我正在制作一个使用Phaser(最新版本)的sidescroller,我希望玩家的射弹在玩家点击时朝向指针,就像他们在这个例子http://phaser.io/examples/v2/games/tanks中所做的那样。我已经使用了示例中的一些代码,但在我的游戏中,activePointer x和y坐标似乎只在游戏开始时才会初始化并且永远不会改变。因此,当玩家射击时,它总是朝向相同的坐标。
我有以下代码(注意我已经删除了关于项目收集,敌人等的帖子在这里发布):
var SideScroller = SideScroller || {};
var startPosX = 100;
var startPosY = 300;
var shooter;
var playerBullets;
var nextFire = 0;
var fireRate = 100;
var cursors;
var currentLoc;
SideScroller.Game = function () {};
SideScroller.Game.prototype = {
create: function () {
//create player
//params = (game, startPositionX,startPositionY, key, frame)
this.player = this.game.add.sprite(startPosX, startPosY, 'player');
//get canvas width and height for later use
canvasWidth = this.game.canvas.width;
canvasHeight = this.game.canvas.height;
//create enemy
var x = this.game.rnd.between(80, this.game.world.width);
var y = this.game.rnd.between(0, 113);
// Point to shoot projectiles from
// allows rotation, if this had been done on the player object, the graphic would have rotated, which we don't want
this.shooter = this.game.add.sprite(startPosX, startPosY, 'blank');
this.shooter.anchor.setTo(0.5, 0.5);
//make a group of player projectiles
playerBullets = this.game.add.group();
playerBullets.enableBody = true;
playerBullets.physicsBodyType = Phaser.Physics.ARCADE;
playerBullets.createMultiple(1000, 'peePower');
playerBullets.setAll('anchor.x', 0.5);
playerBullets.setAll('anchor.y', 0.5);
playerBullets.setAll('outOfBoundsKill', true);
playerBullets.setAll('checkWorldBounds', true);
//enable physics on the player
this.game.physics.arcade.enable(this.player);
//bring player shooting point to the top (not totally necessary)
this.shooter.bringToTop();
//player gravity
this.player.body.gravity.y = gravity;
//player collides with all four edges of the game world
this.player.body.collideWorldBounds = true;
this.player.anchor.setTo(0.5, 0.5);
//the camera will follow the player in the world
this.game.camera.follow(this.player);
//move player with cursor keys
cursors = this.game.input.keyboard.createCursorKeys();
},
update: function () {
currentLoc = this.game.input.activePointer;
//collision between player and platforms
this.game.physics.arcade.collide(this.player, this.blockedLayer, null, null, this);
//make co-ordinates match
this.shooter.x = this.player.x;
this.shooter.y = this.player.y;
//this.shooter's angle towards
this.shooter.rotation = this.game.physics.arcade.angleToPointer(this.shooter, this.game.input.activePointer);
//only respond to keys if the player is alive
if (this.player.alive) {
this.player.body.velocity.x = 0;
if (this.game.input.activePointer.isDown) {
console.log("pointer is down");
this.fire();
}
else if (cursors.right.isDown) {
this.playerForward();
}
else if (cursors.left.isDown) {
this.playerBack();
}
else if (cursors.up.isDown) {
this.playerJump();
}
else if (cursors.down.isDown) {
this.fire();
this.playerDuck();
}
}
},
fire: function () {
//for debugging
console.log("fire was called");
console.log(this.game.input.activePointer.x);
console.log(this.game.input.activePointer.y);
if (this.game.time.now > nextFire && playerBullets.countDead() > 0)
{
nextFire = this.game.time.now + fireRate;
var bullet = playerBullets.getFirstExists(false);
bullet.reset(this.shooter.x, this.shooter.y);
currentLoc = this.game.input.activePointer;
bullet.rotation = this.game.physics.arcade.moveToPointer(bullet, 1000, currentLoc, 1000);
console.log(this.game.input.activePointer);
}
},
playerForward: function () {
this.player.loadTexture('player');
this.player.body.setSize(this.player.standDimensions.width, this.player.standDimensions.height);
this.player.body.velocity.x = 700;
this.player.isMoving = true;
//console.log("Forward height:" + this.player.standDimensions.height);
//console.log("Forward width:" + this.player.standDimensions.width);
},
playerBack: function () {
this.player.loadTexture('playerBack');
this.player.body.velocity.x -= 700;
this.player.isMoving = true;
},
playerJump: function () {
if (this.player.body.blocked.down) {
this.player.body.velocity.y -= 700;
this.player.loadTexture('playerJump');
//console.log("Jump height:" + this.player.jumpDimensions.height);
//console.log("Jump width:" + this.player.jumpDimensions.width);
}
},
playerDuck: function () {
//change image and update the body size for the physics engine
this.player.loadTexture('playerDuck');
this.player.body.setSize(this.player.duckedDimensions.width, this.player.duckedDimensions.height);
//keep track of whether player is ducked or not
this.player.isDucked = true;
},
playerDead: function () {
//set to dead (this doesn't affect rendering)
this.player.alive = false;
//stop moving to the right
this.player.body.velocity.x = 0;
//change sprite image
this.player.loadTexture('playerDead');
},
};
射击游戏是玩家顶部的空白精灵(非常类似于坦克示例中的炮塔),允许在没有玩家旋转的情况下进行旋转(如果有更好的方法可以让我知道!)。
我尝试将update方法中的currentLoc变量更新为activePointer位置但不起作用。
此外,这种情况从未发生过:
if (this.game.input.activePointer.isDown) {
console.log("pointer is down");
this.fire();
}
因此,检测鼠标点击时必定会出现问题,我不知道这是否是问题的一部分?
答案 0 :(得分:0)
我认为你应该在API中查找它。您的代码中有几点值得怀疑。 http://phaser.io/docs/2.3.0/Phaser.Pointer.html http://phaser.io/docs/2.3.0/Phaser.Physics.Arcade.html#moveToPointer
关键是你实际上是在给指针(对currentLoc)而不是对位置的引用。因此它应该始终触发0; 0。
对于isDown检测,您是在更新功能中还是在其他地方完成的?
希望我能帮忙!