Phaser js与世界范围相撞

时间:2016-07-22 08:38:45

标签: javascript phaser-framework

有人可以解释我的错误在于试图让我的玩家与世界的界限发生碰撞而不仅仅是扔掉墙壁。我试过自定义方法,但它不是我想要的效果。 当我添加" game.world.setBounds(0,0,x,y);"到创建功能我的游戏没有开始。我是phaser js的初学者,所以也许我做错了什么。这是我的代码:



"use strict";

var game = new Phaser.Game(1000, 800, Phaser.CANVAS, "game_div");

var spaceField,
    backgroundSpeed,
    player,
    cursors,
    bullets,
    bulletsTime = 0,
    fireButton,
    bullet,
    bulletSound;

var mainState = {
    preload: function () {
        //id
        game.load.image("starfield", "images/space.png");
        game.load.image("player", "images/playerSmall.png");
        game.load.image("bullet", "images/fire.png");

        // audio

        game.load.audio("bulletSound", "sounds/blaster.mp3");
    },

    create: function () {
        // Full screen when clicking with the mouse on the screen
        game.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT;
        game.input.onDown.add(goFull, this);
        // background
        spaceField = game.add.tileSprite(0, 0, 1000, 800, "starfield");
        backgroundSpeed = 2;
        game.physics.setBoundsToWorld();

        // player spaceship + adding physics + player movement
        player = game.add.sprite(game.world.centerX, game.world.centerY + 300, "player");
        game.physics.enable(player, Phaser.Physics.ARCADE);
        cursors = game.input.keyboard.createCursorKeys();

        // Fire bullets
        bullets = game.add.group();
        bullets.enableBody = true;
        bullets.physicsBodyType = Phaser.Physics.ARCADE; // Enabling physics for bullets
        bullets.createMultiple(30, "bullet");
        bullets.setAll("anchor.x", 0.5);
        bullets.setAll("anchor.y", 1);
        bullets.setAll("outOfBoundsKill", true); // Checks if the bullet is off screen so we can reuse it
        bullets.setAll("checkWorldBounds", true);

        fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
        bulletSound = game.add.audio("bulletSound");
    },

    update: function () {
        // Making scrolling background
        spaceField.tilePosition.y += backgroundSpeed;
        player.body.velocity.x = 0; // Everytime when key is not pressed the player does not move
        player.body.velocity.y = 0;

        // Checking which key is pressed

        if (cursors.up.isDown) {
            player.checkWorldBounds = true;
            player.events.onOutOfBounds.add(playerOutOfBoundsTop, this);
            player.body.velocity.y = -350;
        }

        if (cursors.down.isDown) {
            player.checkWorldBounds = true;
            // player.events.onOutOfBounds.add(playerOutOfBoundsBottom, this);
            player.body.velocity.y = 350;
        }

        if (cursors.left.isDown) {
            player.body.velocity.x = -350;
        }

        if (cursors.right.isDown) {
            player.body.velocity.x = 350;
        }

        if (fireButton.isDown) {
            fireBullet();
        }
    }
};

function fireBullet() {
    if (game.time.now > bulletsTime) {
        bullet = bullets.getFirstExists(false);

        if (bullet) {
            bullet.reset(player.x + 28, player.y);
            bullet.bulletAngleOffset = 90;
            bullet.bulletAngleVariance = 30;
            bullet.body.velocity.y = -400;
            bulletsTime = game.time.now + 200;
            bulletSound.play();
        }
    }
}

function playerOutOfBoundsTop(player) {

    //  Move the Spaceship to the top of the screen again
    player.reset(player.x, 60);

}

/*function playerOutOfBoundsBottom(player) {
 // Move the spaceship to the bottom of the screen again
 player.reset(60, player.x);
 }
 */

function goFull() {

    if (game.scale.isFullScreen) {
        game.scale.stopFullScreen();
    } else {
        game.scale.startFullScreen(false);
    }

}
//id
game.state.add('mainState', mainState);

game.state.start("mainState");




1 个答案:

答案 0 :(得分:2)

