暂停状态修改,及死亡动画添加
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35
index.js
35
index.js
@@ -105,15 +105,20 @@
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var stage = game.createStage({
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update:function(){
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var stage = this;
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var player = this.getItemsByType(1)[0];
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var items = this.getItemsByType(2);
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items.forEach(function(item){
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var dx = item.x-player.x;
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var dy = item.y-player.y;
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if(dx*dx+dy*dy<750){
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stage.status = 2;
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}
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});
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if(stage.status==1){
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var player = stage.getItemsByType(1)[0];
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var items = stage.getItemsByType(2);
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items.forEach(function(item){
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var dx = item.x-player.x;
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var dy = item.y-player.y;
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if(dx*dx+dy*dy<750){
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stage.status = 2;
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player.status = 3;
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player.frames = 1;
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player.timeout = 50;
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}
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});
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}
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}
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});
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//绘制地图
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@@ -249,10 +254,16 @@
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draw:function(context){
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context.fillStyle = '#FC3';
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context.beginPath();
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if(this.times%2){
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context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.20)*Math.PI,(.5*this.orientation-.20)*Math.PI,false);
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if(this.status<3){
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if(this.times%2){
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context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.20)*Math.PI,(.5*this.orientation-.20)*Math.PI,false);
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}else{
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context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.01)*Math.PI,(.5*this.orientation-.01)*Math.PI,false);
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}
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}else{
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context.arc(this.x,this.y,this.width/2,(.5*this.orientation+.01)*Math.PI,(.5*this.orientation-.01)*Math.PI,false);
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if(this.timeout) {
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context.arc(this.x,this.y,this.width/2,(.5*this.orientation+1-.02*this.timeout)*Math.PI,(.5*this.orientation-1+.02*this.timeout)*Math.PI,false);
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}
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}
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context.lineTo(this.x,this.y);
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context.closePath();
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