我的代码似乎有一个非常糟糕的问题。我第一次调用战斗功能它工作正常,但第二次调用它时,它只使用第一次调用时传递的参数。我认为该功能仍在第一次调用时运行。这是我的代码,我试图只将基本部分放在:
var player = {
// Name
// Position
totalHealth: 20, // total Health
currentHealth : 20, // current Health
Level: 1, // Level
// Defense
// Attack
// Luck
Win: false,
EXP: 0,
EXPNeededCalculation: function (Level) {
return (Level * 100) - player.EXP;
},
EXPGainedCalculation: function (opponentLevel, playerCurrentHealth, playerTotalHealth) {
return player.EXP += Math.ceil(opponentLevel * 10 - ((playerTotalHealth - playerCurrentHealth) / 2));
},
// Items are in an object {Description: powers, used : false, use() : yadayadayada}
DefenseDoubled: false,
attack: function (Attack, Luck, opponentDefense) {
var possibleAttacks = [];
var possibleDefense = [999]; // arbitrary number to fill one space
for (var i = 0 ; i < Luck ; i++) {
possibleAttacks.push(Math.ceil(Math.random() * Attack));
};
possibleAttacks.sort();
var a = Math.ceil(Math.random() * 10);
if (a > 7) {
for (var x = 0 ; x < opponentDefense ; x++) {
possibleDefense.push(Math.floor(Math.random() * opponentDefense) - 1);
};
}
possibleDefense.sort();
if (possibleDefense[0] <= 0) {
var b = 0;
} else {
var b = 998; // arbitrary number
}
if (b === 0) {
player["attackDamage"] = 0;
} else {
player["attackDamage"] = possibleAttacks[possibleAttacks.length - 1];
}
},
defend: function() {
player.Defense *= 2;
player.DefenseDoubled = true;
},
undefend: function() {
player.Defense /= 2;
player.DefenseDoubled = false;
}
};
function opponent(Level, Type, Name) {
this.Name = Name;
this.Level = Level;
this.Type = Type;
this.Health = calcHealth(Level);
this.currentHealth = calcHealth(Level);
this.Defense = calcStats(Level, Type);
this.Attack = calcStats(Level, Type);
this.Luck = calcStats(Level, Type);
this.attackDamage = 0;
this.DefenseDoubled = false;
this.Poisoned = false;
this.Burned = false;
this.Frozen = false;
function calcHealth(Level) {
this.Health = Level * 5;
this.currentHealth = this.Health;
return this.Health; return this.currentHealth;
};
function calcStats(Level, Type) {
this.Defense = Level * 2;
this.Attack = Math.ceil(Level * 1.5);
this.Luck = Math.ceil(Level * 1.25);
return this.Defense ; return this.Attack ; return this.Luck;
if (Type === "snake" || Type === "Snake") {
this.Luck += 1;
}
};
this.attack = function(Attack, Luck, playerDefense) {
var possibleAttacks = [];
var possibleDefense = [999]; // arbitrary number to fill one space
for (var i = 0 ; i < Luck ; i++) {
possibleAttacks.push(Math.ceil(Math.random() * Attack));
};
possibleAttacks.sort();
var a = Math.ceil(Math.random() * 10);
if (a > 7) {
for (var x = 0 ; x < playerDefense ; x++) {
possibleDefense.push(Math.floor(Math.random() * playerDefense) - 1);
};
}
possibleDefense.sort();
if (possibleDefense[0] <= 0) {
var b = 0;
} else {
var b = 998; // arbitrary number
}
if (b === 0) {
this.attackDamage = 0;
} else {
this.attackDamage = possibleAttacks[possibleAttacks.length - 1];
}
};
this.defend = function() {
this.Defense *= 2;
this.DefenseDoubled = true;
};
this.undefend = function() {
this.Defense /= 2;
this.DefenseDoubled = false;
}
}
$yesButton.click(function() {
yPressed = true;
if (value === 4 && yPressed === true) {
addToValue(1);
yPressed = false;
$showBattleSummaryBox();
$statsBox.append("<p class='center'>Health: " + player.totalHealth + "</p>");
$battleSummaryBox.append("<p id='playersHealth' class='center'>Your Health: " + player.currentHealth + "/" + player.totalHealth + "</p>");
$outputBox.append("<p>On the right is your Battle Summary Box. Your health has also shown up. If your health reaches zero, then you will faint, but if your enemy's health reaches zero, then you win.</p>");
