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html5/javascript游戏在ie8中运行缓慢_Javascript_Html_Internet Explorer - Fatal编程技术网

html5/javascript游戏在ie8中运行缓慢

html5/javascript游戏在ie8中运行缓慢,javascript,html,internet-explorer,Javascript,Html,Internet Explorer,我们用html/javascript制作了一个游戏。不幸的是,这个项目有很多秘密,所以我不能透露太多的代码 然而,其本质是它在所有浏览器上都运行得非常好,除了ie,通过使用标记;现在唯一的问题是ie8,游戏需要与之兼容。我知道它很少与html5集成,但是这个游戏实际上可以运行,只是速度非常慢 请记住,ie9和ie10在使用标签之前也是非常慢的。这个游戏在某种意义上是先进的或其他的。所以我想知道是否有人知道什么会导致这样的问题 我将尝试在此处添加一些模糊代码,但请记住,这不是整个代码,只是主循环:

我们用html/javascript制作了一个游戏。不幸的是,这个项目有很多秘密,所以我不能透露太多的代码

然而,其本质是它在所有浏览器上都运行得非常好,除了ie,通过使用
标记;现在唯一的问题是ie8,游戏需要与之兼容。我知道它很少与html5集成,但是这个游戏实际上可以运行,只是速度非常慢

请记住,ie9和ie10在使用标签之前也是非常慢的。这个游戏在某种意义上是先进的或其他的。所以我想知道是否有人知道什么会导致这样的问题

我将尝试在此处添加一些模糊代码,但请记住,这不是整个代码,只是主循环:

    // Global constants:
var PLAYGROUND_WIDTH    = 1000;
var PLAYGROUND_HEIGHT    = 1000;
var REFRESH_RATE        = 30;

//Constants for the gameplay
var smallStarSpeed        = 1; //pixels per frame

var mediumStarSpeed       = 3; //pixels per frame

var bigStarSpeed          = 5; //pixels per frame

var percent = 1;

// --------------------------------------------------------------------
// --                      the main declaration:                     --
// --------------------------------------------------------------------

$(function(){
//Calculate playground width and height:
PLAYGROUND_WIDTH = $(window).width() - 20;
PLAYGROUND_HEIGHT = $(window).height() - 20;

//Calculate Layour for responsive Design.
//Calculate Area:


// Animations declaration: 
// The background:    

var DM = new DeckManager;
var IM = new ImageManager;

IM.Create("Image1");


//DEBUG: Loading images for demo, this should be done using the image manager in the actual game.
var background1 = new $.gameQuery.Animation({
    imageURL: "http://gamequeryjs.com/demos/3/background1.png"});
var background2 = new $.gameQuery.Animation({
    imageURL: "http://gamequeryjs.com/demos/3/background2.png"}); 
var background3 = new $.gameQuery.Animation({
    imageURL: "http://gamequeryjs.com/demos/3/background3.png"});
var background4 = new $.gameQuery.Animation({
    imageURL: "http://gamequeryjs.com/demos/3/background4.png"});
var background5 = new $.gameQuery.Animation({
    imageURL: "http://gamequeryjs.com/demos/3/background5.png"});
var background6 = new $.gameQuery.Animation({
    imageURL: "http://gamequeryjs.com/demos/3/background6.png"});



    var Face = new Array();
    IM.Load("image2");
    IM.Load("image3");
    IM.Load("image4");
            IM.Load("image5");


            var resizeTimer;

//Event to handle resizing
//This event should fire under any circimstance, except when safari is NOT maximized, and windows resolution is changed (WTF?)
$(window).resize(function () 
{
    clearTimeout(resizeTimer);
    resizeTimer = setTimeout(Resized, 100);
});

//Actual Resizing Event
function Resized() 
{
    //Your function goes here


    //Calculate playground width and height:
    PLAYGROUND_WIDTH = $(window).width() - 20;
    PLAYGROUND_HEIGHT = $(window).height() - 20;

