Javascript 在我使用Phaser制作的游戏中,我试图宣布胜利者,但它不断重复警报
我一直试图提醒玩家,如果玩家1赢了,那么提醒玩家1赢了,但它会不断弹出,直到你点击停止显示此对话 另外,当我添加到检测第二个玩家时,它就是不起作用Javascript 在我使用Phaser制作的游戏中,我试图宣布胜利者,但它不断重复警报,javascript,jquery,html,css,phaser-framework,Javascript,Jquery,Html,Css,Phaser Framework,我一直试图提醒玩家,如果玩家1赢了,那么提醒玩家1赢了,但它会不断弹出,直到你点击停止显示此对话 另外,当我添加到检测第二个玩家时,它就是不起作用 function detectWin () { if (score + playerTwoScore == 5900 && score > playerTwoScore) { alert("Player 1 Wins!"); } } detectWin(); 而且,当我这样做时,显示玩家2获胜
function detectWin () {
if (score + playerTwoScore == 5900 && score > playerTwoScore) {
alert("Player 1 Wins!");
}
}
detectWin();
而且,当我这样做时,显示玩家2获胜是不起作用的
function detectWin () {
if (score + playerTwoScore == 5900 && score > playerTwoScore) {
alert("Player 1 Wins!");
} else (score + playerTwoScore == 5900 && score < playerTwoScore) {
alert("Player 2 Wins!");
}
}
detectWin();
函数(){
如果(分数+playerTwoScore==5900&&score>playerTwoScore){
警报(“玩家1获胜!”);
}其他(分数+playerTwoScore==5900&&score
---完整的片段,如果你想看看我在做什么,或者如果你想使用它的一部分,我不在乎--
var game=new Phaser.game(1024700,Phaser.AUTO,,{preload:preload,create:create,update:update});
函数预加载(){
game.load.image('starrySky','assets/starry_sky.png');
game.load.image('ground','assets/ground.png');
game.load.image('bottomcentericplatform','assets/bottomcenter.png');
game.load.image('middlecentericplatform','assets/middlecenter.png');
game.load.image('topcentericypplatform','assets/topcenter.png');
game.load.image('bottomIcyPlatform','assets/bottomside.png');
game.load.image('middleIcyPlatform','assets/side middle.png');
game.load.image('verytopmiddleicypplatform','assets/verytop.png');
game.load.image('verytopsideicplatform','assets/very-top-side.png');
game.load.image('present','assets/presents.png');
game.load.spritesheet('dude','assets/anak.png',32,48);
game.load.spritesheet('dudeTwo','assets/rudolph.png',32,48);
game.load.audio('collectPresent',['assets/audio/collect present.mp3','assets/audio/collect present.ogg']);
game.load.audio('daWinner',['assets/audio/thewinner.mp3','assets/audio/thewinner.ogg']);
}
var播放器;
var playerTwo;
var平台;
变量游标;
var呈现;
var得分=0;
var playerTwoScore=0;
文本;
var scoreTextPlayerTwo;
函数create(){
游戏。物理。启动系统(相位器。物理。拱廊);
//背景
game.add.sprite(0,0,'starrySky');
//包含所有平台
platforms=game.add.group();
platforms.enableBody=true;
//地面
var ground=platforms.create(0,game.world.height-64,'ground');
地面刻度设置为(2,2);
//所以你不会从地上掉下来。。。
ground.body.immoved=真;
//中底平台
var ledge=platforms.create(193500,'bottomcentericplatform');
ledge.body.immoved=真;
//中间平台
var ledge=platforms.create(274320,'middleCentericPlatform');
ledge.body.immoved=真;
//中顶平台
var ledge=platforms.create(390170,“TopcentericPlatform”);
ledge.body.immoved=真;
//左下平台
ledge=platforms.create(0410,'bottomIcyPlatform');
ledge.body.immoved=真;
//右下站台
ledge=platforms.create(824410,'bottomIcyPlatform');
ledge.body.immoved=真;
//左侧中间平台
ledge=platforms.create(0250,'middleIcyPlatform');
ledge.body.immoved=真;
//右侧中间平台
ledge=platforms.create(874250,'middleIcyPlatform');
ledge.body.immoved=真;
//极顶中冰台
ledge=platforms.create(490,50,‘verytopmiddlecityplatform’);
ledge.body.immoved=真;
//左上角结冰平台
ledge=平台。创建(200,110,'Verytopsidecyplatform');
ledge.body.immoved=真;
//右上角结冰平台
ledge=platforms.create(722110,‘verytopsideicplatform’);
ledge.body.immoved=真;
//球员和他们的设置
player=game.add.sprite(10,game.world.height-150,dude');
playerTwo=game.add.sprite(980,game.world.height-150,'dudeTwo');
游戏。物理。街机。启用(玩家);
游戏。物理。街机。启用(playerTwo);
//游戏者
player.body.bounce.y=0.2;
player.body.gravity.y=300;
player.body.collizeWorldBounds=真;
//PlayerTwo
playerTwo.body.bounce.y=0.2;
playerTwo.body.gravity.y=300;
playerTwo.body.CollizeWorldBounds=true;
//我们的两个动画,左右行走。
player.animations.add('left',[0,1,2,3],10,true);
player.animations.add('right',[5,6,7,8],10,true);
//球员二
playerTwo.animations.add('left',[0,1,2,3],10,true);
playerTwo.animations.add('right',[5,6,7,8],10,true);
//最后收集一些礼物
