cc.Class({ extends: cc.Component, properties: { }, onLoad () { }, start () { }, update (dt) { if(game.isBgMove==true){ this.node.y = this.node.y-2; } if(this.node.y<=-600){ game.on_enemy_1_killed(this.node); } }, die(){ var anim = this.getComponent(cc.Animation); anim.play("enemy1_die_animation_clip"); } });
onCollisionEnter(other,self){ console.log("碰到了"); if(self.tag==0){ game.onBulletKilled(self.node); } if(other.tag==1){ var js = other.node.getComponent("enemy_1"); if(js){ js.die(); } } },
敌机代码加
cc.Class({ extends: cc.Component, properties: { }, onLoad () { this.isDie = false; }, start () { }, update (dt) { if(game.isBgMove==true){ this.node.y = this.node.y-2; } if(this.node.y<=-600){ game.on_enemy_1_killed(this.node); } }, die(){ this.isDie = true; var anim = this.getComponent(cc.Animation); anim.play("enemy1_die_animation_clip"); } });
子弹代码加
onCollisionEnter(other,self){ console.log("碰到了"); if(self.tag==0){ game.onBulletKilled(self.node); } if(other.tag==1){ var js = other.node.getComponent("enemy_1"); if(js&&js.isDie==false){ js.die(); } } },
右击编辑 在funcion输入框架中输入 over
在敌机中写代码
die(){ this.isDie = true; var anim = this.getComponent(cc.Animation); anim.play("enemy1_die_animation_clip"); anim.over = function(){ game.on_enemy_1_killed(this.node); } },
从而得出结论,敌机在对象池创建后 上面的参数也保留的有。
添加初化代码。
init(){ this.isDie = false; var anim = this.getComponent(cc.Animation); anim.play("enemy_1_normal_Animation_clip"); }
game。js创建敌机时 执行init方法
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