[英]Phaser.js why overlap doesn't work?
我在 phaser.js 上創建了一個小場景
當敵人向我開槍時,我必須死,但它不起作用
而且,當我射擊敵人時,他們應該死。 我在代碼中寫了一個重疊函數,但它不起作用。
這是情況的屏幕截圖:
為什么會這樣,你能幫幫我嗎?
var playState = {
create: function()
{
this.enemiesArray = [];
game.physics.startSystem(Phaser.Physics.ARCADE);
this.spacebar;
this.spacebar = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
this.escapeKey = game.input.keyboard.addKey(Phaser.Keyboard.ESC);
this.ship = game.add.sprite(game.width / 2, game.height / 2 + 300, 'ship');
this.ship.anchor.setTo(0.5, 0.5);
this.ship.scale.setTo(0.4, 0.4);
this.cursor = game.input.keyboard.createCursorKeys();
this.enemy = game.add.sprite(game.width / 2, game.height / 2 - 300, 'alien');
this.enemy.anchor.setTo(.5,.5);
this.enemy.scale.setTo(0.4,0.4);
game.time.events.loop(1000, this.spawnEnemy, this);
game.time.events.loop(750, this.spawnEnemyBullet, this);
game.physics.arcade.enable(this.ship, this.enemy, this.bullet, this.enemyBullet);
},
update: function()
{
if(this.cursor.left.isDown)
{
this.ship.x -= 7;
}
for(var a = 0; a < this.enemiesArray.length; a++)
{
this.enemiesArray[a].x -= 2;
}
if(this.escapeKey.isDown)
{
game.state.start('menu');
}
if(this.cursor.right.isDown)
{
this.ship.x += 7;
}
if(this.spacebar.isDown)
{
this.bullet = game.add.sprite(this.ship.x, this.ship.y, 'bullet');
this.bullet.anchor.setTo(0.5,0.5);
this.bullet.scale.setTo(0.2,0.2);
game.physics.arcade.enable(this.bullet);
this.bullet.body.velocity.y = -600;
if(!this.bullet.inWorld)
{
this.bullet.kill();
}
}
game.physics.arcade.overlap(this.enemyBullet,this.ship,this.gameOverOpenMenuScreen,null,this);
game.physics.arcade.overlap(this.bullet,this.enemy,this.killenemy,null,this);
},
killenemy: function()
{
this.enemy.kill();
},
gameOverOpenMenuScreen: function()
{
game.state.start('menu');
},
spawnEnemy: function()
{
this.enemy = game.add.sprite(Math.random()*game.width, game.height / 2 - 300, 'alien');
this.enemy.anchor.setTo(.5,.5);
this.enemy.scale.setTo(0.4,0.4);
this.enemiesArray.push(this.enemy);
},
spawnEnemyBullet: function()
{
for(var i = 0; i < this.enemiesArray.length; i++)
{
this.enemyBullet = game.add.sprite(this.enemiesArray[i].x, this.enemiesArray[i].y, 'bullet');
this.enemyBullet.anchor.setTo(0.5,0.5);
this.enemyBullet.scale.setTo(0.2,0.2);
this.enemyBullet.angle = 180;
game.physics.arcade.enable(this.enemyBullet);
this.enemyBullet.body.velocity.y = 600;
}
}
}
您應該首先將所有項目符號分組為一組:
const bulletsGroup = this.add.group();
(注意本次現場裁判)
然后將每個項目符號添加到組中:
bulletsGroup.add(<your game object>);
在這兩個步驟之后,您可以設置重疊功能。 該函數獲取前 2 個參數的組/對象,以及在發生重疊時調用的回調:
game.physics.arcade.overlap(this.ship, bulletGroup, () => console.log('boom!'));
您可以使用組來創建項目符號,但我認為您應該先糾正這一點:
game.physics.arcade.enable([this.ship, this.enemy]);
將此添加到您的代碼中:
create : function() {
...
//After creating the sprites
this.bulletPlayerTime = 0;
this.bulletsPlayer = game.add.group();
this.bulletsPlayer.enableBody = true;
this.bulletsPlayer.physicsBodyType = Phaser.Physics.ARCADE;
for (var i = 0; i < 20; i++)
{
var b = this.bulletsPlayer.create(0, 0, 'bullet');
b.name = 'bullet' + i;
b.exists = false;
b.visible = false;
b.checkWorldBounds = true;
b.events.onOutOfBounds.add(function(bullet) { bullet.kill(); }, this);
}
...
}
update : function() {
...
if (this.spacebar.isDown) {
this.firePlayer();
}
...
}
firePlayer : function() {
if (game.time.now > this.bulletPlayerTime) {
bullet = bulletsPlayer.getFirstExists(false);
if (bullet) {
bullet.reset(this.ship.x + 6, this.ship.y - 8);
bullet.body.velocity.y = -300;
this.bulletPlayerTime = game.time.now + 300;
}
}
}
現在您必須執行相同的功能,但這次是與敵人...
你可以在這里看到更多
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