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我做游戏。在//ERROR ZONE 中称为异常。我不明白。类游戏有列表重新排列。
void spawnt(){
var rnd = new Random();
var rnd2 = new Random();
rnd = rnd.nextInt(100);
if(rnd2.nextBool())
rnd2 = rnd2.nextInt(100);
else
rnd2 = -rnd2.nextInt(100);
var x = flappy.position["x"]+lastx+sw+rnd;
var y = rnd2*pomer-100-1800*pomer-168*pomer;
Rectangle vrch = new Rectangle("img/tube1.png", sw, sh, {"x":x, "y":y, "z":0});
Rectangle spodek = new Rectangle("img/tube2.png", sw, sh, {"x":x, "y":sh+mezeray*pomer+y, "z":0});
vrch.onCollision((_){
checkover();
});
spodek.onCollision((_){
checkover();
});
game.addObject(spodek);
game.addObject(vrch);
var cp = new Checkpoint(sw, mezeray, {"x":x+sw, "y":y+sh, "z":0});
cp.onCollision((e){
scoore++;
querySelector("#scoore").text="SCOORE: ${scoore}";
sounds[1].play();
//THIS IS ERROR ZONE
spawnt();
});
game.addObject(cp);
rnd = new Random();
rnd = rnd.nextInt(300);
rnd2 = new Random();
rnd2 = rnd2.nextInt(300);
var rnd3 = new Random();
rnd3 = new Random();
rnd3 = rnd3.nextInt(10);
Grab w;
if(rnd3 == 0 || rnd3 == 1 || rnd3 == 2){
w = new Grab("img/cigarette.png", 600*pomer, 418*pomer, {"x":x+sw+rnd,"y":sh+mezeray*pomer+y-mezeray*pomer+rnd2-168*pomer, "z":0});
w.scale(0.2);
w.onCollision((c){
smokescreen = true;
smoketimer.cancel();
smoketimer = new Timer(const Duration(milliseconds: 10000), (){
smokescreen = false;
});
kucky.play();
if(csong)
cig.play();
csong = false;
});
game.addObject(w);
}
else if(rnd3 == 3 || rnd3 == 4){
w = new Grab("img/whiskey.png", 162*pomer, 398*pomer, {"x":x+sw+rnd,"y":sh+mezeray*pomer+y-mezeray*pomer+rnd2-168*pomer, "z":0});
w.scale(0.2);
w.onCollision((c){
AudioElement pr = new AudioElement("sounds/yes.${koncovka}");
pr.play();
whiskey++;
if(whiskey>=10 && whiskey<20){
speedotoceni = 30;
zhoupni();
}
else if(whiskey>=20 && whiskey<30){
speedotoceni = 25;
zhoupni();
}
else if(whiskey>=30 && whiskey<40){
speedotoceni = 20;
zhoupni();
}
else if(whiskey>=40 && whiskey<50){
speedotoceni = 15;
zhoupni();
}
else if(whiskey>=50 && whiskey<60){
speedotoceni = 10;
zhoupni();
}
else if(whiskey>=60 && whiskey<70){
speedotoceni = 5;
zhoupni();
}
else if(whiskey>=70 && whiskey<80){
speedotoceni = 1;
zhoupni();
}
querySelector("#scoore").text="SCOORE: ${scoore}";
});
game.addObject(w);
}
else if(rnd3 == 9){
w = new Grab("img/jatra.png", 539*pomer, 521*pomer, {"x":x+sw+rnd,"y":sh+mezeray*pomer+y-mezeray*pomer+rnd2-168*pomer, "z":0});
w.scale(0.1);
w.onCollision((c){
AudioElement pr = new AudioElement("sounds/yes.${koncovka}");
pr.play();
jatra++;
document.cookie = "jatra=${jatra}; expires=Thu, 24 Dec 4000 00:00:00 GMT; path=/";
querySelector("#jatracount").text = jatra.toString();
});
game.addObject(w);
}
lastx = lastx+300*pomer+rnd;
}
import 'dart:html';
import 'dart:math';
import 'dart:async';
import 'Entity.dart';
import 'Gravity.dart';
import 'Rectangle.dart';
import 'Camera.dart';
import 'Checkpoint.dart';
class Game {
CanvasElement canvas;
Gravity gravity;
List<Entity> entities = new List();
List<Rectangle> rectangles = new List();
Camera camera;
var leftSpace = 0;
var topSpace = 0;
var _onCollision;
var _over = (_){};
var _render = (_){};
num _lastFrame = 0;
bool isOver = false;
Game(this.canvas, this.gravity){
window.animationFrame.then((e){this.render(e);});
}
void addEntity(Entity entita){
this.entities.add(entita);
}
void addObject(Rectangle rectangle){
