我有一个客户端 - 服务器游戏,它使用P2作为一些基本的物理内容。我想在客户端运行带有P2的Phaser,在服务器上运行原始P2。客户端将使用本地P2来预测服务器的结果。但是我很难让机体在phaser + p2和raw p2中以相同的速度移动。
以下是两个同时运行的演示。知道这里发生了什么吗?
http://jsfiddle.net/ovcrn6bd/2/
<script src='https://cdn.rawgit.com/photonstorm/phaser/master/build/phaser.js'></script>
<script src="https://cdn.rawgit.com/schteppe/p2.js/master/build/p2.js"></script>
<canvas width="600" height="100" id="myCanvas" style='border:solid 1px'></canvas>
<script>
// Init phaser with a circle sprite.
PhaserController = function() {
var controller = this
var game = this.game = new Phaser.Game(600, 100, Phaser.AUTO, '', {
create: function() {
var radius = 20
var bmd = game.make.bitmapData(radius * 2, radius * 2)
bmd.circle(radius, radius, radius, '#ffffff')
var sprite = this.sprite = game.add.sprite(30, 30, bmd)
sprite.anchor.setTo(.5, .5)
game.physics.startSystem(Phaser.Physics.P2JS)
game.physics.p2.enable(sprite, false, false)
game.physics.p2.frameRate = 1/30
sprite.body.setCircle(radius, 0, 0, 0)
sprite.body.friction = 0
game.physics.p2.friction = 0
// Make the circle move at a constant speed.
sprite.update = function() {
console.log('sprite update')
sprite.body.velocity.x = 1
sprite.body.velocity.y = 0
}
}
})
}
P2Controller = function() {
// Create a p2 circle and prepare a canvas.
this.world = new p2.World({gravity:[0,0]})
var circleShape = new p2.Circle(20)
var body = new p2.Body({ mass:1, position:[30, 30] })
body.addShape(circleShape)
this.world.addBody(body)
var canvas, ctx, w, h;
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
ctx.lineWidth = 1;
// Animate the circle moving across the canvas.
function animate() {
requestAnimationFrame(animate);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
var x = body.position[0],
y = body.position[1],
radius = body.shapes[0].radius;
ctx.arc(x, y, radius, 0, 2 * Math.PI);
ctx.stroke();
}
animate();
this.frame_rate = 1/30
// Start stepping the cicle.
var controller = this
function step_world() {
console.log('step p2')
body.velocity = [1, 0]
controller.world.step(controller.frame_rate)
setTimeout(step_world, controller.frame_rate)
}
step_world()
}
new PhaserController()
new P2Controller()
</script>
答案 0 :(得分:0)
您的P2Controller似乎比PhaserController更频繁地发射。不太清楚为什么会发生这种情况,但要解决问题,你只需要调整一行。
更改
game.physics.p2.frameRate = 1/30 至 game.physics.p2.frameRate = 10/103
答案 1 :(得分:0)
我通过与Phaser分开使用P2解决了这个问题。我手动将我的精灵定位在P2体的位置。