我对javaScript和编程很陌生,我试图使用Phaser API制作一对一的2D坦克游戏。
过去两天我一直在试图弄清楚如何杀死撞到另一辆坦克的单个子弹。我确实设法使用街机物理和使用Phaser示例坦克游戏使其工作。但到目前为止,我似乎无法转换我的知识分子,并将其应用于我目前正在使用并希望坚持的P2物理。
这是我用来制造两个坦克的坦克构造函数,每个坦克都拥有一个名为子弹的个别子弹组,在远处我有一个叫做射击的功能,可以重置子弹并让它飞向目标(这个特殊功能主要取自相位器箱例)
var tank = function(playerIndex, startX, startY, facing, keyLeft, keyRight, keyUp, keyDown, keyTLeft, keyTRight, keyShoot) {
this.playerIndex = playerIndex.toString();;
this.tankBody;
this.tankTurret;
this.facing = facing;
this.bullets;
this.fireRate = 200;
this.nextFire = 0;
this.health = 100;
this.isAlive = true;
this.bodyTurnSpeed = 2;
this.turretTurnSpeed = 2;
this.currentSpeed = 0;
this.maxSpeed = 50;
this.keyLeft = keyLeft;
this.keyRight = keyRight;
this.keyUp = keyUp;
this.keyDown = keyDown;
this.keyTLeft = keyTLeft;
this.keyTRight = keyTRight;
this.keyShoot = keyShoot;
this.create = function() {
if (this.playerIndex === "1") {
this.tankBody = game.add.sprite(startX, startY, "body_player_one");
this.tankTurret = game.add.sprite(startX, startY, "turret_player_one");
} else if (this.playerIndex === "2") {
this.tankBody = game.add.sprite(startX, startY, "body_player_two");
this.tankTurret = game.add.sprite(startX, startY, "turret_player_two");
}
this.tankBody.anchor.setTo(0.5, 0.5);
this.tankTurret.anchor.setTo(0.5, 0.5);
game.physics.p2.enable([this.tankBody]);
this.tankBody.body.immovable = false;
this.tankBody.body.collideWorldBounds = true;
this.tankBody.body.debug = false;
this.tankBody.body.fixedRotation = true;
this.tankBody.body.mass = 50;
// this.tankBody.body.kinematic = true;
this.bullets = game.add.group();
this.bullets.enableBody = true;
this.bullets.physicsBodyType = Phaser.Physics.P2JS;
this.bullets.createMultiple(100, 'bullet', 0, false);
this.bullets.setAll('anchor.x', 0.5);
this.bullets.setAll('anchor.y', 0.5);
this.bullets.setAll('outOfBoundsKill', true);
this.bullets.setAll('checkWorldBounds', true);
switch (this.facing) {
case "left":
this.tankBody.rotation = this.tankBody.body.rotation = Phaser.Math.degToRad(-90);
this.tankTurret.rotation = Phaser.Math.degToRad(-90);
break;
case "right":
this.tankBody.rotation = this.tankBody.body.rotation = Phaser.Math.degToRad(90);
this.tankTurret.rotation = Phaser.Math.degToRad(90);
break;
case "up":
this.tankBody.rotation = this.tankBody.body.rotation = Phaser.Math.degToRad(0);
this.tankTurret.rotation = Phaser.Math.degToRad(0);
break;
case "down":
this.tankBody.rotation = this.tankBody.body.rotation = Phaser.Math.degToRad(180);
this.tankTurret.rotation = Phaser.Math.degToRad(180);
break;
}
}
this.update = function() {
if (this.isAlive) {
if (game.input.keyboard.isDown(this.keyLeft)) {
this.tankBody.rotation = this.tankBody.body.rotation -= Phaser.Math.degToRad(this.bodyTurnSpeed);
}
if (game.input.keyboard.isDown(this.keyRight)) {
this.tankBody.rotation = this.tankBody.body.rotation += Phaser.Math.degToRad(this.bodyTurnSpeed);;
}
if (game.input.keyboard.isDown(this.keyUp)) {
this.tankBody.body.moveForward(50);
} else if (game.input.keyboard.isDown(this.keyDown)) {
this.tankBody.body.moveBackward(50);
} else this.tankBody.body.setZeroVelocity();
if (game.input.keyboard.isDown(this.keyTLeft)) {
this.tankTurret.rotation -= Phaser.Math.degToRad(this.turretTurnSpeed);
} else if (game.input.keyboard.isDown(this.keyTRight)) {
this.tankTurret.rotation += Phaser.Math.degToRad(this.turretTurnSpeed);
}
if (game.input.keyboard.isDown(this.keyShoot)) {
this.shoot();
}
this.tankTurret.x = this.tankBody.x;
this.tankTurret.y = this.tankBody.y;
} else {
this.tankTurret.kill();
this.tankBody.kill();
}
}
this.shoot = function() {
if (game.time.now > this.nextFire && this.bullets.countDead() > 0) {
this.nextFire = game.time.now + this.fireRate;
var bullet = this.bullets.getFirstExists(false);
bullet.reset(this.tankTurret.x + this.tankTurret.width / 2 * Math.cos(this.tankTurret.rotation - Phaser.Math.degToRad(90)),
this.tankTurret.y + this.tankTurret.width / 2 * Math.sin(this.tankTurret.rotation - Phaser.Math.degToRad(90)));
bullet.body.rotation = this.tankTurret.rotation;
bullet.body.mass = 100;
bullet.body.moveForward(500);
}
}
}

这是我分配collisionGroups并让它们相互碰撞的地方, 这里的一切都按预期工作,但子弹不会消失
function create() {
game.add.sprite(0, 0, "background_one");
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.setImpactEvents(true);
//creating the collisiongroups
var bulletsCollisionGroup = game.physics.p2.createCollisionGroup();
var playerOneCollisionGroup = game.physics.p2.createCollisionGroup();
var playerTwoCollisionGroup = game.physics.p2.createCollisionGroup();
var wallCollisionGroup = game.physics.p2.createCollisionGroup();
//sets the objects to collide with gamestage borders (prevent objects from moving out of bounds)
game.physics.p2.updateBoundsCollisionGroup();
//creating players, each player holds its own bulletgroup
player_one.create();
player_two.create();
//creates the tiles (mouseclick to place)
createTiles();
//sets sprites to different collisiongroups
player_one.tankBody.body.setCollisionGroup(playerOneCollisionGroup);
for (var i = 0; i < player_one.bullets.children.length; i++) //player_one bullets
{
player_one.bullets.children[i].body.setCollisionGroup(bulletsCollisionGroup);
}
player_two.tankBody.body.setCollisionGroup(playerTwoCollisionGroup);
for (var i = 0; i < player_two.bullets.children.length; i++) //player_two bullets
{
player_two.bullets.children[i].body.setCollisionGroup(bulletsCollisionGroup);
}
for (var i = 0; i < tiles.children.length; i++) //tiles
{
tiles.children[i].body.setCollisionGroup(wallCollisionGroup);
}
//makes the collisiongroups collide with eachother
player_one.tankBody.body.collides([playerTwoCollisionGroup, wallCollisionGroup, bulletsCollisionGroup]);
player_two.tankBody.body.collides([playerOneCollisionGroup, wallCollisionGroup, bulletsCollisionGroup]);
for (var i = 0; i < tiles.children.length; i++) //tiles with everything
{
tiles.children[i].body.collides([playerOneCollisionGroup, playerTwoCollisionGroup, bulletsCollisionGroup]);
}
for (var i = 0; i < player_one.bullets.children.length; i++) //player_one bullets with everything
{
player_one.bullets.children[i].body.collides([wallCollisionGroup]);
player_one.bullets.children[i].body.collides(playerTwoCollisionGroup, function() {
bulletHitPlayer(player_two)
}, this);
}
for (var i = 0; i < player_two.bullets.children.length; i++) //player_two bullets with everything
{
player_two.bullets.children[i].body.collides([wallCollisionGroup]);
player_two.bullets.children[i].body.collides(playerOneCollisionGroup, function() {
bulletHitPlayer(player_one)
}, this);
}
}
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这是我试图用于与坦克碰撞时回调的功能,它似乎在重叠的街机物理中起作用
function bulletHitPlayerOne(tank, bullet) {
bullet.kill()
tank.health -= 20;
if (player.health <= 0) {
tank.isAlive = false;
}
}
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这就是我尝试将上述函数实现到我的collisionHandler 的方法
for (var i = 0; i < player_two.bullets.children.length; i++) {
player_two.bullets.children[i].body.collides(playerOneCollisionGroup, bulletHitPlayerOne, this);
}
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现在,我已经尝试了各种不同的方法来解决这个问题,但我完全陷入困境,我开始认为我不能用P2物理学杀死一个精灵启用(但是又为什么它不起作用?)
我做了seacrh并尝试尽可能多地阅读文档,但是这个特殊的问题我似乎独自一人:)
感谢您的时间!
/马丁
答案 0 :(得分:0)
这样的事情应该有效。
Game.prototype = {
create: function(){
//...
var bulletsCollisionGroup = game.physics.p2.createCollisionGroup();
var playerOneCollisionGroup = game.physics.p2.createCollisionGroup();
//....
this.bullets = game.add.group();
this.bullets.enableBody = true;
this.bullets.physicsBodyType = Phaser.Physics.P2JS;
this.bullets.createMultiple(100, 'bullet', 0, false);
this.bullets.setAll('anchor.x', 0.5);
this.bullets.setAll('anchor.y', 0.5);
this.bullets.setAll('outOfBoundsKill', true);
this.bullets.setAll('checkWorldBounds', true);
this.bullets.forEach(function(bullet){
bullet.body.setCollisionGroup(bulletsCollisionGroup);
bullet.body.collides(playerOneCollisionGroup);
});
player.body.setCollisionGroup(playerOneCollisionGroup);
player.body.collides(bulletsCollisionGroup, this.hit, this);
},
/...
hit: function(player,bullet){
bullet.parent.sprite.kill();
}
}
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请记住,玩家将与子弹碰撞,它会在子弹被杀之前改变速度,加速度和其他属性。您可能希望使用onBeginContact或BroadphaseCallback