JS DOM:如何停止触发点击事件?

时间:2020-08-17 22:13:47

标签: javascript html css dom

我正在尝试让我的按钮在满足特定条件时停止工作。出于某种原因,只要我在任何一方获得5分,它就会继续前进,甚至不会显示该分数,我也不知道为什么。我已经尝试过使用while循环,但是它一直崩溃。有没有一种简单的方法可以像jQuery中那样将其关闭?

const rock = document.querySelector('.rock');
const paper = document.querySelector('.paper');
const scissors = document.querySelector('.scissors');
const h3 = document.querySelector('h3');
const pscore = document.querySelector('#pscore');
const cscore = document.querySelector('#cscore');
let computerScore = 0;
let playerScore = 0;

function computerPlay() {
    var choice = Math.floor(Math.random() * 3 ) + 1; //generate a number 1-3 to find computer choice
    if(choice == 1) {
        return 'rock';
    }
    else if(choice == 2) {
        return 'paper';
    }
    else {
        return 'scissors'

    }
} 

let result; // simpler way of rewriting code?

    rock.addEventListener('click', () => {
        if(computerPlay() == 'rock') {
            result = `The computer chose rock and you chose rock! It's a tie! No change in score.`;
            h3.textContent = result;
            
        }
        else if(computerPlay() == 'paper') {
            result = `The computer chose paper and you chose rock! You lose! Computer Score +1!`;
            h3.textContent = result;
            computerScore++;
            cscore.textContent = computerScore;

     
        }
        else {
            result = `The computer chose scissors and you chose rock! You win! Player Score +1!`; 
            h3.textContent = result;
            playerScore++;
            pscore.textContent = playerScore;

        }
    });

    let playerPaper = paper.addEventListener('click', () => {
        if(computerPlay() == 'paper') {
            result = `The computer chose paper and you chose paper! It's a tie!`;
            h3.textContent = result;    
        }
        else if(computerPlay() == 'scissors') {
            result = `The computer chose scissors and you chose paper! You lose!`;
            h3.textContent = result;
            computerScore++;
            cscore.textContent = computerScore;
        }
        else {
            result = `The computer chose rock and you chose paper! You win!`; 
            h3.textContent = result;
            playerScore++;
            pscore.textContent = playerScore;
        }
        
    });

    let playerScissors = scissors.addEventListener('click', () => {
        if(computerPlay() == 'scissors') {
            result = `The computer chose scissors and you chose scissors! It's a tie!`;
            h3.textContent = result;    
        }
        else if(computerPlay() == 'rock') {
            result = `The computer chose rock and you chose scissors! You lose!`;
            h3.textContent = result;
            computerScore++;
            cscore.textContent = computerScore;
        }
        else {
            result = `The computer chose paper and you chose scissors! You win!`; 
            h3.textContent = result;
            playerScore++;
            pscore.textContent = playerScore;
        }
    })

function playGame(computerChoice) {
    computerChoice = computerPlay();
    if(playerScore == 5) {
        h3.textContent = `The score is 5 to ${computerScore}! You win!`;
    }
    else if(computerScore == 5) {
        h3.textContent = `The score is 5 to ${playerScore}! The computer wins!`;
    }
    
}

除“最终游戏”功能外,其他所有功能均正常运行。在此先感谢您提供的所有帮助或批评!

3 个答案:

答案 0 :(得分:1)

如何禁用“点击”事件

评论中的人对如何改进游戏有一些绝妙的想法。我建议调查一下。但是,如果要防止点击事件,可以通过多种方法来实现。

1。将禁用的属性添加到您的按钮。

window.onload = () => {
  const button = document.getElementById("myClicker")
  button.disabled = true
}
<button id="myClicker">Click</button>

2。添加CSS属性指针事件:none;

window.onload = () => {
  const button = document.getElementById("myClicker")
  button.addEventListener("click",function(){console.log("hi")})
  button.style.pointerEvents = "none";
}
<button id="myClicker">Click</button>

第二种方法适用于不需要向用户指示按钮不再可交互的情况。

3。阻止默认事件。

window.onload = () => {
  const button = document.getElementById("myClicker")
  button.addEventListener("click",function(e){
    e.preventDefault;
  })
}
<button id="myClicker">Click</button>

4。删除事件监听器。

document.getElementById("yourButtonId").removeEventListener("Click", yourFunctinoNameHere);