presents=game.add.group();
//我们将为本组中创建的任何礼物启用物理学
presents.enableBody=true;
//创建地平面
对于(变量i=0;i<13;i++)
{
//在“礼物”组中创建礼物
var present=presents.create((i*50)+197500,“present”);
//让重力发挥作用吧
存在。体。重力。y=300;
//这只是给每个礼物一个稍微随机的反弹值
当前.body.bounce.y=0.3;
}
//创建底部中心壁架
对于(变量i=0;i<13;i++)
{
//在“礼物”组中创建礼物
var present=presents.create((i*50)+197400,“present”);
//让重力发挥作用吧
存在。体。重力。y=300;
//这只是给每个礼物一个稍微随机的反弹值
当前.body.bounce.y=0.3;
}
//创建中间壁架
对于(变量i=0;i<9;i++)
{
//在“礼物”组中创建礼物
var present=presents.create((i*50)+298200,“present”);
//让重力发挥作用吧
存在。体。重力。y=300;
//这只是给每个礼物一个稍微随机的反弹值
现在,身体
var game = new Phaser.Game(1024, 700, Phaser.AUTO, '', { preload: preload, create: create, update: update });
function preload() {
game.load.image('starrySky', 'assets/starry_sky.png');
game.load.image('ground', 'assets/ground.png');
game.load.image('bottomCenterIcyPlatform', 'assets/bottom-center.png');
game.load.image('middleCenterIcyPlatform', 'assets/middle-center.png');
game.load.image('topCenterIcyPlatform', 'assets/top-center.png');
game.load.image('bottomIcyPlatform', 'assets/bottom-side.png');
game.load.image('middleIcyPlatform', 'assets/side-middle.png');
game.load.image('veryTopMiddleIcyPlatform', 'assets/very-top.png');
game.load.image('veryTopSideIcyPlatform', 'assets/very-top-side.png');
game.load.image('present', 'assets/presents.png');
game.load.spritesheet('dude', 'assets/anak.png', 32, 48);
game.load.spritesheet('dudeTwo', 'assets/rudolph.png', 32, 48);
game.load.audio('collectPresent', ['assets/audio/collect-present.mp3', 'assets/audio/collect-present.ogg']);
game.load.audio('daWinner', ['assets/audio/the-winner.mp3', 'assets/audio/the-winner.ogg']);
}
var player;
var playerTwo;
var platforms;
var cursors;
var presents;
var score = 0;
var playerTwoScore = 0;
var scoreText;
var scoreTextPlayerTwo;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
// Background
game.add.sprite(0, 0, 'starrySky');
// Contains all the platforms
platforms = game.add.group();
platforms.enableBody = true;
// The ground
var ground = platforms.create(0, game.world.height - 64, 'ground');
ground.scale.setTo(2, 2);
// So you don't fall through the ground...
ground.body.immovable = true;
//center bottom platform
var ledge = platforms.create(193, 500, 'bottomCenterIcyPlatform');
ledge.body.immovable = true;
//center middle platform
var ledge = platforms.create(274, 320, 'middleCenterIcyPlatform');
ledge.body.immovable = true;
//center top platform
var ledge = platforms.create(390, 170, 'topCenterIcyPlatform');
ledge.body.immovable = true;
//left bottom platform
ledge = platforms.create(0, 410, 'bottomIcyPlatform');
ledge.body.immovable = true;
//right bottom platform
ledge = platforms.create(824, 410, 'bottomIcyPlatform');
ledge.body.immovable = true;
//left side middle platform
ledge = platforms.create(0, 250, 'middleIcyPlatform');
ledge.body.immovable = true;
//right side middle platform
ledge = platforms.create(874, 250, 'middleIcyPlatform');
ledge.body.immovable = true;
//very top middle icy platform
ledge = platforms.create(490, 50, 'veryTopMiddleIcyPlatform');
ledge.body.immovable = true;
//very top left icy platform
ledge = platforms.create(200, 110, 'veryTopSideIcyPlatform');
ledge.body.immovable = true;
//very top right icy platform
ledge = platforms.create(722, 110, 'veryTopSideIcyPlatform');
ledge.body.immovable = true;
// The players and their settings
player = game.add.sprite(10, game.world.height - 150, 'dude');
playerTwo = game.add.sprite(980, game.world.height - 150, 'dudeTwo');
game.physics.arcade.enable(player);
game.physics.arcade.enable(playerTwo);
//playerOne
player.body.bounce.y = 0.2;
player.body.gravity.y = 300;
player.body.collideWorldBounds = true;
//PlayerTwo
playerTwo.body.bounce.y = 0.2;
playerTwo.body.gravity.y = 300;
playerTwo.body.collideWorldBounds = true;
// Our two animations, walking left and right.
