是否多次执行jQuery.bind?
原始代码:(可以在此处看到工作:)是否多次执行jQuery.bind?,jquery,html,Jquery,Html,原始代码:(可以在此处看到工作:) /*google.setOnLoadCallback(函数(){*/ $(函数(){ jqr=新对象(); jqr.settings=新对象(); jqr.settings.sprite_width=16; jqr.settings.sprite_height=16; jqr.settings.space=false; jqr.p=新对象(); 函数jqrpgreetplayer(){ jqr.p.face='d'; jqr.p.x=3; jqr.p.y=3;
/*google.setOnLoadCallback(函数(){*/
$(函数(){
jqr=新对象();
jqr.settings=新对象();
jqr.settings.sprite_width=16;
jqr.settings.sprite_height=16;
jqr.settings.space=false;
jqr.p=新对象();
函数jqrpgreetplayer(){
jqr.p.face='d';
jqr.p.x=3;
jqr.p.y=3;
jqr.p.state='map';
}
jqr.map=新对象();
jqr.map.height=16;
jqr.map.width=16;
jqr.map.terrain=[
'01','02','03','11','11','11','11','11','11','11','11','11','11','11','11','11',
'01','01','00','00','11','00','00','11','11','00','00','00','00','00','00','00',
'01','00','00','00','11','00','00','00','00','11','00','00','00','00','00','00',
'01','00','00','00','00','00','00','11','00','11','00','00','00','00','00','00',
'01','00','00','00','00','00','00','11','00','11','11','11','11','00','00','00',
'00','00','00','00','00','11','11','00','00','00','00','00','11','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','00','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','00','00','00','11','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','11','01','01','01',
'00','00','00','00','00','00','00','00','00','11','11','11','00','00','00','01',
'00','00','00','00','00','00','00','00','00','00','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','00','00','00','00','00','00','00',
];
jqr.map.terrain\u可步行=[
'00','01','02',
];
jqr.battle=新对象();
jqrpgBuildMapHtml();
JQRPGUpdateMapClass();
jqrpgreetplayer();
jqrpgSetPlayerFace(jqr.p.face);
jqrpgSetPlayer(jqr.p.x,jqr.p.y);
jqrpgBindKeys();
/**
*只打一次电话
*/
函数jqrpgBuildInterface(){
$('jqrpg_wrapper').width($('jqrpg_screen').width());
}
函数jqrpgBuildMapHtml(){
$(“#jqrpg_屏幕,#jqrpg_包装器”).height(jqr.map.height*jqr.settings.sprite_height)
.width(jqr.map.width*jqr.settings.sprite\u width);
m=$('jqrpg_map');
m、 空();
对于(y=0;yjqr.map.width
||jqr.p.y+新_y+1>jqr.map.height
||jqr.p.x+new_x+1==0
||jqr.p.y+新的y+1==0
||!jqrpgitilewalkable(jqr.p.x+new_x,jqr.p.y+new_y)
)返回;
jqr.p.x+=new\ux;jqr.p.y+=new\uy;
$('jqrpg_player').dequeue().animate({
左:jqr.p.x*jqr.settings.sprite_width,
顶部:jqr.p.y*jqr.settings.sprite\u高度
},
250,
函数(){
jqrpGetRandomBattle();
});
返回true;
}
函数jqrpgIsTileWalkable(x,y){
返回jQuery.inArray(jqr.map.terray[(y)*16+x],jqr.map.terrain\u walkable)>-1;
}
/**
*战斗
*/
函数jqrpgGetRandomBattle(){
风险值可能性=数学下限(数学随机()*6)+1;
如果(可能性==1){
jqrpgBattleInit();
}
}
函数jqrpgBattleInit(){
jqr.p.state='战斗';
m=$(“#jqrpg_菜单”);
m、 show();
//
$('jqrpg_wrapper').css({'border-color':'a00'});
}
函数jqrpgBattle(){
if(jqr.settings.space){
jqr.settings.space=false;
jqrpgallend();
}
}
函数JQRPGBATTELEND(){
jqr.p.state='map';
$('jqrpg_wrapper').css({'border-color':'000'});
m、 淡出(“快速”);
}
});
我的代码:(可以在这里看到工作:)
$(函数(){
jqr=新对象();
jqr.settings=新对象();
jqr.settings.sprite_width=16;
jqr.settings.sprite_height=16;
jqr.se
/* google.setOnLoadCallback(function() { */
$(function() {
jqr = new Object();
jqr.settings = new Object();
jqr.settings.sprite_width = 16;
jqr.settings.sprite_height = 16;
jqr.settings.space = false;
jqr.p = new Object();
function jqrpgResetPlayer() {
jqr.p.face = 'd';
jqr.p.x = 3;
jqr.p.y = 3;