答案 1 :(得分:0)

欢迎查尔斯。因此,正如@StackSlave所提到的,您一直在查询computerPlay(),这会使结果产生偏差,可能偏向最后一个else(分别针对每个按钮)。这是一个逻辑错误-但程序仍将运行。

您要在onclick事件上做很多事情,并且您不会关注任何类型的启用指示器。所以..我们走了。我将程序分为两部分:

  1. 圆形
  2. Ui

Round获得用户选择,生成计算机选择并报告分数。 Ui将按钮附加到一轮中选择一个选项,生成一些输出,更新分数并可能结束游戏。 reset上还有一个Ui,可以让您开始新的游戏;)注意,由于每个部件都跟踪一个小状态,因此我将事物分组为对象(相对于功能)。我可能会在Ui构造函数的顶部(rock..cscore)提供常量,而不是使用全局变量。

const rock = document.querySelector(".rock");
const paper = document.querySelector(".paper");
const scissors = document.querySelector(".scissors");
const h3 = document.querySelector("h3");
const pscore = document.querySelector("#pscore");
const cscore = document.querySelector("#cscore");

const NO_PICK = -1;
const PICK_ROCK = 0;
const PICK_PAPER = 1;
const PICK_SCISSORS = 2;
class Round {
  constructor() {
    this.player = NO_PICK;
    this.computer = NO_PICK;
  }

  computerPlay() {
    if (this.computer != NO_PICK) return; //Prevent double play - you might want to throw an exception instead?
    this.computer = Math.floor(Math.random() * 3);
  }

  playAsString(number) {
    switch (number) {
      case PICK_ROCK:
        return "rock";
      case PICK_PAPER:
        return "paper";
      case PICK_SCISSORS:
        return "scissors";
    }
  }

  chooseRock() {
    if (this.player !== NO_PICK) return; //Prevent double play
    this.player = PICK_ROCK;
  }

  choosePaper() {
    if (this.player !== NO_PICK) return; //Prevent double play
    this.player = PICK_PAPER;
    //return computerWinner(PICK_PAPER);
  }

  chooseScissors() {
    if (this.player !== NO_PICK) return; //Prevent double play
    this.player = PICK_SCISSORS;
    //return computerWinner(PICK_SCISSORS);
  }

  reset() {
    this.player = -1;
    this.computer = -1;
  }

  //Return 0: tie, +1 player won, -1 computer won
  playerScore() {
    this.computerPlay();
    if (this.player === NO_PICK) throw "Player hasn't played yet";

    if (this.computer === this.player) return 0;
    switch (this.computer) {
      case PICK_ROCK:
        return this.player === PICK_SCISSORS
          ? -1 //Rock beats scissors
          : 1; //Paper beats rock
      case PICK_SCISSORS:
        return this.player === PICK_PAPER
          ? -1 //Scissors beat paper
          : 1; //Rock beats scissors
      case PICK_PAPER:
        return this.player === PICK_ROCK
          ? -1 //Paper beats rock
          : 1; //Scissors beat paper
    }
  }

  winDescription(score) {
    switch (score) {
      case -1:
        return "You lose! Computer score +1!";
      case 0:
        return "It's a tie! No change in score.";
      case 1:
        return "You win! Play score +1!";
    }
  }

  gameDescription(score) {
    return (
      "The computer chose " +
      this.playAsString(this.computer) +
      " and you chose " +
      this.playAsString(this.player) +
      "! " +
      this.winDescription(score)
    );
  }
}

class Ui {
  constructor() {
    this.playScore = 0;
    this.compScore = 0;
    this.enabled = true;
    this.round = new Round();
    rock.addEventListener("click", () => {
      this.rockPress();
    });
    paper.addEventListener("click", () => {
      this.paperPress();
    });
    scissors.addEventListener("click", () => {
      this.scissorsPress();
    });
    //Bonus: you can have a reset button that calls this.reset
  }

  gameOver() {
    this.enabled = false;
    if (this.playScore > this.compScore) {
      this.report("You win " + this.playScore + ":" + this.compScore + "!");
    } else {
      this.report("You lose " + this.playScore + ":" + this.compScore + "!");
    }
  }

