import Global from "./Global"; const {ccclass, property} = cc._decorator; @ccclass export default class Playcontroler extends cc.Component { // LIFE-CYCLE CALLBACKS: // parent:cc.Node = null; MainScene:cc.Component = null; onLoad () { // this.parent = this.node.parent; this.MainScene = Global.instance.getMN(); } start () { } update (dt) { if(Global.instance.OverFlag){ this.enabled = false; } else{ if(!Global.instance.CollisionFlag){ this.node.y -= Global.instance.InitSpeed; } else{ let name = Global.instance.TheHolder.name; if(name == ""){ return; } this.node.y = Global.instance.TheHolder.y + Global.instance.TheHolder.getComponent(name).NodeH-10;//here ,this way isnot a good Processing method,should be optimizated } } if(Global.instance.CollisionWithDing){ this.node.stopAllActions(); Global.instance.CollisionWithDing = false; Global.instance.CollisionFlag = false; } } /** * player与墙壁的碰撞检测 * @param other 被撞物体 * @param self 碰撞体 */ onCollisionEnter(other,self){ let rootSelf = this; switch(other.node.name){ case "Bg_0CollisionR":{ self.node.x = 180; break; } case "Bg_0CollisionL":{ self.node.x = -180; break; } case "Bg_1CollisionR":{ self.node.x = 180; break; } case "Bg_1CollisionL":{ self.node.x = -180; break; } // case "tanhuang":{ // if(other.node.x+75>self.node.x&&other.node.x-75