【发布时间】:2017-04-12 10:17:03
【问题描述】:
关于如何制作可切换角色的任何想法我已经完成了一个 html 游戏,但我想实现一种切换主角的方法。
使用 Phaser 框架进行简单编码
upload function() {
this.game.load.sprite ("bird" assets/bird.png);
this.game.load.sprite ("bird2" assets/bird2.png);
this.game.load.sprite ("bird3" assets/bird3.png);
},
create function() {
this.game.add.sprite (0, 0 "bird" );
},
如果玩家为可玩角色选择切换角色按钮,我希望能够通过选择按钮将我的可玩角色“鸟”与“bird2”或“bird3”切换。我很确定这很简单,但我对编码还是很陌生。
我想要一个按钮,然后我可以切换角色
(按钮1)切换到bird2 “如果按钮 1 被选中,按钮 2 并且当前鸟被禁用”-只有鸟 2 是可见的
(按钮 2)切换到bird3 “如果选择了按钮 2,则按钮 1 并且当前的鸟被禁用”-只有鸟 3 可见
编辑这是我当前的代码和状态
var MainState = {
//load the game assets before the game starts
preload: function () {
this.load.image('background', 'assets/spring2.png');
this.load.spritesheet('bird', 'assets/bird.png',52 ,28, 7);
this.load.spritesheet('bird2', 'assets/bird2.png',52 ,28, 7);
this.load.spritesheet('bird3', 'assets/bird3.png',52 ,28, 7);
this.load.image('pipe', 'assets/pipe4.png');
},
//executed after everything is loaded
create: function () {
this.background = game.add.tileSprite(0, game.height-736,game.width, 736, 'background');
this.background.autoScroll(-20,0);
/////Bird///////////////////////////////////////////////////
this.bird = this.game.add.sprite(100, 200, 'bird');
this.bird.animations.add('fly');
this.bird.animations.play('fly', 50, true);
game.physics.startSystem(Phaser.Physics.ARCADE);
game.physics.arcade.enable(this.bird);
this.bird.body.gravity.y = 1000;
var spaceKey = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
this.bird.body.collideWorldBounds=true;
this.bird.body.immovable= true;
game.input.onDown.add(this.jump, this); //////touch screen jump
spaceKey.onDown.add(this.jump, this);
///////////////////////////////////////////////////////Pipes
this.pipes = game.add.group();
//timer
this.timer = game.time.events.loop(1600, this.addRowOfPipes, this); /////////////timer for pipes
///Bird anchor
this.bird.anchor.setTo(-0.2, 0.5)
},
// this is execated multiple times per second
update: function () {
if (this.bird.y < 0 || this.bird.y > 480)
game.state.start("StateOver");
///Collision
game.physics.arcade.overlap(
this.bird, this.pipes, this.restartGame, null, this);
///Bird Angle
if (this.bird.angle < 30)
this.bird.angle += 1;
///////////////music stop w top+bottom collision
if (this.bird.y < 0 || this.bird.y > 479)
music.stop();
},
jump: function () {
//this is for so the bird wount fly once dead
if (this.bird.alive == false)
return;
// Add a vertical velocity to the bird
this.bird.body.velocity.y = -350;
// Jump Animation
var animation = game.add.tween(this.bird);
// Change the angle of the bird to -20° in 100 milliseconds
animation.to({angle: -20}, 100);
// And start the animation
animation.start();
game.add.tween(this.bird).to({angle: -20}, 100).start();
},
restartGame: function () {
// Start the 'main' state, which restarts the game
game.state.start(game.state.StateOver); /////////////////////changed from current #########
///Hit pipe Null
game.physics.arcade.overlap(
this.bird, this.pipes, this.hitPipe, null, this);
},
addRowOfPipes: function() {
var hole = Math.floor(Math.random() * 5) + 1; ///Math.floor(Math.random() * 5) + 1;
for (var i = 0; i < 10 ; i++) ///// (var i = 0; i < 8; i++)
if (i != hole && i != hole + 1) ///// if (i != hole && i != hole + 1)
this.addOnePipe(440, i * 50 ); ///// 640 starting point of pipe 240 point of down ////this.addOnePipe(480, i * 60 + 10);
},
addOnePipe: function(x, y) {
var pipe = game.add.sprite(x, y, 'pipe');
this.pipes.add(pipe);
game.physics.arcade.enable(pipe);
pipe.body.velocity.x = -200;
pipe.checkWorldBounds = true;
pipe.outOfBoundsKill = true;
},
hitPipe: function() {
// If the bird has already hit a pipe, do nothing
// It means the bird is already falling off the screen
if (this.bird.alive == false)
return;
else {
game.state.start("StateOver");
}
// Set the alive property of the bird to false
this.bird.alive = false;
// Prevent new pipes from appearing
game.time.events.remove(this.timer);
// Go through all the pipes, and stop their movement
this.pipes.forEach(function(p){
p.body.velocity.x = 0;
}, this);
},
};
character.js
var characters={
preload:function()
{
game.load.spritesheet('button', 'assets/button.png', 215, 53, 8);
game.load.image("background", "assets/characterbackground.png");
game.load.image("pajaro", "assets/storeicon.png");
game.load.image("logo", "assets/extra/storef.png");
this.load.spritesheet('bird', 'assets/bird.png',52 ,28, 7);
this.load.spritesheet('bird2', 'assets/bird2.png',52 ,28, 7);
this.load.spritesheet('bird3', 'assets/bird3.png',52 ,28, 7);
game.load.spritesheet("button2", 'assets/button2.png', 100, 10, 10);
},
create:function()
{
bird = game.add.image(140, 150, 'pajaro');
logo = game.add.image (20, 350, 'logo');
this.background = game.add.tileSprite(0, game.height-736,game.width, 736, 'background');
this.background.autoScroll(-100,0);
this.btnMainMenu=game.add.button(130,500,'button',this.mainMenu,this,4,5,4);
this.btnbird=game.add.button(180,600,"button2",this.changebird2,this,0,1,0);
},
mainMenu:function()
{
game.state.start("stateTitle");
},
update:function()
{
// bird.x +=1;
},
changebird2: function(){
},
};
【问题讨论】:
标签: javascript phaser-framework