我试着用REACT做一个简单的Snake-Game。一切都很好,直到我需要使用useEffect来移动“蛇”时,按键射击。当我试图将moveSnake()放入useEffect中时,它给了我一些错误。当我移动它并调用它的外部效果时,它正在形成一个无限循环。我使用的是函数组件。App.js被搞得乱七八糟,因为我压力很大,因为它不能工作,我尝试了每一个选项。希望你能得到一切。
https://github.com/Pijano97/snake-game代码在这里,谢谢。另外,如果有人不能访问它,这里是代码。snake组件只是使用贴图呈现snakeDots。食物组件只是在地图上创建随机食物。
import { useEffect, useState } from "react";
import "./App.css";
import Snake from "./Snake";
import Food from "./Food";
function App() {
const getRandomFoodDot = () => {
let min = 1;
let max = 98;
let x = Math.floor((Math.random() * (max - min + 1) + min) / 2) * 2;
let y = Math.floor((Math.random() * (max - min + 1) + min) / 2) * 2;
return [x, y];
};
const [snakeDots, setSnakeDots] = useState([
[0, 0],
[2, 0],
]);
const [foodDots, setFoodDots] = useState(getRandomFoodDot());
const [direction, setDirection] = useState("");
const moveSnake = () => {
let dots = [...snakeDots];
let head = dots[dots.length - 1];
switch (direction) {
case "UP":
head = [head[0], head[1] - 2];
break;
case "DOWN":
head = [head[0], head[1] + 2];
break;
case "LEFT":
head = [head[0] - 2, head[1]];
break;
case "RIGHT":
head = [head[0] + 2, head[1]];
break;
default:
break;
}
// adding new head
dots.push(head);
// removing last dot
dots.shift();
setSnakeDots(dots);
};
moveSnake();
useEffect(() => {
const keyPressHandler = (e) => {
switch (e.keyCode) {
case 38:
setDirection("UP");
break;
case 40:
setDirection("DOWN");
break;
case 37:
setDirection("LEFT");
break;
case 39:
setDirection("RIGHT");
break;
default:
setDirection("");
break;
}
};
document.addEventListener("keydown", keyPressHandler);
return () => {
document.removeEventListener("keydown", keyPressHandler);
};
}, []);
console.log(direction);
return (
<div className="app">
<div className="snake">
<Snake snakeDots={snakeDots} />
<Food foodDots={foodDots} />
</div>
</div>
);
}
export default App;发布于 2020-12-13 10:27:51
我不确定我是否正确,但也许你可以尝试一下:
import { useEffect, useState } from "react";
import "./App.css";
import Snake from "./Snake";
import Food from "./Food";
const getDirection = e => {
switch (e.keyCode) {
case 38:
return 'UP';
case 40:
return 'DOWN';
case 37:
return 'LEFT';
case 39:
return 'RIGHT';
default:
return '';
}
}
function App() {
const getRandomFoodDot = () => {
let min = 1;
let max = 98;
let x = Math.floor((Math.random() * (max - min + 1) + min) / 2) * 2;
let y = Math.floor((Math.random() * (max - min + 1) + min) / 2) * 2;
return [x, y];
};
const [snakeDots, setSnakeDots] = useState([
[0, 0],
[2, 0],
]);
const [foodDots, setFoodDots] = useState(getRandomFoodDot());
const [direction, setDirection] = useState({val: ''});
useEffect(() => {
let dots = [...snakeDots];
let head = dots[dots.length - 1];
switch (direction.val) {
case "UP":
head = [head[0], head[1] - 2];
break;
case "DOWN":
head = [head[0], head[1] + 2];
break;
case "LEFT":
head = [head[0] - 2, head[1]];
break;
case "RIGHT":
head = [head[0] + 2, head[1]];
break;
default:
break;
}
// adding new head
dots.push(head);
// removing last dot
dots.shift();
setSnakeDots(dots);
}, [direction]);
useEffect(() => {
const keyPressHandler = (e) => {
setDirection({ val: getDirection(e) });
};
document.addEventListener("keydown", keyPressHandler);
return () => {
document.removeEventListener("keydown", keyPressHandler);
};
}, []);
console.log(direction);
return (
<div className="app">
<div className="snake">
<Snake snakeDots={snakeDots} />
<Food foodDots={foodDots} />
</div>
</div>
);
}
export default App;我刚刚创建了一个用于从关键事件获取方向的getDirection函数,并使用来自moveSnake函数的逻辑添加了另一个useEffect。我不知道您项目的当前功能,但上面的代码可以工作,并且摇动可以移动。
发布于 2020-12-13 10:27:00
因为你在你的应用程序()组件中调用了moveSnake(),而moveSnake()调用了setSnakeDots()来更新snakeDots的状态,所以你会看到React限制了provent infinate重新渲染的数量。当snakeDots的状态更新时,您的应用程序组件会重新呈现,这会触发moveSnake()的调用,它会调用setSnakeDots()来更新snakeDots的状态,从而重新呈现您的应用程序组件。你被困在了一个inifinate循环中。
可以修复它的方法是在计时器中设置moveSnake()函数,如下所示
function timer(){
setInterval(function() {
moveSnake();
timer()
}, 1000);
}
timer()https://stackoverflow.com/questions/65271583
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