我正在制作一个具有定时水平的游戏。水平为2分钟,倒数计时器显示在右上角。马里奥风格。
跟踪已用时间的一种方法是让我的Level
对象将elapsed
作为成员变量。
Level.init = function(){
this.elapsed = 0; //member variable!
return this;
};
Level.update = function(){
this.countdown();
};
Level.countdown = function(){
this.elapsed += 1;
var remaining = (GAME_LENGTH*60) - (this.elapsed/TICKS);
var minutes = Math.floor(remaining/60);
var seconds = Math.floor(remaining%60);
this.countdown.html(minutes + ":" + ("0"+seconds).slice(-2));
if (this.elapsed/TICKS >= GAME_LENGTH*60) {
this.level_end();
}
};
当游戏引擎需要一个新的级别时,它会以这种方式创建一个:
NewLevel = Object.create(Level).init();
然而,我认为使用闭包可能会很好; elapsed
仅由countdown
函数使用,因此它不需要是Level
的成员变量。 Level
并不需要知道elapsed
存在。
//member variable this.elapsed has been removed
Level.init = function(){
return this;
};
Level.update = function(){
this.countdown();
};
//a closure is used to keep track of elapsed time
Level.countdown = (function(){
var elapsed = 0;
return function() {
elapsed += 1;
var remaining = (GAME_LENGTH*60) - (elapsed/TICKS);
var minutes = Math.floor(remaining/60);
var seconds = Math.floor(remaining%60);
this.countdown.html(minutes + ":" + ("0"+seconds).slice(-2));
if (elapsed/TICKS >= GAME_LENGTH*60) {
elapsed = 0;
this.end_level();
}
};
})();
但现在我有一个不同的问题。创建的Level
的所有副本共享countdown
闭包,因为它位于原型链中。当用户提前退出该级别,然后启动一个新级别(废弃旧的Level
对象实例化一个新的Level
对象)时,闭包中的elapsed
变量不会被重置。 / p>
以另一种方式说,用户提前退出等级30秒。然后用户再次开始关卡,但现在,倒数计时器仍然显示30秒,而不是整整2分钟。
有没有一种优雅的方法可以解决这个问题并仍然使用闭包?或者我必须恢复到以前的解决方案,忘记闭包,并使elapsed
成为成员变量吗?
答案 0 :(得分:2)
有没有一种优雅的方法可以解决这个问题并仍然使用闭包?或者我必须恢复到以前的解决方案,忘记闭包,并使成员变量过去了吗?
它必须是特定于实例的;这并不意味着它必须是对象的属性。您可以在init
方法中创建闭包:
//member variable this.elapsed has been removed
Level.init = function(){
//a closure is used to keep track of elapsed time
this.countdown = createCountdownMethod();
return this;
};
Level.update = function(){
this.countdown();
};
function createCountdownMethod(){
var elapsed = 0;
return function() {
elapsed += 1;
var remaining = (GAME_LENGTH*60) - (elapsed/TICKS);
var minutes = Math.floor(remaining/60);
var seconds = Math.floor(remaining%60);
this.countdown.html(minutes + ":" + ("0"+seconds).slice(-2));
if (elapsed/TICKS >= GAME_LENGTH*60) {
elapsed = 0;
this.end_level();
}
};
}
或者这可能更容易阅读:
//member variable this.elapsed has been removed
Level.init = function(){
var elapsed = 0;
//a closure is used to keep track of elapsed time
Level.countdown = countdown;
return this;
function countdown() {
elapsed += 1;
var remaining = (GAME_LENGTH*60) - (elapsed/TICKS);
var minutes = Math.floor(remaining/60);
var seconds = Math.floor(remaining%60);
this.countdown.html(minutes + ":" + ("0"+seconds).slice(-2));
if (elapsed/TICKS >= GAME_LENGTH*60) {
elapsed = 0;
this.end_level();
}
}
};
Level.update = function(){
this.countdown();
};
答案 1 :(得分:1)
如果您希望countdown
对init
实例完全保密,则可以将elapsed
的定义移至Level
。那看起来像是:
//member variable this.elapsed has been removed
Level.init = function(){
var elapsed = 0; // elapsed local to init
this.countdown = function() {
elapsed += 1;
var remaining = (GAME_LENGTH*60) - (elapsed/TICKS);
var minutes = Math.floor(remaining/60);
var seconds = Math.floor(remaining%60);
this.countdown.html(minutes + ":" + ("0"+seconds).slice(-2));
if (elapsed/TICKS >= GAME_LENGTH*60) {
elapsed = 0;
this.end_level();
}
};
return this;
};
Level.update = function(){
this.countdown();
};
对于每个实例,不能对elapsed
之类的变量使用闭包,而不是每次都创建新变量。