现在,我有一个网络套接字服务器,该服务器使用对象({pos:{x:32,y:46}}
)向客户端发送其他玩家的位置。然后,我通过进行var newposition = new Point(msg.pos.x,msg.pos.y)
来说明这一点,但是后来我再也看不到播放器出现了。
我试图console.log它,但是它说位置是NaN。然后我尝试用console.log记录这一点,并且它起作用了。我什至尝试完全不设置位置,但是它无缘无故地将其位置设置为NaN。
这是我加入玩家的代码:
function addPlayer(nickname,position,color,uid,size,face) {
var circle = new Path.Circle(position,size)
var face = new Raster("/faces/"+face+"/face.png")
face.rescale(40,40)
face.position = position
var masker = new Group({
children: [circle, face],
clipped: true
});
face.onLoad = function() {
// Fit the circle snugly around the image:
circle.fitBounds(face.bounds);
};
circle.fillColor = color
console.log(nickname + " has joined the server")
console.log(players)
players[uid] = {
circle: circle,
nickname: nickname,
entirething: masker,
face: face
}
console.log(circle.position)
}
这是当玩家移动(实际上并未设置玩家的位置)时发生的事情。
if(msg.event == "move" && msg.who != cuid) {
var thepoint = new Point(msg.pos.x,msg.pos.y)
console.log(thepoint)
console.log(players[msg.who].circle.position)
}
最后,当玩家加入时:
if(msg.event == "join" && msg.who != cuid) {
addPlayer(msg.username,{x:0,y:0},"dodgerblue",msg.who,20,msg.face)
}
在我的后端,我只是广播了某人以其ID(who
)和面部(face
)加入。
控制台中没有错误,我很困惑为什么会发生...为什么将其自身设置为NaN?
答案 0 :(得分:1)
(我将其作为答案而不是评论,因为我在那里没有足够的空间)
为了找到问题的根源,请尝试模拟来自后端的消息,以检查您的客户端逻辑是否正确。
这是根据您的代码示例改编的sketch,可以作为此任务的起点。
我修改了一些对我来说没有意义的内容,但我认为您应该能够将其适应您的特定情况。
// Init global variables.
var cuid = 999;
var players = {};
function addPlayer(nickname, position, color, uid, size, face) {
// Init image and circle.
var circle = new Path.Circle(position, size);
var image = new Raster(face);
image.onLoad = function() {
// Make image fit circle bounds.
image.fitBounds(circle.bounds);
};
// Use circle as image clip mask.
var masker = new Group({
children: [circle, image],
clipped: true
});
console.log(nickname + ' has joined the server');
// Store player.
players[uid] = {
circle: circle,
nickname: nickname,
entirething: masker,
face: image
};
}
// On message...
function onMessage(msg) {
// If message concerns current player...
if (msg.who === cuid) {
// ...don't do nothing.
return;
}
// If message is a move event...
else if (msg.event == 'move' && msg.who != cuid) {
// ...update player position.
players[msg.who].entirething.position = new Point(msg.pos.x, msg.pos.y);
// If message is a join event...
} else if (msg.event == 'join' && msg.who != cuid) {
// ...add a new player.
addPlayer(msg.username, { x: 0, y: 0 }, 'dodgerblue', msg.who, 20, msg.face);
}
}
//
// Simulate messages reception.
//
// Add player 1
onMessage({
event: 'join',
who: 1,
username: 'player 1',
face: 'http://assets.paperjs.org/images/marilyn.jpg'
});
// Move player 1
onMessage({
event: 'move',
who: 1,
pos: {
x: 50,
y: 50
}
});
// Add player 2
onMessage({
event: 'join',
who: 2,
username: 'player 2',
face: 'http://assets.paperjs.org/images/marilyn.jpg'
});
// Move player 2
onMessage({
event: 'move',
who: 2,
pos: {
x: 500,
y: 125
}
});