    //Calculate Layout for responsive Design.
};


// Initialize the game:
$("#playground").playground({
    height: PLAYGROUND_HEIGHT, 
    width: PLAYGROUND_WIDTH, 
    keyTracker: true,
    mouseTracker: true});

// Initialize the background
$.playground()
    .addGroup("background", {width: PLAYGROUND_WIDTH, 
                             height: PLAYGROUND_HEIGHT})
    .addSprite("background1", {animation: background1, 
                               width: PLAYGROUND_WIDTH, 
                               height: PLAYGROUND_HEIGHT})  
    .addSprite("background2", {animation: background2,
                               width: PLAYGROUND_WIDTH, 
                               height: PLAYGROUND_HEIGHT, 
                               posx: PLAYGROUND_WIDTH})
    .addSprite("background3", {animation: background3, 
                               width: PLAYGROUND_WIDTH, 
                               height: PLAYGROUND_HEIGHT})
    .addSprite("background4", {animation: background4, 
                               width: PLAYGROUND_WIDTH, 
                               height: PLAYGROUND_HEIGHT, 
                               posx: PLAYGROUND_WIDTH})
    .addSprite("background5", {animation: background5, 
                               width: PLAYGROUND_WIDTH, 
                               height: PLAYGROUND_HEIGHT})
    .addSprite("background6", {animation: background6, 
                               width: PLAYGROUND_WIDTH, 
                               height: PLAYGROUND_HEIGHT, 
                               posx: PLAYGROUND_WIDTH})
    $("#background").addSound(bgmusic);
//Setup obects so they can be reached randomly
var Vals = new Array();
var Vals2 = new Array();
var Turned = 0;
var TurnedMax = 2;

//This will ensure that two cards of each are added to the deck
//This function will be handled by the imagemanager at later stages.
for (var i = 0; i < NumberOfCards; ++i)
{
    Vals[i] = Math.floor(i/2);
}

Vals2[0]=3;

DM.Create(Vals, Vals2, NumberOfCards, 1);

//Generate the actual object

    $.playground()
    .addGroup("object", {width: PLAYGROUND_WIDTH, 
                             height: PLAYGROUND_HEIGHT})

for (var i = 0; i < NumberOfCards+1; ++i)
{
    //Generate unique ID for the card
    var name = "object"+i;

    val = DM.Pushobject();

    //Add the actual card to the playground, we spawn them in a responsive awy based on the resolution of the game.
    $("#object").addSprite(name, {animation: IM.GetBack(), width: 208, height: 303, posx: (i%(Math.ceil(noc*Ratio))) *SpaceX + SpaceX - 104 + LastYOff * (  i>=  (NumberOfCards + NumberOfCardsBonus) - ((NumberOfCards + NumberOfCardsBonus)%(Math.ceil(noc*Ratio))) ) , posy: Math.floor( i / (Math.ceil(noc*Ratio))  ) * SpaceY + SpaceY - 152 });//

    //Add a class to the object, this, does nothing except make us able to search for objects with the same class later in the code.
    $("#"+name).addClass("object");

    //Create the actual class for the object, this will add logic to the object.
    $("#"+name)[0].Cards = new Cards($("#"+name));
    $("#"+name)[0].Cards.Create(val, IM.GetImage(val), IM.GetImage(3), IM.GetBack(), DM.LastBonus(), Scale);


