HaxeFlixel动画没有播放

时间:2015-03-24 06:24:34

标签: animation haxe haxeflixel

我试图在HaxeFlixel做一个简单的小游戏,在那里你扮演一个幽灵,然后你绕着公寓大楼敲门。除此之外还有更多,但这是基本的想法。无论如何,我现在已经让鬼魂挨家挨户地敲门,敲了敲门,但出于某种原因,租户打开门的动画并没有触发。

这是州:

package;

import flixel.addons.display.FlxBackdrop;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxG;
import flixel.group.FlxTypedGroup;
import flixel.group.FlxTypedGroupIterator;
import flixel.text.FlxText;
import flixel.util.FlxPoint;
/**
 * ...
 * @author ...
 */

class GhostState extends FlxState
{
    var ghost:FlxSprite;
    var hall:FlxBackdrop;
    var wall:FlxSprite;
    var knock :Array<FlxText>;
    public var doors:FlxTypedGroup<Door>;
    public var speed = 0;
    public var inTransit:Bool;
    public var knockCount = 0;
    public var doneWithThisDoor = false;
    public var doorIndex = 0;

public function justPressed():Bool
{
    #if mobile
        var returnVal = false;
        for (touch in FlxG.touches.list)
        {
            returnVal = touch.justPressed;
        }
        return returnVal;
    #else
        return FlxG.mouse.justPressed;
    #end
}

public function pressed():Bool
{
    #if mobile
        var returnVal = false;
        for (touch in FlxG.touches.list)
        {
            returnVal = touch.pressed;
        }
        return returnVal;
    #else
        return FlxG.mouse.pressed;
    #end
}

public function justReleased():Bool
{
    #if mobile
        var returnVal = false;
        for (touch in FlxG.touches.list)
        {
            returnVal = touch.justReleased;
        }
        return returnVal;
    #else
        return FlxG.mouse.justReleased;
    #end
}

public function clickCoords():FlxPoint
{
    #if mobile
        var returnVal = new FlxPoint();
        var i=0;
        for (touch in FlxG.touches.list)
        {
            i++;
            returnVal.x += touch.screenX;
            returnVal.y += touch.screenY;
        }
        returnVal.x /= i;
        returnVal.y /= i;
        return returnVal;
    #else
        return new FlxPoint(FlxG.mouse.screenX, FlxG.mouse.screenY);
    #end
}

override public function create() 
{
    hall = new FlxBackdrop("assets/images/Stage3/hall wall.png", 0, 0, true, false);
    add(hall);

    doors = new FlxTypedGroup<Door> ();
    add(doors);

    #if web
        doors.add(new Door(((FlxG.width/2) - 259) + 465 + 175, (FlxG.height - 280) / 2, this, "assets/images/Stage3/door.png"));
    #else
        doors.add(new Door(((FlxG.width - 250-(175/2)-10) / 2) + 465 + 175, (FlxG.height - 280) / 2, this, "assets/images/Stage3/door.png"));
    #end

    ghost = new FlxSprite(FlxG.width / 2, FlxG.height / 2, "assets/images/Stage3/chicken ghost.png");
    ghost.loadGraphic("assets/images/Stage3/chicken ghost.png", true, 75, 100);
    ghost.animation.add("right", [0], 30, true);
    ghost.animation.add("forward", [1], 30, true);
    ghost.animation.add("back", [2], 30, true);
    add(ghost);

    speed = 0;
    super.create();

    knock = new Array();
    knock.push(new FlxText(ghost.x+25, ghost.y-35, -1, "*knock*", 20));
    knock.push(new FlxText(ghost.x+25, ghost.y - 85, -1, "*knock*", 20));
    for (member in knock)
    {
        member.color = 0x000000;
        add(member);
        member.kill();
    }

    nextDoor();
}

public function nextDoor()
{
    inTransit = true;
    if (ghost.x <= doors.members[doorIndex].x)
    {
        speed = 10;
        ghost.animation.play("right");
    }
    else
    {
        speed = 0;
        inTransit = false;
        doorIndex++;
        ghost.animation.play("forward");
    }
}

override public function update()
{
    hall.x -= speed;

    /*  var i = 0;
    while (i < doors.members.length)
    {
        var basic = doors.members[i++];

        if (basic != null && basic.exists && basic.active)
        {
            basic.update();
        }
    }*/

    if (inTransit)
    {
        nextDoor();
    }

    super.update();

    if (justPressed()&&!inTransit)
    {

        if (knockCount == 2)
        {
            knockCount = 0;
            for (member in knock)
            {
                member.kill();
            }
            doors.members[doorIndex-1].open();
            FlxG.watch.add(this,"doorIndex");
            nextDoor();
        }
        else 
        {
            knock[knockCount].revive();
            knockCount++;
        }
    }
}

}

这是Door类:

package;

import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxG;

/**
 * ...
 * @author ...
 */
class Door extends FlxSprite
{
    var state:GhostState;
    var firstPass = true;

    public function new(X:Float=0, Y:Float=0, level:GhostState, ?SimpleGraphic:Dynamic) 
    {
        super(X, Y, SimpleGraphic);
        loadGraphic("assets/images/Stage3/door.png", true, 175, 250, false);
        animation.add("open", [0, 1, 2, 3, 4, 5], 30, false);
        animation.add("close", [5,4,3,2,1,0], 30, false);
        state = level;
        //this.animation.play("open");
        //state.doors.add(this);
    }

    public override function update():Void
    {
        if (firstPass)
        {
            if (isOnScreen())
            {
                state.doors.add(new Door(x + 465 + 175, (FlxG.height - 280) / 2, state));
                //state.add(new Door(x+465+175, (FlxG.height - 280) / 2, state));
                firstPass = false;
            }
        }

        this.x -= state.speed;
        if (this.x <= 0-this.width)
        {
            this.destroy();
        }
    }   

    public function open()
    {
        trace("open");
        animation.play("open", true, 0);
    }

    public function close()
    {
        animation.play("close", true, 0);
    }
} 

有些信息与代码相关,因为我记得要评论时不好:

  1. doors是一个包含州内所有门的小组
  2. doorIndex是幽灵应该移动到下一个门的那一步(所以 doorIndex - 1是它现在的大门)
  3. 为什么不触发?我该怎么办呢?

1 个答案:

答案 0 :(得分:0)

update(elapsed:Float)函数有一个elapsed参数,在您覆盖的函数内部,您必须调用super.update(elapsed)父函数,因为动画是在此父函数中计算的。