如果您希望您的播放器不会超出游戏范围,您可以在create函数中将属性collideWorldBounds设置为true:

player.body.collideWorldBounds=true;

查看this移植器示例和docs

但是如果你想在玩家超出范围时做一些不同的事情,你可以在更新循环中添加一个功能(就像按下UP键时那样)。

例如,使用此代码,当您的播放器超出范围时,它将再次出现在游戏中间:

var game = new Phaser.Game(1000, 800, Phaser.CANVAS, "game_div");

var spaceField,
    backgroundSpeed,
    player,
    cursors,
    bullets,
    bulletsTime = 0,
    fireButton,
    bullet,
    bulletSound;

var mainState = {
    preload: function () {
        //id
        game.load.image("starfield", "images/space.png");
        game.load.image("player", "images/playerSmall.png");
        game.load.image("bullet", "images/fire.png");

        // audio

        game.load.audio("bulletSound", "sounds/blaster.mp3");
    },

    create: function () {
        // Full screen when clicking with the mouse on the screen
        game.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT;
        game.input.onDown.add(goFull, this);
        // background
        spaceField = game.add.tileSprite(0, 0, 1000, 800, "starfield");
        backgroundSpeed = 2;
        game.physics.setBoundsToWorld();

        // player spaceship + adding physics + player movement
        player = game.add.sprite(game.world.centerX, game.world.centerY + 300, "player");
        game.physics.enable(player, Phaser.Physics.ARCADE);
        cursors = game.input.keyboard.createCursorKeys();

        //player.body.collideWorldBounds=true;

        // Fire bullets
        bullets = game.add.group();
        bullets.enableBody = true;
        bullets.physicsBodyType = Phaser.Physics.ARCADE; // Enabling physics for bullets
        bullets.createMultiple(30, "bullet");
        bullets.setAll("anchor.x", 0.5);
        bullets.setAll("anchor.y", 1);
        bullets.setAll("outOfBoundsKill", true); // Checks if the bullet is off screen so we can reuse it
        bullets.setAll("checkWorldBounds", true);

        fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
        bulletSound = game.add.audio("bulletSound");
    },

    update: function () {
        // Making scrolling background
        spaceField.tilePosition.y += backgroundSpeed;
        player.body.velocity.x = 0; // Everytime when key is not pressed the player does not move
        player.body.velocity.y = 0;


        player.events.onOutOfBounds.add(playerOutOfBounds, this);

        // Checking which key is pressed
        if (cursors.up.isDown) {
            player.checkWorldBounds = true;
            player.body.velocity.y = -350;
        }

        if (cursors.down.isDown) {
            player.checkWorldBounds = true;
            // player.events.onOutOfBounds.add(playerOutOfBoundsBottom, this);
            player.body.velocity.y = 350;
        }

        if (cursors.left.isDown) {
            player.body.velocity.x = -350;
        }

        if (cursors.right.isDown) {
            player.body.velocity.x = 350;
        }

        if (fireButton.isDown) {
            fireBullet();
        }
    }
};

function fireBullet() {
    if (game.time.now > bulletsTime) {
        bullet = bullets.getFirstExists(false);

        if (bullet) {
            bullet.reset(player.x + 28, player.y);
            bullet.bulletAngleOffset = 90;
            bullet.bulletAngleVariance = 30;
            bullet.body.velocity.y = -400;
            bulletsTime = game.time.now + 200;
            bulletSound.play();
        }
    }
}

function playerOutOfBounds(player) {

    //  Move the Spaceship to the top of the screen again
    player.reset(player.x, game.world.centerX);
    player.reset(player.y, game.world.centerY);

}

/*function playerOutOfBoundsBottom(player) {
 // Move the spaceship to the bottom of the screen again
 player.reset(60, player.x);
 }
 */

function goFull() {

    if (game.scale.isFullScreen) {
        game.scale.stopFullScreen();
    } else {
        game.scale.startFullScreen(false);
    }

}
//id
game.state.add('mainState', mainState);

game.state.start("mainState");
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