Javascript 为什么同一类的不同实例会相互覆盖?
所以我的问题在于playAI和minimax算法 首先,我复制了一个实例myTicTacToe,我称之为tempgame,然后我在该副本上调用miniMaxAlgorithm。所有这些都是为了确保myTicTacToe保持不变 但问题是,myTicTacToe后来拥有与tempgame相同的价值观。 我不明白为什么 /**************************提克塔克托级**********************/Javascript 为什么同一类的不同实例会相互覆盖?,javascript,class,Javascript,Class,所以我的问题在于playAI和minimax算法 首先,我复制了一个实例myTicTacToe,我称之为tempgame,然后我在该副本上调用miniMaxAlgorithm。所有这些都是为了确保myTicTacToe保持不变 但问题是,myTicTacToe后来拥有与tempgame相同的价值观。 我不明白为什么 /**************************提克塔克托级**********************/ class TicTacToe { constructor(
class TicTacToe {
constructor(playField = [
['E', 'E', 'E'],
['E', 'E', 'E'],
['E', 'E', 'E']
], human = 'X', computer = 'O', gameStatus = "playing", currentPlayer = 'X') {
this.playField = playField;
this.human = human;
this.computer = computer;
this.gameStatus = gameStatus;
this.bestMove;
this.startingPlayer = human;
this.currentPlayer = currentPlayer;
}
reset() {
this.playField = [
['E', 'E', 'E'],
['E', 'E', 'E'],
['E', 'E', 'E']
];
this.gameStatus = 'playing';
this.currentPlayer = this.startingPlayer;
$('#gamestate').text('');
}
checkGameState() {
/******************** Win conditions******************************/
if (this.currentPlayer === 'X' || this.currentPlayer === 'O') {
if (this.winOrNot()) {
$('#gamestate').text('Player ' + this.currentPlayer + ' won.');
this.gameStatus = 'over';
}
//********************** Check if it is a draw***************/
else {
/*which results in a draw*/
let arrayOfFreePlaces = this.freePositions();
if (!(arrayOfFreePlaces.length > 0)) {
$('#gamestate').text('It is a draw');
this.gameStatus = 'over';
}
}
}
}
/***********************/
winOrNot() {
if ((this.playField[0][0] === this.currentPlayer && this.playField[0][1] === this.currentPlayer && this.playField[0][2] === this.currentPlayer) ||
(this.playField[1][0] === this.currentPlayer && this.playField[1][1] === this.currentPlayer && this.playField[1][2] === this.currentPlayer) ||
(this.playField[2][0] === this.currentPlayer && this.playField[2][1] === this.currentPlayer && this.playField[2][2] === this.currentPlayer) ||
(this.playField[0][0] === this.currentPlayer && this.playField[1][0] === this.currentPlayer && this.playField[2][0] === this.currentPlayer) ||
(this.playField[0][1] === this.currentPlayer && this.playField[1][1] === this.currentPlayer && this.playField[2][1] === this.currentPlayer) ||
(this.playField[0][2] === this.currentPlayer && this.playField[1][2] === this.currentPlayer && this.playField[2][2] === this.currentPlayer) ||
(this.playField[0][0] === this.currentPlayer && this.playField[1][1] === this.currentPlayer && this.playField[2][2] === this.currentPlayer) ||
(this.playField[0][2] === this.currentPlayer && this.playField[1][1] === this.currentPlayer && this.playField[2][0] === this.currentPlayer)
) {
return true;
} else {
return false;
}
}
freePositions() {
let emptyPositions = [];
for (let i = 0; i < this.playField.length; i++) {
for (let j = 0; j < this.playField[i].length; j++) {
if (this.playField[i][j] === 'E') {
emptyPositions.push([i, j]);
}
}
}
return emptyPositions;
}
// rate gamestate
rateField() {
// if computer wins +10
if (this.winOrNot(this.computer)) {
return 10;
}
// if human wins -10
else if (this.winOrNot(this.human)) {
return -10;
}
// if no one wins +0, aka drawm or not finished yet
else {
return 0;
}
}
}
//Prototypes of TicTacToe
TicTacToe.prototype.placeSign = function(row, column) {
// check if field is empty
if (this.playField[row][column] === 'E') {
if (this.currentPlayer === "X") {
this.playField[row][column] = 'X';
} else if (this.currentPlayer === "O") {
this.playField[row][column] = 'O';
}
this.checkGameState();
