我正在尝试创建两种类型的敌人,第一种是具有两种方法的机器人:睡眠和巡逻。
我的第二个敌人是飞行敌人。目的是继承机器人的睡眠方法,但修改巡逻方法。
谁能告诉我我的flyingEnemy如何在修改巡逻方法的同时从机器人继承下来?
下面是我的代码。当我创建flyingEnemy时,其巡逻方法将覆盖机器人的巡逻方法,并且所有敌人的行为相同。
//-------------------------- ROBOT ENEMY
var SuperSmash = SuperSmash || {};
SuperSmash.Enemy = function(game, x, y, key, velocity, tilemap, player) {
Phaser.Sprite.call(this, game, x, y, key);
this.game = game;
this.tilemap = tilemap;
this.player = player;
};
SuperSmash.Enemy.prototype = Object.create(Phaser.Sprite.prototype);
SuperSmash.Enemy.prototype.constructor = SuperSmash.Enemy;
SuperSmash.Enemy.prototype.update = function() {
this.currentstate();
};
SuperSmash.Enemy.prototype.sleep = function() {
};
SuperSmash.flyingEnemy.prototype.patrol = function() {
var direction
if (this.body.velocity.x > 0) {
this.scale.setTo(1, 1);
direction = 1;
} else {
this.scale.setTo(-1, 1);
direction = -1;
}
var nextX = this.x + direction * (Math.abs(this.width) / 2 + 1);
var nextY = this.bottom + 1;
var nextTile = this.tilemap.getTileWorldXY(nextX, nextY, this.tilemap.tileWidth, this.tilemap.tileHeight, 'collisionlayer');
if (!nextTile) {
this.body.velocity.x *= -1;
}
};
// --------------------------- FLYING ENEMY
var SuperSmash = SuperSmash || {};
SuperSmash.flyingEnemy = function(game, x, y, key, velocity, tilemap, player) {
SuperSmash.Enemy.call(this, game, x, y, key);
this.game = game;
this.tilemap = tilemap;
this.player = player;
this.animations.add("fly", [0]);
};
SuperSmash.flyingEnemy.prototype = Object.create(SuperSmash.Enemy.prototype);
SuperSmash.flyingEnemy.prototype.constructor = SuperSmash.flyingEnemy;
SuperSmash.Enemy.prototype.patrol = function() {
"use strict";
SuperSmash.game.physics.arcade.moveToObject(this, this.player, 200);
};
最佳答案
尝试:
//Defining methods (Robot)
SuperSmash.Enemy.prototype.sleep = function() {
//Code
console.log('Call sleep() from Robot');
};
SuperSmash.Enemy.prototype.patrol = function() {
//Code
console.log('Call patrol() from Robot');
};
//In FlyingEnemy
SuperSmash.flyingEnemy.prototype.sleep = function() {
//Inheriting the method Sleep
SuperSmash.Enemy.prototype.sleep(this);
console.log('Call sleep() from flyingEnemy');
}
SuperSmash.flyingEnemy.prototype.patrol = function() {
//Override
console.log('Call patrol() from flyingEnemy');
}
如果问题仍然存在,则可能是由于以下原因(我不太确定):
SuperSmash.flyingEnemy.prototype = Object.create(SuperSmash.Enemy.prototype);
如果继续执行相同的操作,则尝试使用Sprite进行操作并覆盖它,或者它继承flyingEnemy中所需的方法的原型,在这种情况下,它们仅是2:
SuperSmash.flyingEnemy.prototype = Object.create(Phaser.Sprite.prototype);