我一直在为我编写的Facebook游戏开发新功能。该游戏允许玩家在欧洲各城市之间旅行并交付商品以获取利润。我要添加的此功能为游戏添加了寻路AI:它允许玩家选择要前往的城市,然后游戏会自动将其火车沿轨道从其起始城市移动到目标城市。我正在使用AJAX和setTimeout()从后端获取数据,并使火车沿着连接城市的轨道运动。请参考代码(希望)能更好地理解我的意图。
问题是setTimeout()经常被调用。我放置了一个名为statusFinalDest的全局变量,该变量可能包含两个值:ENROUTE和ARRIVED。当火车为ENROUTE时,JS火车运动功能使用setTimeout调用自身,直到后端返回ARRIVED的statusFinalDest,此时火车运动超时循环(据说)终止。但是,与其每回合调用一次后端进程一次都不调用myEventMoveTrainManual(),而是要频繁地调用它,好像它无法识别statusFinalDest的已更改状态一样。我试图在代码中添加更多的限制结构来结束这种过度的行为,但它们似乎没有用。
以下是相关的FBJS(Facebook JS)代码:
function myEventMoveTrainManual(evt) {
if(mutexMoveTrainManual == 'CONTINUE') {
//mutexMoveTrainManual = 'LOCKED';
var ajax = new Ajax();
var param = {};
if(evt) {
var cityId = evt.target.getParentNode().getId();
var param = { "city_id": cityId };
}
ajax.responseType = Ajax.JSON;
ajax.ondone = function(data) {
statusFinalDest = data.status_final_dest;
if(data.code != 'ERROR_FINAL_DEST') {
// Draw train at new location
trackAjax = new Ajax();
trackAjax.responseType = Ajax.JSON;
trackAjax.ondone = function(trackData) {
var trains = [];
trains[0] = trackData.train;
removeTrain(trains);
drawTrack(trackData.y1, trackData.x1, trackData.y2, trackData.x2, '#FF0', trains);
if(data.code == 'UNLOAD_CARGO') {
unloadCargo();
} else if (data.code == 'MOVE_TRAIN_AUTO' || data.code == 'TURN_END') {
moveTrainAuto();
} else {
/* handle error */
}
mutexMoveTrainManual = 'CONTINUE';
}
trackAjax.post(baseURL + '/turn/get-track-data');
}
}
ajax.post(baseURL + '/turn/move-train-set-destination', param);
}
// If we still haven't ARRIVED at our final destination, we are ENROUTE so continue
// moving the train until final destination is reached
// statusFinalDest is a global var
if(statusFinalDest == 'ENROUTE') {
setTimeout(myEventMoveTrainManual, 1000);
}
}
这是后端PHP代码:
public function moveTrainSetDestinationAction() {
require_once 'Train.php';
$trainModel = new Train();
$userNamespace = new Zend_Session_Namespace('User');
$gameNamespace = new Zend_Session_Namespace('Game');
$this->_helper->layout()->disableLayout();
$this->_helper->viewRenderer->setNoRender();
$trainRow = $trainModel->getTrain($userNamespace->gamePlayerId);
$statusFinalDest = $trainRow['status_final_dest'];
if($statusFinalDest == 'ARRIVED') {
$originCityId = $trainRow['dest_city_id'];
$destCityId = $this->getRequest()->getPost('city_id');
if(empty($destCityId)) {
// If we arrived at final dest but user supplied no city then this method got called
// incorrectly so return an error
echo Zend_Json::encode(array('code' => 'ERROR_FINAL_DEST', 'status_final_dest' => $statusFinalDest));
exit;
}
$gameNamespace->itinerary = $this->_helper->getTrainItinerary($originCityId, $destCityId);
array_shift($gameNamespace->itinerary); //shift-off the current train city location
$trainModel->setStatusFinalDest('ENROUTE', $userNamespace->gamePlayerId);
$statusFinalDest = 'ENROUTE';
}
$cityId = $trainRow['dest_city_id'];
if($trainRow['status'] == 'ARRIVED') {
if(count($gameNamespace->itinerary) > 0) {
$cityId = array_shift($gameNamespace->itinerary);
}
}
$trainRow = $this->_helper->moveTrain($cityId);
if(count($trainRow) > 0) {
if($trainRow['status'] == 'ARRIVED') {
// If there are no further cities on the itinerary, we have arrived at our final destination
if(count($gameNamespace->itinerary) == 0) {
$trainModel->setStatusFinalDest('ARRIVED', $userNamespace->gamePlayerId);
$statusFinalDest = 'ARRIVED';
}
echo Zend_Json::encode(array('code' => 'UNLOAD_CARGO', 'status_final_dest' => $statusFinalDest));
exit;
// Pass id for last city user selected so we can return user to previous map scroll postion
} else if($trainRow['track_units_remaining'] > 0) {
echo Zend_Json::encode(array('code' => 'MOVE_TRAIN_AUTO', 'status_final_dest' => $statusFinalDest));
exit;
} else { /* Turn has ended */
echo Zend_Json::encode(array('code' => 'TURN_END', 'status_final_dest' => $statusFinalDest));
exit;
}
}
echo Zend_Json::encode(array('code' => 'MOVE_TRAIN_AUTO_ERROR'));
}
最佳答案
如果从事件处理程序中调用函数myEventMoveTrainManual,则每次事件发生时,您都将运行一个新计时器。
一个应该有用的简单技巧是在启动新计时器之前先杀死计时器:
var timerId;
//...
clearTimeout(timerId);
timerId = setTimeout(myEventMoveTrainManual, 1000);
//...
但是我认为您真正想做的是调用一个不同的函数,该函数检查计时器循环是否已在运行,如果没有,则调用myEventMoveTrainManual。