- Introduction
- Chapter 1 Values, Types, and Operators
- Chapter 2 Program Structure
- Expressions and statements
- Variables
- Keywords and reserved words
- The environment
- Functions
- The console.log function
- Return values
- prompt and confirm
- Control flow
- Conditional execution
- while and do loops
- Indenting Code
- for loops
- Breaking Out of a Loop
- Updating variables succinctly
- Dispatching on a value with switch
- Capitalization
- Comments
- Summary
- Exercises
- Chapter 3 Functions
- Chapter 4 Data Structures: Objects and Arrays
- Chapter 5 Higher-Order Functions
- Chapter 6 The Secret Life of Objects
- Chapter 7 Project: Electronic Life
- Chapter 8 Bugs and Error Handling
- Chapter 9 Regular Expressions
- Creating a regular expression
- Testing for matches
- Matching a set of characters
- Repeating parts of a pattern
- Grouping subexpressions
- Matches and groups
- The date type
- Word and string boundaries
- Choice patterns
- The mechanics of matching
- Backtracking
- The replace method
- Greed
- Dynamically creating RegExp objects
- The search method
- The lastIndex property
- Parsing an INI file
- International characters
- Summary
- Exercises
- Chapter 10 Modules
- Chapter 11 Project: A Programming Language
- Chapter 12 JavaScript and the Browser
- Chapter 13 The Document Object Model
- Chapter 14 Handling Events
- Chapter 15 Project: A Platform Game
- Chapter 16 Drawing on Canvas
- Chapter 17 HTTP
- Chapter 18 Forms and Form Fields
- Chapter 19 Project: A Paint Program
- Chapter 20 Node.js
- Chapter 21 Project: Skill-Sharing Website
- Eloquent JavaScript
- Exercise Hints
- Program Structure
- Functions
- Data Structures: Objects and Arrays
- Higher-Order Functions
- The Secret Life of Objects
- Project: Electronic Life
- Bugs and Error Handling
- Regular Expressions
- Modules
- Project: A Programming Language
- The Document Object Model
- Handling Events
- Project: A Platform Game
- Drawing on Canvas
- HTTP
- Forms and Form Fields
- Project: A Paint Program
- Node.js
- Project: Skill-Sharing Website
More life forms
The dramatic highlight of our world, if you watch for a bit, is when two critters bounce off each other. Can you think of another interesting form of behavior?
The one I came up with is a critter that moves along walls. Conceptually, the critter keeps its left hand (paw, tentacle, whatever) to the wall and follows along. This turns out to be not entirely trivial to implement.
We need to be able to “compute” with compass directions. Since directions are modeled by a set of strings, we need to define our own operation ( dirPlus
) to calculate relative directions. So dirPlus("n", 1)
means one 45-degree turn clockwise from north, giving "ne"
. Similarly, dirPlus("s", -2)
means 90 degrees counterclockwise from south, which is east.
function dirPlus(dir, n) { var index = directionNames.indexOf(dir); return directionNames[(index + n + 8) % 8]; } function WallFollower() { this.dir = "s"; } WallFollower.prototype.act = function(view) { var start = this.dir; if (view.look(dirPlus(this.dir, -3)) != " ") start = this.dir = dirPlus(this.dir, -2); while (view.look(this.dir) != " ") { this.dir = dirPlus(this.dir, 1); if (this.dir == start) break; } return {type: "move", direction: this.dir}; };
The act
method only has to “scan” the critter’s surroundings, starting from its left side and going clockwise until it finds an empty square. It then moves in the direction of that empty square.
What complicates things is that a critter may end up in the middle of empty space, either as its start position or as a result of walking around another critter. If we apply the approach I just described in empty space, the poor critter will just keep on turning left at every step, running in circles.
So there is an extra check (the if
statement) to start scanning to the left only if it looks like the critter has just passed some kind of obstacle—that is, if the space behind and to the left of the critter is not empty. Otherwise, the critter starts scanning directly ahead, so that it’ll walk straight when in empty space.
And finally, there’s a test comparing this.dir
to start
after every pass through the loop to make sure that the loop won’t run forever when the critter is walled in or crowded in by other critters and can’t find an empty square.
This is a book about getting computers to do what you want them to do. Computers are about as common as screwdrivers today, but they contain a lot more hidden complexity and thus are harder to operate and understand. To many, they remain alien, slightly threatening things.
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论