我正在尝试检查我的update()函数,如果一个球精灵在被抛出后停止了移动。我尝试了以下方法:
if (ball.body.velocity.x < 1 && ball.body.velocity.y < 1) {
alert("ball not moving");
}
但即使两个条件都没有评估为真,警报也会被触发。 (意思是球仍在移动......&#34;)
这是我的代码。
game.js
window.onload = function() {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('table', 'assets/img/table.png');
game.load.image('cup', 'assets/img/cup.png');
game.load.image('ball', 'assets/img/ball.png');
}
var table;
var cups;
var cup;
var ball;
var ballZ = 100;
var ballAscending = false;
var ballThrown = false;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
table = game.add.sprite(game.world.centerX, game.world.centerY, 'table');
table.anchor.setTo(0.5,0.5);
var cupW = game.cache.getImage('cup').width;
var cupH = game.cache.getImage('cup').height;
cups = game.add.group(game,game.world,'cups',false,true,Phaser.Physics.ARCADE);
cup = cups.create(game.world.centerX, cupH / 2, 'cup');
cup = cups.create(game.world.centerX - cupW, cupH / 2, 'cup');
cup = cups.create(game.world.centerX + cupW, cupH / 2, 'cup');
cup = cups.create(game.world.centerX - cupW / 2, cupH + (cupH / 2), 'cup');
cup = cups.create(game.world.centerX + cupW / 2, cupH + (cupH / 2), 'cup');
cup = cups.create(game.world.centerX, (cupH * 2) + (cupH / 2), 'cup');
cup = cups.create(game.world.centerX, game.world.height - (cupH / 2), 'cup');
cup = cups.create(game.world.centerX - cupW, game.world.height - (cupH / 2), 'cup');
cup = cups.create(game.world.centerX + cupW, game.world.height - (cupH / 2), 'cup');
cup = cups.create(game.world.centerX - cupW / 2, game.world.height - (cupH / 2) - cupH, 'cup');
cup = cups.create(game.world.centerX + cupW / 2, game.world.height - (cupH / 2) - cupH, 'cup');
cup = cups.create(game.world.centerX, game.world.height - (cupH / 2) - (cupH * 2), 'cup');
ball = game.add.sprite(game.world.centerX, game.world.centerY + (cupH*4),'ball');
ball.anchor.setTo(0.5,0.5);
ball.inputEnabled = true;
game.physics.enable([ball, cups],Phaser.Physics.ARCADE);
cups.forEach(function(item) {
item.anchor.setTo(0.5);
item.body.immovable = true;
},this);
ball.body.bounce.set(0.50);
ball.body.drag.set(100);
game.stage.backgroundColor = "#d3d3d3";
game.input.onDown.add(onDown,this);
game.input.onUp.add(throwBall,this);
}
var clickTime;
function onDown() {
clickTime = game.time.time;
}
function throwBall() {
var delta = game.time.time - clickTime;
game.physics.arcade.velocityFromAngle(ball.angle, delta, ball.body.velocity);
ballThrown = true;
}
function update() {
if (ballThrown) {
game.physics.arcade.collide(cups,ball);
if (ballAscending) {
ballZ = ballZ + 1;
if (ballZ > 100) {
ballAscending = false;
}
} else {
ballZ = ballZ - 1;
if (ballZ < 1) {
ballAscending = true;
}
}
ball.scale.set((ballZ + 100) / 100);
if (ball.body.velocity.x < 1 && ball.body.velocity.y < 1) {
alert("ball stopped moving");
}
}
ball.rotation = game.physics.arcade.angleToPointer(ball);
}
function render() {
game.debug.spriteInfo(ball,32,32);
}
}
的index.html
<!DOCTYPE html>
<html lang="en">
<meta charset="UTF-8" />
<head>
<link rel="stylesheet" type="text/css" href="stylesheet.css">
</head>
<body>
<script src="js/phaser.min.js"></script>
<script src="js/game.js"></script>
</body>
</html>
答案 0 :(得分:3)
抱歉,我迟到了四个月,但你可以使用Phaser.Point&#34; equals&#34;检查身体速度是否等于(0,0)
点的方法 public class IntermediateType
{
@XmlAttribute
private int att1 = 4;
@XmlAttribute
private String att2 = "hi";
@XmlAttribute
private String att3 = "howdy";
@XmlElement
private Delegate delegate = new Delegate();
}
答案 1 :(得分:0)
我发现了问题,我的if语句应该是
if (Math.abs(ball.body.velocity.x) < 1 && Math.abs(ball.body.velocity.y) < 1) {
alert("ball stopped moving");
}
这样可行,但如果有人知道更简洁的方法,请随时分享。