this.rectangles.add(rectangle);
}
void render(num delta){
num fps = 1000/(delta-this._lastFrame);
this._lastFrame = delta;
CanvasRenderingContext2D ctx = this.canvas.context2D;
ctx.clearRect(0, 0, this.canvas.width+this.leftSpace.abs(), this.canvas.height+this.topSpace.abs());
this._render(true);
this.rectangles.forEach((s){
ctx.fillStyle=s.color;
if(s.hasColor()){
ctx.fillStyle=s.color;
ctx.fillRect(s.position["x"]-this.leftSpace,s.position["y"]-this.topSpace,s.width,s.height);
}
else{
ctx.drawImageScaled(s.texture, s.position["x"]-this.leftSpace,s.position["y"]-this.topSpace,s.width,s.height);
}
});
this.entities.forEach((e){
e.move(fps);
e.power["y"] += this.gravity.operate(e)*(60/fps);
ctx.save();
ctx.translate(e.position["x"]-this.leftSpace+e.width/2, e.position["y"]-this.topSpace+e.height/2);
ctx.rotate(e.rotation* PI/180);
ctx.drawImageScaled(e.img, -(e.width/2), -(e.height/2), e.width, e.height);
ctx.restore();
});
collisionResponse();
checkCollisions();
if(!this.camera.fixed["x"])
this.leftSpace = this.camera.target.position["x"]-this.canvas.width/2+this.camera.target.width/2;
else
this.leftSpace = this.camera.fixedPos["x"];
if(!this.camera.fixed["y"])
this.topSpace = this.camera.target.position["y"]-this.canvas.height/2+this.camera.target.height/2;
else
this.topSpace = this.camera.fixedPos["y"];
this._render(false);
ctx.closePath();
window.animationFrame.then((e){this.render(e);});
}
void onCollision(e){
this._onCollision = e;
}
void collisionResponse(){
this.rectangles.forEach((s){
num x1 = s.position["x"];
num y1 = s.position["y"];
num z1 = s.position["z"];
num w1 = s.width;
num h1 = s.height;
this.entities.forEach((e){
num rot = e.rotation * (PI / 180);
num x2 = e.position["x"];
num y2 = e.position["y"];
num z2 = e.position["z"];
num w2 = e.width;
num h2 = e.height;
if(x2>=x1-w2 && x2<=x1+w1 && y2>y1-h2 && y2<y1+h1 && z1==z2){
s.collisionResponse(e);
e.collision(s);
s.collision(e);
}
});
});
}
void checkCollisions(){
List<Entity> kolize = new List();
for(Entity e1 in this.entities){
num x1 = e1.position["x"];
num y1 = e1.position["y"];
num z1 = e1.position["z"];
num w1 = e1.width;
num h1 = e1.height;
for(Entity e2 in this.entities){
if(e1 == e2 || (kolize.indexOf(e1) != -1 && kolize.indexOf(e2) != -1)) continue;
num x2 = e2.position["x"];
num y2 = e2.position["y"];
num z2 = e2.position["z"];
num w2 = e2.width;
num h2 = e2.height;
if(x2>=x1-w2 && x2<=x1+w1 && y2>y1-h2 && y2<y1+h1 && z1==z2){
kolize.add(e1);
kolize.add(e2);
}
}
}
}
void over(){
if(!this.isOver)
this._over();
this.isOver = true;
}
void onOver(e){
this._over = e;
}
void onRender(f){
this._render = f;
}
}
最佳答案
此错误意味着您在迭代期间正在从集合中添加或删除对象。这是不允许的,因为添加或删除项目会改变集合大小并扰乱后续迭代。
该错误可能来自您尚未发布源代码的以下行之一:
s.collisionResponse(e);
e.collision(s);
s.collision(e);
var list = [1, 2, 3, 4, 5];
list.forEach( (e) {
if(e % 2 == 1)
list.remove(e);
});
var list = [1, 2, 3, 4, 5];
var toRemove = [];
list.forEach( (e) {
if(e % 2 == 1)
toRemove.add(e);
});
list.removeWhere( (e) => toRemove.contains(e));
关于异常(exception):迭代期间的并发修改: '_GrowableList' 的实例(长度:17),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22409666/
这是一个游戏,屏幕上随机出现一个小矩形,玩家必须点击它才能摆脱它,屏幕的另一部分会生成一个新的矩形。我的代码有效,但每次点击我在屏幕上绘制的矩形时,都会出现以下错误。我该如何解决这个问题? Main.
我做游戏。在//ERROR ZONE 中称为异常。我不明白。类游戏有列表重新排列。 void spawnt(){ var rnd = new Random(); var rnd2 = new Rand
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