显卡最高分是多少high score还是high...

high score
[hai sk?:]
[ha? sk?r]
[体]高分数
大家都在背:
1. Our class made a high score in the last test.
我们班上次测验得了高分.
来自辞典例句
2. It was tough. But I think I got a high score.
考试好难噢. 但是我想我会得高分的.
来自轻松英语会话---联想3000词(上)
3. But I think I got a high score.
但是我想我会得高分的.
来自轻松英语会话---联想1000词(下)
4. Let me wish you, too. To get a high score!
我也好好祝愿你, 考到好成绩!
来自互联网
5. E . g . It will be hard to surpass this very high score.
要超过这么高的分数是很难的.
来自互联网
0){var rand = parseInt(Math.random() * (000)+100000);top.location.href='/'+encodeURIComponent(document.getElementById('s').value.trim().replace( / /g, '_'))+'?renovate='+}else{top.location.href='/'+encodeURIComponent(document.getElementById('s').value.trim().replace( / /g, '_'));};}" action="/">
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使用 AngularJS 开发 2048 游戏
英文原文:
After tile movement
We only want to add new tiles only after a valid movement has been made, we’ll need to check to see if there actually has been any movement from one tile to the next.
var&hasMoved&=&
&&hasMoved&=&&//&we&moved&with&a&merge
&&GridService.moveTile(tile,&cell.newPosition);
if&(!GridService.samePositions(originalPos,&cell.newPosition))&{
&&hasMoved&=&
After all of the tiles have been moved (or tried to be moved), we’ll check to see if the game has been defeated. If the game is, in fact over then we’ll set the self.win flag on the game.
We moved when we had a tile collision, so in the merge condition, we’ll simply set the hasMoved variable to true.
Lastly, we’ll check to see if there has been any movement in the board. If there has been movement, we’ll:
Add a new pieces to the board
Check if we need to show the gameOver screen
if&(!GridService.samePositions(originalPos,&cell.newPosition))&{
&&hasMoved&=&
if&(hasMoved)&{
&&GridService.randomlyInsertNewTile();
&&if&(self.win&||&!self.movesAvailable())&{
&&&&self.gameOver&=&
方块移动之后
我们只想尽在做出一次有效的移动之后才添加新的方块,因此我们将需要去检查看看是否实际真的发生了任何从一个方块到另一个方块的移动.
var&hasMoved&=&
&&hasMoved&=&&//&we&moved&with&a&merge
&&GridService.moveTile(tile,&cell.newPosition);
if&(!GridService.samePositions(originalPos,&cell.newPosition))&{
&&hasMoved&=&
在所有的方块都已经移动(或者尝试着要被移动)之后,我们将检查游戏是否已经被完成。如果游戏实际上已经结束了,我们就将设置游戏上的self.win.
我们会在当我们有一个方块碰撞的时候移动,因此在合并的条件下,我们将简单的把 hasMovedvariable 设置成 true.
最后,我们将会检查面板上是否有任何的移动发生. 如果有,我们将:
想面板添加一个新的方块
检查我们是否需要显示游戏结束&gameOver 帧
if&(!GridService.samePositions(originalPos,&cell.newPosition))&{
&&hasMoved&=&
if&(hasMoved)&{
&&GridService.randomlyInsertNewTile();
&&if&(self.win&||&!self.movesAvailable())&{
&&&&self.gameOver&=&
Reset the tiles
Before we run any of this main game loop, we’ll need to reset each of the tiles such that we no longer keep track of their merge state. That is, every single move we make, we wipe the slate clean and we consider that every tile can run again. To do this, at the beginning of the move loop, we’ll call:
GridService.prepareTiles();
The prepareTiles() method in our GridService simply iterates over each tile and resets it’s status:
this.prepareTiles&=&function()&{
&&this.forEach(function(x,y,tile)&{
&&&&if&(tile)&{
&&&&&&tile.reset();
Keeping the score
Back to the updateScore() the game itself needs to keep track of two scores:
The current game’s score
The player’s overall high score
The currentScore is simply a single variable we’ll keep track of in-memory on a per-game basis. That is, we don’t need to handle it in any special manner.
The highScore, on the other hand is a variable that we’ll want to persist across each game. We have a couple of ways to handle this, using localstorage, cookies, or a combination of both.