    //Add a mousedown event for the card, this mousedown will be run in the main
    //environment rather than the class environment to make sure that we have access
    //to all the data we need access to.
    $("#"+name).mousedown(function(e)
    {
        var Ready = 0;
        $(".object").each(function()
        {
            if (this.object.visible && (this.object.Turning==true || this.object.FlippedV==true))
            {
                Ready++;
            }
        });
        //Find all the objects with the tag/class card.
        $(".object").each(function()
        {
            //Check if the mouse clicked the object, if it's still part of the game, and if it has not been flipped.
            if (e.clickedobject
            && Ready<TurnedMax)
            {
                //Run the clicked event for the card, this will start events etc.
                this.object.Clicked();
                //Increase the turned counter, if we have turned the correct amount of objectto be compared
                //then compare them.
                if (this.Cards.Bonus == false)
                {
                    Turned++;
                    if (Turned==TurnedMax)
                    {
                        //We have turned the amount of object needed
                        //Find out which value the first object has, and use this as a base to compare if cards match.
                        //Also instantiate a counter for the amount of cards actually matching.
                        //It's done this way if you want a variable number of object needed for a match.
                        var Correct = this.object.value;
                        var CorrectAmount = 0;
                        $(".object").each(function()
                        {
                            //For each card, if they are flipped, are not going into hiding/deletion, and has the
                            //Correct value, increase the counter for the number of objects matching.
                            if (this.object.Flipped == true && this.object.Hiding==0 && this.object.value == Correct)
                                CorrectAmount++;

                        });

                        //If we have a correct match
                        if (CorrectAmount==TurnedMax)
                        {
                            $(".object").each(function()
                            {
                                //Foreach object that is flipped and not in hiding, delete them (aka. yay, you got a match).
                                if (this.object.Flipped==true && this.object.Hiding==0)
                                    this.object.SetVisible(false);
                            });
                        }

                        $(".object").each(function()
                        {
                            //Foreach objectthat was not in hiding and was not part of the match, unflip them again.
                            if (this.object.Flipped==true && this.object.Hiding==0)
                            this.object.Hide();
                        });

                        Turned=0;
                    }
                }
            }
        });
    });


}

// this sets the id of the loading bar (NOT USED YET):
$.loadCallback(function(percent){
        $("#loadingBar").width(400*percent);
  });
//initialize the start button
$("#startbutton").click(function(){
    $.playground().startGame(function(){
        $("#welcomeScreen").remove();
    });
})


//This is for the background animation (DEBUG)
$("#playground").registerCallback(function(){

$("#background1").x(($("#background1").x() + smallStarSpeed +PLAYGROUND_WIDTH) % (2 * PLAYGROUND_WIDTH) - PLAYGROUND_WIDTH);
$("#background2").x(($("#background2").x() + smallStarSpeed +PLAYGROUND_WIDTH) % (2 * PLAYGROUND_WIDTH) - PLAYGROUND_WIDTH);

$("#background3").x(($("#background3").x() + mediumStarSpeed +PLAYGROUND_WIDTH) % (2 * PLAYGROUND_WIDTH) - PLAYGROUND_WIDTH);
$("#background4").x(($("#background4").x() + mediumStarSpeed +PLAYGROUND_WIDTH) % (2 * PLAYGROUND_WIDTH) - PLAYGROUND_WIDTH);

$("#background5").x(($("#background5").x() + bigStarSpeed +PLAYGROUND_WIDTH) % (2 * PLAYGROUND_WIDTH) - PLAYGROUND_WIDTH);
$("#background6").x(($("#background6").x() + bigStarSpeed +PLAYGROUND_WIDTH) % (2 * PLAYGROUND_WIDTH) - PLAYGROUND_WIDTH);


//Basic Game Engine!!

$(".object").each(function()
{
    //For each card, perform their step event.
    this.object.Step();
});

