我的移动队列出了什么问题为什么输入会重复?

问题描述

我正在尝试使用love2d制作一个简单的蛇式游戏,但我似乎无法弄清楚我的代码有什么问题。运行时的错误是角色移动基于队列系统,并且似乎已由相同的输入进行备份。任何帮助将不胜感激!

import React,{ useState } from "react";
import DatePicker from "react-date-picker";
import { DateTime } from "luxon";

const items = [
  {
    id: "1",status: 100,event: "Open door",user: "Mike",created_at: "2020-09-05T12:31"
  },{
    id: "5",event: "Call Answer",created_at: "2020-09-10T12:31"
  },{
    id: "2",status: 200,user: "Vik",created_at: "2020-09-04T18:32"
  },{
    id: "3",status: 300,event: "Call",user: "Max",created_at: "2020-08-03T18:30"
  },{
    id: "4",status: 400,event: "Missed call",user: "Alex",created_at: "2020-07-28T10:40"
  }
];

// Factor out duplicate select JSX code,more DRY
const Select = ({ options,value,onChange }) => (
  <select style={{ margin: "0 15px" }} value={value} onChange={onChange}>
    {options.map((name) => (
      <option key={name} value={name}>
        {name}
      </option>
    ))}
  </select>
);

const Sample = () => {
  const [event,setEvent] = useState("All");
  const [user,setUser] = useState("All");
  const [dateBefore,setDateBefore] = useState(null);
  const [dateAfter,setDateAfter] = useState(null);

  const filter = items.filter(
    (item) =>
      (user === "All" || item.user === user) &&
      (event === "All" || item.event === event) &&
      (!dateBefore ||
        item.created_at > DateTime.fromJSDate(dateBefore).toISO()) &&
      (!dateAfter || item.created_at < DateTime.fromJSDate(dateAfter).toISO())
  );

  const handleChangeUser = (event) => {
    setUser(event.target.value);
  };

  const handleChangeEvent = (event) => {
    setEvent(event.target.value);
  };

  // Mapping the data to options led to duplicate options,// reducing first into map removes duplicates and allows
  // for computing options in single pass. Values inserted
  // into map maintain insertion order.
  const [eventArr,userArr] = items.reduce(
    ([events,users],{ event,user }) => [
      { ...events,[event]: event },{ ...users,[user]: user }
    ],[
      {
        All: "All"
      },{
        All: "All"
      }
    ]
  );

  return (
    <>
      <Select
        onChange={handleChangeEvent}
        value={event}
        options={Object.values(eventArr)}
      />
      <Select
        onChange={handleChangeUser}
        value={user}
        options={Object.values(userArr)}
      />
      <DatePicker value={dateBefore} onChange={setDateBefore} />
      <DatePicker value={dateAfter} onChange={setDateAfter} />

      <div>
        {filter.map((userName) => {
          return (
            <>
              <div style={{ marginTop: "10px" }}>
                {userName.user + " - " + userName.event}
              </div>
              <div style={{ borderBottom: "2px solid black" }}>
                {userName.created_at}
              </div>
            </>
          );
        })}
      </div>
    </>
  );
};

对不起,长时间阅读!

解决方法

真的很难知道,因为我不确定您的游戏应该具有什么功能。如果应该完全像蛇,那么您正在做的某些事情会让我很困惑,例如排队。

我进行了一些调整,尽管看起来它们可以稍微改善它的功能。我用elseif代替了ifs(以这种方式一次只能按下一个键),然后将table.remove(moveQueue,1)从if语句中移出(这样每次love.update(dt)都会从队列中删除某些内容)不管按键是否按下,都会被调用。

我不知道这是否满足您的要求,因为我不确定您的游戏应该如何运行。

love.window.setMode(704,704)

function love.load(arg)
  x = 0
  y = 0
  timer = 0
  points = 0
  moveQueue = {}
  playersize = 32
  screensize = 704

  Applex = love.math.random(0,screensize / playersize) * playersize
  Appley = love.math.random(0,screensize / playersize) * playersize

end


function love.update(dt)

  --Inputs
    if love.keyboard.isDown( "s" ) and moveQueue[2] ~= 's' then
        table.insert(moveQueue,'s')
    elseif love.keyboard.isDown( "w" ) and moveQueue[2] ~= 'w' then
        table.insert(moveQueue,'w')
    elseif love.keyboard.isDown( "a" ) and moveQueue[2] ~= 'a' then
        table.insert(moveQueue,'a')
    elseif love.keyboard.isDown( "d" ) and moveQueue[2] ~= 'd' then
        table.insert(moveQueue,'d')
    end


    timer = timer + dt
    local timerLimit = 0.15
    
    if timer >= timerLimit then
        timer = timer - timerLimit

          if moveQueue[1] == 'w' and y > 0 then
            y = y - playersize
          elseif moveQueue[1] == 's' and y < screensize - playersize then
            y = y + playersize
          elseif moveQueue[1] == 'a' and x > 0 then
            x = x - playersize
          elseif moveQueue[1] == 'd' and x < screensize - playersize then
            x = x + playersize
          end
          table.remove(moveQueue,1)


        if x == Applex and y == Appley then
          points = points + 1

          Applex = love.math.random(0,screensize / playersize) * playersize
          Appley = love.math.random(0,screensize / playersize) * playersize

        end

        print('Tick')

    end

end


function love.draw()

  love.graphics.rectangle("fill",x,y,playersize,playersize)
  love.graphics.setColor(255,0)
  love.graphics.rectangle("fill",Applex,Appley,255,255)

end