所以我使用Phaser框架创建了一个太空入侵者游戏,但我对游戏对象有一个问题。阵列敌人是正常的,我可以在create方法中做console.log(enemies.length),但它说我运行它时没有定义敌人。
var game = new Phaser.Game(800, 600);
var bgTile;
var speed = 200;
var dropCnt = 100;
var box = function(options) {
var bmd = game.add.bitmapData(options.length, options.width);
bmd.ctx.beginPath();
bmd.ctx.rect(0, 0, options.length, options.width);
bmd.ctx.fillStyle = options.color;
bmd.ctx.fill();
return bmd;
};
var mainState = {
preload: function(){
//var music;
//game.load.audio('sound1',['track01.mp3','track01.ogg']); // need to make this spce music
game.load.image('bgTile', 'bgtile.jpg');
},
create: function(){
lives = 3;
//music = game.add.audio('sound1');
//music.loopFull(1);
this.cursor = game.input.keyboard.createCursorKeys();
game.physics.startSystem(Phaser.Physics.ARCADE);
game.world.enableBody = true;
BGTile = starfield = game.add.tileSprite(0, 0, 800, 600, 'bgTile');
game.physics.startSystem(Phaser.Physics.ARCADE);
this.player = game.add.sprite(384, 550, box({
length: 32,
width: 32,
color: '#FFFFFF'
}));
this.enemy = game.add.group();
this.enemy.enableBody = true;
var enemies= [];
for(var i = 0; i < 8; i++){
for(var j = 0; j < 8; j++){
enemies.push(this.enemy.create(i*75+100,j*30+20, box({
length: 32,
width: 16,
color: '#FF0000'
})));
}
}
var bullets= [];
this.bullet = game.add.group();
this.bullet.enableBody = true;
this.player.body.immovable = true;
this.enemy.body.immovable = true;
},
update: function(){
console.log(enemies.length);
starfield.tilePosition.y += 2;
this.player.body.velocity.y = 0;
this.player.body.velocity.x = 0;
if (this.cursor.left.isDown) {
this.player.body.velocity.x -= speed;
} else if (this.cursor.right.isDown) {
this.player.body.velocity.x += speed;
}
dropCnt--;
if(dropCnt === 0){
dropCnt = 100;
for(var i = 0; i < enemies.length;i++){
this.enemies.body.x -= 8;
console.log("test");
}
}
}
};
game.state.add('main', mainState);
game.state.start('main');
答案 0 :(得分:0)
这里DEMO
enemies
数组在mainState.create()
内定义,因此对象mainState
内的其他函数无法访问它
要访问,您必须将enemies数组定义为对象成员
var mainState = {
enemies:[],
....
...
}
所以现在要访问你必须做的敌人
mainState.enemies.push(....)
mainState.enemies.pop()