Craftyjs动画没有正确改变

时间:2012-11-01 21:20:42

标签: javascript craftyjs

我正在使用http://craftyjs.com/用于Github游戏关闭,我在动画方面遇到了一些麻烦。我第一次开始动画(当我在主场景中初始化播放器实体时)它可以工作。但是当我通过CustomControls组件设置动画时,它只播放动画的第一帧。

我认为问题出在CustomControls组件中,所以这里是代码: https://gist.github.com/3992392

如果你想克隆它并测试:https://github.com/RylandAlmanza/dragons-suck

,这是所有代码

如果有人知道问题可能是什么,请告诉我。谢谢!

编辑:这是一个最小的jsfiddle示例,除了移动和动画应该是动画之外,所有内容都被删除:http://jsfiddle.net/x7FDF/

var SPRITE_SIZE = 32;
Crafty.init();
Crafty.canvas.init();
Crafty.sprite(SPRITE_SIZE, "http://i.imgur.com/9sN9V.png", {
    player_east_1: [0, 0],
    player_east_2: [1, 0],
    player_east_3: [2, 0],
    player_west_1: [0, 1],
    player_west_2: [1, 1],
    player_west_3: [2, 1],
    player_south_1: [0, 2],
    player_south_2: [1, 2],
    player_south_3: [2, 2],
    player_north_1: [0, 3],
    player_north_2: [1, 3],
    player_north_3: [2, 3]
});

Crafty.scene("loading", function() {
    Crafty.background("#000");
    Crafty.e("2D, DOM, Text")
    .attr({
        w: 100,
        h: 20,
        x: 150,
        y: 120
    })
    .text("Loading")
    .css({"text-align": "center"});
    Crafty.load(["http://i.imgur.com/9sN9V.png"], function() {
        Crafty.scene("main");
    });
});

Crafty.scene("main", function() {
    Crafty.background("#000");

    var player = Crafty.e("2D, DOM, SpriteAnimation, player_east_1, Collision, TileCollision, CustomControls")
    .attr({
        x: 0,
        y: 0,
        x_velocity: 0,
        y_velocity: 0,
        w: SPRITE_SIZE,
        h: SPRITE_SIZE
    })
    .animate("stand_east", 0, 0, 0)
    .animate("stand_west", 0, 1, 0)
    .animate("stand_south", 0, 2, 0)
    .animate("stand_north", 0, 3, 0)
    .animate("walk_east", [[0, 0], [1, 0], [0, 0], [2, 0]])
    .animate("walk_west", [[0, 1], [1, 1], [0, 1], [2, 1]])
    .animate("walk_south", [[0, 2], [1, 2], [0, 2], [2, 2]])
    .animate("walk_north", [[0, 3], [1, 3], [0, 3], [2, 3]])
    .animate("stand_east", 45, -1)
    .CustomControls();
});


Crafty.c("CustomControls", {
    CustomControls: function() {
        this.bind("EnterFrame", function() {
            var up = Crafty.keydown[Crafty.keys.UP_ARROW];
            var down = Crafty.keydown[Crafty.keys.DOWN_ARROW];
            var left = Crafty.keydown[Crafty.keys.LEFT_ARROW];
            var right = Crafty.keydown[Crafty.keys.RIGHT_ARROW];
            if (up) {
                this.y_velocity = -2;
                if (!this.isPlaying("walk_north")) {
                    this.stop().animate("walk_north", 45, -1);
                }
            }
            if (down) {
                this.y_velocity = 2;
                if (!this.isPlaying("walk_south")) {
                    this.stop().animate("walk_south", 45, -1);
                }
            }
            if (left) {
                this.x_velocity = -2;
                if (!this.isPlaying("walk_west")) {
                    this.stop().animate("walk_west", 45, -1);
                }
            }
            if (right) {
                this.x_velocity = 2;
                if (!this.isPlaying("walk_east")) {
                    this.stop().animate("walk_east", 45, -1);
                }
            }
            if (!left && !right) {
                this.x_velocity = 0;
                this.stop();
            }
            if (!up && !down) {
                this.y_velocity = 0;
                this.stop();
            }
            this.x += this.x_velocity;
            this.y += this.y_velocity;
        });
    }
});

Crafty.scene("loading");​

1 个答案:

答案 0 :(得分:2)

"enterFrame"的末尾,你有:

if (!left && !right) {
    this.x_velocity = 0;
    this.stop();
}
if (!up && !down) {
    this.y_velocity = 0;
    this.stop();
}

因此,动画始终停止,然后从下一帧的开头重新启动。例如,当您的播放器向下移动时,(!left && !right)会评估为true并停止播放动画。

一种解决方案是,如果所有4个方向均为假,则仅停止动画

if (!left && !right) {
    this.x_velocity = 0;
}
if (!up && !down) {
    this.y_velocity = 0;
}
if (!(up | down | left | right)) {
    this.stop();
}