为了代码模块化,我建议你像这样构建你的游戏循环:
//Set the game state
state = play;
//Start the game loop
app.ticker.add(delta => gameLoop(delta));
function gameLoop(delta){
//Update the current game state:
state(delta);
}
function play(delta) {
//Move the cat 1 pixel to the right each frame
cat.vx = 1
cat.x += cat.vx;
}
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您可以看到gameLoop
每秒调用60次state
函数,这意味play
方法每秒执行60次。
下面是重构上面那个案例后的代码:
//Define any variables that are used in more than one function
let cat, state;
function setup() {
//Create the `cat` sprite
cat = new Sprite(resources["images/cat.png"].texture);
cat.y = 96;
cat.vx = 0;
cat.vy = 0;
app.stage.addChild(cat);
//Set the game state
state = play;
//Start the game loop
app.ticker.add(delta => gameLoop(delta));
}
function gameLoop(delta){
//Update the current game state:
state(delta);
}
function play(delta) {
//Move the cat 1 pixel to the right each frame
cat.vx = 1
cat.x += cat.vx;
}
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是的,我知道,这有点让人头晕!但是,不要让它吓到你,花一两分钟在你的脑海中回想一下这些功能是如何联系在一起的。正如你将看到的,像这样构建你的游戏循环,将会让你更容易去处理游戏场景和关卡的切换。