我正在使用对象构造函数创建对象。我正在嵌套这些对象,如:
Object = {
property: {
property123: "test",
property321: true,
},
property2: {
name: "Mike",
age: 20,
}
};
为了给你更多详细信息,你可以在jsfiddle上查看我的代码:http://jsfiddle.net/8v2b9x7p/3/
正如你所看到的,我创造了很少的对象,如" weaponMastery"," sword"," ax"," weaponSkillType"。
我想要的是一个能够返回" weaponMastery"它将所有这些对象存储(嵌套)在其中。
这样,由于我不使用它们,其他对象不会是全球性的。我只使用" weaponMastery"。
目前所有对象都是全局的,我想要的只是" weaponMastery"要是全球性的,任何其他都没有必要。如果有更好的方法来创建我的对象,请告诉我。
我正在研究删除它们的方法,但我也没有找到任何好的解决方案。感谢任何帮助,谢谢:)
答案 0 :(得分:2)
我评论说,我认为你真正想要的是模块。但是这里是你如何能够完成你的要求:变量的范围是JavaScript中的函数。因此,将所有变量声明包装在函数中,并仅将weaponMastery
公开为全局变量。您可以使用匿名函数作为包装器。它看起来像这样:
(function() {
...
})();
使用var
在内部声明的任何变量只能在该函数中作用域。如果要将变量公开给全局范围,可以在其前面添加window.
,以便说出window.weaponMastery
。
以下是您使用该方法的代码:
(function() {
var weaponSkillType = function (level, experience, maxExperience, image, name) {
this.level = level;
this.experience = experience;
this.maxExperience = maxExperience;
this.image = image;
this.name = name;
};
var sword = new weaponSkillType(0, 0, 10, "sword", "Sword");
var axe = new weaponSkillType(0, 0, 10, "axe", "Axe");
var mace = new weaponSkillType(0, 0, 10, "mace", "Mace");
var staff = new weaponSkillType(0, 0, 10, "staff", "Staff");
var ranged = new weaponSkillType(0, 0, 10, "ranged", "Ranged");
var fist = new weaponSkillType(0, 0, 10, "fist", "Fist");
sword.strength = function () {
return this.level * 2;
};
sword.swordStrength = function () {
return player.isSword ? this.strength() : 0;
};
sword.agility = function () {
return this.level * 1.5;
};
sword.swordAgility = function () {
return player.isSword ? this.agility() : 0
};
axe.strength = function () {
return this.level * 2;
};
axe.axeStrength = function () {
return player.isAxe ? this.strength() : 0;
};
axe.endurance = function () {
return this.level * 1.5;
};
axe.axeEndurance = function () {
return player.isAxe ? this.endurance() : 0;
};
mace.endurance = function () {
return this.level * 2;
};
mace.maceEndurance = function () {
return player.isMace ? this.endurance() : 0;
};
mace.wisdom = function () {
return this.level * 1.5;
};
mace.maceWisdom = function () {
return player.isMace ? this.wisdom() : 0;
};
staff.intelligence = function () {
return this.level * 2;
};
staff.staffIntelligence = function () {
return player.isStaff ? this.intelligence() : 0;
};
staff.wisdom = function () {
return this.level * 1.5;
};
staff.staffWisdom = function () {
return player.isStaff ? this.wisdom() : 0;
};
ranged.strength = function () {
return this.level * 1.5;
};
ranged.rangedStrength = function () {
return player.isRanged ? this.strength() : 0;
};
ranged.dexterity = function () {
return this.level * 2;
};
ranged.rangedDexterity = function () {
return player.isRanged ? this.dexterity() : 0;
};
fist.agility = function () {
return this.level * 1.5;
};
fist.fistAgility = function () {
return player.isFist ? this.agility() : 0;
};
fist.dexterity = function () {
return this.level * 2;
};
fist.fistDexterity = function () {
return player.isFist ? this.dexterity() : 0;
};
window.weaponMastery = new Object();
weaponMastery.sword = sword;
weaponMastery.axe = axe;
weaponMastery.mace = mace;
weaponMastery.staff = staff;
weaponMastery.ranged = ranged;
weaponMastery.fist = fist;
})();
function test() {
var html = '';
for (weapon in weaponMastery) {
html += weapon + ', ';
}
document.getElementById('test').innerHTML = html;
};
test();
JSFiddle:http://jsfiddle.net/nxtdhtts/