Javascript使用for循环将值推送到多维数组中
我是Javascript新手,正在尝试为一门课程设置一个棋盘。我必须用黑色和红色的棋盘格来设置棋盘(即前三行代表红色,后三行代表黑色,每隔一块瓷砖都有一个棋盘格),我有点卡住了。我尝试了下面的代码,结果是Javascript使用for循环将值推送到多维数组中,javascript,arrays,multidimensional-array,nested,Javascript,Arrays,Multidimensional Array,Nested,我是Javascript新手,正在尝试为一门课程设置一个棋盘。我必须用黑色和红色的棋盘格来设置棋盘(即前三行代表红色,后三行代表黑色,每隔一块瓷砖都有一个棋盘格),我有点卡住了。我尝试了下面的代码,结果是var checker数组中的每个值都被打印为null,然后是四个'B。我想我需要以某种方式将数组的多维性合并到for循环中,但我不知道如何做到这一点。非常感谢任何指导或帮助 var checkerboard = [[null,null,null,null,null,null,null,null
var checker
数组中的每个值都被打印为null
,然后是四个'B
。我想我需要以某种方式将数组的多维性合并到for循环中,但我不知道如何做到这一点。非常感谢任何指导或帮助
var checkerboard = [[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null]];
function setUpRed(square) {
return (square = 'R');
}
for (var i = 0; i < checkerboard [3][7]; i += 2 ) {
checkerboard.push(setUpRed(checkerboard[i]));
}
function setUpBlack(square) {
return (square = 'B');
}
for (var i = (checkerboard.length - 1); i > checkerboard [6][0]; i -= 2) {
checkerboard.push(setUpBlack(checkerboard[i]));
}
console.log(checkerboard);
var checkboard=[[null,null,null,null,null,null,null,null],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零];
功能设置红色(方形){
返回(平方='R');
}
对于(变量i=0;i<棋盘[3][7];i+=2){
checkboard.push(设置红色(checkboard[i]);
}
功能设置黑色(方形){
返回值(平方='B');
}
对于(变量i=(checkboard.length-1);i>checkboard[6][0];i-=2){
checkboard.push(设置黑色(checkboard[i]);
}
控制台日志(棋盘格);
这就是你要找的吗
for(var i = 0; i < 3; i++){
for(var j = 0; j < row.length; j++){
checkerboard[i][j] = "RED"
}
}
for(var i = allrows - 3; i < 3; i++){
for(var j = 0; j < row.length; j++){
checkerboard[i][j] = "BLACK"
}
}
for(变量i=0;i<3;i++){
对于(var j=0;j
如果已经定义了棋盘,则不应推送项目。var checkboard=[[null,null,null,null,null,null],
var checkerboard = [[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null]];
for(var i = 0; i < 3; i++){
for(var j = 0; j < 8; j+=2){
if (i % 2) checkerboard[i][j] = "R";
else checkerboard[i][j+1] = "R";
}
}
for(var i = checkerboard.length - 3; i < checkerboard.length ; i++){
for(var j = 0; j < 8; j+=2){
if (i%2) checkerboard[i][j] = "B";
else checkerboard[i][j+1] = "B";
}
}
console.log(checkerboard);
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零];
对于(变量i=0;i<3;i++){
对于(var j=0;j<8;j+=2){
如果(i%2)棋盘[i][j]=“R”;
其他棋盘[i][j+1]=“R”;
}
}
对于(var i=checkboard.length-3;i
我想你希望它看起来像一个使用棋盘格的普通棋盘。你会这样做的 首先,您的“for”条件是错误的 在第一个循环中,测试i是否<棋盘[3][7]。换句话说,您正在测试i是否
for(var i = 0; i < 3; i++){
for(var j = 0; j < checkerboard[i].length; j+=2){
checkerboard[i][j] = "R";
}
}
for(var i = checkerboard.length - 1; i > checkerboard.length - 3; i--){
for(var j = 0; j < checkerboard[i].length; j+=2){
checkerboard[i][j] = "B";
}
}
for(变量i=0;i<3;i++){
对于(var j=0;j<棋盘[i]。长度;j+=2){
棋盘[i][j]=“R”;
}
}
对于(变量i=checkboard.length-1;i>checkboard.length-3;i--){
对于(var j=0;j<棋盘[i]。长度;j+=2){
棋盘[i][j]=“B”;
}
}
这只是代码的初始修复。您还需要在交替行中移动起始位置以获得正确的棋盘。以下代码将正确设置两个玩家,并说明每个玩家中间行的偏移量
var checkboard=[[null,null,null,null,null,null,null,null],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零],
[零,零,零,零,零,零,零,零,零];
功能设置格(播放器、行、列){
棋盘[行][列]=玩家;
}
函数getPieceAt(行、列){
console.log(棋盘[row][col]| |“null”);
}
函数clearBoard(){
对于(i=0;ivar checkerboard = [[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null],
[null,null,null,null,null,null,null,null]];
function setSquare(player, row, col) {
checkerboard[row][col] = player;
}
function getPieceAt(row, col) {
console.log(checkerboard[row][col] || 'null');
}
function clearBoard() {
for (i = 0; i < checkerboard.length; i++) {
checkerboard[i][i] = null;
}
}
function setUpRed() {
for (row = 0; row < 3; row++) {
if ((row === 0) || (row === 2)) {
for (col = 0; col < checkerboard[row].length; col += 2) {
checkerboard[row][col] = "R";
}
}
else {
for (col = 1; col < checkerboard[row].length; col += 2) {
checkerboard[row][col] = "R";
}
}
}
}
function setUpBlack() {
for (row = 5; row < 8; row++) {
if ((row === 5) || (row === 7)) {
for (col = 1; col < checkerboard[row].length; col += 2) {
checkerboard[row][col] = "B";
}
}
else {
for (col = 0; col < checkerboard[row].length; col += 2) {
checkerboard[row][col] = "B";
}
}
}
}
setUpRed();
setUpBlack();
console.log(checkerboard);