[0]发现bug,update大问题!!!!!!!!! 2.13版本

import { TableMgr } from "../common/table/TableMgr";
import { BaseWin } from "../common/windows/BaseWin";
import Const from "../Const";
import UIMain from "../ui/Game/UIMain"; 
export default class GameWnd extends BaseWin {
    public view: UIMain;
    /** 角色 */
    private character: Laya.Sprite
    /** 角色刚体*/
    private rig: Laya.RigidBody
    /** 医疗包*/
    private addhp: Laya.Sprite
    /** 速度包*/
    private addseed: Laya.Sprite
    /** 跳跃高度包*/
    private addHight: Laya.Sprite
    /** 碰撞組*/
    private collision: []
    /** 地面*/
    private plane: Laya.Sprite
    /** 是否向左移动*/
    private isleft: boolean = false;
    /** 是否向右移动*/
    private isright: boolean = false;
    constructor() {
        super();
        this.packageName = "Game";
        this.resName = "Main";
        this.isFullWindow = true;
    } 
    /**
     * 初始化组件 第一次new的时候执行
     */
    onConstruct() {

    } 
    /**
     * 打开窗口就调用
     */
    onShow() {
        super.onShow()
        this.character = this.view.m_character.displayObject
        /** 给地面添加碰撞器*/
        this.plane = this.view.m_plane.displayObject
        let planecoll = this.plane.addComponent(Laya.BoxCollider)
        let chacoll = this.character.addComponent(Laya.BoxCollider)
        planecoll.x = 0;
        planecoll.y = 0;
        planecoll.width = 2775
        planecoll.height = 89
        chacoll.width = 80
        chacoll.height = 120
        this.character.addComponentIntance
        /** 给物体添加刚体属性*/
        this.rig = this.character.addComponent(Laya.RigidBody)
        let p = this.plane.addComponent(Laya.RigidBody) as Laya.RigidBody
        this.character.pivot(this.view.m_character.width/2, this.view.m_character.height/2)
        p.type = "static"
        this.character.pivot(this.view.m_character.x, this.view.m_character.y)
        // rig.gravityScale = 0.2
        this.rig.allowRotation = false
        this.rig.gravityScale = 6
        this.view.m_jump.onClick(this, this.onJump)
        this.view.m_left.on(Laya.Event.MOUSE_DOWN,this, this.onleft)
        this.view.m_left.on(Laya.Event.MOUSE_UP,this, this.notleft)
        this.view.m_right.on(Laya.Event.MOUSE_DOWN,this, this.onright)
        this.view.m_right.on(Laya.Event.MOUSE_UP,this, this.notright)
        this.view.m_left.onClick(this, this.onleft)
    } 
    onJump() {
        this.rig.applyForceToCenter({x:0,y:-60000})
    }
    onleft() {
        this.isleft = true
        this.isright = false
    }
    notleft() {
        this.isleft = false
        console.log(this.isleft);
        /**打印是false,但是update还是在执行*/
       
    }
    onright(){
        this.isright = true
        this.isleft =false
    }
    notright(){
        this.isright = false
    }
    /**
     * 关闭窗口调用
     */
    onHide() {
        console.log("GameWnd onHide");
    } 
    private onBtnClick() {
        console.log("onBtnClick"); 
    }
    update(){
        if(this.isleft == true){
            console.log('zuo');
           
            this.rig.applyLinearImpulse({x:this.view.m_character.width/2,y:this.view.m_character.height/2},{x:-10,y:0})
        }
       
        if(this.isright == true){
            console.log('you');
           
            this.rig.applyLinearImpulse({x:this.view.m_character.width/2,y:this.view.m_character.height/2},{x:10,y:0})
        }
    }
}
已邀请:

Laya_Fred

赞同来自:

您好,按照下图修改试试,您添加了CLICK的事件监听,在MOUSE_UP之后还有更新click的事件,来执行onleft。

图一.png

 

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