}, REFRESH_RATE);
});
//全局常量:
var\u宽度=1000;
var\u高度=1000;
var刷新率=30;
//游戏中的常数
var smallStarSpeed=1//每帧像素数
var-mediumStarSpeed=3//每帧像素数
var-bigStarSpeed=5//每帧像素数
风险值百分比=1;
// --------------------------------------------------------------------
//--主要宣言:--
// --------------------------------------------------------------------
$(函数(){
//计算操场宽度和高度:
操场宽度=$(窗口).WIDTH()-20;
操场高度=$(窗户)。高度()-20;
//计算响应性设计的布局。
//计算面积:
//声明:
//背景:
var DM=新的DeckManager;
var IM=新的ImageManager;
IM.创建(“图像1”);
//调试:为演示加载图像,这应该在实际游戏中使用图像管理器来完成。
var background1=new$.gameQuery.Animation({
图像URL:“http://gamequeryjs.com/demos/3/background1.png"});
var background2=new$.gameQuery.Animation({
图像URL:“http://gamequeryjs.com/demos/3/background2.png"}); 
var background3=new$.gameQuery.Animation({
图像URL:“http://gamequeryjs.com/demos/3/background3.png"});
var background4=新$.gameQuery.Animation({
图像URL:“http://gamequeryjs.com/demos/3/background4.png"});
var background5=新$.gameQuery.Animation({
图像URL:“http://gamequeryjs.com/demos/3/background5.png"});
var background6=new$.gameQuery.Animation({
图像URL:“http://gamequeryjs.com/demos/3/background6.png"});
var Face=新数组();
IM.Load(“图像2”);
即时加载(“图像3”);
即时加载(“图像4”);
IM.Load(“图像5”);
var树脂定时器;
//事件来处理大小调整
//此事件应在任何情况下触发,safari未最大化且windows分辨率已更改(WTF?)时除外
$(窗口)。调整大小(函数()
{
clearTimeout(resizeTimer);
resizeTimer=setTimeout(已调整大小,100);
});
//实际调整大小事件
函数大小调整()
{
//你的功能在这里
//计算操场宽度和高度:
操场宽度=$(窗口).WIDTH()-20;
操场高度=$(窗户)。高度()-20;
//计算响应性设计的布局。
};
//初始化游戏:
$(“#游乐场”)。游乐场({
高度:操场高度,
宽度:操场宽度,
键盘跟踪器:没错,
捕鼠器:true});
//初始化背景
$游乐场()
.addGroup(“背景”{宽度:操场\宽度,
高度:操场(高度})
.addSprite(“背景1”,{动画:背景1,
宽度:操场宽度,
高度:操场(高度})
.addSprite(“背景2”,{动画:背景2,
宽度:操场宽度,
高度:操场高度,
posx:操场(宽度})
.addSprite(“背景3”,{动画:背景3,
宽度:操场宽度,
高度:操场(高度})
.addSprite(“background4”,{动画:background4,
宽度:操场宽度,
高度:操场高度,
posx:操场(宽度})
.addSprite(“背景5”,{动画:背景5,
宽度:操场宽度,
高度:操场(高度})
.addSprite(“背景6”,{动画:背景6,
宽度:操场宽度,
高度:操场高度,
posx:操场(宽度})
$(“#背景”).addSound(bgmusic);
//设置对象,以便可以随机访问它们
var Vals=新数组();
var Vals2=新数组();
var=0;
var-TurnedMax=2;
//这将确保向牌组中分别添加两张牌
//此功能将在稍后阶段由imagemanager处理。
对于(变量i=0;i=(NumberOfCards+NumberOfCardsBonus)-(NumberOfCards+NumberOfCardsBonus)%(Math.ceil(noc*Ratio))),posy:Math.floor(i/(Math.ceil(noc*Ratio)))SpaceY+SpaceY-152})//
//在对象中添加一个类,除了使我们能够在代码的后面搜索具有相同类的对象之外,它什么都不做。
$(“#”+name).addClass(“对象”);
//创建t
$("#background1").x(($("#background1").x() + smallStarSpeed +PLAYGROUND_WIDTH) % (2 * PLAYGROUND_WIDTH) - PLAYGROUND_WIDTH);
var $bg1 = $("#background1");
$bg1.x(($bg1.x() + smallStarSpeed +PLAYGROUND_WIDTH) % (2 * PLAYGROUND_WIDTH) - PLAYGROUND_WIDTH);