我正在开发一个simon-says游戏,这是我的第一个React Native应用程序。
想法是根据我们当前的回合向玩家显示顺序,然后让玩家按下一个按钮,检查该按钮是否匹配给定的序列,如果是,则让用户再次按下,调用函数check再次。如果他在回合结束时没事,则我增加回合等,然后再次显示顺序。如果玩家失败,游戏将停止直到用户再次按下开始。
我不知道如何设置一个循环,使玩家可以按按钮直到回合结束,因为此功能仅在按下时才调用,所以我不知道如何控制它。
想法是根据我们当前的回合向玩家显示顺序,然后让玩家按下一个按钮,检查该按钮是否匹配给定的序列,然后让用户再次按下,再次调用功能检查。如果他没问题,那么我增加回合等,然后再次显示顺序。
所有这些都应该从第1轮到seq.length循环。
任何想法?我的代码如下。谢谢!
import React, {Component} from 'react';
import {StyleSheet, Text, View,TouchableOpacity, Button, Image} from 'react-native';
export default class App extends Component{
constructor (props){
super(props);
this.flash=0
this.round=1
this.seq=[]
this.playerSeq=[]
this.win=false
this.ok=true
this.score=0
this.state = {
canPress: false,
greenB: {
backgroundColor: 'darkgreen'
},
yellowB: {
backgroundColor: 'orange'
},
blueB: {
backgroundColor: 'blue'
},
redB: {
backgroundColor: 'red'
}
}
this.play=this.play.bind(this)
this.greenFlash=this.greenFlash.bind(this)
this.blueFlash=this.blueFlash.bind(this)
this.redFlash=this.redFlash.bind(this)
this.playerTurn=this.playerTurn.bind(this)
this.check=this.check.bind(this)
}
play(){
this.seq=[1,2,3,1,4] //will be random, this is just for testing
this.playerSeq=[]
this.flash=0
this.round=1
this.win=false
this.ok=true
this.score=0
this.compTurn()
this.setState({canPress: true})
}
playerTurn(i){
this.flash=0
this.playerSeq[this.flash]=i
this.setState({canPress: false})
this.check()
}
check(){
if (this.playerSeq[this.flash]==this.seq[this.flash]){
if (this.playerSeq[this.flash]==1){
this.greenFlash();
}
if (this.playerSeq[this.flash]==2){
this.yellowFlash();
}
if (this.playerSeq[this.flash]==3){
this.blueFlash();
}
if (this.playerSeq[this.flash]==4){
this.redFlash();
}
this.flash++
this.ok=true
this.setState({canPress: true})
if (this.flash==this.round){
this.setState({canPress: false})
this.round++
}
}
else {
this.ok=false;
}
}
compTurn() {
let intervalId = setInterval(()=> {
if (this.flash==this.round) {
clearInterval(intervalId);
}
else {
if (this.seq[this.flash]==1){
this.greenFlash();
}
if (this.seq[this.flash]==2){
this.yellowFlash();
}
if (this.seq[this.flash]==3){
this.blueFlash();
}
if (this.seq[this.flash]==4){
this.redFlash();
}
this.flash++;
}
}
, 1500);
this.setState({canPress: true})
this.flash=0;
}
compTurn() {
let intervalId = setInterval(()=> {
if (this.flash==this.round) {
clearInterval(intervalId);
}
else {
if (this.seq[this.flash]==1){
this.greenFlash();
}
if (this.seq[this.flash]==2){
this.yellowFlash();
}
if (this.seq[this.flash]==3){
this.blueFlash();
}
if (this.seq[this.flash]==4){
this.redFlash();
}
this.flash++;
}
}
, 1500);
this.setState({canPress: true})
//this.userTurn=true;
this.flash=0;
}
greenFlash(){
setTimeout(() => {
this.setState( {
greenB:{
...this.state.style1, backgroundColor: 'lightgreen'
}
})
}, 200);
setTimeout(() => {
this.setState( {
greenB:{
...this.state.style1, backgroundColor: 'darkgreen'
}
})
}, 1000);
}
yellowFlash(){