  sharedProcess() {
    let gameScore = this.round.playerScore(); //Note this might throw if one of the press functions hasn't been called
    this.report(this.round.gameDescription(gameScore));
    if (gameScore < 0) {
      this.compScore -= gameScore;
    } else if (gameScore > 0) {
      this.playScore += gameScore;
    }
    cscore.textContent = this.compScore;
    pscore.textContent = this.playScore;
    //Note this condition isn't exactly what you wrote so you may want to change, but you could do some sort of
    // one has to be +2 over the other (win by two)
    if (this.compScore >= 5 || this.playScore >= 5) {
      this.gameOver();
    }
    this.round.reset(); //Setup for next game
  }

  rockPress() {
    if (!this.enabled) return;
    this.round.chooseRock();
    this.sharedProcess();
  }

  paperPress() {
    if (!this.enabled) return;
    this.round.choosePaper();
    this.sharedProcess();
  }

  scissorsPress() {
    if (!this.enabled) return;
    this.round.chooseScissors();
    this.sharedProcess();
  }

  report(message) {
    h3.textContent = message;
  }

  reset() {
    this.playScore = 0;
    this.compScore = 0;
    this.enabled = true;
    this.report("Game on!");
  }
}

//Start the game - you don't need this ui variable
// unless you want to call one of the methods
const ui = new Ui();

答案 2 :(得分:0)

我不会禁用任何功能。只需添加和删除类即可。这是一个非常简单的<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Rock, Paper, Scissors</title> <script type="module" src="rockpapersci.js" charset="utf-8"></script> </head> <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Rock, Paper, Scissors</title> <script type="module" src="rockpapersci.js" charset="utf-8"></script> </head> <body> <form name="ask" id="subscribe_frm"> <!-- It's standard to have labels for your inputs. --> <label>Player1:</label> <input type="text" name="name" id="player1input" /> <!-- It's standard to have labels for your inputs. --> <label>Player2:</label> <input type="text" name="name" id="player2input" /> </form> <input type="button" name="submit" value="Get Solution" onclick="play();" /> <h1 id="answer"></h1> </body> </html> </html>游戏。我在RockPaperScissors上方放了一个小图书馆。希望您可以在这里学到一些东西:

