Ich wurde von einem Freund gebeten, eine Highscore-Tabelle zu einem Spiel hinzuzufügen, wo man eine Schlange manövriert, die größer wird, wenn sie Essen isst. Mein Freund wollte, dass ich dem Spiel eine hohe Punktzahl hinzufüge.Änderungen am JavaScript-Effekt das Seitenlayout
hier ist der ursprüngliche Code;
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Simple Snake Game</title>
<!-- Basic styling, centering of the canvas. -->
<style>
canvas {
display: block;
position: absolute;
border: 1px solid #000;
margin: auto;
top: 0;
bottom: 0;
right: 0;
left: 0;
}
</style>
</head>
<body>
<script>
var
/**
* Constats
*/
COLS = 26,
ROWS = 26,
EMPTY = 0,
SNAKE = 1,
FRUIT = 2,
LEFT = 0,
UP = 1,
RIGHT = 2,
DOWN = 3,
KEY_LEFT = 37,
KEY_UP = 38,
KEY_RIGHT = 39,
KEY_DOWN = 40,
/**
* Game objects
*/
canvas, /* HTMLCanvas */
ctx, /* CanvasRenderingContext2d */
keystate, /* Object, used for keyboard inputs */
frames, /* number, used for animation */
score; /* number, keep track of the player score */
high_score = [];
/**
* Grid datastructor, usefull in games where the game world is
* confined in absolute sized chunks of data or information.
*
* @type {Object}
*/
grid = {
width: null, /* number, the number of columns */
height: null, /* number, the number of rows */
_grid: null, /* Array<any>, data representation */
/**
* Initiate and fill a c x r grid with the value of d
* @param {any} d default value to fill with
* @param {number} c number of columns
* @param {number} r number of rows
*/
init: function(d, c, r) {
this.width = c;
this.height = r;
this._grid = [];
for (var x=0; x < c; x++) {
this._grid.push([]);
for (var y=0; y < r; y++) {
this._grid[x].push(d);
}
}
},
/**
* Set the value of the grid cell at (x, y)
*
* @param {any} val what to set
* @param {number} x the x-coordinate
* @param {number} y the y-coordinate
*/
set: function(val, x, y) {
this._grid[x][y] = val;
},
/**
* Get the value of the cell at (x, y)
*
* @param {number} x the x-coordinate
* @param {number} y the y-coordinate
* @return {any} the value at the cell
*/
get: function(x, y) {
return this._grid[x][y];
}
}
/**
* The snake, works as a queue (FIFO, first in first out) of data
* with all the current positions in the grid with the snake id
*
* @type {Object}
*/
snake = {
direction: null, /* number, the direction */
last: null, /* Object, pointer to the last element in
the queue */
_queue: null, /* Array<number>, data representation*/
/**
* Clears the queue and sets the start position and direction
*
* @param {number} d start direction
* @param {number} x start x-coordinate
* @param {number} y start y-coordinate
*/
init: function(d, x, y) {
this.direction = d;
this._queue = [];
this.insert(x, y);
},
/**
* Adds an element to the queue
*
* @param {number} x x-coordinate
* @param {number} y y-coordinate
*/
insert: function(x, y) {
// unshift prepends an element to an array
this._queue.unshift({x:x, y:y});
this.last = this._queue[0];
},
/**
* Removes and returns the first element in the queue.
