我正在尝试通过随机分配斜率和起始位置来动态制作图像动画。我不明白为什么我的图像没有出现,当我从animate函数中取出注释时,我的代码将无法运行。除了底部的动画功能外,一切正常。任何帮助都将得到慷慨接受!
//Generate the table for the game
function createTable(difficulty, mineArray)
{
document.getElementById("buttons").style.visibility="hidden";
var time = 0.00;
var row = 0;
var size = 0;
var Lives = 0;
var column = 0;
var input = "";
var completion = 0;
var minesLeft = 0;
if(difficulty == 0)
{
Lives = 5;
size = 600;
row = 30;
column = 20;
}
else if (difficulty == 1)
{
Lives = 3;
size = 600;
row = 30;
column = 20;
}
else if (difficulty == 2)
{
Lives = 5;
size = 1000;
row = 40;
column = 25;
}
else if (difficulty == 3)
{
Lives = 3
size = 1000;
row = 40;
column = 25;
}
for (var i = 0; i < size; i++)
{
if (mineArray[i] == 9)
{
minesLeft = minesLeft + 1;
}
}
//Header
var head = document.getElementById("header").style.width = "100%"
document.getElementById("lives").innerHTML = "Lives: " + Lives;
document.getElementById("title").innerHTML = "Minesweeper Bullet Hell";
document.getElementById("time").innerHTML = "Time: " + time;
document.getElementById("footer").innerHTML = "Mines Left: " + minesLeft;
var name = document.getElementById("Name");
document.getElementById("names").innerHTML = "Welcome " + name.value;
//Main div (where the game is played)
var main = document.getElementById("main");
main.style.width = "100%"
main.style.height = "100%"
//Table
var div = document.getElementById("Table");
div.style.position = "absolute";
div.style.left = "5%";
div.style.top = "5%";
div.style.right = "5%";
div.style.verticalAlign = "true";
if(difficulty == 1 || difficulty == 0)
{
div.style.height = "900";
div.style.width = "600";
}
if(difficulty == 1 || difficulty == 0)
{
div.style.height = "1000";
div.style.width = "625";
}
div.style.zIndex="1";
//Iterate through columns
while(completion < size)
{
for (var i = 0; i < column; i++)
{
var tr = document.createElement('tr');
//Iterate through rows
for(var j = 0; j < row; j++)
{
var place = completion;
var td = document.createElement('td');
//For smaller minefield
if (size == 600)
{
td.style.width = "30";
td.style.height = "auto";
td.style.color = "blue";
//Add an image
var img = document.createElement('img');
img.src = "grey square.png";
img.style.display = "block";
img.style.height = "30";
img.style.width = "30";
td.appendChild(img);
}
//For larger minefield
else
{
td.style.width = "25";
td.style.height = "auto";
td.style.color = "blue";
//Add an image
var img = document.createElement('img');
img.src = "grey square.png";
img.style.display = "block";
img.style.height = "25";
img.style.width = "25";
td.appendChild(img);
}
//If it is a mine
if (mineArray[completion] == 9)
{
td.style.backgroundColor = "grey";
td.style.color = "red";
}
td.style.border = "1px solid #666666"
td.style.textAlign = "center"
tr.appendChild(td);
completion++;
}
//Think about adding an event listener instead of overlaying buttons?
main.appendChild(tr);
}
var cells = document.getElementsByTagName("td");
for (var j = 0; i < row; j++)
{
cells[j].addEventListener("click", function () {
//show number
var thiscol = this.cellIndex;
var thisrow = this.parentNode.rowIndex;
console.log("Clicked at " + thisrow + thiscol);
var cell = main.rows[thisrow].cells[thiscol];
cell.innerHTML = mineArray[(thisrow * row) + thiscol];
})
}
}
setTimeout(function(){bullets()}, 100);
}
function bullets()
{
//randomly generate bullets including starting positions, direction, and trajectory
//Generate starting position
//Generate starting edge
var xpos;
var ypos;
var bullets;
var slopes
var edge = (Math.floor(Math.random() * 4) + 1)
var bullet = document.createElement('img')
var screen = docuemnt.getElementById("bullets");
bullet.src = "blank.png"
bullet.style.position = "relative"
switch (edge)
{
//left edge
case 1:
bullet.style.left = 20 + "px";
ypos = (Math.floor(Math.random() * 100) + 1);
bullet.style.top = ypos + "px";
bullet.id = "left";
break;
//top edge
case 2:
bullet.style.top = 20 + "px";
xpos = (Math.floor(Math.random() * 100) + 1);
bullet.style.right = xpos + "px";
bullet.id = "top"
break;
//right edge
case 3:
bullet.style.right = 20 + "px";
ypos = (Math.floor(Math.random() * 100) + 1);
bullet.style.top = ypos+ "px";
bullet.id = "right";
break;
//bottom edge
case 4:
bullet.style.bottom = 20 + "px";
xpos = (Math.floor(Math.random() * 100) + 1);
bullet.style.right = xpos + "px";
bullet.id = "bottom";
break;
}
//Get the slope
var xslope = (Math.floor(Math.random() * 20) + 5);
var yslope = (Math.floor(Math.random() * 20) + 5);
bullets.append(bullet);
slopes.append(xpos);
slopes.append(ypos);
screen.appendChild(bullet);
//startAnimation(slopes, bullets);
}
/*
function startAnimation(var slopes, var bullets)
{
var j = 0;
var posy;
var posx;
var id;
for(i = 0; i < bullets.size(); i++)
{
while(j < (j+2))
{
id = bullets(i).id;
switch(id)
{
case "left":
posx = bullets(i).style.left;
posy = bullets(i).style.top;
bullets(i).style.left = posx + slopes(j);
bullets(i).style.top = posy + slopes(j+1);
break;
case "top":
posx = bullets(i).style.left;
posy = bullets(i).style.top;
bullets(i).style.left = posx + slopes(j);
bullets(i).style.top = posy + slopes(j+1);
break;
case "right":
posx = bullets(i).style.right;
posy = bullets(i).style.top;
bullets(i).style.right = posx + slopes(j);
bullets(i).style.top = posy + slopes(j+1);
break;
case "bottom":
posx = bullets(i).style.left;
posy = bullets(i).style.bottom;
bullets(i).style.left = posx + slopes(j);
bullets(i).style.bottom = posy + slopes(j+1);
break;
}
j += 2;
}
}
}*/
答案 0 :(得分:0)
看起来可能会有一些事情让startAnimation
停止你的脚本。试试这里有一些变化:
在startAnimation
函数声明中尝试删除参数前的var
关键字。所以你有:
function startAnimation(slopes, bullets) {
在for循环中,使用.length
属性检查数组长度而不是.size()
(请参阅:Array.size() vs Array.length)
while循环正在创建一个无限循环,因为条件(j < (j+2))
将始终为真,因为它正在检查j
的当前值。用for循环交换它可能更容易。
接下来,在函数中,用方括号替换括号以访问数组索引(将bullets(i)
替换为bullets[i]
,将slopes(j)
替换为slopes[j]
。括号,JavaScript解释器试图将这些变量称为函数。由于你已经有一个名为bullets
的函数,我建议重命名函数或局部变量/参数,以避免处理变量的复杂性名称冲突和范围(更多信息:What is the scope of variables in JavaScript?)