问题。
此场景为您提供了正确的外观:
Here是JSBIN格式
以下是代码:
var game = new Phaser.Game(500, 550, Phaser.CANVAS, 'gameDiv');
var CountDown = {
preload: function() {
},
update: function() {
},
render: function() {
}
}
var player;
var enemy;
var bullets;
var shields;
var enemies;
var greenEnemies;
var enemyBullet;
var bossLaunched = false;
var blueEnemiesBullets;
var bossEnemiesBullets;
var bossHealth = 50000;
var explosions;
var score = 0;
var scoreText;
var bulletTimer = 0;
var blueEnemies;
var mainState = {
preload: function() {
game.load.image('background', 'http://s1.postimg.org/nqynk9tkv/starfield.png')
game.load.image('player', 'http://s28.postimg.org/9qdf4xrfx/145103252914234.gif')
game.load.image('bullet', 'http://s9.postimg.org/z2bptetxn/bullet.png');
game.load.image('green', 'http://s28.postimg.org/kpmq4byt5/enemy_green.png')
game.load.spritesheet('explosionAnim', 'https://raw.githubusercontent.com/jschomay/phaser-demo-game/master/assets/explode.png', 128, 128)
game.load.bitmapFont('spacefont', 'https://raw.githubusercontent.com/jschomay/phaser-demo-game/master/assets/spacefont/spacefont.png', 'https://rawgit.com/jschomay/phaser-demo-game/master/assets/spacefont/spacefont.xml');
game.load.image('blue', 'https://raw.githubusercontent.com/jschomay/phaser-demo-game/master/assets/enemy-blue.png')
game.load.image('blueEnemyBullet', 'https://raw.githubusercontent.com/jschomay/phaser-demo-game/master/assets/enemy-blue-bullet.png');
game.load.image('boss', 'https://raw.githubusercontent.com/jschomay/phaser-demo-game/master/assets/boss.png');
game.load.image('deathRay', 'https://raw.githubusercontent.com/jschomay/phaser-demo-game/master/assets/death-ray.png');
},
create: function() {
this.backgroundImg = this.game.add.tileSprite(0, 0, 500, 550, 'background')
player = game.add.sprite(game.world.centerX, 500, 'player')
player.health = 100;
player.anchor.setTo(0.5)
player.scale.setTo(0.25)
game.physics.arcade.enable(player);
game.physics.enable(player, Phaser.Physics.ARCADE);
player.body.collideWorldBounds = true;
this.game.inputEnabled = true;
this.game.input.useHandCursor = true;
player.body.maxVelocity.setTo(400, 400)
player.body.drag.setTo(400, 400)
// The baddies!
greenEnemies = game.add.group();
greenEnemies.enableBody = true;
greenEnemies.physicsBodyType = Phaser.Physics.ARCADE;
greenEnemies.createMultiple(5, 'green');
greenEnemies.setAll('anchor.x', 0.5);
greenEnemies.setAll('anchor.y', 0.5);
greenEnemies.setAll('scale.x', 0.5);
greenEnemies.setAll('scale.y', 0.5);
greenEnemies.setAll('angle', 180);
greenEnemies.setAll('outOfBoundsKill', true);
greenEnemies.setAll('checkWorldBounds', true);
greenEnemies.forEach(function(enemy) {
enemy.body.setSize(enemy.width * 3 / 4, enemy.height * 3 / 4);
enemy.damageAmount = 20;
})
blueEnemies = game.add.group();
blueEnemies.enableBody = true;
blueEnemies.physicsBodyType = Phaser.Physics.ARCADE;
blueEnemies.createMultiple(30, 'blue');
blueEnemies.setAll('anchor.x', 0.5);
blueEnemies.setAll('anchor.y', 0.5);
blueEnemies.setAll('scale.x', 0.5);
blueEnemies.setAll('scale.y', 0.5);
blueEnemies.setAll('angle', 180);
blueEnemies.forEach(function(enemy) {
enemy.damageAmount = 40;
});
boss = game.add.sprite(160, -110, 'boss');
boss.exists = true;
boss.alive = false;
boss.move = false;
boss.anchor.setTo(0.5, 0.5);
boss.damageAmount = 50;
boss.angle = 180;
boss.scale.x = 0.6;
boss.scale.y = 0.6;
game.physics.enable(boss, Phaser.Physics.ARCADE);
boss.body.maxVelocity.setTo(100, 80);
boss.dying = false;
// Shields stat
shields = game.add.bitmapText(game.world.width - 250, 10, 'spacefont', '' + player.health + '%', 40);
shields.render = function() {
shields.text = 'Shields: ' + Math.max(player.health, 0) + '%';
};
shields.render();
// Score
scoreText = game.add.bitmapText(10, 10, 'spacefont', '', 40);
scoreText.render = function() {
scoreText.text = 'Score: ' + score;
if (score == 100) {
