理想情况下,我在父类(播放器)中有一个绘制方法
但我无法弄清楚如何做到这一点。我不知道是否有任何方法可以将它完全分离。欢迎任何想法。我不介意修改精灵表,以便它可以处理这类事情。
非常欢迎任何提示!
两个类都继承自玩家
var skeleton = Player(x, y, hp, name, moveSpeed);
//drawing the fly
var draw = function(ctx) {
if (flyAnimate >= 30){
flyAnimate = 0;
}
var bugX = canvas.width/2 + fly.getDrawAtX() - localX - 50;
if (fly.getAlive()){
ctx.fillStyle="#FF0000";
ctx.fillRect(bugX+30,fly.getDrawAtY()-50,((fly.getHp()/2.2)),6);
} else {
ctx.fillText("DEAD", bugX + 37, fly.getDrawAtY()-40);
}
if (flyAnimate <= 10){
ctx.drawImage(flySprite,0,0, 100, 100, bugX,fly.getDrawAtY()-50, 100, 100);
}
else if (flyAnimate <= 20){
ctx.drawImage(flySprite,100,0, 100, 100, bugX,fly.getDrawAtY()-50, 100, 100);
}
else if (flyAnimate <= 30){
ctx.drawImage(flySprite,200,0, 100, 100, bugX,fly.getDrawAtY()-50, 100, 100);
}
ctx.drawImage(silverShield, bugX+ 20, fly.getDrawAtY()-3);
if (descendAttack || rightMouseActionHappening){
if (!rightMouseActionHappening){
rightMouseActionHappening = true;
}
//200 is pretty badass
}
if (descendAttack) {
ctx.save();
ctx.translate(bugX+60, fly.getDrawAtY()-40 + 90);
ctx.rotate(Math.PI);
ctx.drawImage(silverSword, 0, -10);
ctx.restore();
} else {
ctx.drawImage(silverSword, bugX+ 60, fly.getDrawAtY()-40);
}
flyAnimate++;
ctx.fillStyle = "black";
ctx.font = "bold 13px sans-serif";
ctx.fillText(name, bugX + 22, fly.getDrawAtY()-60);
};
// drawing what I call a redhatter
var draw = function(ctx) {
//var drawAtX = skeleton.getX()-50;
if (skeleton.getMoveDirection() === "left"){
facing_left = true;
} else if (skeleton.getMoveDirection() === "right"){
facing_left = false;
}
if (facing_left){
spritesheet_offset_y = 102;
}
else {
spritesheet_offset_y = 0;
}
var drawAtX = canvas.width/2 + skeleton.getDrawAtX() - localX - 50;
if (skeleton.getAlive()){
ctx.fillStyle="#FF0000";
ctx.fillRect(drawAtX+30,skeleton.getY()-50,((skeleton.getHp()/2.2)),6);
ctx.fillStyle = "black";
} else { /* If it's dead, just write DEAD */
ctx.fillText("DEAD", drawAtX + 37, skeleton.getY()-40);
}
ctx.fillStyle = "black";
ctx.font = "bold 13px sans-serif";
ctx.fillText(name, drawAtX + 25, skeleton.getY()-60);
/* Decides what sprite to draw*/
if (skeleton.getAnimate() <= 20){
ctx.drawImage(RedhatterSprite,0,spritesheet_offset_y, 100, 100, drawAtX,skeleton.getY()-50, 100, 100);
}
else if (skeleton.getAnimate() <= 40){
ctx.drawImage(RedhatterSprite,100,spritesheet_offset_y, 100, 100, drawAtX,skeleton.getY()-50, 100, 100);
}
else if (skeleton.getAnimate() <= 60){
ctx.drawImage(RedhatterSprite,200,spritesheet_offset_y, 100, 100, drawAtX,skeleton.getY()-50, 100, 100);
} else{
ctx.drawImage(RedhatterSprite,200,spritesheet_offset_y, 100, 100, drawAtX,skeleton.getY()-50, 100, 100);
}
};
答案 0 :(得分:1)
好吧,只需创建一个新对象来处理这个重大责任。之后将每个if else语句分成方法。将主对象作为参考传递,这样您仍然可以拥有其实例。
var drawAtX = canvas.width/2 + skeleton.getDrawAtX() - localX - 50;
if (skeleton.getAlive()){
ctx.fillStyle="#FF0000";
ctx.fillRect(drawAtX+30,skeleton.getY()-50,((skeleton.getHp()/2.2)),6);
ctx.fillStyle = "black";
} else { /* If it's dead, just write DEAD */
ctx.fillText("DEAD", drawAtX + 37, skeleton.getY()-40);
}
ctx.fillStyle = "black";
ctx.font = "bold 13px sans-serif";
ctx.fillText(name, drawAtX + 25, skeleton.getY()-60);
要
var someObject = new Object();
someObject.prototype.drawText = function() {
};