基本上我想让我的精灵跟随一个运动路径,并根据它的方向,它将播放一个特定的动画。即向上移动将显示其背面,向左移动将显示精灵的左侧,依此类推。
我已经尝试了好几个小时,但试图让这项工作无济于事。我有一些运气使用原型,但最终的游戏将使用下面的结构。任何帮助将不胜感激。
/*
* initalise Phaser framework with width:960px, height:540px
*/
var game = new Phaser.Game(960, 540, Phaser.AUTO, 'gameContainer', { preload: preload, create: create, update: update, });
/*
* Preload runs before the game starts. Assets such as images and sounds such be preloaded here.
* A webserver is required to load assets.
*
* Also in this function we set game scale so it full browser width.
*/
function preload() {
// set to scale to full browser width
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.scale.parentIsWindow = true;
//set the background color so can confirm the game renders in the browser
this.stage.backgroundColor = '#4488cc';
this.game.renderer.renderSession.roundPixels = true;
//preload images & sounds
//game.load.image('key', 'folder/filename.png');
//this.load.image('nazi', 'image/nazi.png');
game.load.spritesheet('nazi', 'images/nazi.png', 128, 128, 6);
this.bmd = null;
this.alien = null;
this.mode = 0;
//Use this website to set enemy movements http://phaser.io/waveforms. Export save data from the console log.
this.points = {
"type":0,"closed":true,"x":[120,120,260,260,200,180,120],"y":[368,108,108,308,308,368,368]
};
this.pi = 0;
this.path = [];
}
/*
* Add game variables here
*/
var nazi;
/*
* Create runs once only when Phaser first loads
* create the game scene by adding objects to the stage
*/
function create() {
bmd = this.add.bitmapData(this.game.width, this.game.height);
bmd.addToWorld();
/*
For testing
this.alien = this.add.sprite(0, 0, 'alien');
this.alien.anchor.set(0.5);
*/
this.nazi = this.add.sprite(0, 0, 'nazi');
this.nazi.anchor.set(0.5);
var py = this.points.y;
/*Original Code
//define the animation
nazi.animations.add('walk');
//start the animation at 30fps
nazi.animations.play('walk', 3, true);
*/
//define the animation
this.nazi.animations.add('walkDown', [2, 3]);
//start the animation at 30fps
this.nazi.animations.play('walkDown', 3, true);
//define the animation
this.nazi.animations.add('walkLR', [4, 5]);
//start the animation at 30fps
this.nazi.animations.play('walkLR', 3, true);
//define the animation
this.nazi.animations.add('walkUp', [0, 1]);
//start the animation at 30fps
this.nazi.animations.play('walkUp', 3, true);
}
function plot() {
this.bmd.clear();
this.path = [];
/*ROTATION CODE*/
var ix = 0;
/**/
//Sets the speed of the sprite
var x = 0.5 / game.width;
//looping through plotting points from x and y array
for (var i = 0; i <= 1; i += x) {
var px = this.math.linearInterpolation(this.points.x, i);
var py = this.math.linearInterpolation(this.points.y, i);
/* ROTATION CODE to follow direction of path*/
var node = { x: px, y: py, angle: 0 };
if (ix > 0)
{
node.angle = this.math.angleBetweenPoints(this.path[ix - 1], node);
}
this.path.push(node);
ix++;
/**/
//this.path.push( { x: px, y: py });
this.bmd.rect(px, py, 1, 1, 'rgba(255, 255, 255, 1)');
}
for (var p = 0; p < this.points.x.length; p++) {
this.bmd.rect(this.points.x[p]-3, this.points.y[p]-3, 6, 6, 'rgba(255, 0, 0, 1)');
}
}
/*
* Update runs continuously. Its the game loop function.
* Add collision detections and control events here
*/
function update() {
plot();
// Reset the players velocity (movement)
//this.nazi = 'nazi';
/* For Testing
this.alien.x = this.path[this.pi].x;
this.alien.y = this.path[this.pi].y;
//ROTATION CODE:
this.alien.rotation = this.path[this.pi].angle;
*/
this.nazi.x = this.path[this.pi].x;
this.nazi.y = this.path[this.pi].y;
//this.nazi.rotation = this.path[this.pi].angle;
this.pi++;
if (this.pi >= this.path.length)
{
this.pi = 0;
}
/*
// Flipping the player image based on the velocity
if(nazi.body.velocity.x > 0){
//player is moving right
nazi.scale.x = -1;
nazi.animations.play('walkLR');
}
else if(nazi.body.velocity.x < 0){
//player is moving left
nazi.scale.x = 1; //flip the image
nazi.animations.play('walkLR');
}
else if (nazi.body.velocity.y < 0){
nazi.animations.play('walkUp');
}
else if(nazi.body.velocity.y > 0){
//player is not moving
nazi.animations.play('walkDown');
}
*/
}