在我们运行任意一次主游戏循环之前,我们将需要重设每一个方块,比如我们不在需要跟踪他们的合并状态. 即,每次我们要做出单个的移动时,都要将之前的状态清除,让每一个方块都能再次移动. 为此,在移动的循环开始处,我们将会调用:
GridService.prepareTiles();
GridService中的prepareTiles()方法简单的遍历了所有的方块并重设了它们的状态:
this.prepareTiles&=&function()&{
&&this.forEach(function(x,y,tile)&{
&&&&if&(tile)&{
&&&&&&tile.reset();
回到 updateScore() 方法 ; 游戏本身需要跟踪两个分值:
当前游戏的得分
玩家的历史最高分
当前得分 currentScore 只是一个简单的变量,我们将在每一次游戏的内存中对它进行跟踪. 也就是说我们不需要任何特殊的方式来处理它.
历史最高分 highScore, 是一个我们会持久化的变量. 我们有几种方法来处理这个问题,使用本地存储 localstorage, cookies, 或者是两者的结合.
As cookies are the easiest and most cross-browser safe of the two methods, we’ll stick with setting our highScore in a cookie.
The easiest way to get access to cookies in Angular is to use the angular-cookies module.
To use the module, we’ll need to download it either from
or use a package manager, like bower to install it.
$&bower&install&--save&angular-cookies
As usual, we’ll have to reference the script in our index.html and set the module-level dependency of ngCookies on our app.
We’ll update our app/index.html like so:
&script&src=&bower_components/angular-cookies/angular-cookies.js&&&/script&
Now to add the ngCookies module as a module-level dependency (on our Game module, where we’ll reference cookies):
angular.module('Game',&['Grid',&'ngCookies'])
With the ngCookies as a dependency, we can inject the $cookieStore service into our GameManager service. We can now get and set cookies for our user’s browser.
For instance, to get the user’s latest highscore, we’ll write a function to fetch it for us from the user’s cookie:
this.getHighScore&=&function()&{
&&return&parseInt($cookieStore.get('highScore'))&||&0;
Back in our updateScore() method on our GameManager class, we’ll update the local current score. If the score itself is higher than our previous highscore, we’ll update the high score cookie for the future.
this.updateScore&=&function(newScore)&{
&&this.currentScore&=&newS
&&if&(this.currentScore&&&this.getHighScore())&{
&&&&this.highScore&=&newS
&&&&//&Set&on&the&cookie
&&&&$cookieStore.put('highScore',&newScopre);
因为cookie是两种方式中最简单,也是在跨浏览器时最安全的一种方法, 因此我们也就采用把我们的最高分&highScore 设置到一个cookie中.
在Angular中访问cookie的最简单方式是使用 angular-cookies 模块.
为了使用这个模块,我们将需要从&&下载它,或者使用包管理器,比如bower,来安装它.
$&bower&install&--save&angular-cookies
像往常一样,我们需要在index.html中引用脚本,并对应用上的设置模块级依赖&ofngCookies .
我们将向下面这样更新我们的 app/index.html :
&script&src=&bower_components/angular-cookies/angular-cookies.js&&&/script&
现在就是要把 ngCookies 模块作为模块级依赖添加进去 (在我们将要引用cookie的 Game 模块上):
angular.module('Game',&['Grid',&'ngCookies'])
设置好对ngCookies的依赖,我们就可以将&$cookieStore 服务注入到我们的 GameManager服务中去了. 而我们现在就可以在我们用户的浏览器上获取和设置cookie了.
例如,为了获取用户最近的最高得分,我们将编写一个函数来为我们从用户的cookie中获取它:
this.getHighScore&=&function()&{
&&return&parseInt($cookieStore.get('highScore'))&||&0;
回到GameManager类上的updateScore()方法, 我们将更新本地的当前得分. 如果当前得分比我们之前的最高得分还要高,那我们就将更新最高得分的cookie.
this.updateScore&=&function(newScore)&{
&&this.currentScore&=&newS
&&if&(this.currentScore&&&this.getHighScore())&{
&&&&this.highScore&=&newS
&&&&//&Set&on&the&cookie
&&&&$cookieStore.put('highScore',&newScopre);
Wrath of track by
Now that we have tiles popping up on our screen, a bug will start popping up on screen in that we’ll get duplicate tiles with some odd behavior. Additionally, our tiles may end up in unexpected places.
