我已经用 Javascript 实现了生命游戏。我正在考虑制作一个可供选择的颜色列表的组合框。从那里我想在游戏中渲染我的网格单元格的 obj.innerHTML img 源。解决此问题的最佳方法是什么?
到目前为止,这是我的游戏代码:
<br>
<canvas id="canvas" width="100%" height="80%"></canvas>
<button onClick="generateLevel()">Create New Board</button>
<button onClick="step()">Step</button>
<button onClick="multiStep()">Multistep</button>
<script type="text/javascript">
var level;
var lastLevelDrawn;
var lvlWidth = 0;
var lvlHeight = 0;
function step()
{
var tempLevel = new Array(lvlHeight);
for (var y = 0; y < lvlHeight; y++)
{
tempLevel[y] = new Array(lvlWidth);
for (var x = 0; x < lvlWidth; x++)
{
var liveNeighborCount = 0;
var status = level[y][x];
for (var k = y-1; k < y+2; k++)
{
for (var j = x-1; j < x+2; j++)
{
if (k == y && j == x)
{
}
else if (k >= 0 && k < lvlHeight && j >= 0 && j < lvlWidth)
{
if (level[k][j] == "1")
{
liveNeighborCount++;
}
}
}
}
if (level[y][x] == "1")
{
if (liveNeighborCount != 2 && liveNeighborCount != 3)
{
status = "0";
}
}
if (level[y][x] == "0")
{
if (liveNeighborCount == 3)
{
status = "1";
}
}
tempLevel[y][x] = status;
}
}
level = tempLevel;
render();
}
function multiStep()
{
var steps = prompt("How many steps do you want to step?", "10");
for (var x = 0; x < steps; x++)
step();
}
function generateLevel()
{
var width = prompt("How many cells wide?", "10");
var height = prompt("How many cells high?", "10");
lvlWidth = width;
lvlHeight = height;
var output = "";
if (width != null && height != null)
{
level = new Array(lvlHeight);
lastLevelDrawn = new Array(lvlHeight);
for (var y = 0; y < height; y++)
{
level[y] = new Array(lvlWidth);
lastLevelDrawn[y] = new Array(lvlWidth);
for (var x = 0; x < width; x++)
{
level[y][x] = Math.floor((Math.random()*2));
lastLevelDrawn[y][x] = -1;
output += " " + level[y][x];
}
output += "<br>";
}
}
//document.getElementById("demo").innerHTML=output;
setupRender();
}
function changeTile(tile)
{
var x = tile % lvlWidth;
var y = parseInt(tile/lvlWidth);
//document.getElementById("demo").innerHTML=x + ":" + y;
if (level[y][x] == "1")
level[y][x] = "0";
else
level[y][x] = "1";
render();
}
function render()
{
var widPer = ((1/lvlWidth)*90);
var heiPer = ((1/lvlHeight)*70);
for (var y = 0; y < lvlHeight; y++)
{
for (var z = 0; z < lvlWidth; z++)
{
var send = y*lvlWidth + z;
if (lastLevelDrawn[y][z] != level[y][z])
{
lastLevelDrawn[y][z] = level[y][z];
var obj = document.getElementById(send);
if (level[y][z] == "1")
obj.innerHTML = "<img src='white.jpg' width='" + widPer + "%' height='" + heiPer + "%' onclick='changeTile(" + send + ")'/>";
else
obj.innerHTML = "<img src='black.jpg' width='" + widPer + "%' height='" + heiPer + "%' onclick='changeTile(" + send + ")'/>";
}
}
}
}
function setupRender()
{
var x = "";
var widPer = ((1/lvlWidth)*90);
var heiPer = ((1/lvlHeight)*70);
//x += "<table border='1' col width='((1/lvlWidth)*100)%' col height='((1/lvlHeight)*80)%'>";
for (var y = 0; y < lvlHeight; y++)
{
//x += "<tr>";
for (var z = 0; z < lvlWidth; z++)
{
lastLevelDrawn[y][z] = level[y][z];
//x += level[y][z];
var send = y*lvlWidth + z;
x += "<n id='" + send + "'>";
if (level[y][z] == "1")
x += "<img src='white.jpg' width='" + widPer + "%' height='" + heiPer + "%' onclick='changeTile(" + send + ")'/>";
else
x += "<img src='black.jpg' width='" + widPer + "%' height='" + heiPer + "%' onclick='changeTile(" + send + ")'/>";
x += "</n>";
}
x += "<br>";
//x += "</tr>";
}
//x += "</table>";
document.getElementById("demo").innerHTML=x;
}
</script>