我已经将程序中的一个错误缩小到以下内容。
只要maxlayout等于1,以下循环就可以工作,但如果它等于2,从而使循环运行两次,则原始值将被擦除。
因此,如果循环运行一次,那么mainArray.tilef0将等于tile.empty但如果tan两次,则mainArray.tilef0将未定义,mainArray.tilef1将等于tile.empty
其他特性(如地形和实体(也是如此。
for (var k = 0; k < maxlayout; k++){
mainArray[i][j] = {
['tilef' + k]: tile.empty,
['terrainf' + k]: "empty",
['solidf' + k]: "false",
};
Barmar和Henery回答了我的问题,但我想我会在下面添加整个代码。这样他们或其他人就可以看到它是如何帮助我和/或帮助我或其他人,看看是否有更好的方法,比如在我需要帮助的点之前初始化数组。
下面是他们帮助我的代码的功能版本。
如果它很乱,我很抱歉,我很难保持代码的整洁,也不知道所有标准的做事方式。但我添加了很多评论。
function gameloop() { // Entire Game contained withing function
var mainArray = []; // most game data will be held withing the array
var mapSizeX = 32; // sets the height of the rendered map and corresponding array coordinates
var mapSizeY = 128; // sets the width
var idPos = {x: 16, y: 64}; // currently used to set player location and check for collisions
var rendFlr = 0; // sets which floor to render
var maxlayout = 3;
var tile = { // lists charcters used for rendered tiles and objects
player: "☺",
empty: ".",
wall: "#",
oak: "♠",
maple: "♣",
grass: "‚",
tallgrass: "„"
};
function initMap(mapSizeX, mapSizeY) { // expands and populates the array
for (var i = 0; i < mapSizeX; i++) {
mainArray.push([]) // I belive this is only expaning it 2 dimesionaly and matching the height
for (var j = 0; j < mapSizeY; j++) {
for (var k = 0; k < maxlayout; k++){
const obj = mainArray[i][j] || {}; // creates on object to alter and add back into the main array
obj['tilef' + k] = tile.empty;
obj['terrainf' + k] = "empty";
obj['solidf' + k] = "false";
mainArray[i][j] = obj;
if(k > 0){
if (j == 0 || // wraps the underground floor 1 in walls
j == mapSizeY - 1 ||
i == 0 ||
i == mapSizeX - 1) {
mainArray[i][j]['tilef' + k] = tile.wall;
mainArray[i][j]['terrainf' + k] = "wall";
mainArray[i][j]['solidf' + k] = "Wall";
}
}
}
//else{ // un need as the above for j is already creating empties
//mainArray[i][j].terrain = "empty";
//mainArray[i][j].solid = "false";
//}
}
}
}
function getRndInteger(min, max) { // returns random number from min to max number appears to not function predictably if min and max are the same number
return Math.floor(Math.random() * (max - min + 1) ) + min;
}
function randAdd(odds,feature,solid) { // A chance to add named feature and solid type or message if the "odds" or max number provided is rolled.