The reason for this is that Angular only knows what tiles are in the tiles array based upon a unique identifier. We set this unique identifier in the view as the $index of the tile in the array (aka where it is in the array). Since we are moving our tiles in the array around, the $index is no longer able to track our tiles as unique. We’ll need a different tracking scheme.
&div&id=&game&&
&&&!--&grid-container&--&
&&&div&class=&tile-container&&
&&&&&div&tile&
&&&&&&ng-model='tile'
&&&&&&ng-repeat='tile&in&ngModel.tiles&track&by&$index'&&/div&
解决对方块的跟踪问题
现在我们可以让方块显示在屏幕上了,但是屏幕上会出现一个问题,那就是一些奇怪的行为会让我们得到重复的方块. 此外,我们的方块也会出现在不可预期的位置.
这个问题的原因是Angular只知道方块是被赋予了一个唯一的标识,然后被放在方块数组中的. 我们在视图中设置了这个唯一的标识符,作为数组中方块的 $index(也就是它在数组中的索引,或者说位置). 因为我们会在数组中到处移动方块,所以$index不再能够对具有唯一标识的方块进行跟踪. 我们需要一个不同的跟踪方案.
&div&id="game"&
&&&!--&grid-container&--&
&&&div&class="tile-container"&
&&&&&div&tile&
&&&&&&ng-model='tile'
&&&&&&ng-repeat='tile&in&ngModel.tiles&track&by&$index'&&/div&
Rather than depend upon the array to identify the location of the tile, we’ll track each tile by their own unique uuid. Creating our own unique identifier will guarantee that angular will respect each of the tiles in our tiles array will be treated as their own unique object. Angular will respect our unique identifiers and view each tile as it’s own object, so long as it’s unique uuid doesn’t change.
We can easily implement a unique identifying scheme for our tiles using the TileModel when we create a new instance. We can come up with our own scheme for creating unique identifiers.
It doesn’t matter how we generate unique ids so long as they are unique for every TileModel instance we create.
我们将会通过方块自身唯一的uuid来对其进行跟踪,而不是依赖于数组来识别方块的位置. 创建我们自己的唯一标识将确保angular可以讲方块数组中的方块作为它们自己的唯一对象进行对待. Angular 将会把识别唯一的表示,并把方块看做是它自身的对象, 只要保证方块唯一的uuid没有发生变化就行.
当我们创建一个新的实体是,我们就能使用TileModel很容易的实现一个唯一的标识方案. 我们也可以想出我们自己的创意来创建唯一的标识.
只要我们创建的每一个 TileModel 实体都是唯一的,我们如何生成唯一性id都无所谓.
To create a unique id, we jumped over to
to find ourselves a
globally unique identifier generator and wrapped it into a factory with a single method: next():
.factory('GenerateUniqueId',&function()&{
&&var&generateUid&=&function()&{
&&&&//&http://www.ietf.org/rfc/rfc4122.txt
&&&&var&d&=&new&Date().getTime();
&&&&var&uuid&=&'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g,&function(c)&{
&&&&&&var&r&=&(d&+&Math.random()*16)%16&|&0;
&&&&&&d&=&Math.floor(d/16);
&&&&&&return&(c&===&'x'&?&r&:&(r&0x7|0x8)).toString(16);
&&&&return&
&&return&{
&&&&next:&function()&{&return&generateUid();&}
To use the GenerateUniqueId factory, we can inject it and call GenerateUniqueId.next() to create us a new uuid. Back in our TileModel, we can create a unique id for the instance (in the constructor):
//&In&app/scripts/grid/grid.js
.factory('TileModel',&function(GenerateUniqueId)&{
&&var&Tile&=&function(pos,&val)&{
&&&&this.x&&&&&&=&pos.x;
&&&&this.y&&&&&&=&pos.y;
&&&&this.value&&=&val&||&2;
&&&&//&Generate&a&unique&id&for&this&tile
&&&&this.id&=&GenerateUniqueId.next();
&&&&this.merged&=&
Now that we have a unique identifier for each tile, we can tell Angular to track by the id, rather than by $index.
&!--&...&--&
&div&tile&
&&&&&&ng-model='tile'
&&&&&&ng-repeat='tile&in&ngModel.tiles&track&by&$id(tile.id)'&&/div&
&!--&...&--&
There is only one problem with this. Since we initialized our array with nulls (to be explicit) and we reset the array to contain nulls (rather than sort & resize the array), angular will try to track nulls as objects regardless. As null values do not have unique ids, this will cause our browser to throw an error and have no idea how to handle the duplicate objects.
