My code works (doesn't fail), but it doesn't do the right thing.
I call the "generate" function every time i want to generate a new "chunk", passing a new number into the function each time its called. It generates the chunk fine, but it doesn't generate what I want it to generate.
I want it to generate either a space, a jump, a slide, or a gap, if the previous generation was a space. But if the previous generation wasn't a space, generate a space. It doesn't do that. It sometimes generates 2 gaps, 2 jumps, or 2 slides after each other and i have no idea why... ???
Here is my code:
var ptg = 'space'; // what was previously generated to top
var wtgt; // what is currently being generated to top
var chunktogenerateto = 0;
function generate(a){
chunktogenerateto = a;
var rand1 = Math.floor(Math.random()*100) + 1;
if(ptg == 'space' && rand1 <= 25){
wtgt = 'space';
}
else if(ptg == 'space' && rand1 <= 50 && rand1 > 25){
wtgt = 'jump';
}
else if(ptg == 'space' && rand1 <= 75 && rand1 > 50){
wtgt = 'slide';
}
else if(ptg == 'space' && rand1 > 75){
wtgt = 'gap';
}
else{
wtgt = 'space';
}
ptg = wtgt;
topGen(wtgt);
}
function topGen(g){
document.getElementById('t' + chunktogenerateto).setAttribute('src','images/terrain/t' + g + '.png');
}
I hope it's not a typo... HELP!
Where the calls to "generate" are coming from:
var chunkpos = new Array();
chunkpos[0] = -100;
chunkpos[1] = 0;
chunkpos[2] = 100;
chunkpos[3] = 200;
chunkpos[4] = 300;
chunkpos[5] = 400;
chunkpos[6] = 500;
chunkpos[7] = 600;
chunkpos[8] = 700;
chunkpos[9] = 800;
chunkpos[10] = 900;
chunkpos[11] = 1000;
var temppos = new Array();
var time1;
var millis1;
var time2;
var millis2;
var millis3;
var firstreset = true;
var pos;
var poschange;
function moveLevel(){
if(firstreset == true){
resetTime();
}
var time2 = new Date();
var millis2 = time2.getTime();
var millis3 = millis2 - millis1;
poschange = Math.floor(millis3 / 5);
for(i = 0; i < chunkpos.length; i++){
temppos[i] = chunkpos[i] - poschange;
if(temppos[i] <= -150){
generate(i);
temppos[i] += 1200;
}
pos = temppos[i];
document.getElementById('chunk' + i).setAttribute('style','left: ' + pos + 'px;');
}
}
function resetTime(){
time1 = new Date();
millis1 = time1.getTime();
if(firstreset != true){
for(i = 0; i < chunkpos.length; i++){
chunkpos[i] = temppos[i];
}
}
firstreset = false;
setTimeout('resetTime()',1000);
}
Where the calls to "moveLevel" are coming from:
window.onload = function(){
if(test = 'runnable')
{
gameLoop();
}
else
{
document.getElementById('gm').innerHTML = (gm + 'Failed to run game.');
}
}
function gameLoop(){
if(currentscreen == 'playing'){
moveLevel();
}
setTimeout('gameLoop()',0);
}
Here is a download link to a zip file containing all of the code: ParkourFreak.zip The code i'm having trouble with is under scripts/generation.js. The main game page (where the generation is visible is index.html.
Rather than each if statement starting with "if(ptg == 'space' ... etc" - do this first in one simple "if not space return space".
After that you can start on your random - that should work for you.
Roughly a quarter of the time you previously had a space, it will create another, because of this code:
if(ptg == 'space' && rand1 <= 25){
wtgt = 'space';
}
Note that it's creating a space when a space was previously created.
Side note:
There's no need for the && rand1 > 25
on this line:
else if(ptg == 'space' && rand1 <= 50 && rand1 > 25){
Since you previously had if(ptg == 'space' && rand1 <= 25){
, it's impossible as of that line for rand1
to be <= 25
when ptg == 'space'
.
(And similarly the && rand2 > 50
on the following condition.)
Are you sure you're incrementing chunktogenerateto
?
It appears to stay at 0 with the current code, is that in a segment you haven't shown?
Edit: oh, it's the argument of the function. Try logging that variable, maybe that's the problem?
// elsewhere
var wtgts = ['space','jump','slide','gap'];
// in the function
if(ptg !== 'space') {
wtgt = 'space';
} else {
var randidx = Math.floor(Math.random()*4);
wtgt = wtgts[randidx];
}
Or even in the function:
var newidx = (ptg == 'space') ? Math.floor(Math.random()*4) : 0;
wtgt = wtgts[newidx];
I thought the problem lied with the generation, when in fact all I had to do to solve it was to change this:
if(temppos[i] <= -100){
generate(i);
temppos[i] += 1200;
}
to this:
if(temppos[i] <= -100){
generate(i);
chunkpos[i] += 1200;
temppos[i] += 1200;
}
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