这是我的代码。我希望我的球员有一些统计数据,但我不确定我应该做什么。
我对编码很陌生,我认为我应该向播放器添加“一些东西”(比如 player.life),它似乎有效。但是当我的玩家击中第二个蘑菇(代码末尾的 CFR 战斗)时,它不会在控制台中记录预期的“玩家生命为 470”。
我认为问题可能来自lifeHitted
变量。
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', {
preload: preload,
create: create,
update: update
});
var player;
function preload() {
game.load.image('square', 'assets/poulpe.png');
game.load.image('platform', 'assets/platform.png');
game.load.image('background', 'assets/background.png');
game.load.image('mushroom', 'assets/mushroom.png');
}
var platforms;
function create() {
game.add.sprite(0, 0, 'background');
var text = "Le jeu de Mr Carré.";
var style = {
font: "45px Arial",
fill: "#dddddd",
align: "center"
};
game.add.text(game.world.centerX - 300, 0, text, style);
//platforms
platforms = game.add.group();
ground = platforms.create(0, game.world.height - 90, 'platform');
ground.scale.setTo(2, 2);
ground.body.immovable = true;
//Ledge
var ledge = platforms.create(145, 350, 'platform');
ledge.scale.setTo(1, 0.5);
ledge.body.immovable = true;
ledge = platforms.create(350, 250, 'platform');
ledge.scale.setTo(1, 0.5);
ledge.body.immovable = true;
//player
player = game.add.sprite(20, game.world.height - 180, 'square');
player.scale.setTo(1, 1);
player.body.bounce.y = 0.2;
player.body.gravity.y = 6;
player.body.collideWorldBounds = true;
player.life = 500;
currentLife = player.life;
player.atk = 30;
//mushroom
mushroom = game.add.group();
//mushroom.x= Math.random()*100;
mushroom.life = 100;
mushroom.atk = 15;
dmg = mushroom.atk;
mush1 = mushroom.create(200, 250, 'mushroom');
mush1.body.immovable = true;
mush2 = mushroom.create(500, 150, 'mushroom');
mush2.body.immovable = true;
jumpCount = 0;
}
function update() {
game.physics.collide(player, platforms);
game.physics.collide(mushroom, platforms);
game.physics.overlap(player, mush1, scaleUpPlayer, null, this);
game.physics.overlap(player, mush2, scaleDownPlayer, null, this);
function scaleUpPlayer(player, mush) {
mush.kill();
player.scale.setTo(2, 2);
player.x = 210;
player.y = 200;
}
function scaleDownPlayer(player, mush) {
mush.kill();
player.scale.setTo(1, 1);
player.x = 500;
player.y = 150;
}
//jump
console.log('rrr');
var jumpKey = game.input.keyboard.addKey(Phaser.Keyboard.UP);
// A chaque fois que UP est pressé, on lance la fonction jumpCheck()
jumpKey.onDown.add(jumpCheck);
function jumpCheck() {
if ((jumpCount < 1) && (player.body.touching.down)) {
jump1();
console.log("jumpCount =" + jumpCount);
console.log("Vitesse =" + player.body.velocity.y);
//attention, remettre jumpCount à zéro si on touche le sol
// if(player.body.touching.down) {
// jumpCount = 0;
// }
}
//double jump
if ((jumpCount == 1) && (!player.body.touching.down)) {
jump2();
console.log("jumpCount =" + jumpCount);
console.log("Vitesse =" + player.body.velocity.y);
}
//debug
else if (jumpCount >= 2 ) {
console.log("jumpCount =" + jumpCount);
console.log("Vitesse =" + player.body.velocity.y);
}
}
function jump1() {
console.log("jump1");
jumpCount++;
player.body.velocity.y = -320;
}
function jump2() {
console.log("jump2");
jumpCount = 0;
player.body.velocity.y = -150;
}
//movement
player.body.velocity.x = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
player.body.velocity.x = -350;
} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
player.body.velocity.x = 350;
}
//Combat
game.physics.overlap(player, mushroom, testDmg, null, this);
function testDmg(){
if(game.physics.overlap(player, mushroom)){
lifeHitted = player.life - dmg;
if(lifeHitted <= 0){
console.log("Le player meurt.");
player.kill();
//die();
}
if(lifeHitted > 0){
console.log("player life is:" + lifeHitted);
}
}
}
}