为了创建一个唯一的id,我们跳转到&,&找到&,一个全局的唯一标识生成器,并用一个单独的方法next()将这个算法封装成一个工厂:
.factory('GenerateUniqueId',&function()&{
&&var&generateUid&=&function()&{
&&&&//&http://www.ietf.org/rfc/rfc4122.txt
&&&&var&d&=&new&Date().getTime();
&&&&var&uuid&=&'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g,&function(c)&{
&&&&&&var&r&=&(d&+&Math.random()*16)%16&|&0;
&&&&&&d&=&Math.floor(d/16);
&&&&&&return&(c&===&'x'&?&r&:&(r&0x7|0x8)).toString(16);
&&&&return&
&&return&{
&&&&next:&function()&{&return&generateUid();&}
为了使用这个 GenerateUniqueId 工厂, 我们可以将它注入,并调用&GenerateUniqueId.next() 来创建新的uuid. 回到我们的 TileModel, 我们可以为(构造器中的)实体创建一个唯一的id了:
//&In&app/scripts/grid/grid.js
.factory('TileModel',&function(GenerateUniqueId)&{
&&var&Tile&=&function(pos,&val)&{
&&&&this.x&&&&&&=&pos.x;
&&&&this.y&&&&&&=&pos.y;
&&&&this.value&&=&val&||&2;
&&&&//&Generate&a&unique&id&for&this&tile
&&&&this.id&=&GenerateUniqueId.next();
&&&&this.merged&=&
现在我们的每一个方块都有了一个唯一的标识符, 我们可以告诉Angular通过这个id而不是 $index进行跟踪.
&!--&...&--&
&div&tile&
&&&&&&ng-model='tile'
&&&&&&ng-repeat='tile&in&ngModel.tiles&track&by&$id(tile.id)'&&/div&
&!--&...&--&
这一方案只有一个问题。因为我们是(明确的)使用null初始化我们的数组的,并且我们会用null来重设数组(而不是&sort 或者 resize 这个数组), Angular就会不管不顾的将null作为对象来进行跟踪. 因为null值并没有唯一的id,因此这就将会造成我们的浏览器抛出一个错误,而且浏览器它也没有办法处理重复的对象.
Thus, we can use a built-in angular tool to track by either the unique id or the $index position of the object (null objects can be tracked by their position in the array as there will only be one in each position). We can change our grid_directive’s view to account for null objects, like so:
&!--&...&--&
&div&tile&
&&&&&&ng-model='tile'
&&&&&&ng-repeat='tile&in&ngModel.tiles&track&by&$id(tile.id&||&$index)'&&/div&
&!--&...&--&
This issue can be solved with a different implementation of the underlying data structure, such as looking up the position in each TileModel with an iterator, rather than depending upon the index of the tiles array or by reshuffling the array every time we make a change (or on $digest()). For simplicity and clarity, we’ve implemented it using the array as this is the only side-effect we’ll need to handle with this implementation.
因此,我们可以使用一个内置的angular工具来跟踪唯一id,还有对象的$index位置(null 值对象可以用它们在数组中的位置进行跟踪,因为每一个位置只会有一个). 我们可以像下面这样通过修改网格指令的视图来计算出null对象:
&!--&...&--&
&div&tile&
&&&&&&ng-model='tile'
&&&&&&ng-repeat='tile&in&ngModel.tiles&track&by&$id(tile.id&||&$index)'&&/div&
&!--&...&--&
这个问题可以通过依赖数据架构的一种不同的实现来解决, 比如在一个迭代器中查找每一个TileModel的位置,而不是依赖于方块数据的索引,或者是在每次发生变化(或者执行了一次$digest())时都对数组重新组合一次. 为了简单明了起见,我们已经用数组对其进行了实现,而这是唯一一个我们需要针对这个实现进行处理的副作用.
We won?!?? Game over
When we lose the original 2048 game, a game over screen slides in and allows us to restart the game and follow the creator on twitter. Not only is this a cool effect that the game gives to the player, it also presents a nice way to interrupt the game play.
