei', 'Helvetica Neue',
Arial, sans-serif;
-webkit-font-smoothing: antialiased;
/* 禁止双击缩放与滚动回弹,避免落子时页面抖动 */
touch-action: manipulation;
overscroll-behavior: none;
-webkit-text-size-adjust: 100%;
}
#app {
min-height: 100%;
display: flex;
flex-direction: column;
padding: env(safe-area-inset-top) env(safe-area-inset-right) env(safe-area-inset-bottom)
env(safe-area-inset-left);
}
button {
font: inherit;
color: inherit;
border: none;
border-radius: 10px;
padding: 12px 16px;
background: var(--panel-2);
cursor: pointer;
transition: opacity 0.15s, background 0.15s;
-webkit-tap-highlight-color: transparent;
}
button:active:not(:disabled) {
opacity: 0.75;
}
button:disabled {
opacity: 0.4;
cursor: not-allowed;
}
button.primary {
background: var(--accent);
color: #06210f;
font-weight: 600;
}
button.primary:active:not(:disabled) {
background: var(--accent-dim);
}
button.danger {
background: transparent;
border: 1px solid var(--danger);
color: var(--danger);
}
button.ghost {
background: transparent;
border: 1px solid var(--line);
color: var(--muted);
}
input {
font: inherit;
color: inherit;
background: var(--bg);
border: 1px solid var(--line);
border-radius: 10px;
padding: 12px 14px;
width: 100%;
outline: none;
}
input:focus {
border-color: var(--accent);
}
.muted {
color: var(--muted);
}
.mono {
font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
letter-spacing: 0.15em;
}
/* 顶部提示条 */
.toast {
position: fixed;
left: 50%;
top: 12px;
transform: translateX(-50%);
max-width: min(90vw, 420px);
padding: 10px 16px;
border-radius: 10px;
background: rgba(31, 41, 55, 0.96);
border: 1px solid var(--line);
font-size: 14px;
z-index: 100;
text-align: center;
}
.toast.error {
border-color: var(--danger);
color: #fecaca;
}
/* 遮罩层:结果 / 悔棋确认 */
.mask {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.65);
display: flex;
align-items: center;
justify-content: center;
padding: 24px;
z-index: 90;
}
.dialog {
width: 100%;
max-width: 320px;
background: var(--panel);
border: 1px solid var(--line);
border-radius: 16px;
padding: 20px;
text-align: center;
}
.dialog h2 {
margin: 0 0 8px;
font-size: 20px;
}
.dialog p {
margin: 0 0 18px;
color: var(--muted);
font-size: 14px;
line-height: 1.5;
}
.dialog .actions {
display: flex;
gap: 10px;
}
.dialog .actions button {
flex: 1;
}