jqr.p.state = 'map';
}
jqr.map = new Object();
jqr.map.height = 16;
jqr.map.width = 16;
jqr.map.terrain = [
'01','02','03','11','11','11','11','11','11','11','11','11','11','11','11','11',
'01','01','00','00','11','00','00','11','11','00','00','00','00','00','00','00',
'01','00','00','00','11','00','00','00','00','11','00','00','00','00','00','00',
'01','00','00','00','00','00','00','11','00','11','00','00','00','00','00','00',
'01','00','00','00','00','00','00','11','00','11','11','11','11','00','00','00',
'00','00','00','00','00','11','11','00','00','00','00','00','11','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','00','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','00','00','00','11','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','11','01','01','01',
'00','00','00','00','00','00','00','00','00','11','11','11','00','00','00','01',
'00','00','00','00','00','00','00','00','00','00','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','00','00','00','00','00','00','00',
];
jqr.map.terrain_walkable = [
'00','01','02',
];
jqr.battle = new Object();
jqrpgBuildMapHtml();
jqrpgUpdateMapClasses();
jqrpgResetPlayer();
jqrpgSetPlayerFace(jqr.p.face);
jqrpgSetPlayer(jqr.p.x, jqr.p.y);
jqrpgBindKeys();
/**
* only call this once
*/
function jqrpgBuildInterface() {
$('#jqrpg_wrapper').width($('#jqrpg_screen').width());
}
function jqrpgBuildMapHtml() {
$('#jqrpg_screen, #jqrpg_wrapper').height(jqr.map.height * jqr.settings.sprite_height)
.width(jqr.map.width * jqr.settings.sprite_width);
m = $('#jqrpg_map');
m.empty();
for (y = 0; y < jqr.map.height; y++) {
for (x = 0; x < jqr.map.width; x++) {
// cti = y * x; // current_tile_index
// <![CDATA[
m.append('<span>.</span>');
// ]]>
}
}
}
/**
* call this whenever enter a new screen
*/
function jqrpgUpdateMapClasses() {
for (y = 0; y < jqr.map.height; y++) {
for (x = 0; x < jqr.map.width; x++) {
cti = y * jqr.map.height + x; // current_tile_index
ct = $('#jqrpg_map span').eq(cti);
ct.removeClass()
.addClass('tile')
.addClass('tile_x' + x + 'y'+ y)
.addClass('tile_' + jqr.map.terrain[cti]);
if (y && x == 0) ct.addClass('tile_row');
}
}
$('#jqrpg_map').fadeIn('slow');
}
function jqrpgSetPlayerFace(new_face) {
$('#jqrpg_player').removeClass().addClass('face_' + new_face);
}
function jqrpgSetPlayer(new_x, new_y) {
$('#jqrpg_player').css({
'left' : new_x * jqr.settings.sprite_width,
'top' : new_y * jqr.settings.sprite_height
});
}
/**
* key binding
*/
function jqrpgBindKeys() {
$(document).bind('keydown', 'up', function() {
if (jqr.p.state != 'map') return false;
jqrpgSetPlayerFace('u');
return jqrpgMovePlayer(0, -1);
})
.bind('keydown', 'Down', function() {
if (jqr.p.state != 'map') return false;
jqrpgSetPlayerFace('d');
return jqrpgMovePlayer(0, 1);
})
.bind('keydown', 'Left', function() {
if (jqr.p.state != 'map') return false;
jqrpgSetPlayerFace('l');
return jqrpgMovePlayer(-1, 0);
})
.bind('keydown', 'Right', function() {
if (jqr.p.state != 'map') return false;
jqrpgSetPlayerFace('r');
return jqrpgMovePlayer(1, 0);
})
.bind('keypress', 'Space', function() {
// if (console) console.log('space');
if (jqr.p.state == 'map') return false;
jqr.settings.space = true;
if (jqr.p.state == 'battle') jqrpgBattle();
return true;
});
}
/**
* movement
*/
function jqrpgMovePlayer(new_x, new_y) {