We can easily create this using some basic angular techniques. We’re already keeping track of when the game ends in the GameManager with the gameOver variable. We can simply create a &div& object that contains our game over screen and absolutely position it over the game grid. The magic of this technique (and Angular) is that it’s so simple to implement without any trickery:
我们赢了吗?!??游戏结束了
当我们输掉2048原作游戏时,一个游戏结束的提示框滑入屏幕,它允许我们重新开始游戏,并且在twitter上关注游戏的创建者。这不光是一个呈现给玩家的炫酷效果,它还介绍了一种中断游戏运行的好方法。
我们可以用一些基本地angular技术轻易的创建这种效果。我们已经在GameManager中用gamOver变量来记录游戏是否结束。我们可以创建一个&div&标签来包含游戏结束提示框,并且在游戏方格中以绝对坐标给它定位。这种技术(和Angular)的神奇的地方就在于简单地就可以实现如此功能,并且还没有任何的花招:
We can simply create a new &div& element that contains the game over or winning message and show it depending upon the state of the game. For instance, the game over screen may look something like:
&!--&...&--&
&div&id=&game-container&&
&&&div&grid&ng-model='ctrl.game'&class=&row&&&/div&
&&&&&div&id=&game-over&&
&&&&&&&&ng-if=&ctrl.game.gameOver&
&&&&&&&&class=&row&game-overlay&&
&&&&&&Game&over
&&&&&&&div&class=&lower&&
&&&&&&&&&a&class=&retry-button&&ng-click='ctrl.newGame()'&Try&again&/a&
&&&&&&&/div&
&&&&&/div&
&&&!--&...&--&
The tough part is handling the styling/CSS. Effectively we’ll just place the element at an absolute positioning over the game grid and let the browser do the work of positioning it. Here are the relevant parts of the css (note, the full CSS is available on the github link below):
.game-overlay&{
&&width:&$
&&height:&$
&&background-color:&rgba(255,&255,&255,&0.47);
&&position:&
&&left:&0;
&&z-index:&10;
&&text-align:&
&&padding-top:&35%;
&&overflow:&
&&box-sizing:&border-
&&.lower&{
&&&&display:&
&&&&margin-top:&29
&&&&font-size:&16
We can use the exact same technique with a win screen, we just create a winning .game-overlay element.
我们可以简单地创建一个&div&元素来包含游戏结束或胜利时的消息,并且根据游戏的状态呈现出来。举个例子,游戏结束提示框像这样:
&!--&...&--&
&div&id="game-container"&
&&&div&grid&ng-model='ctrl.game'&class="row"&&/div&
&&&&&div&id="game-over"&
&&&&&&&&ng-if="ctrl.game.gameOver"
&&&&&&&&class="row&game-overlay"&
&&&&&&Game&over
&&&&&&&div&class="lower"&
&&&&&&&&&a&class="retry-button"&ng-click='ctrl.newGame()'&Try&again&/a&
&&&&&&&/div&
&&&&&/div&
&&&!--&...&--&
比较难的一部分是处理样式。比较高效的做法是,我们只是将元素放置到游戏方格中的一个绝对位置上,然后由浏览器去完成布局的工作。这是与样式(注意,完事的CSS样式可以到下面的github链接中找到)相关的一部分:
.game-overlay&{
&&width:&$
&&height:&$
&&background-color:&rgba(255,&255,&255,&0.47);
&&position:&
&&left:&0;
&&z-index:&10;
&&text-align:&
&&padding-top:&35%;
&&overflow:&
&&box-sizing:&border-
&&.lower&{
&&&&display:&
&&&&margin-top:&29
&&&&font-size:&16
我们能够以相同的方法来实现胜利时的提示框,只需要创建一个表示胜利的.game-overlay元素即可。
One of the impressive features of the original 2048 game is that the tiles seem to magically slide from one location to the next and the game over/winning screen naturally appear on the screen. As we are using Angular, we can achieve the exact same effects almost for free (thanks to CSS).
In fact, we’ve set up the game so that we can create the sliding, appearing, revealing, etc. animations are easy to implement. We won’t even touch the JavaScript (just barely) to implement them.
2048游戏原作中一个令人印象深刻的一点是方块看上去神奇的从一个位置滑到下一个位置,并且游戏结束或者胜利时的提示框很自然的出现在了屏幕上。当我们使用Angular时,我们可以免费实现几乎一模一样的效果(感谢CSS)
实际上,我们已经建立起了游戏,这样我们创建滑动、显现、展现等动画效果就很容易实现。我们(几乎)没有用JavaScript来实现它们。

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