console.log("OK")
}
};
scoreText.render();
this.launchGreenEnemy();
bullets = game.add.group();
bullets.enableBody = true;
bullets.physicsBodyType = Phaser.Physics.ARCADE;
bullets.createMultiple(30, 'bullet');
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 1);
bullets.setAll('outOfBoundsKill', true);
bullets.setAll('checkWorldBounds', true);
// Blue enemy's bullets
blueEnemiesBullets = game.add.group();
blueEnemiesBullets.enableBody = true;
blueEnemiesBullets.physicsBodyType = Phaser.Physics.ARCADE;
blueEnemiesBullets.createMultiple(30, 'blueEnemyBullet');
blueEnemiesBullets.callAll('crop', null, {
x: 90,
y: 0,
width: 90,
height: 70
});
blueEnemiesBullets.setAll('alpha', 0.9);
blueEnemiesBullets.setAll('anchor.x', 0.5);
blueEnemiesBullets.setAll('anchor.y', 0.5);
blueEnemiesBullets.setAll('outOfBoundsKill', true);
blueEnemiesBullets.setAll('checkWorldBounds', true);
blueEnemiesBullets.forEach(function(enemy) {
enemy.body.setSize(20, 20);
});
bossEnemiesBullets = game.add.group();
bossEnemiesBullets.enableBody = true;
bossEnemiesBullets.physicsBodyType = Phaser.Physics.ARCADE;
bossEnemiesBullets.createMultiple(30, 'blueEnemyBullet');
bossEnemiesBullets.callAll('crop', null, {
x: 90,
y: 0,
width: 90,
height: 90
});
bossEnemiesBullets.setAll('alpha', 0.9);
bossEnemiesBullets.setAll('anchor.x', 0.5);
bossEnemiesBullets.setAll('anchor.y', 0.5);
bossEnemiesBullets.scale.set(2, 2);
bossEnemiesBullets.setAll('outOfBoundsKill', true);
bossEnemiesBullets.setAll('checkWorldBounds', true);
bossEnemiesBullets.forEach(function(enemy) {
enemy.body.setSize(20, 20);
});
explosions = game.add.group();
explosions.enableBody = true;
explosions.physicsBodyType = Phaser.Physics.ARCADE;
explosions.createMultiple(30, 'explosionAnim');
explosions.setAll('anchor.x', 0.5);
explosions.setAll('anchor.y', 0.5);
explosions.forEach(function(explosion) {
explosion.animations.add('explosionAnim');
});
/*
game.time.events.add(game.rnd.integerInRange(12000, 15000), this.launchBlueEnemy, this);
game.time.events.add(game.rnd.integerInRange(12000, 15000), this.launchBlueEnemy, this);
game.time.events.add(game.rnd.integerInRange(12000, 15000), this.launchBlueEnemy, this);
game.time.events.add(game.rnd.integerInRange(12000, 15000), this.launchBlueEnemy, this);
game.time.events.add(game.rnd.integerInRange(12000, 15000), this.launchBlueEnemy, this);
game.time.events.add(game.rnd.integerInRange(12000, 15000), this.launchBlueEnemy, this);*/
this.cursors = game.input.keyboard.createCursorKeys();
this.fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR)
},
update: function() {
if(boss.move){
boss.exists = true;
if(boss.body.y>40){
boss.body.y=40;
game.add.tween(boss).to( { angle: 170 }, 700, Phaser.Easing.Linear.None, true);
game.time.events.add(game.rnd.integerInRange(1000, 2500), this.launchBossEnemy, this);
}
else{
boss.body.y++;
}
}
this.backgroundImg.tilePosition.y += 2;
player.body.acceleration.x = 0;
if (this.cursors.left.isDown) {
player.body.acceleration.x -= 600;
} else if (this.cursors.right.isDown) {
player.body.acceleration.x += 600;
}
game.physics.arcade.overlap(player, greenEnemies, this.shipCollideGreen, null, this);
game.physics.arcade.overlap(greenEnemies, bullets, this.bulletCollideGreen, null, this);
game.physics.arcade.overlap(player, blueEnemies, this.shipCollideBlue, null, this);
game.physics.arcade.overlap(blueEnemies, bullets, this.bulletCollideBlue, null, this);
game.physics.arcade.overlap(blueEnemiesBullets, player, this.enemyHitsPlayer, null, this)
game.physics.arcade.overlap(boss, bullets, this.bulletCollideBoss, null, this);
game.physics.arcade.overlap(blueEnemiesBullets, player, this.enemyHitsPlayer, null, this)
if (player.alive && this.fireButton.isDown) {
//Grab first bullet from the pool
if (game.time.now > bulletTimer) {
var bullet = bullets.getFirstExists(false);
if (bullet) {
bullet.reset(player.x, player.y + 8);