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
//Player Two
playerTwo.animations.add('left', [0, 1, 2, 3], 10, true);
playerTwo.animations.add('right', [5, 6, 7, 8], 10, true);
// Finally some presents to collect
presents = game.add.group();
// We will enable physics for any present that is created in this group
presents.enableBody = true;
//Create presents ground level
for (var i = 0; i < 13; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+197, 500, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
//Create presents bottom center ledge
for (var i = 0; i < 13; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+197, 400, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
//Create presents center middle ledge
for (var i = 0; i < 9; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+298, 200, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
//Create presents center top ledge
for (var i = 0; i < 5; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+394, 100, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
//Create present very top center ledge
for (var i = 1; i < 2; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+440, 18, 'present');
}
//Create presents left bottom ledge
for (var i = 0; i < 4; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+10, 300, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
//Create presents left middle ledge
for (var i = 0; i < 3; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+9, 200, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
//Create presents left top ledge
for (var i = 0; i < 2; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+210, 50, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
//Create presents right bottom ledge
for (var i = 0; i < 4; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+834, 300, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
//Create presents right middle ledge
for (var i = 0; i < 3; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+884, 200, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
//Create presents right top ledge
for (var i = 0; i < 2; i++)
{
// Create a present inside of the 'presents' group
var present = presents.create((i * 50)+731, 50, 'present');
// Let gravity do its thing
present.body.gravity.y = 300;
// This just gives each present a slightly random bounce value
present.body.bounce.y = 0.3;
}
// The scores
scoreText = game.add.text(25, 16, 'Player 1 Score: 0', { fontSize: '32px', fill: '#000' });
scoreTextPlayerTwo = game.add.text(750, 16, 'Player 2 Score: 0', { fontSize: '32px', fill: '#000' });
// Player controls
cursors = game.input.keyboard.createCursorKeys();
//player two controls
upButton = game.input.keyboard.addKey(Phaser.Keyboard.W);
downButton = game.input.keyboard.addKey(Phaser.Keyboard.S);
leftButton = game.input.keyboard.addKey(Phaser.Keyboard.A);
rightButton = game.input.keyboard.addKey(Phaser.Keyboard.D);
}
function update() {
// Collide the players against each other and the presents and platforms
game.physics.arcade.collide(player, platforms);
game.physics.arcade.collide(playerTwo, platforms);
game.physics.arcade.collide(presents, platforms);
game.physics.arcade.collide(player, playerTwo);
// Checks to see if the players overlaps with any of the presents, if he does call the collectpresent function
game.physics.arcade.overlap(player, presents, collectpresent, null, this);
game.physics.arcade.overlap(playerTwo, presents, playerTwoCollectpresent, null, this);
// Reset the players one velocity (movement)
playerTwo.body.velocity.x = 0;
if (cursors.left.isDown)
{
// Move to the left
playerTwo.body.velocity.x = -300;
playerTwo.animations.play('left');
}
else if (cursors.right.isDown)
{
// Move to the right
playerTwo.body.velocity.x = 300;
playerTwo.animations.play('right');
}
else
{
// Stand still
playerTwo.animations.stop();
playerTwo.frame = 4;
}
// Allow the player to jump if they are touching the ground.
if (cursors.up.isDown && playerTwo.body.touching.down)
{
playerTwo.body.velocity.y = -310;
}
//Reset Player Two velocity (movement)
player.body.velocity.x = 0;
if (leftButton.isDown)
{
// Move to the left (- to go faster, )
player.body.velocity.x = -300;
player.animations.play('left');
}
else if (rightButton.isDown)
{
// Move to the right (+ to go faster)
player.body.velocity.x = 300;
player.animations.play('right');
}
else
{
// Stand still
player.animations.stop();
player.frame = 4;
}
// Have the player jump if they're touching something (ground, present, ledge or another player)
if (upButton.isDown && player.body.touching.down)
{
player.body.velocity.y = -350;
}
function collectpresent (player, present) {
// Removes the present from the screen
present.kill();
// Add and update the score
score += 100;
scoreText.text = 'Player 1 Score: ' + score;
}
function playerTwoCollectpresent (playerTwo, present) {
// Removes the present from the screen
present.kill();
// Add and update the score
playerTwoScore += 100;
scoreTextPlayerTwo.text = 'Player 2 Score: ' + playerTwoScore;
}
function detectWin () {
if (score + playerTwoScore == 5900 && score > playerTwoScore) {
alert("Player 1 Wins!");
}
}
detectWin();
//end update
}
function detectWin () {
if (score + playerTwoScore == 5900 && score > playerTwoScore && !finished) {
alert("Player 1 Wins!");
finished = true;
}
}