不需要的Javascript效果:原型在实例之间共享闭包
我正在制作一个计时关卡的游戏。级别为2分钟长,右上角显示倒计时计时器。马里奥风格 跟踪已用时间的一种方法是将我的不需要的Javascript效果:原型在实例之间共享闭包,javascript,closures,prototype,Javascript,Closures,Prototype,我正在制作一个计时关卡的游戏。级别为2分钟长,右上角显示倒计时计时器。马里奥风格 跟踪已用时间的一种方法是将我的级别对象作为成员变量 Level.init = function(){ this.elapsed = 0; //member variable! return this; }; Level.update = function(){ this.countdown(); }; Level.countdown = function(){ this.ela
级别
对象作为成员变量
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关卡时,它会这样创建一个关卡:
NewLevel = Object.create(Level).init();
然而,我认为使用闭包可能很好<代码>经过时间仅由倒计时
函数使用,因此它不需要是级别
的成员变量<代码>级别不需要知道已用时间
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。创建的级别
的所有副本共享该倒计时
结束,因为它位于原型链中。当用户提前退出该级别,然后开始一个新的级别(删除旧的级别
对象,实例化一个新的级别
对象),闭包中的已用
变量不会重置
换言之,用户在还剩30秒时提前退出该级别。然后用户再次启动关卡,但现在,倒计时计时器显示的不是整整2分钟,而是30秒
有没有一种优雅的方法可以解决这个问题,并且仍然使用闭包?或者我必须恢复到以前的解决方案,忘记闭包,并将appeased
作为成员变量
有没有一种优雅的方法可以解决这个问题,并且仍然使用闭包?或者我必须恢复到我以前的解决方案,忘记闭包,并使其成为一个成员变量
它必须是具体的实例;这并不意味着它必须是对象上的属性。您可以从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();
};
有没有一种优雅的方法可以解决这个问题,并且仍然使用闭包?或者我必须恢复到我以前的解决方案,忘记闭包,并使其成为一个成员变量
它必须是具体的实例;这并不意味着它必须是对象上的属性。您可以从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();
};
有没有一种优雅的方法可以解决这个问题,并且仍然使用闭包?或者我必须恢复到我以前的解决方案,忘记闭包,并使其成为一个成员变量
它必须是具体的实例;这并不意味着它必须是对象上的属性。您可以从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();
};
有没有一种优雅的方法可以解决这个问题,并且仍然使用闭包?或者我必须恢复到我以前的解决方案,忘记闭包,并使其成为一个成员变量
它必须是具体的实例;这并不意味着它必须是对象上的属性。您可以从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();
};
如果希望将
已用时间
完全私有于级别
实例,可以将倒计时
的定义移动到初始化
。这看起来像:
//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();
};
在每次不创建新变量的情况下,不可能对每个实例使用变量(如
appeased
)的闭包。如果希望将appeased
完全私有于级别的实例,可以将倒计时的定义移动到init
。这看起来像:
//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();
};
在每次不创建新变量的情况下,不可能对每个实例使用变量(如appeased
)的闭包。如果希望将appeased
完全私有于级别的实例,可以将倒计时的定义移动到init
。这看起来像:
//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();
};
在每次不创建新变量的情况下,不可能对每个实例使用变量(如appeased
)的闭包。如果希望将appeased
完全私有于级别的实例,可以将倒计时的定义移动到init
。这看起来像:
//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();
};
在每次不创建新变量的情况下,不可能对每个实例使用变量(如appead
)的闭包