监听路径serviceopening/gameconfig,当离开时发生变动,代码怎么写,用watch,前端
时间: 2024-05-14 11:15:56 浏览: 13
可以使用Vue中的watch方法来监听路径变化。代码示例如下:
```javascript
watch: {
$route(to, from) {
if (to.path === '/serviceopening/gameconfig') {
// 监听到路径变化,执行相应的操作
console.log('路径发生变化');
}
}
}
```
这段代码会在路由路径为`/serviceopening/gameconfig`时监听路径的变化,当离开这个页面时,路由路径发生变化,就会执行相应的代码。注意在watch中要判断当前的路径是否为需要监听的路径,不然可能会在其他页面也触发监听。
相关问题
使用java生成贪吃蛇游戏
生成贪吃蛇游戏,可以考虑使用Java的Swing图形库。
首先,我们需要定义贪吃蛇的数据模型。贪吃蛇由一系列的节点组成,每个节点包含一个位置和一个方向。位置可以用一个整数x和一个整数y来表示,方向可以使用一个枚举类型来表示。
```java
public enum Direction {
UP, DOWN, LEFT, RIGHT
}
public class Node {
private int x;
private int y;
private Direction direction;
public Node(int x, int y, Direction direction) {
this.x = x;
this.y = y;
this.direction = direction;
}
// getters and setters
}
```
接下来,我们需要定义贪吃蛇的逻辑。贪吃蛇的逻辑包括:初始化贪吃蛇,移动贪吃蛇,判断是否撞墙或者撞到自己。
```java
public class Snake {
private List<Node> nodes;
public Snake(int x, int y, int length, Direction direction) {
nodes = new ArrayList<>();
for (int i = 0; i < length; i++) {
nodes.add(new Node(x - i, y, direction));
}
}
public void move() {
// 计算新的头部位置
Node head = nodes.get(0);
int x = head.getX();
int y = head.getY();
switch (head.getDirection()) {
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
Node newHead = new Node(x, y, head.getDirection());
// 判断是否撞墙或者撞到自己
if (x < 0 || x > GameConfig.WIDTH - 1 || y < 0 || y > GameConfig.HEIGHT - 1) {
// 撞墙,游戏结束
} else if (isOverlap(newHead)) {
// 撞到自己,游戏结束
} else {
// 移动身体
for (int i = nodes.size() - 1; i > 0; i--) {
Node prev = nodes.get(i - 1);
Node curr = nodes.get(i);
curr.setX(prev.getX());
curr.setY(prev.getY());
curr.setDirection(prev.getDirection());
}
// 移动头部
nodes.set(0, newHead);
}
}
private boolean isOverlap(Node node) {
for (Node n : nodes) {
if (node.getX() == n.getX() && node.getY() == n.getY()) {
return true;
}
}
return false;
}
}
```
最后,我们需要定义游戏界面。游戏界面包括:绘制贪吃蛇,绘制食物,处理键盘事件。
```java
public class GamePanel extends JPanel implements KeyListener {
private Snake snake;
private Node food;
public GamePanel() {
setPreferredSize(new Dimension(GameConfig.WIDTH * GameConfig.NODE_SIZE, GameConfig.HEIGHT * GameConfig.NODE_SIZE));
setBackground(Color.BLACK);
setFocusable(true);
addKeyListener(this);
snake = new Snake(GameConfig.WIDTH / 2, GameConfig.HEIGHT / 2, 3, Direction.RIGHT);
generateFood();
}
private void generateFood() {
Random random = new Random();
int x = random.nextInt(GameConfig.WIDTH);
int y = random.nextInt(GameConfig.HEIGHT);
food = new Node(x, y, null);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// 绘制贪吃蛇
g.setColor(Color.GREEN);
for (Node node : snake.getNodes()) {
int x = node.getX() * GameConfig.NODE_SIZE;
int y = node.getY() * GameConfig.NODE_SIZE;
g.fillRect(x, y, GameConfig.NODE_SIZE, GameConfig.NODE_SIZE);
}
// 绘制食物
g.setColor(Color.RED);
int x = food.getX() * GameConfig.NODE_SIZE;
int y = food.getY() * GameConfig.NODE_SIZE;
g.fillRect(x, y, GameConfig.NODE_SIZE, GameConfig.NODE_SIZE);
}
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