// if (console) console.log('x: ' + jqr.p.x + ' y: ' + jqr.p.y);
if (jqr.p.x + new_x + 1 > jqr.map.width
|| jqr.p.y + new_y + 1 > jqr.map.height
|| jqr.p.x + new_x + 1 == 0
|| jqr.p.y + new_y + 1 == 0
|| !jqrpgIsTileWalkable(jqr.p.x + new_x, jqr.p.y + new_y)
) return;
jqr.p.x += new_x; jqr.p.y += new_y;
$('#jqrpg_player').dequeue().animate({
left: jqr.p.x * jqr.settings.sprite_width,
top: jqr.p.y * jqr.settings.sprite_height
},
250,
function() {
jqrpgGetRandomBattle();
});
return true;
}
function jqrpgIsTileWalkable(x, y) {
return jQuery.inArray(jqr.map.terrain[(y) * 16 + x], jqr.map.terrain_walkable) > -1;
}
/**
* battle
*/
function jqrpgGetRandomBattle() {
var likelihood = Math.floor(Math.random() * 6) + 1;
if (likelihood == 1) {
jqrpgBattleInit();
}
}
function jqrpgBattleInit() {
jqr.p.state = 'battle';
m = $('#jqrpg_menu');
m.show();
// <![CDATA[
m.html('<p>Random battle! Press [space] to continue.</p>');
// ]]>
$('#jqrpg_wrapper').css({'border-color' : '#a00'});
}
function jqrpgBattle() {
if (jqr.settings.space) {
jqr.settings.space = false;
jqrpgBattleEnd();
}
}
function jqrpgBattleEnd() {
jqr.p.state = 'map';
$('#jqrpg_wrapper').css({'border-color' : '#000'});
m.fadeOut('fast');
}
});
$(function() {
jqr = new Object();
jqr.settings = new Object();
jqr.settings.sprite_width = 16;
jqr.settings.sprite_height = 16;
jqr.settings.space = false;
jqr.p = new Object();
function jqrpgResetPlayer() {
jqr.p.face = 'd';
jqr.p.x = 3;
jqr.p.y = 3;
jqr.p.state = 'map';
}
jqr.map = new Object();
jqr.map.height = 16;
jqr.map.width = 16;
jqr.map.terrain = [
'01','02','03','11','11','11','11','11','11','11','11','11','11','11','11','11',
'01','01','00','00','11','00','00','11','11','00','00','00','00','00','00','00',
'01','00','00','00','11','00','00','00','00','11','00','00','00','00','00','00',
'01','00','00','00','00','00','00','11','00','11','00','00','00','00','00','00',
'01','00','00','00','00','00','00','11','00','11','11','11','11','00','00','00',
'00','00','00','00','00','11','11','00','00','00','00','00','11','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','00','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','00','00','00','11','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','11','00','00','11','01','01','01',
'00','00','00','00','00','00','00','00','00','11','11','11','00','00','00','01',
'00','00','00','00','00','00','00','00','00','00','00','00','00','00','00','00',
'00','00','00','00','00','00','00','00','00','00','00','00','00','00','00','00',
];
jqr.map.terrain_walkable = [
'00','01','02',
];
jqr.battle = new Object();
jqrpgBuildMapHtml();
jqrpgUpdateMapClasses();
jqrpgResetPlayer();
jqrpgSetPlayerFace(jqr.p.face);
jqrpgSetPlayer(jqr.p.x, jqr.p.y);
jqrpgBindKeys();
/**
* only call this once
*/
function jqrpgBuildInterface() {
$('#jqrpg_wrapper').width($('#jqrpg_screen').width());
}
function jqrpgBuildMapHtml() {
$('#jqrpg_screen, #jqrpg_wrapper').height(jqr.map.height * jqr.settings.sprite_height)
.width(jqr.map.width * jqr.settings.sprite_width);
m = $('#jqrpg_map');
m.empty();
for (y = 0; y < jqr.map.height; y++) {
for (x = 0; x < jqr.map.width; x++) {
// cti = y * x; // current_tile_index
// <![CDATA[
m.append('<span>.</span>');
// ]]>
}
}
}
/**
* call this whenever enter a new screen
*/
function jqrpgUpdateMapClasses() {