this.currentPlayer === this.computer ? this.currentPlayer = this.human : this.currentPlayer = this.computer;
} else {
console.log("Select an empty field!!");
}
let myTicTacToe = new TicTacToe();
let tempgame = new TicTacToe();
let bestMove;
/*****************功能*************************/
class TicTacToe {
constructor(playField = [
['E', 'E', 'E'],
['E', 'E', 'E'],
['E', 'E', 'E']
], human = 'X', computer = 'O', gameStatus = "playing", currentPlayer = 'X') {
this.playField = playField;
this.human = human;
this.computer = computer;
this.gameStatus = gameStatus;
this.bestMove;
this.startingPlayer = human;
this.currentPlayer = currentPlayer;
}
reset() {
this.playField = [
['E', 'E', 'E'],
['E', 'E', 'E'],
['E', 'E', 'E']
];
this.gameStatus = 'playing';
this.currentPlayer = this.startingPlayer;
$('#gamestate').text('');
}
checkGameState() {
/******************** Win conditions******************************/
if (this.currentPlayer === 'X' || this.currentPlayer === 'O') {
if (this.winOrNot()) {
$('#gamestate').text('Player ' + this.currentPlayer + ' won.');
this.gameStatus = 'over';
}
//********************** Check if it is a draw***************/
else {
/*which results in a draw*/
let arrayOfFreePlaces = this.freePositions();
if (!(arrayOfFreePlaces.length > 0)) {
$('#gamestate').text('It is a draw');
this.gameStatus = 'over';
}
}
}
}
/***********************/
winOrNot() {
if ((this.playField[0][0] === this.currentPlayer && this.playField[0][1] === this.currentPlayer && this.playField[0][2] === this.currentPlayer) ||
(this.playField[1][0] === this.currentPlayer && this.playField[1][1] === this.currentPlayer && this.playField[1][2] === this.currentPlayer) ||
(this.playField[2][0] === this.currentPlayer && this.playField[2][1] === this.currentPlayer && this.playField[2][2] === this.currentPlayer) ||
(this.playField[0][0] === this.currentPlayer && this.playField[1][0] === this.currentPlayer && this.playField[2][0] === this.currentPlayer) ||
(this.playField[0][1] === this.currentPlayer && this.playField[1][1] === this.currentPlayer && this.playField[2][1] === this.currentPlayer) ||
(this.playField[0][2] === this.currentPlayer && this.playField[1][2] === this.currentPlayer && this.playField[2][2] === this.currentPlayer) ||
(this.playField[0][0] === this.currentPlayer && this.playField[1][1] === this.currentPlayer && this.playField[2][2] === this.currentPlayer) ||
(this.playField[0][2] === this.currentPlayer && this.playField[1][1] === this.currentPlayer && this.playField[2][0] === this.currentPlayer)
) {
return true;
} else {
return false;
}
}
freePositions() {
let emptyPositions = [];
for (let i = 0; i < this.playField.length; i++) {
for (let j = 0; j < this.playField[i].length; j++) {
if (this.playField[i][j] === 'E') {
emptyPositions.push([i, j]);
}
}
}
return emptyPositions;
}
// rate gamestate
rateField() {
// if computer wins +10
if (this.winOrNot(this.computer)) {
return 10;
}
// if human wins -10
else if (this.winOrNot(this.human)) {
return -10;
}
// if no one wins +0, aka drawm or not finished yet
else {
return 0;
}
}
}
//Prototypes of TicTacToe
TicTacToe.prototype.placeSign = function(row, column) {
// check if field is empty
if (this.playField[row][column] === 'E') {
if (this.currentPlayer === "X") {
this.playField[row][column] = 'X';
} else if (this.currentPlayer === "O") {
this.playField[row][column] = 'O';
}
this.checkGameState();
this.currentPlayer === this.computer ? this.currentPlayer = this.human : this.currentPlayer = this.computer;
} else {
console.log("Select an empty field!!");
}
let myTicTacToe = new TicTacToe();
let tempgame = new TicTacToe();
let bestMove;