snake.getNodes().get(0).setDirection(Direction.UP);
break;
case KeyEvent.VK_DOWN:
snake.getNodes().get(0).setDirection(Direction.DOWN);
break;
case KeyEvent.VK_LEFT:
snake.getNodes().get(0).setDirection(Direction.LEFT);
break;
case KeyEvent.VK_RIGHT:
snake.getNodes().get(0).setDirection(Direction.RIGHT);
break;
}
}
@Override
public void keyTyped(KeyEvent e) {}
@Override
public void keyReleased(KeyEvent e) {}
}
```
最后,我们需要定义游戏主逻辑。游戏主逻辑包括:初始化游戏界面,处理游戏循环。
```java
public class Game {
public static void main(String[] args) {
JFrame frame = new JFrame("Snake");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.pack();
frame.setLocationRelativeTo(null);
GamePanel panel = new GamePanel();
frame.add(panel);
frame.setVisible(true);
while (true) {
panel.repaint();
panel.getSnake().move();
if (panel.getSnake().getNodes().get(0).getX() == panel.getFood().getX() &&
panel.getSnake().getNodes().get(0).getY() == panel.getFood().getY()) {
panel.getSnake().getNodes().add(new Node(0, 0, null));
panel.generateFood();
}
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
```
这样,我们就完成了一个简单的贪吃蛇游戏。完整代码如下:
Unity "System.ArgumentException: JSON must represent an object type.\r\n at (wrapper managed-to-native) UnityEngine.JsonUtility.FromJsonInternal(string,object,System.Type)\r\n at UnityEngine.JsonUtility.FromJson (System.String json, System.Type type) [0x0005c] in <d773524469e64e608a0d15b877a002d5>:0 \r\n at UnityEngine.JsonUtility.FromJson[T] (System.String json) [0x00001] in <d773524469e64e608a0d15b877a002d5>:0 \r\n at GameConfig+<>c__DisplayClass13_0`1[T].<LoadListAsync>b__0 (UnityEngine.TextAsset asset) [0x00014] in E:\\work\\ShootingRumble\\shootingrumble\\Assets\\_Scripts\\Config\\GameConfig.cs:95 \r\n at AssetsManager+<>c__DisplayClass1_0`1[T].<LoadAssetsAsyncByLabel>b__0 (T handle) [0x00001] in E:\\work\\ShootingRumble\\shootingrumble\\Assets\\_Scripts\\Core\\Manager\\AssetsManager.cs:35 \r\n at UnityEngine.ResourceManagement.ResourceManager+<>c__DisplayClass92_0`1[TObject].<ProvideResources>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle x) [0x00000] in E:\\work\\ShootingRumble\\shootingrumble\\Library\\PackageCache\\com.unity.addressables@1.19.19\\Runtime\\ResourceManager\\ResourceManager.cs:746 \r\n at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].<add_CompletedTypeless>b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in E:\\work\\ShootingRumble\\shootingrumble\\Library\\PackageCache\\com.unity.addressables@1.19.19\\Runtime\\ResourceManager\\AsyncOperations\\AsyncOperationBase.cs:286 \r\n at DelegateList`1[T].Invoke (T res) [0x00038] in E:\\work\\ShootingRumble\\shootingrumble\\Library\\PackageCache\\com.unity.addressables@1.19.19\\Runtime\\ResourceManager\\Util\\DelegateList.cs:69 "
这是一个 Unity 中的异常信息,可能是在使用 JsonUtility.FromJson 方法时出现了问题。具体来说,异常信息提示 JSON 必须表示一个对象类型,但实际情况不是这样的。这可能是因为 JSON 数据的格式不正确或者代码中使用了错误的类型。建议检查 JSON 数据的格式和代码中使用的类型,以解决这个问题。
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