$outputBox.append("<p>Battles are turn-based. You will make an action and then your opponent will. During your turn, you can either attack, defend, or use an item.</p>");
$outputBox.append("<p>I happen to have a level 1 python for you to practice with. </p>");
scroll($outputBox);
var e1 = new opponent(1, "snake", "Python");
$battleSummaryBox.append("<p id='opponentsHealth' class='center'>Enemy's Health: " + e1.currentHealth + "/" + e1.Health + "</p>");
$showBattleCommandBox();
battle(e1);
}
});
function battle(opponent) {
$battleOutputBox.append("<p>You make the first move!</p>");
$("#opponentsHealth").text("Enemy's Health: " + opponent.currentHealth + "/" + opponent.Health);
battleInProgress = true;
$attackButton.click(function () {
if (player.Win === false && battleInProgress === true) {
player.attack(player.Attack, player.Luck, opponent.Defense);
// additional Item effects
if (player.Items.hasOwnProperty("Poison Arrows")) {
var e = Math.ceil(Math.random() * 10);
if (e > 7) {
opponent.Poisoned = true;
}
} else if (player.Items.hasOwnProperty("Fire Blade")) {
var e = Math.ceil(Math.random() * 10);
if (e > 7) {
opponent.Burned = true;
player.attackDamage += 3;
}
} else if (player.Items.hasOwnProperty("Blade of Luck")) {
var e = Math.ceil(Math.random() * 10);
if (e > 7) {
player.attackDamage += 1;
}
}
opponent.currentHealth -= player.attackDamage;
$("#opponentsHealth").text("Enemy's Health: " + opponent.currentHealth + "/" + opponent.Health);
if (player.attackDamage === 0) {
$battleOutputBox.append("<p>Your attack has been blocked</p>");
} else {
$battleOutputBox.append("<p>You inflicted " + player.attackDamage + " damage.</p>");
scroll($battleOutputBox);
}
if (opponent.DefenseDoubled === true) {
opponent.undefend();
}
if (opponent.Poisoned === true) {
Poison();
} else if (opponent.Burned === true) {
Burn();
} else if (opponent.Frozen === true) {
Freeze();
}
if (opponent.currentHealth <= 0) {
player.Win = true;
return postBattle(opponent);
} else {opponentTurn();}
}
});
$defendButton.click(function () {
if (player.Win === false && battleInProgress === true) {
player.defend();
$battleOutputBox.append("<p>Your defense has been doubled for one turn.</p>");
if (opponent.DefenseDoubled === true) {
opponent.undefend();
}
if (opponent.Poisoned === true) {
Poison();
} else if (opponent.Burned === true) {
Burn();
} else if (opponent.Frozen === true) {
Freeze();
}
if (opponent.currentHealth <= 0) {
player.Win = true;
return postBattle(opponent);
} else {opponentTurn();}
}
});
$useItemButton.click(function () {
if (player.Win === false && battleInProgress === true) {
if ($useItemSelection.html().length > 15) {
var itemBeingUsed = $("select[name='useItemSelection'] option:selected").text();
if (itemBeingUsed === "Book of Spells" && player.Items.bookOfSpells.used === false) {
player.Items.bookOfSpells.use();
console.log(player.Items.bookOfSpells.effect);
if (player.Items.bookOfSpells.effect === "burn" || player.Items.bookOfSpells.effect === "poison") {
$battleOutputBox.append("<p>You have " + player.Items.bookOfSpells.effect + "ed " + opponent.Name + ".</p>");
if (player.Items.bookOfSpells.effect === "burn") {
opponent.Burned = true;
} else {
opponent.Poisoned = true;
}
} else {
$battleOutputBox.append("<p>You have froze " + opponent.Name + ".</p>");
opponent.Frozen = true;
}
player.Items.bookOfSpells.used = true;
} else if (itemBeingUsed === "Shield Charm" && player.Items.shieldCharm.used === false) {
player.Items.shieldCharm.use();
