我正在尝试学习面向对象的javascript并遇到以下问题:
我有一个对象构造函数(这是正确的术语?),如下所示:
function itemCreator(itemName, itemType, itemPositionX, itemPositionY) {
this.itemName = itemName;
this.itemType = itemType;
this.itemPositionX = itemPositionX;
this.itemPositionY = itemPositionY;
allItems.push(this); //store all items in a global variable
}//end itemCreator;
//then I use it to create an object
megaRocket = new itemCreator (
'megarocket',
'item_megarocket',
108,
475
)
现在我意识到我还需要根据对象具有的“itemType”来映射这些对象以修改不同的全局变量。这是我被困的地方。如何创建一个全局变量,只有具有特定itemType属性的对象才能修改?
例如,我想创建一个对象,该对象增加一个名为amountOfMegarockets的变量,但前提是该对象的itemType是“item_megarocket”。
我后来计划循环这些项目的数组以查看玩家对象是否接触它们(收集项目):
function checkForItems(){
var itemLen =allItems.length;
for (i=0; i < itemLen; i++){
var itemObject = allItems[i];
if ( //checking for "collisions" here
(ship.x < (itemObject.itemBitmap.x + itemObject.size) && (ship.x + shipWidth) > itemObject.itemBitmap.x) &&
(ship.y < (itemObject.itemBitmap.y + itemObject.size) && (ship.y + shipWidth) > itemObject.itemBitmap.y)
){
itemObject.actor.y = -500; //just removing the item from canvas here (temporary solution)
// Here comes pseudo code for the part that I'm stuck with
variableBasedOnItemObject.itemType++;
}
我希望我的解释对某人有意义!
编辑:
Bergi的回答对我来说最有意义,但我无法正确理解语法。以下是我尝试使用Bergi代码的方法:
var amounts = {},
allItems = [];
function itemCreator(itemName, itemType, itemPositionX, itemPositionY) {
this.itemName = itemName;
this.itemType = itemType;
this.itemPositionX = itemPositionX;
this.itemPositionY = itemPositionY;
(amounts[itemType]=2); // this is different from bergi's example because I need to set the initial value of the item to two
//I also shouldn't increase the item amount on creation of the item, but only when it's specifically called from another function
this.increaseCount = amounts[itemType]++; //this should IMO increase the itemType amount inside the amounts object when called, but it doesn't seem to work
}
//creating the object the way bergi suggested:
allItems.push(new itemCreator('shootUp001', 'item_up', 108, 475));
现在这是有问题的部分:
function checkForItems(){
var itemLen =allItems.length;
for (i=0; i < itemLen; i++){
var itemObject = allItems[i];
if ( my condition here)
){
//code below is not increasing the value for the current itemType in the amounts object.
//Probably a simple syntax mistake?
itemObject.itemType.increaseCount;
}
}
}
为什么我调用itemObject.itemType.increaseCount;不增加amount.itemType的值?
答案 0 :(得分:1)
增加一个名为amountOfMegarockets的全局变量,但前提是该对象的itemType是“item_megarocket”。
不要为每个项目类型使用全局变量。请使用一个对象(在全局或本地范围内),该对象在其属性上计算每种类型的amouts。
var amounts = {},
allItems = [];
function Item(itemName, itemType, itemPositionX, itemPositionY) {
this.itemName = itemName;
this.itemType = itemType;
this.itemPositionX = itemPositionX;
this.itemPositionY = itemPositionY;
amounts[itemType]++ || (amounts[itemType]=1); // count by type
allItems.push(this); // store all items
}
请注意,默认情况下我不会将所有Item
个实例放在数组中,最好省略该行并让它执行调用者:
allItems.push(new Item('megarocket', 'item_megarocket', 108, 475));
答案 1 :(得分:0)
你可以做一些像
这样的事情(function (global) {
// create a scope
var allItems = [];
global.itemCreator = function(itemName, itemType, itemPositionX, itemPositionY) {
this.itemName = itemName;
this.itemType = itemType;
this.itemPositionX = itemPositionX;
this.itemPositionY = itemPositionY;
allItems.push(this); //store all items in a global variable
}//end itemCreator;
})(this);
这会奏效。但严重的是,不要让你的代码juste变得复杂,以使私有变量。如果有人想使用调试器作弊,他总会找到一种方法。
----编辑 如果您想要访问itemType上的全局变量,您可以执行以下操作:
function checkForItems(){
var itemLen =allItems.length;
for (i=0; i < itemLen; i++){
var itemObject = allItems[i];
if ( //checking for "collisions" here
(ship.x < (itemObject.itemBitmap.x + itemObject.size) && (ship.x + shipWidth) > itemObject.itemBitmap.x) &&
(ship.y < (itemObject.itemBitmap.y + itemObject.size) && (ship.y + shipWidth) > itemObject.itemBitmap.y)
){
itemObject.actor.y = -500; //just removing the item from canvas here (temporary solution)
// Here comes pseudo code for the part that I'm stuck with
if (window[itemObject.itemType + "Data"])) {
variableBasedOnItemObject.itemType++;
} else {
window[itemObject.itemType + "Data"] = {
itemType: 1
}
}
}
}
}