我想要有两个多边形,一个是静止的,另一个是移动并改变它的形状。当它们重叠时,我希望固定多边形保持在顶部。
这是我的方法:
(function() {
"use strict";
var SIZE_X = 400;
var SIZE_Y = 300;
var CENTER_COLOR = 0xFF33FF;
var ALT_COLOR = 0xFFFF33;
var moving_graphics;
var tick = 0;
var LayerTest = {
preload: function() {},
create: function() {
game.world.setBounds(-SIZE_X / 2, -SIZE_Y / 2, SIZE_X / 2, SIZE_Y / 2);
var center_group = game.add.group();
center_group.z = 1;
var center_graphics = new Phaser.Graphics(game, 0, 0);
center_graphics.beginFill(CENTER_COLOR);
center_graphics.drawPolygon(new Phaser.Polygon([
new Phaser.Point(-30, -30),
new Phaser.Point(-30, 30),
new Phaser.Point(30, 30),
new Phaser.Point(30, -30)
]));
center_graphics.endFill();
center_group.add(center_graphics);
var moving_group = game.add.group();
moving_group.z = 0;
moving_graphics = new Phaser.Graphics(game, 0, 0);
moving_group.add(moving_graphics);
},
update: function() {
moving_graphics.clear();
moving_graphics.beginFill(ALT_COLOR);
moving_graphics.drawPolygon(new Phaser.Polygon([
new Phaser.Point(-SIZE_X / 2 + tick - tick % 40, -10),
new Phaser.Point(-SIZE_X / 2 + tick - tick % 40, 10),
new Phaser.Point(20 - SIZE_X / 2 + tick, 10),
new Phaser.Point(20 - SIZE_X / 2 + tick, -10)
]));
moving_graphics.endFill();
tick++;
}
};
var game = new Phaser.Game(SIZE_X, SIZE_Y, Phaser.AUTO, '', LayerTest);
})();

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<html lang="en">
<head>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.4.4/phaser.js"></script>
</head>
<body>
</body>
</html>
&#13;
我在中心创建一个粉红色方块,然后在屏幕左侧开始一个黄色矩形,然后向中心移动。但是,即使我已将它们添加到组中,并且中心具有更高的z-index,移动组始终设置在顶部。如果我不使用组并直接为每个图形对象设置z-index,则最终结果是相同的。
我希望移动组(黄色矩形)留在另一个后面。
答案 0 :(得分:1)
在添加中心组之前添加移动组。
(function() {
"use strict";
var SIZE_X = 400;
var SIZE_Y = 300;
var CENTER_COLOR = 0xFF33FF;
var ALT_COLOR = 0xFFFF33;
var moving_graphics;
var tick = 0;
var LayerTest = {
preload: function() {},
create: function() {
game.world.setBounds(-SIZE_X / 2, -SIZE_Y / 2, SIZE_X / 2, SIZE_Y / 2);
var moving_group = game.add.group();
moving_graphics = new Phaser.Graphics(game, 0, 0);
moving_group.add(moving_graphics);
var center_group = game.add.group();
var center_graphics = new Phaser.Graphics(game, 0, 0);
center_graphics.beginFill(CENTER_COLOR);
center_graphics.drawPolygon(new Phaser.Polygon([
new Phaser.Point(-30, -30),
new Phaser.Point(-30, 30),
new Phaser.Point(30, 30),
new Phaser.Point(30, -30)
]));
center_graphics.endFill();
center_group.add(center_graphics);
},
update: function() {
moving_graphics.clear();
moving_graphics.beginFill(ALT_COLOR);
moving_graphics.drawPolygon(new Phaser.Polygon([
new Phaser.Point(-SIZE_X / 2 + tick - tick % 40, -10),
new Phaser.Point(-SIZE_X / 2 + tick - tick % 40, 10),
new Phaser.Point(20 - SIZE_X / 2 + tick, 10),
new Phaser.Point(20 - SIZE_X / 2 + tick, -10)
]));
moving_graphics.endFill();
tick++;
}
};
var game = new Phaser.Game(SIZE_X, SIZE_Y, Phaser.AUTO, '', LayerTest);
})();
<!doctype html>
<html lang="en">
<head>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.4.4/phaser.js"></script>
</head>
<body>
</body>
</html>