//Getting it up
bullet.body.velocity.y = -400;
bulletTimer = game.time.now + 250;
}
}
}
if (player.health <= 0) {
player.kill();
}
if (!(player.alive)) {
//GameOver
}
},
launchGreenEnemy: function() {
enemy = greenEnemies.getFirstExists(false);
if (enemy) {
enemy.reset(game.rnd.integerInRange(0, game.width), -20);
enemy.body.velocity.x = game.rnd.integerInRange(-300, 300);
enemy.body.velocity.y = 300;
enemy.body.drag.x = 100;
if (this.y > game.height) {
this.kill()
}
}
game.time.events.add(game.rnd.integerInRange(100, 3000), this.launchGreenEnemy, this);
},
shipCollideBlue: function(player, enemy) {
var explosion = explosions.getFirstExists(false);
explosion.reset(enemy.body.x + enemy.body.halfWidth, enemy.body.y + enemy.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
enemy.kill();
player.health = player.health - 40;
shields.render();
},
shipCollideGreen: function(player, enemy) {
var explosion = explosions.getFirstExists(false);
explosion.reset(enemy.body.x + enemy.body.halfWidth, enemy.body.y + enemy.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
enemy.kill();
console.log(player.health);
if (!bossLaunched && score > 0) {
// dramatic pause before boss
boss.move=true;
game.time.events.add(2000, this.launchedBoss,this);
}
player.health = player.health - 20;
shields.render();
},
launchedBoss:function(){
bossLaunched = true;
boss.move = true;
},
bulletCollideGreen: function(bullet, enemy) {
var explosion = explosions.getFirstExists(false);
explosion.reset(bullet.body.x + bullet.body.halfWidth, bullet.body.y + bullet.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
enemy.kill();
bullet.kill();
score += 20 * 10;
scoreText.render()
},
bulletCollideBlue: function(bullet, enemy) {
var explosion = explosions.getFirstExists(false);
explosion.reset(bullet.body.x + bullet.body.halfWidth, bullet.body.y + bullet.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
enemy.kill();
bullet.kill();
score += 40 * 10;
scoreText.render()
},
bulletCollideBoss :function(bullet,enemy){
var explosion = explosions.getFirstExists(false);
explosion.reset(bullet.body.x + bullet.body.halfWidth, bullet.body.y + bullet.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
bullet.kill();
console.log(bossHealth);
bossHealth -= 50;
/* if(boss.health<=0){
console.log("boss DEAD");
boss.kill()
}*/
scoreText.render()
},
launchBossEnemy: function() {
var bulletSpeed = 400;
var firingDelay = 2000;
var bank;
var enemy = boss
if (enemy) {
enemy.reset(160, 140);
var bulletSpeed = 400;
var firingDelay = 2000;
enemy.bullets = 1;
enemy.lastShot = 0;
enemy.update = function() {
enemyBullet = bossEnemiesBullets.getFirstExists(false);
for (i = 0; i <= 8; i++) {
if (enemyBullet &&
this.alive &&
this.bullets &&
this.y > game.width / 8 &&
game.time.now > firingDelay + this.lastShot) {
this.lastShot = game.time.now;
this.bullets--;
enemyBullet.reset(this.x, this.y + this.height / 2);
var angle = game.physics.arcade.moveToObject(enemyBullet, player, bulletSpeed);
enemyBullet.damageAmount = this.damageAmount;
enemyBullet.angle = game.math.radToDeg(angle);
}
// Kill enemies once they go off screen
if (this.y > game.height + 200) {
this.kill();
this.y = -20;
}
}
}
game.time.events.add(game.rnd.integerInRange(8000, 8500), this.launchBlueEnemy, this);
}
},
launchBlueEnemy: function() {
var bulletSpeed = 400;
var firingDelay = 2000;
var bank;
var enemy = blueEnemies.getFirstExists(false);
if (enemy) {
enemy.reset(game.rnd.integerInRange(0, game.width), -20);
enemy.body.velocity.x = 200
enemy.body.velocity.y = 200;
enemy.body.drag.x = 100;
var bulletSpeed = 400;
var firingDelay = 2000;
enemy.bullets = 1;
enemy.lastShot = 0;
enemy.update = function() {
enemyBullet = blueEnemiesBullets.getFirstExists(false);
for (i = 0; i <= 3; i++) {
if (enemyBullet &&
this.alive &&
this.bullets &&
this.y > game.width / 8 &&
game.time.now > firingDelay + this.lastShot) {
