@ccclass('pengzhung')
export class pengzhung extends Component {
private iPause: boolean=false;
private isPause: boolean=false;
@property(Node)
end:Node = null
start() {
let collider = this.node.getComponent(CapsuleCollider);
collider.on("onTriggerEnter",this.pengzhuang,this);
}
pengzhuang(event:ITriggerEvent){
if
(event.otherCollider.node.name == "zhangai")
{
this.iPause=true;
if (this.iPause=true) {
this.end.active = true
}
console.log("游戏结束");
}
else (event.otherCollider.node.name == "shitou")
{
this.isPause=true;
if (this.isPause=true) {
this.end.active = true
}
console.log("游戏结束");
}
}
update(deltaTime: number) {
}
}
@ccclass('player')
export class player extends Component {
private xx:number = 0
private yy:number = 0
private zz:number = 0
start() {
input.on(Input.EventType.KEY_DOWN,this.jump,this);
}
update(deltaTime: number) {
this.yy = this.node.position.y
this.zz = this.node.position.z
this.xx = this.node.position.x;
//this.xx = this.node.position.x;
this.xx -= deltaTime+0.02;
this.node.setPosition(this.xx,this.yy,this.zz)
}
jump(event:EventKeyboard){
switch(event.keyCode){
case KeyCode.KEY_W:
this.up()
break;
case KeyCode.KEY_A:
//让玩家向左移动一定的单位长度
this.left()
break;
case KeyCode.KEY_D:
//让玩家向右移动一定的单位长度
this.right()
break;
}
}
up(){
this.node.getComponent(Animation).play("animation")
}
left(){
this.node.getComponent(Animation).play("animation1")
}
right(){
this.node.getComponent(Animation).play("animation2")
}
}