for (y = 0; y < jqr.map.height; y++) {
for (x = 0; x < jqr.map.width; x++) {
cti = y * jqr.map.height + x; // current_tile_index
ct = $('#jqrpg_map span').eq(cti);
ct.removeClass()
.addClass('tile')
.addClass('tile_x' + x + 'y'+ y)
.addClass('tile_' + jqr.map.terrain[cti]);
if (y && x == 0) ct.addClass('tile_row');
}
}
$('#jqrpg_map').fadeIn('slow');
}
function jqrpgSetPlayerFace(new_face) {
$('#jqrpg_player').removeClass().addClass('face_' + new_face);
}
function jqrpgSetPlayer(new_x, new_y) {
$('#jqrpg_player').css({
'left' : new_x * jqr.settings.sprite_width,
'top' : new_y * jqr.settings.sprite_height
});
}
/**
* key binding
*/
function jqrpgBindKeys() {
$(document).bind('keydown', 'up', function() {
if (jqr.p.state != 'map') return false;
jqrpgSetPlayerFace('u');
return jqrpgMovePlayer(0, -1);
})
.bind('keydown', 'Down', function() {
if (jqr.p.state != 'map') return false;
jqrpgSetPlayerFace('d');
return jqrpgMovePlayer(0, 1);
})
.bind('keydown', 'Left', function() {
if (jqr.p.state != 'map') return false;
jqrpgSetPlayerFace('l');
return jqrpgMovePlayer(-1, 0);
})
.bind('keydown', 'Right', function() {
if (jqr.p.state != 'map') return false;
jqrpgSetPlayerFace('r');
return jqrpgMovePlayer(1, 0);
})
.bind('keypress', 'Space', function() {
// if (console) console.log('space');
if (jqr.p.state == 'map') return false;
jqr.settings.space = true;
if (jqr.p.state == 'battle') jqrpgBattle();
return true;
});
}
/**
* movement
*/
function jqrpgMovePlayer(new_x, new_y) {
// if (console) console.log('x: ' + jqr.p.x + ' y: ' + jqr.p.y);
if (jqr.p.x + new_x + 1 > jqr.map.width
|| jqr.p.y + new_y + 1 > jqr.map.height
|| jqr.p.x + new_x + 1 == 0
|| jqr.p.y + new_y + 1 == 0
|| !jqrpgIsTileWalkable(jqr.p.x + new_x, jqr.p.y + new_y)
) return;
jqr.p.x += new_x; jqr.p.y += new_y;
$('#jqrpg_player').dequeue().animate({
left: jqr.p.x * jqr.settings.sprite_width,
top: jqr.p.y * jqr.settings.sprite_height
},
250,
function() {
jqrpgGetRandomBattle();
});
return true;
}
function jqrpgIsTileWalkable(x, y) {
return jQuery.inArray(jqr.map.terrain[(y) * 16 + x], jqr.map.terrain_walkable) > -1;
}
/**
* battle
*/
function jqrpgGetRandomBattle() {
var likelihood = Math.floor(Math.random() * 6) + 1;
if (likelihood == 1) {
jqrpgBattleInit();
}
}
function jqrpgBattleInit() {
jqr.p.state = 'battle';
m = $('#jqrpg_menu');
m.show();
// <![CDATA[
m.html('<p>Random battle! Press [space] to continue.</p>');
// ]]>
$('#jqrpg_wrapper').css({'border-color' : '#a00'});
}
function jqrpgBattle() {
if (jqr.settings.space) {
jqr.settings.space = false;
jqrpgBattleEnd();
}
}
function jqrpgBattleEnd() {
jqr.p.state = 'map';
$('#jqrpg_wrapper').css({'border-color' : '#000'});
m.fadeOut('fast');
}
});
function jqrpgBindKeys() {
$(document).bind('keydown', function(e) {
if (jqr.p.state != 'map' && e.which != 32) return false;
switch(e.which) {
case 38: //up
jqrpgSetPlayerFace('u');
return jqrpgMovePlayer(0, -1);
case 40: //down
jqrpgSetPlayerFace('d');
return jqrpgMovePlayer(0, 1);
case 37: //left
jqrpgSetPlayerFace('l');
return jqrpgMovePlayer(-1, 0);
case 39: //right
jqrpgSetPlayerFace('r');
return jqrpgMovePlayer(1, 0);
case 32: //space bar
if (jqr.p.state == 'map') return false;
jqr.settings.space = true;
if (jqr.p.state == 'battle') jqrpgBattle();
return true;
}
});
}
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