阵列中的路径游戏

时间:2019-06-27 13:45:28

标签: javascript game-development

我正在编写一种算法,以给定的速度遍历数组的元素。我用它来遍历我发现的一系列路径中的游戏地图上的单元格。

我需要用新数组调用新函数时,最后一个函数调用停止工作。

这将用于在路径上单击鼠标。现在,如果我们调用第一个函数,它将沿该路径运行,但是如果在该路径的末尾之前,使用新路径再次调用该函数,则它们将继续更改当前坐标。

对象必须在第一次调用该函数时所到达的位置中断其路径,并在第二个函数调用中继续其路径。

这是它现在如何工作的示例代码:

let coord = {x:0,y:0}
 
 let goByPath = (path=[],coord={})=>{
    let i = 0;
    pathIteration(i,path,coord)
  }

  let pathIteration = (i,path,coord)=>{

    if(i++<path.length){
      setTimeout(()=>{
        coord = path[i-1];
        console.log(coord);
        pathIteration(i,path,coord);
      },500);
    }
    return i;
  };
  
path1 = [{x:0,y:1},{x:1,y:1},{x:1,y:2},{x:2,y:2}];

path2 = [{x:1,y:3},{x:1,y:4},{x:1,y:5}];

goByPath(path1, coord);

setTimeout(()=>{
    goByPath(path2, coord);  
},900);

立即输出到控制台:

{
  "x": 0,
  "y": 1
}
{
  "x": 1,
  "y": 1
}
{
  "x": 1,
  "y": 3
}
{
  "x": 1,
  "y": 2
}
{
  "x": 1,
  "y": 4
}
{
  "x": 2,
  "y": 2
}
{
  "x": 1,
  "y": 5
}

所需的输出:

{
  "x": 0,
  "y": 1
}
{
  "x": 1,
  "y": 1
}
{
  "x": 1,
  "y": 3
}
{
  "x": 1,
  "y": 4
}
{
  "x": 1,
  "y": 5
}

2 个答案:

答案 0 :(得分:4)

您只需要clearTimeout https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/clearTimeout

let coord = { x: 0, y: 0 };

let myTimeout;

let goByPath = (path = [], coord = {}) => {
  let i = 0;
  clearTimeout(myTimeout); // stop previous calls
  pathIteration(i, path, coord);
}

let pathIteration = (i, path, coord) => {
  rect(coord);
  if (i++ < path.length) {
    myTimeout = setTimeout(() => { // store reference to timeout
      coord = path[i - 1];
      pathIteration(i, path, coord);
    }, 500);
  }
  return i;
};

/* canvas grid for display purposes */

var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var n = 10;
var size = Math.min(innerWidth, innerHeight);
var u = size / n;

var draw = function() {
  size = Math.min(innerWidth, innerHeight);
  u = size / n;
  canvas.width = size;
  canvas.height = size;

  for (var y = 0; y < n; y++) {
    for (var x = 0; x < n; x++) {
      ctx.strokeStyle = '#000';
      ctx.strokeRect(x * u, y * u, u, u);
    }
  }
};
draw();
var rect = (coord) => {
  ctx.fillStyle = '#888';
  ctx.fillRect(coord.x * u, coord.y * u, u, u);
};

/* example */

var path1 = [{x:0,y:1},{x:1,y:1},{x:1,y:2},{x:2,y:2}];
goByPath(path1, coord);


var path2 = [{x:1,y:3},{x:1,y:4},{x:1,y:5}];
setTimeout(() => { goByPath(path2, coord); }, 1600);
body {
  margin: 0;
  display: grid;
  place-content: center;
}
<canvas></canvas>

答案 1 :(得分:0)

您可以有一个简单的多线程实现,如下所示:

let coord = { x: 0, y: 0 }
let coordLock = null

let goByPath = (path = [], coord = {}) => {
  const newLock = Math.random()
  coordLock = newLock
  pathIteration(0, path, coord, newLock)
}

let pathIteration = (i, path, coord, lock) => {
  if (lock !== coordLock) return i
  if (i++ < path.length) {
    setTimeout(() => {
      coord = path[i - 1]
      console.log(coord)
      pathIteration(i, path, coord, lock)
    }, 500)
  }
  return i
}

const path1 = [{ x: 0, y: 1 }, { x: 1, y: 1 }, { x: 1, y: 2 }, { x: 2, y: 2 }]
const path2 = [{ x: 1, y: 3 }, { x: 1, y: 4 }, { x: 1, y: 5 }]

goByPath(path1, coord)
setTimeout(() => goByPath(path2, coord), 900)

话虽这么说,但我认为这种实现方式对这样的任务来说是薄弱的。您应该为此类任务具有适当的面向对象的结构。如果此代码库增加,将来肯定会出现意外结果 要将重要内容更改为坐标,您不能依赖于副作用和全局定义的对象