for (var i = 0; i < mapSizeX; i++) {
for (var j = 0; j < mapSizeY; j++) {
if (mainArray[i][j].terrainf0 === "empty") {
roll = getRndInteger(1,odds);
if(roll === odds){
mainArray[i][j].terrainf0 = feature;
mainArray[i][j].tilef0 = tile[feature];
mainArray[i][j].solidf0 = solid;
}
}
}
}
}
function randAdd1(odds,feature,solid) { // Same as above function but for floor 1 and should eventually be merged into a single function
for (var i = 0; i < mapSizeX; i++) {
for (var j = 0; j < mapSizeY; j++) {
if (mainArray[i][j].terrainf0 === "empty") {
roll = getRndInteger(1,odds);
if(roll === odds){
mainArray[i][j].terrainf1 = feature;
mainArray[i][j].tilef1 = tile[feature];
mainArray[i][j].solidf1 = solid;
}
}
}
}
}
function genMaps(){
randAdd(200,"wall","solid rock");
randAdd(100,"oak","a tree");
randAdd(100,"maple","a tree");
randAdd(2,"grass","False");
randAdd(2,"tallgrass","False");
randAdd1(1,"wall","solid rock");
}
function nl() { // Creates a new line in the rendered text
GameScreen.innerText += "n";
}
function render(flr) { // displays the array tiles to the browser
GameScreen.innerText = mainArray.map(arr => arr.map(cell => cell['tilef' + flr]).join("")).join("n");
nl();
nl();
}
function reposition(xChange, yChange, strA) { // checks if target position is not blocked and if not moves the player
if (mainArray[idPos.x + xChange][idPos.y + yChange].solidf0 === "false" ||
mainArray[idPos.x + xChange][idPos.y + yChange].solidf0 === "False" ||
mainArray[idPos.x + xChange][idPos.y + yChange].solidf0 === "") {
mainArray[idPos.x][idPos.y].tilef0 = tile[mainArray[idPos.x][idPos.y].terrainf0];
idPos.x = idPos.x + xChange;
idPos.y = idPos.y + yChange;
mainArray[idPos.x][idPos.y].tilef0 = tile.player;
GameLog.innerText = "You take a step to the " + strA
}
else {
GameLog.innerText = "You can not enter " + mainArray[idPos.x + xChange][idPos.y + yChange].solidf0;
}
mainArray[idPos.x][idPos.y].terrainf0 != "empty" ?
GameLog.innerText += "n There is " + mainArray[idPos.x][idPos.y].terrainf0 + " in this spot" :
GameLog.innerText += "n There is nothing in this spot";
render(rendFlr);
}
//Startup
initMap(32, 128);
genMaps();
mainArray[idPos.x][idPos.y].tilef0 = tile.player;
//First Render
render(rendFlr);
document.addEventListener('keydown', function(event) {
if (event.keyCode === 38) {
reposition(-1, 0, "North");
}
if (event.keyCode === 40) {
reposition(1, 0, "South");
}
if (event.keyCode === 37) {
reposition(0, -1, "West");
}
if (event.keyCode === 39) {
reposition(0, 1, "East");
}
if (event.keyCode === 190) {
if(rendFlr < maxlayout) {rendFlr++}
render(rendFlr);
} if (event.keyCode === 188) {
if(rendFlr > 0) {rendFlr--}
render(rendFlr);
}
//alert(event.keyCode);
});
}
gameloop();
.info {
color: #7d7d7d;
font-family: Lucida Console;
}
.info span {
color: #ABABAB;
font-family: Lucida Console;
font-size: 0.5em;
}
#GameScreen{
color: #000000;
font-family: Lucida Console;
font-weight: italic;
margin-left: auto;
margin-right: auto;
}
#GameLog {
color: #000000;
font-family: Lucida Console;
}
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="styles.css">
<meta charset="utf-8">
<title>Dungeon Valley</title>
</head>
<body>
<br>
<p class="info">Dungeon Valley.<br>
<span class="">
Taming the Borderlands.<br> v0.008 By heromedel.
</span>
</p>
<section id="GameScreen"></section>
<section id="GameLog">Arrow Keys to move.<br></section>
<script src="main.js"></script>
</body>
</html>
如果你想测试它,我建议你运行这个片段,然后点击全屏要移动的箭头键,和。将更改正在渲染的地板。
Barmar的回答确定了问题,但如果未初始化mainArray[i][j],则很可能会遇到undefined
错误。这样的东西:
for (var k = 0; k < maxlayout; k++){
const obj = mainArray[i][j] || {};
obj['tilef' + k] = tile.empty;
obj['terrainf' + k] = "empty";
obj['solidf' + k] = "false";
mainArray[i][j] = obj;
}
您正在替换数组元素,而不是向其添加新属性。
for (var k = 0; k < maxlayout; k++){
mainArray[i][j]['tilef' + k] = tile.empty;
mainArray[i][j]['terrainf' + k] = "empty";
mainArray[i][j]['solidf' + k] = "false";
};