// magic under here
//<![CDATA[
/* js/external.js */
let get, post, doc, htm, bod, nav, M, I, mobile, S, Q, hC, aC, rC, tC, shuffle, rand, RockPaperScissors; // for use on other loads
addEventListener('load', ()=>{
get = (url, success, responseType = 'json', context = null)=>{
  const x = new XMLHttpRequest;
  const c = context || x;
  x.open('GET', url); x.responseType = responseType;
  x.onload = ()=>{
    if(success)success.call(c, x.response);
  }
  x.send();
  return x;
}
post = function(url, send, success, responseType ='json', context = null){
  const x = new XMLHttpRequest;
  const c = context || x;
  x.open('POST', url); x.responseType = responseType;
  x.onload = ()=>{
    if(success)success.call(c, x.response);
  }
  if(typeof send === 'object' && send && !(send instanceof Array)){
    if(send instanceof FormData){
      x.send(send);
    }
    else{
      const fd = new FormData;
      let s;
      for(let k in send){
        s = send[k];
        if(typeof s === 'object' && s)s = JSON.stringify(s);
        fd.append(k, s);
      }
      x.send(fd);
    }
  }
  else{
    throw new Error('send argument must be an Object');
  }
  return x;
}
doc = document; htm = doc.documentElement; bod = doc.body; nav = navigator; M = tag=>doc.createElement(tag); I = id=>doc.getElementById(id);
mobile = nav.userAgent.match(/Mobi/i) ? true : false;
S = (selector, within)=>{
  let w = within || doc;
  return w.querySelector(selector);
}
Q = (selector, within)=>{
  let w = within || doc;
  return w.querySelectorAll(selector);
}
hC = function(node, className){
  return node.classList.contains(className);
}
aC = function(){
  const a = [].slice.call(arguments), n = a.shift();
  n.classList.add(...a);
  return aC;
}
rC = function(){
  const a = [].slice.call(arguments), n = a.shift();
  n.classList.remove(...a);
  return rC;
}
tC = function(){
  const a = [].slice.call(arguments), n = a.shift();
  n.classList.toggle(...a);
  return tC;
}
shuffle = array=>{
  let a = array.slice(), i = a.length, n, h;
  while(i){
    n = Math.floor(Math.random()*i--); h = a[i]; a[i] = a[n]; a[n] = h;
  }
  return a;
}
rand = (min, max)=>{
  let mn = min, mx = max;
  if(mx === undefined){
    mx = mn; mn = 0;
  }
  return mn+Math.floor(Math.random()*(mx-mn+1));
}
RockPaperScissors = function(displayFunc){
  const a = ['rock', 'paper', 'scissors'];
  this.wins = this.losses = this.ties = 0; this.text;
  this.play = (you)=>{
    let c = a[rand(2)], r;
    switch(you){
      case 'rock':
        switch(c){
          case 'rock':
            r = 'You and the Computer chose "rock". IT\'S A TIE!'; this.ties++;
            break;
          case 'paper':
            r = 'You chose "rock". The Computer chose "paper". YOU LOSE!'; this.losses++;
            break;
          case 'scissors':
            r = 'You chose "rock". The Computer chose "scissors". YOU WIN!'; this.wins++;
            break;
        }
        break;
      case 'paper':
        switch(c){
          case 'rock':
            r = 'You chose "paper". The Computer chose "rock". YOU WIN!'; this.wins++;
            break;
          case 'paper':
            r = 'You and the Computer chose "paper". IT\'S A TIE!'; this.ties++;
            break;
          case 'scissors':
            r = 'You chose "paper". The Computer chose "scissors". YOU LOSE!'; this.losses++;
            break;
        }
        break;
      case 'scissors':
        switch(c){
          case 'rock':
            r = 'You chose "scissors". The Computer chose "rock". YOU LOSE!'; this.losses++;
            break;
          case 'paper':
            r = 'You chose "scissors". The Computer chose "paper". YOU WIN!'; this.wins++;
            break;
          case 'scissors':
            r = 'You and the Computer chose "scissors". IT\'S A TIE!'; this.ties++;
            break;
        }
        break;
    }
    this.text = r;
    if(displayFunc)displayFunc(this);
    return this;
  }
  this.reset = ()=>{
    this.wins = this.losses = this.ties = 0;
    if(displayFunc)displayFunc(this);
    return this;
  }
}
// magic under here
const game = I('game'), rock = I('rock'), paper = I('paper'), scissors = I('scissors');
const again = I('again'), res = I('res'), replay = I('replay'), reset = I('reset');
const you = I('you'), comp = I('comp'), ties = I('ties');
setTimeout(()=>{
  rC(game, 'played'); 
}, 0);
const rps = new RockPaperScissors(t=>{
  you.textContent = t.wins; comp.textContent = t.losses; ties.textContent = t.ties;
  res.textContent = t.text; aC(game, 'played'); rC(again, 'played');
});
rock.onclick = paper.onclick = scissors.onclick = function(){
  rps.play(this.id); 
}
function playAgain(){
  res.textContent = ''; aC(again, 'played'); rC(game, 'played');
}
replay.onclick = playAgain;
reset.onclick = function(){
  rps.reset(); playAgain();
}
}); // end load
//]]>
*{
  box-sizing:border-box; color:#000; font:bold 22px Tahoma, Geneva, sans-serif; padding:0; margin:0; overflow:hidden;
}
html,body,.main{
  width:100%; height:100%;
}
.main{
  background:#999; overflow-y:auto;
}
.bar{
  width:100%; height:39px; border-bottom:1px solid #777; background:#ccc; padding:2px
}
h1{
  display:inline-block; font-size:27px; margin-left:7px;
}
#score{
  display:flex; justify-content:space-around;
}
#score>div{
  color:#555;
}
#y>span{
  color:#070;
}
#c>span{
  color:#700;
}
#t>span{
  color:#777;
}
#game{
  display:flex; transition:margin-top 0.25s ease-in-out;
}
.played{
  margin-top:-38px;
}
#again{
  display:flex; flex-wrap:wrap; margin-top:0;
}
#again.played{
  margin-top:-76px;
}
#res{
  width:100vw; font-size:18px; padding:0 10px; text-align:center;
}
input[type=button]{
  flex:1; height:38px; background:linear-gradient(#1b7bbb,#147); color:#fff; border:1px solid #007; border-radius:5px; cursor:pointer;
}
#paper,#replay{
  background:linear-gradient(#679467,#235023); border-color:#070;
}
#scissors,#reset{
  background:linear-gradient(#b75757,#502323); border-color:#700;
}