$battleOutputBox.append("<p>You will block the next attack with your shield charm.</p>");
player.Items.shieldCharm.used = true;
}
if (opponent.Poisoned === true) {
Poison();
} else if (opponent.Burned === true) {
Burn();
} else if (opponent.Frozen === true) {
Freeze();
}
if (opponent.currentHealth <= 0) {
player.Win = true;
return postBattle(opponent);
} else {opponentTurn();}
} else {
var noUsableItemP = $("<p id='noUsableItemP'>You have no usable items. Select another command.</p>");
$battleCommandPromptDiv.empty();
$battleCommandPromptDiv.append(noUsableItemP);
}
}
});
function opponentTurn() {
var c = Math.round(Math.random() * 10);
if (c > 5) {
opponent.attack(opponent.Attack, opponent.Luck, player.Defense);
if (player.Items.hasOwnProperty('shieldCharm')) {
if (player.Items.shieldCharm.active) {
var d = 0;
player.Items.shieldCharm.active = false;
} else {
var d = opponent.attackDamage;
}
} else {
var d = opponent.attackDamage;
}
player.currentHealth -= d;
$("#playersHealth").text("Your Health: " + player.currentHealth + "/" + player.totalHealth);
if (d === 0) {
$battleOutputBox.append("<p class='right'>You have blocked the attack.</p>");
} else {
$battleOutputBox.append("<p class='right'>" + d + " damage has been inflicted upon you.</p>");
scroll($battleOutputBox);
}
} else {
opponent.defend();
$battleOutputBox.append("<p class='right'>" + opponent.Name + " has doubled his defense for one turn.</p>");
}
if (player.DefenseDoubled === true) {
player.undefend();
}
if (player.currentHealth <= 0) {
postBattle(opponent);
}
}
function Poison() {
opponent.currentHealth -= 1;
$("#opponentsHealth").text("Enemy's Health: " + opponent.currentHealth + "/" + opponent.Health);
$battleOutputBox.append("<p> " + opponent.Name + " was hurt by poison.</p>");
scroll($battleOutputBox);
$("#opponentStatus").empty();
$("#opponentStatus").append("<p style='color: green;' id='status'>Poisoned</p>");
}
function Burn() {
opponent.currentHealth -= 1;
$("#opponentsHealth").text("Enemy's Health: " + opponent.currentHealth + "/" + opponent.Health);
$battleOutputBox.append("<p> " + opponent.Name + " was hurt by burn.</p>");
scroll($battleOutputBox);
$("#opponentStatus").empty();
$("#opponentStatus").append("<p style='color: red;' id='status'>Burned</p>");
}
function Freeze() {
opponent.currentHealth -= 1;
$("#opponentsHealth").text("Enemy's Health: " + opponent.currentHealth + "/" + opponent.Health);
$battleOutputBox.append("<p> " + opponent.Name + " was hurt by freeze.</p>");
scroll($battleOutputBox);
$("#opponentStatus").empty();
$("#opponentStatus").append("<p style='color: blue;' id='status'>Frozen</p>");
}
}
function postBattle(opponentBattled) {
if (player.Win === true) {
addToValue(1);
inMaze = distance > 5 ? true : false;
$battleOutputBox.append("<p>You have won! You have gained " + player.EXPGainedCalculation(opponentBattled.Level, player.currentHealth, player.totalHealth) + " EXP. You need " + player.EXPNeededCalculation(player.Level) + " EXP to level up.</p>");
$battleOutputBox.append("<p>Click Yes to continue.</p>");
scroll($battleOutputBox);
player.Win = false;
battleInProgress = false;
} else {
$battleOutputBox.append('<p>You have fainted. Refresh to start over.</p>');
// Fix to restart quest
}
}
var e2 = new opponent(1, "Snake", "Rattler");
inMaze = false;
battle(e2);
答案 0 :(得分:2)
在battle
功能中,您将绑定点击处理程序。这些处理程序永远不会被绑定。如果您再次致电battle
,则绑定其他处理程序,而不是替换它们。因此,您现在拥有两组处理程序,一组使用旧opponent
,另一组使用新处理程序。两者都会开火。
答案 1 :(得分:1)
对于单页应用程序,最好使用:
$(selector").off("click").on("click", function(){ /* handler */ });
否则,您将多个事件绑定到同一个元素。