setTimeout(() => {
this.setState( {
yellowB:{
...this.state.style1, backgroundColor: 'yellow'
}
})
}, 200);
setTimeout(() => {
this.setState( {
yellowB:{
...this.state.style1, backgroundColor: 'orange'
}
})
}, 1000);
}
blueFlash(){
setTimeout(() => {
this.setState( {
blueB:{
...this.state.style1, backgroundColor: 'lightblue'
}
})
}, 200);
setTimeout(() => {
this.setState( {
blueB:{
...this.state.style1, backgroundColor: 'blue'
}
})
}, 1000);
}
redFlash(){
setTimeout(() => {
this.setState( {
redB:{
...this.state.style1, backgroundColor: 'pink'
}
})
}, 200);
setTimeout(() => {
this.setState( {
redB:{
...this.state.style1, backgroundColor: 'red'
}
})
}, 1000);
}
render(){
return (
<View>
<TouchableOpacity style={styles.playB}
onPress={this.play}>
<Text style={{
color:'white',
height: 30,
width:60,
}}>START</Text>
</TouchableOpacity>
<TouchableOpacity style={[
styles.greenB,
this.state.greenB]}
onPress={this.state.canPress ? (()=> this.playerTurn(1)) : null}></TouchableOpacity>
<TouchableOpacity style={[
styles.yellowB,
this.state.yellowB]}
onPress={this.state.canPress ? (()=> this.playerTurn(2)) : null}></TouchableOpacity>
<TouchableOpacity style={[
styles.blueB,
this.state.blueB]}
onPress={this.state.canPress ? (()=> this.playerTurn(3)) : null}></TouchableOpacity>
<TouchableOpacity style={[
styles.redB,
this.state.redB]}
onPress={this.state.canPress ? (()=> this.playerTurn(4)) : null}></TouchableOpacity>
<Image
source={{
uri: 'https://images-eu.ssl-images-amazon.com/images/I/71pyavpLdIL.png'}}
style={styles.icon}/>
</View>
);
}
}
const styles = StyleSheet.create({
greenB:{
padding: 5,
height: 80,
width: 80,
borderRadius:160,
position: 'absolute',
top:380,
left: 110
},
yellowB:{
padding: 5,
height: 80,
width: 80,
borderRadius:160,
position: 'absolute',
left: 110,
top: 480
},
blueB:{
padding: 5,
height: 80,
width: 80,
borderRadius:160,
position: 'absolute',
top: 380,
left: 210
},
redB:{
padding: 5,
height: 80,
width: 80,
borderRadius:160,
position: 'absolute',
left: 210,
top: 480
},
playB:{
padding: 10,
marginLeft: 155,
marginTop: 300,
width: 100,
backgroundColor: 'grey',
height: 40,
borderRadius: 40,
},
icon: {
width: 200,
height: 200,
position: 'absolute',
top: 50,
left: 100,
}
});
代替使用canPress
状态,您应该设置count
状态,每次单击该按钮,将count
增大为1,然后使用count
与seq.length
进行比较,然后将结果传递给disabled
属性,就像这样<button disabled={count === seq.length}>
。
您可以在Codesandbox上查看演示。
[也许也可以给您一些有关将循环功能作为子组件的想法。 https://reactjs.org/docs/jsx-in-depth.html
// Calls the children callback numTimes to produce a repeated component
function Repeat(props) {
let items = [];
for (let i = 0; i < props.numTimes; i++) {
items.push(props.children(i));
}
return <div>{items}</div>;
}
function ListOfTenThings() {
return (
<Repeat numTimes={10}>
{(index) => <div key={index}>This is item {index} in the list</div>}
</Repeat>
);
}
您可以将TouchableOpacity
包装到上面的Repeat
之类的组件中,然后每次玩家开始新的回合,然后将更新的回合值作为道具传递给TouchableOpacity
。