[英]Main.js Definitions Inconsistent from Module
I am using the Phaser framework to create a game. 我正在使用Phaser框架来创建游戏。 I have two files, a main.js
and a Player.js
that is meant to hold the Player class. 我有两个文件,一个main.js
和一个Player.js
,用于保存Player类。
main.js: main.js:
import 'pixi'
import Phaser from 'phaser'
import Player from './controllers/Player.js'
var game = new Phaser.Game(1280, 703, Phaser.AUTO, '', {
preload: preload,
create: create,
update: update
});
var player;
function preload() {
this.stage.backgroundColor = '#eee',
this.scale.pageAlignHorizontally = true,
this.scale.pageAlignVertically = true,
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL,
game.load.spritesheet( 'idle', '../../assets/sheet_hero_idle.png', 64, 64 ),
game.load.spritesheet( 'wall', '../../assets/roguelike-cave-pack/Spritesheet/roguelikeDungeon_transparent.png', 16, 16 )
}
function create() {
//Player Controller
//===========================
//Enable Physics on the world
game.physics.startSystem( Phaser.Physics.ARCADE );
game.physics.arcade.setBoundsToWorld();
//Enable input
game.inputEnabled = true;
//create player
player = new Player( game, game.world.centerX, game.world.centerY, 'idle' );
game.add.existing( player ); //Create on screen
game.physics.arcade.enable( player ); //Create physics body on this object
console.log("player is\t", player); //TEST
console.log("player body is\t", player.body); //TEST
console.log("player body is enabled\t", player.body.enable); //TEST
player.playAnim( 'idle', 10, true );
game.input.onDown.add( player.thisIsMyBody, this ); //When a click input occurs, call player.thisIsMyBody()
Player.js: Player.js:
export default function Player( game, x, y, animKey ) {
Phaser.Sprite.call( this, game, x, y, animKey),
this.anchor.setTo( 0.5 ),
this.inputEnabled = true,
this.assets = {
animations: {}
},
this.animations.add( 'idle' ),
this.animations.play( 'idle', 10, true ),
this.alive = true
};
Player.prototype = Object.create( Phaser.Sprite.prototype );
Player.prototype.constructor = Player;
Player.prototype.thisIsMyBody = function(){ //TEST
console.log( "I am ", this );
console.log( "My body is ", this.body);
},
Player.prototype.playAnim = function( key, speed, isLoop ) {
this.animations.play( key, speed, isLoop );
},
Player.prototype.move = function() {
this.body.velocity.x = 30;
}
console.log("player is\\t", player);
returns Player object 返回Player对象
console.log("player body is\\t", player.body);
returns Player body 返回玩家身体
console.log("player body is enabled\\t", player.body.enable);
returns true
返回true
However, player.thisIsMyBody
returns the game
Object and undefined
但是, player.thisIsMyBody
返回game
对象,并且undefined
Is there anything I am missing or some misuse of this
? 有什么我丢失或误用一些this
?
You're correct, you're misusing the this
when binding to input.onDown
. input.onDown
在绑定到input.onDown
时,您滥用了this
。
Haven't tested it, but try changing 尚未测试,但尝试更改
game.input.onDown.add(player.thisIsMyBody, this);
to 至
game.input.onDown.add(this.thisIsMyBody, player);
or possibly just 或者只是
game.input.onDown.add(thisIsMyBody, player);
When adding a Phaser.Signal
listener, the second parameter basically answers the question "What should this
mean when calling the callback?". 添加Phaser.Signal
侦听器时,第二个参数基本上回答问题“调用回调时this
意味着什么?”。
After some tinkering, I found the following to work: 经过一番修补后,我发现以下工作有效:
this.player = new Player( game, game.world.centerX, game.world.centerY, 'idle' );
game.add.existing( this.player ); //<--WILL NOT WORK WITHOUT
game.physics.arcade.enable( this.player );
game.camera.follow( this.player );
game.input.onDown.add( this.player.thisIsMyBody, this.player );
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