"that" 变量未引用正确的对象
"that" variable not referring to correct object
当我在对象上使用方法时,我的 'that' 变量没有引用正确的对象。
例如,isaac.healthItem.use() 在控制台中显示 "Mia" 而不是 "Isaac"。
为什么 'this' 不引用调用对象?
var get = function(id) {
return document.getElementById(id);
}
var that;
var divider = "\n-----------------------";
var Adventurer = function(name, weapon, health, mana) {
this.name = name;
this.health = health;
this.maxHealth = health;
this.maxOverheal = this.maxHealth * 2;
this.mana = mana;
this.inventory = [];
this.spells = [];
this.weapon = weapon;
that = this;
}
Adventurer.prototype.addToInventory = function(item) {
this.inventory.push(item);
}
Adventurer.prototype.addSpell = function(spell) {
this.spells.push(spell);
}
Adventurer.prototype.setWeapon = function(weapon) {
this.weapon = weapon;
}
var HealthItem = function() {
this.healthItemName = "";
this.healAmount = 0;
this.use = function() {
console.log(that.name);
for (var x = 0; x < that.inventory.length; x++) {
if (that.inventory[x] == "HP Pot") {
this.healthItemName = "HP Pot";
this.healAmount = 30;
that.health += this.healAmount;
console.log(that.name + " Has Used " + this.healthItemName + " For " + this.healAmount + divider);
if (that.health > that.maxHealth && that.health < that.maxOverheal) {
var overheal = that.health - that.maxHealth;
console.log("Overhealed by " + overheal + "!");
} else if (that.health > that.maxOverheal) {
console.log(that.name + " cannot " + "be " + "overhealed " + "anymore!");
that.health = that.maxOverheal;
}
that.inventory[x] = "";
return;
}
}
console.log("No Health Items in Inventory" + divider);
}
}
Adventurer.prototype.healthItem = new HealthItem();
Adventurer.prototype.adventurerData = function() {
console.log(this.name + divider);
console.log("Health: " + this.health + divider);
console.log("Mana: " + this.mana + divider);
}
Adventurer.prototype.viewSpells = function() {
for (var i = 0; i < this.spells.length; i++) {
console.log(this.spells[i] + divider);
}
}
Adventurer.prototype.useSpell = function(spell) {
for (var i = 0; i < this.spells.length; i++) {
if (this.spells[i] == spell) {
console.log(this.name + " Used " + this.spells[i] + " For" + " 30 Damage!" + divider);
return;
}
}
console.log("You don't know how to do that..." + divider);
}
Adventurer.prototype.viewInventory = function() {
for (var x = 0; x < this.inventory.length; x++) {
console.log(this.inventory[x] + divider);
}
if (this.inventory.length == 0) {
console.log("Your bag is empty");
}
}
Adventurer.prototype.lotOfPots = function() {
for (var i = 0; i < 50; i++) {
this.addToInventory("HP Pot");
}
}
var isaac = new Adventurer("Isaac", "Ragnarok", 100, 50);
var mia = new Adventurer("Mia", "Celestial Staff of Water", 80, 90);
isaac.addSpell("Earthquake");
isaac.addSpell("Push");
isaac.addSpell("Healing Wave");
mia.addSpell("Soothing Waters");
mia.addSpell("Sleet");
mia.addSpell("Waterfall");
mia.adventurerData();
您是否尝试过将 "that" 作为参数传递给 Adventurer 函数?
