fix(SS) 故事场景备份

This commit is contained in:
chicrobot committed 2026-02-04 12:01:55 +08:00
1 parent 201322d2e7
commit 31a41bbffe
1 file changed
+27 -27
+27 -27
View File
@@ -10,12 +10,15 @@ export default class BreatheLife extends Phaser.Scene {
* 构造函数
* 初始化场景并设置场景键名为 'BreatheLife'
*/
constructor() {super('BreatheLife')}
constructor() {
super('BreatheLife')
this.nextScene = 'MenuScene'
}
preload() {
// 加载角色动画和图片资源
this.load.image(`player0-0`, `assets/PNG/Players/Tiles/tile_${String(0).padStart(4, '0')}.png`);
this.load.image(`player1-0`, `assets/PNG/Players/Tiles/tile_${String(8).padStart(4, '0')}.png`);
this.load.image(`player0-0`, `assets/PNG/Players/Tiles/tile_${String(0).padStart(4, '0')}.png`)
this.load.image(`player1-0`, `assets/PNG/Players/Tiles/tile_${String(8).padStart(4, '0')}.png`)
}
/**
@@ -47,32 +50,29 @@ export default class BreatheLife extends Phaser.Scene {
// 获取点击位置的精灵
const clickedSprite = this.getClickedSprite(x, y)
console.log("点击到的精灵:", clickedSprite)
console.log("已设置纹理的角色数量:", this.spriteTextureCount)
console.log("已创建的角色数量:", this.spriteCount)
// 如果满足条件则切换到下一场景
if (this.spriteCount >= 3 && this.spriteTextureCount >= 3) {
this.scene.start('MenuScene')
return
}else if (clickedSprite) { // 如果点击到了精灵
// 显示当前精灵的纹理
console.log("当前精灵的纹理:", clickedSprite.texture.key)
// 如果没有纹理或纹理为默认值
if (clickedSprite.texture.key === '__MISSING' || clickedSprite.texture.key === 'player') {
// 设置纹理
this.setSpriteTexture(clickedSprite, `player1-0`)
}
return
}else if (this.spriteCount >= 3) {
return
this.scene.start(this.nextScene)
}
else if (clickedSprite) { // 如果点击到了精灵
console.log("当前精灵的纹理:", clickedSprite.texture.key) // 查看当前精灵的纹理
// 如果纹理为默认值或纹理缺失
if (clickedSprite.texture.key === 'player' || clickedSprite.texture.key === '__MISSING') {
this.setSpriteTexture(clickedSprite, `player1-0`) // 设置指定的纹理
}
}
else {
// 创建一个新的角色 sprite,缩放为1倍
const sprite = this.physics.add.sprite(x, y, 'player').setScale(1)
// 设置角色碰撞世界边界
sprite.setCollideWorldBounds(true)
// 增加角色计数器
this.spriteCount++
console.log("已设置纹理的角色数量:", this.spriteTextureCount)
console.log("已创建的角色数量:", this.spriteCount)
}
// 创建一个新的角色 sprite,缩放为1倍
const sprite = this.physics.add.sprite(x, y, 'player').setScale(1)
// 设置角色碰撞世界边界
sprite.setCollideWorldBounds(true)
// 增加角色计数器
this.spriteCount++
}
/**