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如何在画布上使用功能

[英]How to works with Function on Canvas

 var game = new Phaser.Game("100%", "100%", Phaser.CANVAS, 'game', { preload: preload, create: create, update: update, render: render }); var crosta; var player; var cursors; var button; function preload() { game.load.image('player','https://upload.wikimedia.org/wikipedia/en/thumb/2/22/Steven_Universe.png/220px-Steven_Universe.png'); game.load.spritesheet('button', 'https://cdn.maxbuttons.com/wp-content/themes/maxbuttons-theme/images/icons/basic-buttons-pack.png', 193, 71); } function create() { crosta = game.add.tileSprite(0, 0, 3840, 2160); game.world.resize(3840, 2160); game.world.setBounds(0, 0, 3840, 2160); // game.add.text(20, 100, "- phaser -", { font: "32px Arial", fill: "#330088", align: "center" }); player = game.add.sprite(game.world.centerX, game.world.centerY, 'player'); button = game.add.button(game.world.centerX - 95, 400, 'button', actionOnClick, this, 2, 1, 0); game.physics.startSystem(Phaser.Physics.P2JS); game.physics.p2.enable(player); game.camera.follow(player); cursors = game.input.keyboard.createCursorKeys(); } function update() { player.body.setZeroVelocity(); if(cursors.up.isDown){ player.body.moveUp(3000) } else if (cursors.down.isDown){ player.body.moveDown(3000); } if (cursors.left.isDown){ player.body.velocity.x = -3000; } else if (cursors.right.isDown){ player.body.moveRight(3000); } } function render() {} function actionOnClick () { player.body.moveRight(3000); } 
 <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.6.2/phaser.min.js"></script> 

我对此代码有疑问。 如何在按钮上增加键盘箭头的移动? 万一我需要通过这个动作

cursors.up.isDown

到这个功能

function actionOnClick () {

}

我不知道您到底想做什么,因为它只是在处理您的代码

 var game = new Phaser.Game(640, 480, Phaser.CANVAS, 'game', { preload: preload, create: create, update: update, render: render }); var crosta; var player; var cursors; var button1, button2; var bRight = false; function preload() { game.load.image('player','https://upload.wikimedia.org/wikipedia/en/thumb/2/22/Steven_Universe.png/220px-Steven_Universe.png'); game.load.spritesheet('button', 'https://cdn.maxbuttons.com/wp-content/themes/maxbuttons-theme/images/icons/basic-buttons-pack.png', 400, 400); } function create() { player = game.add.sprite(game.world.centerX, game.world.centerY, 'player'); button1 = game.add.button(20, 20, 'button', actionClick, this, 0); button1.scale.setTo(0.25); button2 = game.add.button(150, 20, 'button'); button2.scale.setTo(0.25); button2.inputEnabled = true; button2.events.onInputOver.add(()=>{bRight = true;}); game.physics.startSystem(Phaser.Physics.P2JS); game.physics.p2.enable(player); game.camera.follow(player); cursors = game.input.keyboard.createCursorKeys(); } function update() { player.body.setZeroVelocity(); if(cursors.up.isDown){ player.body.moveUp(300) } if (cursors.down.isDown){ player.body.moveDown(300); } if (cursors.left.isDown){ player.body.velocity.x = -300; } if (cursors.right.isDown){ player.body.moveRight(300); } if (bRight == true){player.body.moveRight(300);bRight=false} } function render() {} function actionClick(){ console.log('clicked'); } 
 <script type="text/javascript" src="https://cdn.jsdelivr.net/npm/phaser-ce@2.10.0"></script> 

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