[英]game.physics.arcade.collide() in phaser js
I use framework phaser js. 我使用框架移相器js。 I create a two circles using graphics
我使用graphics
创建两个圆圈
var graphics;
var ball;
var graphics1;
var ballHome;
function create(){
game.physics.startSystem(Phaser.Physics.ARCADE);
graphics=game.add.graphics(500,500); //first circle
game.physics.arcade.enable(graphics);
graphics.enableBody=true;
graphics.beginFill(0xFFFFFF,1);
ball=graphics.drawCircle(10,10,15);
graphics.endFill();
graphics1=game.add.graphics(500,500); //second circle
game.physics.arcade.enable(graphics1);
graphics1.enableBody = true;
graphics1.beginFill(0xFFF55F,1);
ballHome=graphics1.drawCircle(300,300,500);
graphics1.endFill();
}
function update() {
game.physics.arcade.collide(ball,ballHome);
}
I want them to collide 我要他们碰撞
Why does not game.physics.arcade.collide(ball,ballHome)
work? 为什么game.physics.arcade.collide(ball,ballHome)
不起作用?
Thanks for the help 谢谢您的帮助
The problem is that the collide()
function takes Phaser.Sprite
s as its input, but ball
and ballHome
are not sprites; 问题是collide()
函数将Phaser.Sprite
s作为其输入,但是ball
和ballHome
不是sprites。 they are PIXI.Graphics
objects. 它们是PIXI.Graphics
对象。 You need to create sprites from your Graphics
objects, and then pass those sprites into collide()
. 您需要从Graphics
对象创建精灵,然后将这些精灵传递到collide()
。
To make a sprite from your graphics
object, first call Graphics.generateTexture()
( doc ) to create a texture, then call game.add.sprite()
( doc ) with the texture you just created. 要从graphics
对象制作精灵,请首先调用Graphics.generateTexture()
( doc )创建纹理,然后使用刚创建的纹理调用game.add.sprite()
( doc )。
For more information on Phaser, plus loads of really helpful tutorials, see the Phaser website . 有关Phaser的更多信息,以及大量有用的教程,请访问Phaser网站 。
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