我正在使用 React 开发 Othello 游戏,并且我已经实现了切换玩家回合的代码。它确实从一个切换到另一个(在白色和黑色之间)。但是,如果即将到来的玩家没有可用的移动,则转牌保持不变。虽然我已经完成了这一切,但现在我在尝试游戏时遇到了这种情况,虽然它确实会定期切换玩家回合,但我的代码不会考虑在必要时保持不变。你知道为什么吗?我该如何解决?
这是我的代码:
我在哪里改变它:
setWinnerAndTurn() {
const history = this.state.history.slice(0, this.state.stepNumber + 1);
const current = history[this.state.stepNumber];
const squares = current.squares.slice()
const blackSquares = []
const whiteSquares = []
// Check for a winner
for (var row=0;row<squares.length;row++) {
for (var col=0;col<squares[row].length;col++) {
if (squares[row][col] === 'black') {
blackSquares.push([row,col])
} else if (squares[row][col] === 'white') {
whiteSquares.push([row,col])
}
}
}
// Debug
//console.log(blackSquares)
//console.log(whiteSquares)
const total = [blackSquares,whiteSquares]
const movesAvailable = [[],[]]
for (var t=0;t<total.length;t++) {
const currentArray = total[t]
const returned = this.checkElementsAround(currentArray)
for (var r=0;r<returned.length;r++) {
movesAvailable[t].push(returned[r])
}
}
// Debug
console.log(movesAvailable)
if (blackSquares.length + whiteSquares.length === squares.length * squares[0].length || (movesAvailable[0] === [] && movesAvailable[1] === [])) {
// Declare a winner
if (blackSquares.length !== whiteSquares.length) {
this.setState({
winner: (blackSquares.length > whiteSquares.length) ? 'black' : 'white'
})
} else {
this.setState({
winner: 'tie'
})
}
} else {
// Change turn
if (movesAvailable[0] === []) {
this.setState({
blackIsNext: false
})
} else if (movesAvailable[1] === []){
this.setState({
blackIsNext: true
})
} else {
this.setState({
blackIsNext: !this.state.blackIsNext
})
}
}
}
我在哪里调用函数:
render() {
<GameBoard squares={current.squares} onClick={(row,col) => {
const elems = this.checkElementsAround(this.checkMoveValidity())
//console.log(elems)
for (let el=0;el<elems.length;el++) {
const turning = this.checkTurningStones(elems[el].directions)
if (turning.length !== 0) {
if (row === elems[el].coordinates[0] && col === elems[el].coordinates[1]) {
this.handleMove(row,col);
//console.log(turning)
for (var t=0;t<turning.length;t++) {
this.handleMove(turning[t][0],turning[t][1])
}
this.setWinnerAndTurn()
break
}
}
}
}}/>
}