如何在场景之间切换'使用开关语句
因此,我正在创建一个交互式故事,我想通过单击按钮在场景之间切换(例如标准的旧口袋妖怪游戏,除了没有动作,只是单击)。
我可能应该使用开关语句吗?但是我不知道如何实施场景的更改并将场景加载到案例中。我也不知道我是否需要在情况下使用“ IF”语句。
这可能会令人困惑,因为这对我来说很困惑。感谢大家提供的任何帮助!我很拼命;)
到目前为止,代码如下:
//PImages
PImage startScreen;
PImage[] waves = new PImage[3];
PImage[] scenes = new PImage[1];
int switchVariable;
//Objects
Button play;
void setup() {
size(750, 600);
background(#A3E9EA);
//Initialising Objects
play = new Button(50, 480, 330);
//loading wave images
waves[0] = loadImage("wave1.png");
waves[1] = loadImage("wave2.png");
waves[2] = loadImage("wave3.png");
//loading start image
startScreen = loadImage("start-screen.png");
//loading scenes
scenes[0] = loadImage("scene-one.png");
//setting frame rate
frameRate(6);
}
void draw() {
background(#A3E9EA);
frameCount++;
println (frameCount);
//drawing wave animation
if (frameCount < 5) {
image(waves[0], 0, 0);
}
else {
image(waves[1], 0, 0);
}
if (frameCount < 15 & frameCount > 10) {
background(#A3E9EA);
image(waves[2], 0, 0);
frameCount = 0;
}
//drawing start screen
image(startScreen, 0, 0);
//displaying play button
if (play.visible) play.buttonDisplay();
}
void mousePressed() {
if (play.visible) {
float d = dist(play.x+110, play.y+22, mouseX, mouseY);
if (d <= play.radius){
background(#A3E9EA);
image(scenes[0], 0, 0);
}
}
}
按钮类:
class Button {
float radius;
float x;
float y;
PImage[] buttonImage = new PImage[2];
boolean visible;
Button(float _radius, float _x, float _y) {
radius = _radius;
visible = true;
x = _x;
y = _y;
buttonImage[0] = loadImage("play-game-button.png");
}
void buttonDisplay() {
image(buttonImage[0], x, y);
}
}
so I'm creating an interactive story, and I want to switch between scenes by clicking buttons (like a standard old pokemon game except there isn't movement, just clicking).
I should probably use a switch statement right? But I don't know how to implement the changing of scenes and loading scenes into the cases. I also don't know if I would need to use 'if' statements within the cases.
This might be confusing, because it is very confusing to me. I'd appreciate any help you guys offer! I am desperate ;)
Code so far is below:
//PImages
PImage startScreen;
PImage[] waves = new PImage[3];
PImage[] scenes = new PImage[1];
int switchVariable;
//Objects
Button play;
void setup() {
size(750, 600);
background(#A3E9EA);
//Initialising Objects
play = new Button(50, 480, 330);
//loading wave images
waves[0] = loadImage("wave1.png");
waves[1] = loadImage("wave2.png");
waves[2] = loadImage("wave3.png");
//loading start image
startScreen = loadImage("start-screen.png");
//loading scenes
scenes[0] = loadImage("scene-one.png");
//setting frame rate
frameRate(6);
}
void draw() {
background(#A3E9EA);
frameCount++;
println (frameCount);
//drawing wave animation
if (frameCount < 5) {
image(waves[0], 0, 0);
}
else {
image(waves[1], 0, 0);
}
if (frameCount < 15 & frameCount > 10) {
background(#A3E9EA);
image(waves[2], 0, 0);
frameCount = 0;
}
//drawing start screen
image(startScreen, 0, 0);
//displaying play button
if (play.visible) play.buttonDisplay();
}
void mousePressed() {
if (play.visible) {
float d = dist(play.x+110, play.y+22, mouseX, mouseY);
if (d <= play.radius){
background(#A3E9EA);
image(scenes[0], 0, 0);
}
}
}
Button Class:
class Button {
float radius;
float x;
float y;
PImage[] buttonImage = new PImage[2];
boolean visible;
Button(float _radius, float _x, float _y) {
radius = _radius;
visible = true;
x = _x;
y = _y;
buttonImage[0] = loadImage("play-game-button.png");
}
void buttonDisplay() {
image(buttonImage[0], x, y);
}
}
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(1)
下面的源代码显示了您问题的一种可能的方法。它不依赖“开关”,而是使用具有类似于Java步进的自定义控件。步进控制值与场景数组中的图像相对应,而背景()则相应设置。需要单独的按钮类,并在此演示下为此进行编码。
按钮类:
The source code below shows one possible approach to your question. It does not rely on ‘switch’ but instead uses a custom control with up and down buttons similar to a Java stepper. The stepper control value corresponds with images in the scenes array and the background() is set accordingly. A separate button class is required and code for this follows the demo.
Button Class: