我正在尝试学习JavaScript以及如何使用Discord提供的开发人员API。
我确实相信到目前为止我想要的一切都可以正常工作,除了我想创建一个像数据库的工作原理一样。桌上的每个播放器都有一个唯一的ID密钥。我不确定如果不使用DB。
是否可以使用。[index.js]
/* Discord API Information */
const Discord = require('discord.js');
const token = '';
const Game = require('./game.js');
const client = new Discord.Client();
let playersName = []; // tracks each player that joins
let currPlayers = 0; //tracker for total players online
let INIT_GAME;
let userJoined = false;
let inBattle = false;
client.on('message', (msg) => {
if(msg.content === '!join'){
// Prevents multiple instances of the same person from joining
for(var x = 0; x < playersName.length; x++){
if(playersName[x]===msg.author.username){
return playersName[x];
}
}
currPlayers++;
userJoined = true;
playersName.push(msg.author.username);
//My attempt at having the question im asking
function convertToID(arr, width) {
return arr.reduce(function (rows, key, index) {
return (index % width == 0 ? rows.push([key])
: rows[rows.length-1].push(key)) && rows;
}, []);
}
console.log(convertToID(playersName,1)); /* Tracks players by ID in developer tools */
INIT_GAME = new Game(playersName, client, 'bot-testing', currPlayers);
let myRet = INIT_GAME.startGame();
const embed = new Discord.RichEmbed()
.setTitle("Welcome To Era Online")
.setColor(0xFF0000)
.addField(`${msg.author.username} has Joined`, myRet);
msg.channel.send(embed);
msg.channel.send(`${msg.author} has joined the game.`);
return;
}
if(userJoined == true){
if(msg.content === '!fight' && (!inBattle)){
let grabCurrPlayer = msg.author.username;
msg.channel.send(`${INIT_GAME.initBattle(grabCurrPlayer)}`);
}
else if(msg.content === '!leave'){
let tempLeave = msg.author.username;
for(var y = 0; y < playersName.length; y++){
if(playersName[y] == msg.author.username){
playersName[y] = [`${playersName[y]} was previously ID: ` + [y]];
currPlayers--;
}
}
msg.channel.send([`${tempLeave} has left the server.`]);
userJoined = false;
}
else if(msg.content === '!newgame'){
msg.channel.send(INIT_GAME.newGame());
}
/* Simply checks the bonus damage. command for developer*/
else if(msg.content === '!bonus'){
msg.channel.send(INIT_GAME.bonusAttack());
}
}
/* checks whose currently online. command for developer*/
if(msg.content === '!online'){
msg.channel.send(INIT_GAME.getOnline());
}
});
client.on('ready', () => {
console.log('Bot is now connected');
});
client.login(token);
[game.js]
class Game {
constructor(player, client, channelName='bot-testing', playersOnline){
this.client = client;
this.channelName = channelName;
this.currentPlayer = player;
this.playersOnline = [];
this.hitpoints = 120;
this.damage = '';
this.chance = 3;
this.inBattle = false;
this.online = playersOnline;
this.monster = [{
hp: Math.floor(Math.random() * 200),
temphp: 0,
damage: 10
}];
};
/* main menu information, players online */
startGame(){
for(var x = 0; x < this.currentPlayer.length; x++){
this.playersOnline.push(this.currentPlayer[x]);
if(this.playersOnline[x] === this.currentPlayer[x]){
return [`Players Online: ${this.online}n`];
}
}
}
/* Battle system */
initBattle(currPlayer){
this.inBattle = true;
let npcHP = this.monster[0].hp;
let numberOfAttacks = 0;
let totalDamage=0, totalBonusDamage=0;
while( this.monster[0].hp > 0 ){
let playerDamage = Math.floor(Math.random() * (npcHP / 4));
if(this.bonusAttack() === 2){
console.log(`Bonus Attack: ${this.bonusAttack()}`);
console.log(`Regular damage without bonus attack: ${playerDamage}`);
playerDamage = playerDamage + 2;
}
this.monster[0].hp -= playerDamage;
this.hitpoints -= this.monster[0].damage;
console.log('Monster: ' + this.monster[0].hp);
console.log('Player: ' + this.hitpoints);
console.log(`${currPlayer} has attacked for ${playerDamage}`);
console.log(`NPC health: ${this.monster[0].hp}`);
if(this.hitpoints <= 0){
return [`You lost the battle.`];
}
this.inBattle = false;
numberOfAttacks++;
totalDamage += playerDamage;
totalBonusDamage = playerDamage + this.bonusAttack();
}
if(this.monster[0].hp <= 0 && this.inBattle !== true){
let maxDamage = totalDamage + totalBonusDamage;
return [`${currPlayer} has attacked ${numberOfAttacks} times dealing ${totalDamage} + (${totalBonusDamage}) bonus damage for a total of ${maxDamage} damage. The monster is dead.n
Your Health: ${this.hitpoints}`];
}
else{
this.newGame();
return [`You rejuvenated your hitpoints and are ready for battle. nType !fight again to start a new battle!`];
}
}
/* bonus attack damage [ 1 in 3 chance ] */
bonusAttack(bonusDamage){
let chance = Math.floor(Math.random() * 3);
return chance === 2 ? bonusDamage = 2 : false;
}
/* displays players currently online */
getOnline(){
console.log(this.currentPlayer);
return this.currentPlayer;
}
/* refresh stats */
newGame(){
this.monster[0].hp = Math.floor(Math.random() * 50);
this.hitpoints = 150;
}
}
module.exports = Game;
[我的问题]
这两个文件中唯一真正重要的部分是在index.js中,在谈到玩家何时离开的行中。所以!离开。
我遇到了一个玩家打字的问题!离开,两个人都会离开。那是我用来修复它的解决方案。
我无法让它仅用于键入该命令的人。
示例:
人一种类型!加入
玩家在线= [Playera]
Person B类型!加入
玩家在线= [Playera,PlayerB]
玩家A类型!离开
玩家在线= [[],playerb]
它始终将一个空数组插入现场。所以我所做的就是将用户上一个名称及其数组ID填充。
我想要的是,以便它完全删除了该人的数组并删除了空地。
我也想知道是否有可能每次有人类型!加入!我都可以将它们插入一个具有多维的新数组中,并为每个播放器具有ID,以便当我输入时!在线,它将显示
[[[0,playera],[1,playerb]]。就像一个数据库一样,如果需要,我总是可以看到他们的索引。
到目前为止我拥有的东西:https://i.stack.imgur.com/c1ggn.png
它仅在离开后跟踪最后一个索引。如何使其显示在线玩家的当前索引?
使用FindIndex()在数组中找到名称的位置。然后使用splice()方法从数组中删除值。您无需将其用于循环,因为FindIndex会运行类似的循环。
var playerIndex = playersName.findIndex(function(index) {
return index === tempLeave
})
playersName.splice(playerIndex, 1)
阅读了问题的第二部分后,我认为您应该在数组中创建对象。一个例子是:
[
{
playerName: "Foo",
id: indexNumber,
isOnline: true
},
{
playerName: "Bar",
id: indexNumber,
isOnline: true
}
]
当某人加入时,您检查他们的名称是否已分配给对象(您可以在此处再次使用FindIndex)。如果不是,您创建了一个新播放器,否则您将更改iSONLINE属性为true。我确定这是存储用户信息的最佳方法,但它可能对您有用。