//极小极大算法
function miniMaxAlgorithm(TicTacToe1) {
/****************base case********************************/
// if the game is over , return rating
if (TicTacToe1.gameStatus === 'over') {
return TicTacToe1.rateField();
}
/******************************************/
//contains the rating of each move
let scores = [];
// containing the equivalent moves
let moves = [];
//fill the scores array
/**************************recursive case*******************************/
// create on array with containing all possible moves of the current tictactoe instance
let freeFields = TicTacToe1.freePositions();
for (let i = 0; i < freeFields.length; i++) {
//make a copy of the current tictactoe instance
let possibleTicTacToe = new TicTacToe(TicTacToe1.playField, TicTacToe1.human, TicTacToe1.computer, TicTacToe1.gameStatus, TicTacToe1.currentPlayer);
//play one of the possible moves
possibleTicTacToe.placeSign(freeFields[i][0], freeFields[i][1]);
// calling the function recursively until game is over
scores.push(miniMaxAlgorithm(possibleTicTacToe));
// adding place sign parameters ass an array inside moves
moves.push([freeFields[i][0], freeFields[i][1]]);
}
// Min Max Calculation
if (TicTacToe1.currentPlayer === TicTacToe1.computer) {
// search for the largest score and save its index in maxScoreIndex
let maxScoreIndex = 0;
for (let j = 1; j < scores.length; j++) {
if (scores[j] > scores[maxScoreIndex]) {
maxScoreIndex = j;
}
}
bestMove = moves[maxScoreIndex];
return scores[maxScoreIndex];
}
// tests best possible opponent moves (human)
else {
//
let minScoreIndex = 0;
for (let j = 1; j < scores.length; j++) {
if (scores[j] < scores[minScoreIndex]) {
minScoreIndex = j;
}
}
bestMove = moves[minScoreIndex];
return scores[minScoreIndex];
}
/**********************************************************************/
//普拉伊
function playAI() {
//AI miniMaxEnd
tempgame = new TicTacToe (myTicTacToe.playField,myTicTacToe.human,myTicTacToe.computer,myTicTacToe.gameStatus,myTicTacToe.currentPlayer)
console.dir(myTicTacToe);
console.dir(tempgame);
miniMaxAlgorithm(tempgame);
console.dir(myTicTacToe);
console.dir(tempgame);
myTicTacToe.placeSign(bestMove[0],bestMove[1]);
//AI miniMaxEnd
updateFields();
}
我知道是什么导致了这个问题 在javascript中,数组(或列表)是通过引用而不是值传递的 这意味着,如果将数组作为参数传递给函数,它将传递指向列表的指针,而不是列表的副本 在TicTacToe类中,您有一个名为playField的变量,它是一个列表 创建TictaToe对象的克隆,如下所示:
tempgame = new TicTacToe (myTicTacToe.playField, ... )
在这里,您将传递对现有playField列表的引用,而不是克隆列表。i、 e.传递列表的地址而不是其内容
您的myTicTacToe和tempgame都将使用相同的游戏场数据副本。其中一个的变化将导致另一个的变化
为了创建数组的新副本,标准做法是使用javascript切片操作:
tempgame = new TicTacToe (myTicTacToe.playField.slice(0), ... )
此操作将从第一个元素(0)开始创建数组的新副本
有关使用切片操作克隆阵列的更多信息,请参见:
我知道是什么导致了这个问题 在javascript中,数组(或列表)是通过引用而不是值传递的 这意味着,如果将数组作为参数传递给函数,它将传递指向列表的指针,而不是列表的副本 在TicTacToe类中,您有一个名为playField的变量,它是一个列表 创建TictaToe对象的克隆,如下所示:
tempgame = new TicTacToe (myTicTacToe.playField, ... )
在这里,您将传递对现有playField列表的引用,而不是克隆列表。i、 e.传递列表的地址而不是其内容
您的myTicTacToe和tempgame都将使用相同的游戏场数据副本。其中一个的变化将导致另一个的变化
为了创建数组的新副本,标准做法是使用javascript切片操作:
tempgame = new TicTacToe (myTicTacToe.playField.slice(0), ... )
此操作将从第一个元素(0)开始创建数组的新副本
有关使用切片操作克隆阵列的更多信息,请参见:
tempGame=JSON.parse(JSON.stringify(myTicTacToe))代码>这将制作一份myTicTacToe
的副本,并将其分配给tempGame
仅适用于属性。不复制classIs的原型函数如果使用jQuery可以吗?我不明白。如何在类实例上使用jQuery代码>这将制作一份myTicTacToe
的副本,并将其分配给tempGame
仅适用于属性。不复制classIs的原型函数如果使用jQuery可以吗?我不明白。如何在类实例上使用jQuery。尝试用javascript克隆对象可能很棘手。有人在这里遇到了一个类似的问题:好的,终于找到了解决方案,你非常接近了。我的代码的问题是我的类中有嵌套数组。这意味着即使我克隆了外部数组,内部数组仍然具有相同的引用。在这里读,酷!很高兴你明白了。我不认为嵌套数组需要嵌套切片,但我认为这是有意义的。用javascript克隆对象可能很棘手。有人在这里遇到了一个类似的问题:好的,终于找到了解决方案,你非常接近了。我的代码的问题是我的类中有嵌套数组。这意味着即使我克隆了外部数组,内部数组仍然具有相同的引用。在这里读,酷!很高兴你明白了。我不认为嵌套数组需要嵌套切片,但我认为这是有道理的。