我正在创建一个简单的井字游戏,我有一个触发代码中的许多函数的事件处理程序。问题是,当游戏结束时,我想禁用那个事件处理程序,这样游戏就可以结束,用户就不能与它交互了。我已经研究过了,unbind/bind, on/off/prop/attr null不起作用。是否有其他方法在满足条件时禁用此事件处理程序?我想禁用。one('click')处理程序,而不是开始的父处理程序。
//Creates the variables needed to be manipulated later
$(document).ready(function () {
var X = 'X';
var O = 'O';
var currentPlayer;
var turnCount = 0;
var xMoves = [];
var oMoves = [];
var cellTracker;
var winAlert;
var winConditions = [
['c1', 'c2', 'c3'],
['c4', 'c5', 'c6'],
['c7', 'c8', 'c9'],
['c1', 'c4', 'c7'],
['c2', 'c5', 'c8'],
['c3', 'c6', 'c9'],
['c1', 'c5', 'c9'],
['c3', 'c5', 'c7']
];
/*Set's the current player to X if turnCount is odd
And to O if turnCount is even*/
var setCurrentPlayer = function () {
if (turnCount % 2 === 0) {
currentPlayer = O;
} else {
currentPlayer = X;
}
};
//Pushes cellTracker's value to the curent player's move variable
var storeMoves = function () {
if (currentPlayer === X) {
xMoves.push(cellTracker);
} else if (currentPlayer === O) {
oMoves.push(cellTracker);
}
};
//Compares players moves with the winConditions to determine a winner
var determineWin = function (pMoves) {
for (var i = 0; i < winConditions.length; i++) {
if (winConditions[i].length > pMoves.length) {
continue;
}
for (var j = 0; j < winConditions[i].length; j++) {
winAlert = false;
for (var k = 0; k < pMoves.length; k++) {
if (pMoves[k] === winConditions[i][j]) {
winAlert = true;
break;
}
}
if (!winAlert) break;
}
if (winAlert) {
alert(currentPlayer + " wins!");
break;
}
}
};
/*Place's an X or an O when a cell is clicked depending
on the current player, and updates the turnCount*/
$('td').one('click', function () {
turnCount += 1;
setCurrentPlayer();
$(this).text(currentPlayer);
cellTracker = $(this).attr('id');
storeMoves();
determineWin(currentPlayer == 'X' ? xMoves : oMoves);
if (turnCount === 9 && winAlert === false) {
alert("Tie game!");
}
console.log(turnCount, xMoves, oMoves, winAlert);
});
});
尝试将其定义为函数:
var handler = function () {
turnCount += 1;
setCurrentPlayer();
$(this).text(currentPlayer);
cellTracker = $(this).attr('id');
storeMoves();
determineWin(currentPlayer == 'X' ? xMoves : oMoves);
if (turnCount === 9 && winAlert === false) {
alert("Tie game!");
}
console.log(turnCount, xMoves, oMoves, winAlert);
});
然后附加:
$('td').one('click', handler);
当你想删除它时,你可以输入:
$('td').off('click', handler);
编辑:您需要在删除处理程序变量之前定义它,但这应该是合理的。只要在顶部定义它,并在调用one
之前设置它,它应该可以用于代码的任何其他部分。
$.off
总是有效的:你的用法是错误的。要做你想做的事,你必须在你检测到你想结束游戏的那一刻调用$.off
,而不是在底部编写代码,并期望它在你改变变量值的时候神奇地为你调用。如果你想要这种行为可以去看看Knockout或AngularJS
您是否尝试过禁用发生单击事件的元素?例如,如果您想禁用单击您的td
元素,您可以使用:
$('td').prop("disabled",true);
,当你想重新启用它时,只需使用:
$('td').prop("disabled",false);
prop或attr方法无效。请使用上述方法。
使用。off()和事件名间距
$('td').one('click.mygame', function () {
turnCount += 1;
setCurrentPlayer();
$(this).text(currentPlayer);
cellTracker = $(this).attr('id');
storeMoves();
determineWin(currentPlayer == 'X' ? xMoves : oMoves);
if (turnCount === 9 && winAlert === false) {
alert("Tie game!");
}
if(condition){ //like ( winAlert === true || turnCount === 9)
$('td').off('click.mygame')
}
console.log(turnCount, xMoves, oMoves, winAlert);
});
演示:小提琴