this.player.on("statistics_info", function (res) { if (this.lastDecodedFrame == 0) { this.lastDecodedFrame = res.decodedFrames; return; } if (this.lastDecodedFrame != res.decodedFrames) { this.lastDecodedFrame = res.decodedFrames; } else { this.lastDecodedFrame = 0; if (this.player) { this.player.pause(); this.player.unload(); this.player.detachMediaElement(); this.player.destroy(); this.player= null; this.createPlayer(videoElement, this.url); } } });
时间: 2024-02-14 07:24:03 浏览: 32
这是一段 JavaScript 代码,使用了某个播放器(可能是 video.js)的 API。当播放器触发 "statistics_info" 事件时,代码会检查最近解码的帧数(res.decodedFrames)是否与之前的帧数相同。如果不同,代码会更新最近解码的帧数。如果相同,则代码会暂停播放,卸载播放器,删除播放器的媒体元素,销毁播放器并创建一个新的播放器。这段代码可能是为了解决某些播放器问题而编写的。
相关问题
changeClickStatus() { //试下 this.clickStatus = !this.clickStatus; this.sliderIsDisabled = !this.sliderIsDisabled; if (!this.clickStatus == false) { this.headStatus = 3; //未选中状态 this.backDisabledBtn = true; this.forwardDisabledBtn = true; this.removeMoveNumber(); } else { this.headStatus = 1; if ( this.sliderValue <= this.sgfList.totalHead && this.sliderValue > 0 ) { this.backDisabledBtn = false; } else { this.backDisabledBtn = true; } if (this.sliderValue == this.sgfList.totalHead) { this.forwardDisabledBtn = true; } else { this.forwardDisabledBtn = false; } let board = this.player.board; for (let i = 1; i < this.nodes.length; i++) { let item = this.nodes[i]; board.removeObject({ type: "LB", text: i, x: item.x, y: item.y, }); } } //开启编辑功能 this._editable = this._editable || new WGo.Player.Editable(this.player, this.player.board); this._editable.set(!this._editable.editMode); },怎么优化这段代码
这段代码可以进行如下优化:
1. 将 `!this.clickStatus == false` 改为 `this.clickStatus`,以提高代码的可读性。
2. 将 `this.headStatus` 的赋值移到 `if` 语句块中,避免重复赋值。
3. 将 `this.sliderValue <= this.sgfList.totalHead && this.sliderValue > 0` 提取出来,避免重复计算。
4. 将 `let board = this.player.board` 的赋值提取出来,避免重复获取。
优化后的代码如下:
```
changeClickStatus() {
this.clickStatus = !this.clickStatus;
this.sliderIsDisabled = !this.sliderIsDisabled;
if (this.clickStatus) {
this.headStatus = 3; //未选中状态
this.backDisabledBtn = true;
this.forwardDisabledBtn = true;
this.removeMoveNumber();
} else {
const sliderInRange = this.sliderValue > 0 && this.sliderValue <= this.sgfList.totalHead;
this.headStatus = 1;
this.backDisabledBtn = !sliderInRange;
this.forwardDisabledBtn = this.sliderValue === this.sgfList.totalHead;
const board = this.player.board;
for (let i = 1; i < this.nodes.length; i++) {
const item = this.nodes[i];
board.removeObject({
type: "LB",
text: i,
x: item.x,
y: item.y,
});
}
}
//开启编辑功能
this._editable = this._editable || new WGo.Player.Editable(this.player, this.player.board);
this._editable.set(!this._editable.editMode);
}
```
def get_damage(self,player,attack_type): if self.vulnerable: self.hit_sound.play() self.direction = self.get_player_distance_direction(player)[1] if attack_type == 'weapon': self.health -= player.get_full_weapon_damage() else: self.health -= player.get_full_magic_damage() self.hit_time = pygame.time.get_ticks() self.vulnerable = False
这段代码是一个方法,名为`get_damage`,它接受两个参数:`player`和`attack_type`。该方法用于让敌人遭受攻击并减少相应的生命值。如果敌人处于易受攻击状态(即`self.vulnerable`为`True`),则播放击打音效(`self.hit_sound.play()`),设定敌人的朝向(`self.direction`),根据攻击类型(武器或魔法)减少相应的生命值(`self.health -= player.get_full_weapon_damage()`或`self.health -= player.get_full_magic_damage()`),记录敌人受击的时间(`self.hit_time = pygame.time.get_ticks()`),并将敌人的易受攻击状态设为`False`(`self.vulnerable = False`)。
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