*
* @return {Object} the first element
*/
remove: function() {
// pop returns the last element of an array
return this._queue.pop();
}
};
/**
* Set a food id at a random free cell in the grid
*/
function setFood() {
var empty = [];
// iterate through the grid and find all empty cells
for (var x=0; x < grid.width; x++) {
for (var y=0; y < grid.height; y++) {
if (grid.get(x, y) === EMPTY) {
empty.push({x:x, y:y});
}
}
}
// chooses a random cell
var randpos = empty[Math.round(Math.random()*(empty.length - 1))];
grid.set(FRUIT, randpos.x, randpos.y);
}
/**
* Starts the game
*/
function main() {
// create and initiate the canvas element
canvas = document.createElement("canvas");
canvas.width = COLS*20;
canvas.height = ROWS*20;
ctx = canvas.getContext("2d");
// add the canvas element to the body of the document
document.body.appendChild(canvas);
// sets an base font for bigger score display
ctx.font = "12px Helvetica";
frames = 0;
keystate = {};
// keeps track of the keybourd input
document.addEventListener("keydown", function(evt) {
keystate[evt.keyCode] = true;
});
document.addEventListener("keyup", function(evt) {
delete keystate[evt.keyCode];
});
// intatiate game objects and starts the game loop
init();
loop();
}
/**
* Resets and inits game objects
*/
function init() {
score = 0;
grid.init(EMPTY, COLS, ROWS);
var sp = {x:Math.floor(COLS/2), y:ROWS-1};
snake.init(UP, sp.x, sp.y);
grid.set(SNAKE, sp.x, sp.y);
setFood();
}
/**
* The game loop function, used for game updates and rendering
*/
function loop() {
update();
draw();
// When ready to redraw the canvas call the loop function
// first. Runs about 60 frames a second
window.requestAnimationFrame(loop, canvas);
}
/**
* Updates the game logic
*/
function update() {
frames++;
// changing direction of the snake depending on which keys
// that are pressed
if (keystate[KEY_LEFT] && snake.direction !== RIGHT) {
snake.direction = LEFT;
}
if (keystate[KEY_UP] && snake.direction !== DOWN) {
snake.direction = UP;
}
if (keystate[KEY_RIGHT] && snake.direction !== LEFT) {
snake.direction = RIGHT;
}
if (keystate[KEY_DOWN] && snake.direction !== UP) {
snake.direction = DOWN;
}
// each five frames update the game state.
if (frames%5 === 0) {
// pop the last element from the snake queue i.e. the
// head
var nx = snake.last.x;
var ny = snake.last.y;
// updates the position depending on the snake direction
switch (snake.direction) {
case LEFT:
nx--;
break;
case UP:
ny--;
break;
case RIGHT:
nx++;
break;
case DOWN:
ny++;
break;
}
// checks all gameover conditions
if (0 > nx || nx > grid.width-1 ||
0 > ny || ny > grid.height-1 ||
grid.get(nx, ny) === SNAKE
) {
return init();
}
// check wheter the new position are on the fruit item
if (grid.get(nx, ny) === FRUIT) {
// increment the score and sets a new fruit position
score++;
setFood();
} else {
// take out the first item from the snake queue i.e
// the tail and remove id from grid
var tail = snake.remove();
grid.set(EMPTY, tail.x, tail.y);
}
// add a snake id at the new position and append it to
// the snake queue
grid.set(SNAKE, nx, ny);
snake.insert(nx, ny);
}
}
/**
* Render the grid to the canvas.
*/
function draw() {
// calculate tile-width and -height
var tw = canvas.width/grid.width;
var th = canvas.height/grid.height;
// iterate through the grid and draw all cells
for (var x=0; x < grid.width; x++) {
for (var y=0; y < grid.height; y++) {
// sets the fillstyle depending on the id of
// each cell
switch (grid.get(x, y)) {
case EMPTY:
ctx.fillStyle = "#fff";
break;
case SNAKE:
ctx.fillStyle = "#0ff";
break;
case FRUIT:
ctx.fillStyle = "#f00";
break;
}
ctx.fillRect(x*tw, y*th, tw, th);
}
}
// changes the fillstyle once more and draws the score
// message to the canvas
ctx.fillStyle = "#000";
ctx.fillText("SCORE: " + score, 10, canvas.height-10);
}
// start and run the game
main();
</script>
</body>
</html>
EDI: hier ist, wo ich Probleme
Ich habe eine hohe Punktzahl Variable hier mit:
/**
* Game objects
high_scores = []; // new code */
canvas, /* HTMLCanvas */
ctx, /* CanvasRenderingContext2d */
keystate, /* Object, used for keyboard inputs */
frames, /* number, used for animation */
score, /* number, keep track of the player score */
Neben hier:
} else {
// take out the first item from the snake queue i.e
// the tail and remove id from grid
var tail = snake.remove();
grid.set(EMPTY, tail.x, tail.y);
high_scores = high_scores.push(score)
}
i don verstehe nicht, wie ein paar Javascript-Änderungen das Layout verschwinden lassen. Ich habe noch nie in Javascript so viel codiert und ich verstehe nicht, warum javaScript Änderungen das Layout beeinflussen.
Seien Sie genauer, was die genauen Änderungen sind. Es gibt eine Menge Code, den wir vergleichen müssen, um es herauszufinden. Werden auch irgendwelche Fehler geworfen? – charlietfl
https://www.diffchecker.com/1l5kizzx und es gibt keine Fehler in Google Chrome geworfen. Ich habe nur zwei Änderungen vorgenommen. –
Bitte reduzieren Sie Ihren Code nur auf das Problem, das Sie lösen möchten. – evolutionxbox