因为"that"是一个全局变量。当您创建第二个冒险家时,您将用第二个冒险家的值覆盖 "that"。
问题是
var that; // Global variable
var Adventurer = function(name, weapon, health, mana) {
....
that = this; // Assign the calling object to global variable
}
var isaac = new Adventurer("Isaac", "Ragnarok", 100, 50);
var mia = new Adventurer("Mia", "Celestial Staff of Water", 80, 90);
所以 that
被 isaac
覆盖,然后 mia
所以当 HealthItem
调用 console.log(that.name)
时, that
指的是 mia
当我在对象上使用方法时,我的 'that' 变量没有引用正确的对象。
例如,isaac.healthItem.use() 在控制台中显示 "Mia" 而不是 "Isaac"。
为什么 'this' 不引用调用对象?
var get = function(id) {
return document.getElementById(id);
}
var that;
var divider = "\n-----------------------";
var Adventurer = function(name, weapon, health, mana) {
this.name = name;
this.health = health;
this.maxHealth = health;
this.maxOverheal = this.maxHealth * 2;
this.mana = mana;
this.inventory = [];
this.spells = [];
this.weapon = weapon;
that = this;
}
Adventurer.prototype.addToInventory = function(item) {
this.inventory.push(item);
}
Adventurer.prototype.addSpell = function(spell) {
this.spells.push(spell);
}
Adventurer.prototype.setWeapon = function(weapon) {
this.weapon = weapon;
}
var HealthItem = function() {
this.healthItemName = "";
this.healAmount = 0;
this.use = function() {
console.log(that.name);
for (var x = 0; x < that.inventory.length; x++) {
if (that.inventory[x] == "HP Pot") {
this.healthItemName = "HP Pot";
this.healAmount = 30;
that.health += this.healAmount;
console.log(that.name + " Has Used " + this.healthItemName + " For " + this.healAmount + divider);
if (that.health > that.maxHealth && that.health < that.maxOverheal) {
var overheal = that.health - that.maxHealth;
console.log("Overhealed by " + overheal + "!");
} else if (that.health > that.maxOverheal) {
console.log(that.name + " cannot " + "be " + "overhealed " + "anymore!");
that.health = that.maxOverheal;
}
that.inventory[x] = "";
return;
}
}
console.log("No Health Items in Inventory" + divider);
}
}
Adventurer.prototype.healthItem = new HealthItem();
Adventurer.prototype.adventurerData = function() {
console.log(this.name + divider);
console.log("Health: " + this.health + divider);
console.log("Mana: " + this.mana + divider);
}
Adventurer.prototype.viewSpells = function() {
for (var i = 0; i < this.spells.length; i++) {
console.log(this.spells[i] + divider);
}
}
Adventurer.prototype.useSpell = function(spell) {
for (var i = 0; i < this.spells.length; i++) {
if (this.spells[i] == spell) {
console.log(this.name + " Used " + this.spells[i] + " For" + " 30 Damage!" + divider);
return;
}
}
console.log("You don't know how to do that..." + divider);
}
Adventurer.prototype.viewInventory = function() {
for (var x = 0; x < this.inventory.length; x++) {
console.log(this.inventory[x] + divider);
}
if (this.inventory.length == 0) {
console.log("Your bag is empty");
}
}
Adventurer.prototype.lotOfPots = function() {
for (var i = 0; i < 50; i++) {
this.addToInventory("HP Pot");
}
}
var isaac = new Adventurer("Isaac", "Ragnarok", 100, 50);
var mia = new Adventurer("Mia", "Celestial Staff of Water", 80, 90);
isaac.addSpell("Earthquake");
isaac.addSpell("Push");
isaac.addSpell("Healing Wave");
mia.addSpell("Soothing Waters");
mia.addSpell("Sleet");
mia.addSpell("Waterfall");
mia.adventurerData();
您是否尝试过将 "that" 作为参数传递给 Adventurer 函数?
因为"that"是一个全局变量。当您创建第二个冒险家时,您将用第二个冒险家的值覆盖 "that"。
问题是
var that; // Global variable
var Adventurer = function(name, weapon, health, mana) {
....
that = this; // Assign the calling object to global variable
}
var isaac = new Adventurer("Isaac", "Ragnarok", 100, 50);
var mia = new Adventurer("Mia", "Celestial Staff of Water", 80, 90);
所以 that
被 isaac
覆盖,然后 mia
所以当 HealthItem
调用 console.log(that.name)
时, that
指的是 mia