【发布时间】:2018-09-19 14:53:33
【问题描述】:
到目前为止,我已经展示了我翻转的卡片,未翻转的卡片在我翻转的卡片后面显示正确的字母。剩下的就是当我点击一张卡片时,它会翻转并显示翻转的卡片,然后当我点击另一张卡片时,同样的事情会发生,但请记住这一点;
一旦点击一张卡片,就会开始一个 5 秒的计时器,如果没有做任何其他事情,卡片会翻转回来,但是当在这段时间内点击第二张卡片并且匹配时,如果卡片没有翻转,则分数会增加返回。
我到达的地方的代码如下;
var game = new Phaser.Game(1000,750,Phaser.CANVAS,'gameDiv');
var background_pic;
var card_1;
var CardStacks;
var text;
var card_back;
var card_BackStacks;
// var firstClick, secondClick;
var score;
// var myCountdownSeconds;
// var array = ['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L'];
var array = ['A', 'A', 'B', 'B', 'C', 'C', 'D', 'D', 'E', 'E', 'F', 'F', 'G', 'G', 'H', 'H', 'I', 'I', 'J', 'J', 'K', 'K', 'L', 'L'];
// var flipSpeed = 200;
// var flipZoom = 1.2;
var mainState = {
preload: function() {
// game.load.image('backgrounds', "assets/bg.jpg");
game.load.image('Card_1', "assets/cards/plain.png");
game.load.image('Back', "assets/cards/back.png");
},
create: function() {
game.add.text(380, 10, 'Sun-Tiles',
{fill : 'blue',
fontSize : '50px'
});
score = game.add.text(800, 30, 'Score: 0',
{fill : 'white',
fontSize : '20px'
});
card_1 = game.add.sprite(0,0, 'Card_1');
card_1.anchor.setTo(0);
card_1.visible = false; //sets original tile invisible by default.
card_1 = game.add.group();
card_1.enableBody = true;
card_1.physicsBodyType = Phaser.Physics.ARCADE;
createTiles();
text = game.add.group();
// text.enableBody = true;
// text.physicsBodyType = Phaser.Physics.ARCADE;
// var score = game.add.group();
// score.add(game.make.text(10,10, "Score: " + 100, { font: "32px Arial", fill: generateHexColor() }))
card_back = game.add.sprite(0,0, 'Back');
card_back.anchor.setTo(0);
card_back.visible = false; //sets original tile invisible by default.
card_back = game.add.group();
card_back.enableBody = true;
card_back.physicsBodyType = Phaser.Physics.ARCADE;
// card_1.event.onInputDown.add(this.finalScore, {'points':0}, this); //
},
update: function() {
if (game.input.isDown)
{
turn();
}
}
}
// function countScore () {
// counting number of matches
// // Add and update the score
// // score += 15;
// scoreText.text = 'Score: ' + score;
// }
var shuffledCards =Phaser.ArrayUtils.shuffle(Array.from(array));
function createTiles() {
for(var y = 0; y < 4; y++) {
for(var x = 0; x < 6; x++) {
CardStacks = game.add.sprite(x*160 + 20,y*160 + 90,'Card_1');
card_1.inputEnabled = true;
var style = { font: "100px Chiller", fill: "blue", wordWrap: true, wordWrapWidth: 150, align: "center"}; //The style to be applied to the text on cards.
// Phaser.ArrayUtils.shuffle(array);
// text = game.add.text(0,0, Phaser.ArrayUtils.getRandomItem(array), style);
text = game.add.text(0, 0, shuffledCards.pop(), style); // shuffles cards and makes sure maximum of only 2 are produced. shuffles the array once, before your loop. Then, in the loop, remove one element for every card to prevent duplicates:
text.x = 40; text.y = 20; //setting all the text to the right spot along the X and Y axis on the blank card.
CardStacks.addChild(text); // making the text variable a child of the tile(blank card) variable.
card_BackStacks = game.add.sprite(x*160 + 20,y*160 + 90,'Back'); //to reveal the unflipped cards
}
}
tween.onLoop.add(descend,this);
}
// function finalScore () { // function to increament score upon match
// score.text = 'Score: ' + (this.point + 10);
// }
game.state.add('mainState', mainState);
game.state.start('mainState');
谁能帮我写代码。
【问题讨论】:
-
看起来可能是 grid.left grid.right grid.top grid.bottom options ecomfe.github.io/echarts-doc/public/en/option.html#grid?
-
因为你也用你的其他问题做了它,如果你创建任何关于 Phaser 的问题,
phaser标签适用于 Java,所以你可以使用phaser-framework。 :)
标签: javascript phaser-framework