我正在制作一个非常简单的增量游戏,但我无法找到实施升级的好方法。
我想创建一个按钮,使光标循环更快。基本上,每秒为每个光标获得1个硬币。并且升级应该使每个循环花费更少的毫秒。
我尝试使用window.setInterval
执行此操作,但我无法弄清楚如何使其变量,我的方法不起作用。
var coins = 0;
function coinClick(number){
coins = coins + number;
document.getElementById("coins").innerHTML = coins;
}
var cursors = 0;
var cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
var nextCost = Math.floor(10 * Math.pow(1.1,cursors));
var cursorUpgrades = 0;
var cursorUpgradeCost = Math.floor(100 * Math.pow(2,cursorUpgrades));
function buyCursor(){
var cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
if(coins >= cursorCost){
cursors = cursors + 1;
coins = coins - cursorCost;
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
};
var nextCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursorCost').innerHTML = nextCost;
};
function buyCursorUpgrade(){
if(coins >= cursorUpgradeCost){
cursorUpgrades = cursorUpgrades + 1;
coins = coins - cursorUpgradeCost;
document.getElementById('cursorUpgrades').innerHTML = cursorUpgrades;
document.getElementById('coins').innerHTML = coins;
};
var nextUpgradeCost = Math.floor(100 * Math.pow(2,cursorUpgrades));
document.getElementById('cursorUpgradeCost').innerHTML = nextUpgradeCost;
};
window.setInterval(function(){
coinClick(cursors);
}, Math.round(1000 - 100 * cursorUpgrades));
function save(){
localStorage.setItem("coins",JSON.stringify(coins));
localStorage.setItem("cursors",JSON.stringify(cursors));
localStorage.setItem("cursorCost",JSON.stringify(cursorCost));
console.log('Saved.');
};
function load(){
console.log('Loaded.');
coins = JSON.parse(localStorage.getItem('coins'));
cursors = JSON.parse(localStorage.getItem('cursors'));
cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
document.getElementById('cursorCost').innerHTML = cursorCost;
};
function resetgame(){
coins = 0;
cursors = 0;
cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
document.getElementById('cursorCost').innerHTML = cursorCost;
};
var savegamecoins = JSON.parse(localStorage.getItem("coins"));
var savegamecursors = JSON.parse(localStorage.getItem("cursors"));
if (coins == 0 && cursors == 0) {
coins = savegamecoins;
cursors = savegamecursors;
cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
document.getElementById('cursorCost').innerHTML = cursorCost;
};

<html>
<head>
<link rel="stylesheet" type="text/css" href="interface.css" />
</head>
<body>
<button onClick="coinClick(1)">Click Me!</button>
<br />
Coins: <span id="coins">0</span>
<br />
<button onClick="buyCursor()">Buy cursor</button>
<br />
Cursors: <span id="cursors">0</span>
<br />
Cursor Cost: <span id="cursorCost">10</span>
<br />
<button onClick="buyCursorUpgrade()">Buy Cursor Upgrade</button>
<br />
Cursor Upgrades: <span id="cursorUpgrades">0</span>
<br />
Cursor Upgrade Cost: <span id="cursorUpgradeCost">100</span>
<br />
<button onClick="save()">Save Game</button>
<br />
<button onClick="load()">Load Game</button>
<br />
<button onClick="resetgame()">Reset Game</button>
<br />
<script type="text/javascript" src="main.js"></script>
</body>
</html>
&#13;
答案 0 :(得分:0)
您的js
代码中存在一些错误。
coins
:coins + number
的价值(在调用coinClick(cursors)
coins =0
和number=0
时开头,这就解释了为什么要显示的硬币不会改变。setInterval
的计时器可变,则可以考虑使用setTimeout
,因为它已经解释为here。以下是我在js
代码
var coins = 0;
function coinClick(number){
//I made a change here so as the variable "coins" could vary
coins = coins + 1;
document.getElementById("coins").innerHTML = coins;
}
var cursors = 0;
var cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
var nextCost = Math.floor(10 * Math.pow(1.1,cursors));
var cursorUpgrades = 0;
var cursorUpgradeCost = Math.floor(100 * Math.pow(2,cursorUpgrades));
function buyCursor(){
var cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
if(coins >= cursorCost){
cursors = cursors + 1;
coins = coins - cursorCost;
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
};
var nextCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursorCost').innerHTML = nextCost;
};
function buyCursorUpgrade(){
if(coins >= cursorUpgradeCost){
cursorUpgrades = cursorUpgrades + 1;
coins = coins - cursorUpgradeCost;
document.getElementById('cursorUpgrades').innerHTML = cursorUpgrades;
document.getElementById('coins').innerHTML = coins;
};
var nextUpgradeCost = Math.floor(100 * Math.pow(2,cursorUpgrades));
document.getElementById('cursorUpgradeCost').innerHTML = nextUpgradeCost;
};
/*
setInterval(function(){
coinClick(cursors);
console.log("execution")
}, Math.round(1000 - 100 * cursorUpgrades));*/
function periodicall() {
coinClick(cursors);
//if you change cursorUpgrades, your timer will change
timer = Math.round(1000 - 100 * cursorUpgrades)
console.log(timer);
setTimeout(periodicall, timer);
};
periodicall();
function save(){
localStorage.setItem("coins",JSON.stringify(coins));
localStorage.setItem("cursors",JSON.stringify(cursors));
localStorage.setItem("cursorCost",JSON.stringify(cursorCost));
console.log('Saved.');
};
function load(){
console.log('Loaded.');
coins = JSON.parse(localStorage.getItem('coins'));
cursors = JSON.parse(localStorage.getItem('cursors'));
cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
document.getElementById('cursorCost').innerHTML = cursorCost;
};
function resetgame(){
coins = 0;
cursors = 0;
cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
document.getElementById('cursorCost').innerHTML = cursorCost;
};
var savegamecoins = JSON.parse(localStorage.getItem("coins"));
var savegamecursors = JSON.parse(localStorage.getItem("cursors"));
if (coins == 0 && cursors == 0) {
coins = savegamecoins;
cursors = savegamecursors;
cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
document.getElementById('cursorCost').innerHTML = cursorCost;
};