每次我运行程序并输入一个堆积和圈数时,我得到一个" TypeError:piles [pileChoice]未定义"错误。我已经尝试过几次调试但是我仍然无法让它正常运行。
var piles = [
{name: 'Pile A', circles: 'ooooo'},
{name: 'Pile B', circles: 'ooooo'},
{name: 'Pile C', circles: 'ooooo'}
];
function boardPrint(){
console.log("NIM");
for(var i = 0; i < piles.length; i++) {
console.log(piles[i].name + ": " + piles[i].circles);
}
}
function getUserInput(){
return prompt("Enter the letter for the pile (A-C) and the number of stones you want to remove (1-5). Example: A3").toLowerCase();
}
function userMove(){
var pileIdx = 0;
var valid = false;
var numToRemove = 0;
while(!valid) {
var gameIns = getUserInput(); // This will now get called multiple times until user enters valid input
var pileChoice = gameIns[0]; // This makes 'A' turn into 'a', which makes further logic easier.
// I rebuilt this part of the function to be a bit cleaner and to show you how switch statements could be used
switch(pileChoice){
case 'a':
pileIdx = 0;
valid = true;
break;
case 'b':
pileIdx = 1;
valid = true;
break;
case 'c':
pileIdx = 2;
valid = true;
break;
default:
alert('Error! Invalid input.');
}
numToRemove = Math.min(gameIns[1],piles[pileChoice].circles.length); // This way, they can't select a number that is greater than the number remaining in the pile.
}
piles[pileIdx].circles = piles[pileIdx].circles.slice(numToRemove);
}
function computerMove(move){
// Task 1: pick a pile
var pileIdx = 0;
if(piles[0].circles.length > 0) { // tests for whether there are circles left in pile A
piles[0].circles = piles[0].circles.slice(pileIdx); // do something
} else if(piles[1].circles.length > 0) {
piles[1].circles = piles[1].circles.slice(pileIdx); // do something
} else if(piles[2].circles.length > 0) {
piles[2].circles = piles[2].circles.slice(pileIdx); // do something
}
// Task 2: pick a number to remove from the pile
// Optional: see how many piles are left and base your number to remove on that
//var pilesCount = 0;
// [some logic for counting piles]
// Otherwise, just remove all that are remaining from a pile
//var numToRemove = 0;
if (pilesCount > 1){
// select a number to remove
}
else {
// select another number to remove
}
piles[pileIdx].circles = piles[pileIdx].circles.slice(numToRemove);
}
while(true) {
boardPrint();
userMove();
if (boardEmpty() === true) {
boardPrint();
console.log("You win!");
break;
}
boardPrint();
computerMove();
if (boardEmpty() === true) {
boardPrint();
console.log("Computer wins!");
break;
}
}
function boardEmpty() {
// Check if the board is empty
}
答案 0 :(得分:1)
在userMove
函数中,在while循环结束时,您尝试使用以下行设置numToRemove:
numToRemove = Math.min(gameIns[1],piles[pileChoice].circles.length); // This way, they can't select a number that is greater than the number remaining in the pile.
但是pileschoice要么是'a','b'还是'c',对吧?这就是你在交换机中计算pileIdx的原因。您需要使用它,因为您定义桩的方式不能用'a','b'或'c'索引。
答案 1 :(得分:0)
我认为问题在于:
你有
var piles = [
{name: 'Pile A', circles: 'ooooo'},
{name: 'Pile B', circles: 'ooooo'},
{name: 'Pile C', circles: 'ooooo'}
];
然后再
numToRemove = Math.min(gameIns[1],piles[pileChoice].circles.length);
我认为你的意思是piles[pileIdx]
? pileChoice
将成为一个字母,并且您有一个对象数组,因此您需要使用索引访问正确的对象。
答案 2 :(得分:0)
你试图在gameIns [0]中引用piles[pileChoice]
像piles ['a'],piles ['b']等等,但是piles数组没有以这种方式格式化,因为桩是一个对象数组。
您可以尝试重新考虑您对桩的建模方式,或尝试使用以下方法获取circle.length:
// define pileCircleCount
var pileCircleCount;
// go over your piles array
piles.forEach(function(pile) {
// get the pile name value and retrieve the last char which is A/B/C
// and convert it to lowercase
var pileId = pile.name.substr(pile.name.length - 1).toLowerCase();
// now match it up with the pileChoice, if a match is found get its
// circle length and set it to the pileCircleCount
if(pileId === pileChoice) {
pileCircleCount = pile.circles.length;
}
});
numToRemove = Math.min(gameIns[1], pileCircleCount);