this.lastShot = game.time.now;
this.bullets--;
enemyBullet.reset(this.x, this.y + this.height / 2);
var angle = game.physics.arcade.moveToObject(enemyBullet, player, bulletSpeed);
enemyBullet.damageAmount = this.damageAmount;
enemyBullet.angle = game.math.radToDeg(angle);
}
// Kill enemies once they go off screen
if (this.y > game.height + 200) {
this.kill();
this.y = -20;
}
}
}
game.time.events.add(game.rnd.integerInRange(8000, 8500), this.launchBlueEnemy, this);
}
},
enemyHitsPlayer: function(player, bullet) {
var explosion = explosions.getFirstExists(false);
explosion.reset(bullet.body.x + bullet.body.halfWidth, bullet.body.y + bullet.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
player.health -= 40
shields.render()
bullet.kill();
},
// Restart the game
platformsCreate: function() {
}
};
var Menu = {
preload: function() {
},
create: function() {
},
update: function() {
},
render: function() {
},
start: function() {
}
};
var Game_Over = {
preload: function() {
},
create: function() {
},
update: function() {
},
render: function() {
},
};
// Add and start the 'main' state to start the game
game.state.add('CountDown', CountDown)
game.state.add('main', mainState);
game.state.add('Menu', Menu);
game.state.add('Game_Over', Game_Over);
game.state.start('main');
更改了上面这行代码:
bulletCollideBoss :function(bullet,enemy){
var explosion = explosions.getFirstExists(false);
explosion.reset(bullet.body.x + bullet.body.halfWidth, bullet.body.y + bullet.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
bullet.kill();
console.log(bossHealth);
bossHealth -= 50;
/* if(boss.health<=0){
console.log("boss DEAD");
boss.kill()
}*/
scoreText.render()
},
对此:
bulletCollideBoss :function(bullet,enemy){
var explosion = explosions.getFirstExists(false);
if(explosion){
explosion.reset(bullet.body.x + bullet.body.halfWidth, bullet.body.y + bullet.body.halfHeight);
}
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
bullet.kill();
console.log(bossHealth);
bossHealth -= 50;
/* if(boss.health<=0){
console.log("boss DEAD");
boss.kill()
}*/
scoreText.render()
},
我得到错误: 未捕获的TypeError:无法读取null的属性'body'在第355行。
bulletCollideBoss :function(bullet,enemy){
var explosion = explosions.getFirstExists(false);
if(explosion){
explosion.reset(bullet.body.x + bullet.body.halfWidth, bullet.body.y + bullet.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
}
bullet.kill();
console.log(bossHealth);
bossHealth -= 50;
/* if(boss.health<=0){
console.log("boss DEAD");
boss.kill()
}*/
scoreText.render()
},
答案 0 :(得分:0)
只需在代码中的其他位置执行该行之前的空检查:
if (explosion) {
explosion.reset(bullet.body.x + bullet.body.halfWidth, bullet.body.y + bullet.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
}
答案 1 :(得分:0)
你可能想要改变它:
bulletCollideBoss :function(bullet,enemy){
var explosion = explosions.getFirstExists(false);
if(explosion){
explosion.reset(bullet.body.x + bullet.body.halfWidth, bullet.body.y + bullet.body.halfHeight);
explosion.body.velocity.y = enemy.body.velocity.y;
explosion.alpha = 0.7;
explosion.play('explosionAnim', 30, false, true);
}
bullet.kill();
console.log(bossHealth);
bossHealth -= 50;
/* if(boss.health<=0){
console.log("boss DEAD");
boss.kill()
}*/
scoreText.render()
},
答案 2 :(得分:0)
为爆炸池制造90次爆炸
explosions.createMultiple(90, 'explosionAnim');
前几天我遇到了同样的问题。 如果这个动画对你来说很重要,那么其他用户解决方案可能会产生副作用(对我而言)。
很容易修复和理解它。
见这一行:
var explosion = explosions.getFirstExists(false);
getFirstExists 会返回第一个孩子。 param 存在是 false 。
存在 param是什么?
如果是,请找到第一个现有的孩子;否则找到第一个不存在的孩子。 (http://phaser.io/docs/2.4.4/Phaser.Group.html#getFirstExists)
但我有30次爆炸!
这就是重点!当你遇到这个错误时,所有爆炸都是可见的('EXIST')。
我需要多少爆炸?
请注意,您正在制作30次爆炸:
explosions.createMultiple(30, 'explosionAnim');
但是你要制造90发子弹(玩家+蓝色敌人+老板):
bullets.createMultiple(30, 'bullet');
blueEnemiesBullets.createMultiple(30, 'blueEnemyBullet');
bossEnemiesBullets.createMultiple(30, 'blueEnemyBullet');
如果所有这些子弹同时爆炸,你将需要90次爆炸。