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我有两个变量(敌人和玩家健康)在某个事件发生时会发生变化,问题是我不知道如何更改文本或删除文本,所以我无法更改屏幕上显示的健康(目前我只是将新的健康放在旧的健康之上)。这是相关的组件。

//player character during combat
//This also controls player input during combat and resolves most of the combat
//Will display and take inputs for quesions eventually
Crafty.c('BattlePlayer', {
init:function() {
var OpPos = 1;
var HealthPas = 100 + ',' + 100;
var FightOver = false;
//Displays options for the first time with attack selected
this.requires('Actor, spr_BattlePlayer, SpriteAnimation, Keyboard')
.bind('KeyDown', function () { if (this.isDown('SPACE')) Crafty.scene('World');})
.bind('KeyDown', function () { if (this.isDown('ENTER')) HealthPas =    this.BattleSelect(OpPos, HealthPas, FightOver);})
.bind('KeyDown', function () { if (this.isDown('S')) if (OpPos < 3){OpPos = OpPos +  1}; this.MenuMove(OpPos); })
.bind('KeyDown', function () { if (this.isDown('W')) if (OpPos > 1) {OpPos = OpPos - 1}; this.MenuMove(OpPos); });


Crafty.e('2D, DOM, Text')
.attr({ x: 200, y: 150 })
.text(100);

Crafty.e('2D, DOM, Text')
.attr({ x: 200, y: 100 })
.text(100);

Crafty.e('AttackSel').at(3,8);
Crafty.e('DefendUnsel').at(3,13);
Crafty.e('RunUnsel').at(3,18);

var MenuPos = 1;    

},
//function for displaying what option is currently selected
MenuMove: function(OpPos) {
switch (OpPos)
{
case 1:
//Attack case
Crafty.e('AttackSel').at(3,8);
Crafty.e('DefendUnsel').at(3,13);
Crafty.e('RunUnsel').at(3,18);
break;

case 2:
//Defend case
Crafty.e('AttackUnsel').at(3,8);
Crafty.e('DefendSel').at(3,13);
Crafty.e('RunUnsel').at(3,18);
break;

case 3:
//Run case
Crafty.e('AttackUnsel').at(3,8);
Crafty.e('DefendUnsel').at(3,13);
Crafty.e('RunSel').at(3,18);
break;

default:
//Incorrect input case
Crafty.e('AttackUnsel').at(3,8);
Crafty.e('DefendUnsel').at(3,13);
Crafty.e('RunUnsel').at(3,18);
}
},

//function for carrying out battle options
//Within this function Num[0] represents players health and Nums[1] represents the Enemy Health.
BattleSelect: function(OpPos, HealthPas, FightOver) {
var Nums = HealthPas.split(',');
Crafty.e('2D, DOM, Text')
.attr({ x: 200, y: 150 })
.text(Nums[0]);

switch (OpPos)
{
case 1:
//Attack case
if (FightOver == false)
{
Nums[1] = Nums[1] - 20;
Crafty.e('2D, DOM, Text')
.attr({ x: 200, y: 100 })
.text(Nums[1]);
Crafty.audio.play('attack');
this.EndCheck(Nums[0], Nums[1], FightOver);
Nums[0] = Nums[0] - 10;
}
break;

case 2:
//Heal case
//as this was originaly a string, minus 1 to change it to an integer
Nums[0] = Nums[0] - 1 + 21;
this.EndCheck(Nums[0], Nums[1], FightOver);
break;

case 3:
//Run case
//switch checks what room the player is in the transport them back there
switch (Location)
{
case 1:
Crafty.scene('World');
break;

case 2:
Crafty.scene('HubWorld');
break;

case 3:
Crafty.scene('Yr10Tp1');
break;

case 3.1:
Crafty.scene('Yr10Tp1_1');
break;

case 3.11:
Crafty.scene('Yr10Tp1_1.1');
break;

case 3.12:
Crafty.scene('Yr10Tp1_1.2');
break;

case 3.2:
Crafty.scene('Yr10Tp1_2');
break;

case 3.3:
Crafty.scene('Yr10Tp1_1.3');
break;

case 4:
Crafty.scene('Yr10Tp2');
break;

case 5:
Crafty.scene('Yr10Tp3');
break;

case 6:
Crafty.scene('Yr11Tp1');
break;

case 7:
Crafty.scene('Yr11Tp2');
break;

case 8:
Crafty.scene('Yr11Tp3');
break;

default:
Crafty.scene('World');
}

default:
this.EndCheck(Nums[0], Nums[1]);
Nums[0] = Nums[0] - 10;
}
HealthPas = Nums[0] + ',' + Nums[1];
return HealthPas;
},

//function to check for winning conditions
EndCheck : function(PlayerHealth, EnemyHealth, FightOver)
{

if (EnemyHealth < 1)
    {
    FightOver = true;
    monsterBeat = true;
    }
else if (PlayerHealth < 1)
    {
    FightOver = true;
    }

if (FightOver == true)
{
Crafty.e('2D, DOM, Text')
.attr({ x: 500, y: 150 })
.text('Victory!');
}
return FightOver;   
},
});
4

1 回答 1

2

请务必查看text 的文档

要直接设置文本,只需调用text实体的方法。因此,每当基本属性发生变化时,您都可以这样做——通过直接调用方法或设置“UpdateHealth”事件。

因此,文本组件可能如下所示:

Crafty.e('2D, DOM, Text')
  .attr({ x: 200, y: 150 })
  .text(Nums[0]);
  .bind("UpdatePlayerHealth", function(health){this.text(health)});

然后当玩家受到伤害时,它会触发该事件,代码如下所示:

Crafty.trigger("UpdatePlayerHealth", this.health);

使用这样的事件的好处是您不需要携带对文本对象的引用,并且您可以在玩家的健康状况发生变化时修改游戏的其他方面。

如果您愿意,您可以使用对象在事件中传递更多信息,例如:

Crafty.trigger("UpdatePlayerHealth", {health: this.health, damage: damageValue});

(当然,您还需要调整文本显示上的绑定函数,因为它会传递一个对象而不仅仅是一个数字。)

于 2014-01-31T14:59:13.960 回答