我再次遇到同样的问题,我不知道如何解决这个问题。我注意到,当蓝色敌人到达底部时,错误弹出。请帮忙!
JSBin Format点击右上角的修改编辑代码
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 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')
},
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(5, '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.setAll('outOfBoundsKill', true);
blueEnemies.setAll('checkWorldBounds', true);
blueEnemies.forEach(function(enemy){
enemy.body.setSize(enemy.width * 3 / 4, enemy.height * 3 / 4);
enemy.damageAmount = 40;
})
game.time.events.add(1000, this.launchBlueEnemy);
// Shields stat
shields = game.add.bitmapText(game.world.width - 250, 10, 'spacefont', '' + player.health +'%', 50);
shields.render = function () {
shields.text = 'Shields: ' + Math.max(player.health, 0) +'%';
};
shields.render();
// Score
scoreText = game.add.bitmapText(10, 10, 'spacefont', '', 50);
scoreText.render = function () {
scoreText.text = 'Score: ' + score;
};
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);
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');
});
this.cursors = game.input.keyboard.createCursorKeys();
this.fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR)
},
update: function() {
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.shipCollide, null, this);
game.physics.arcade.overlap(greenEnemies, bullets, this.bulletCollide, null, this);
game.physics.arcade.overlap(player, blueEnemies, this.shipCollide, null, this);
game.physics.arcade.overlap(bullets, blueEnemies, this.hitEnemy, 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.alive)){
console.log("Game Over")
}
},
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;
}
game.time.events.add(game.rnd.integerInRange(300, 3000), this.launchGreenEnemy);
},
shipCollide: 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.damage(enemy.damageAmount);
shields.render();
},
bulletCollide: 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 += enemy.damageAmount * 10;
scoreText.render()
},
launchBlueEnemy:function(){
enemy = blueEnemies.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 + 200) {
this.kill();
this.y = -20;
}
}
game.time.events.add(game.rnd.integerInRange(300, 3000), this.launchBlueEnemy);
},
// 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() {
},
onDown: 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');
答案 0 :(得分:2)
没有回调或callbackContext的事件位于事件数组中。
args: Array[0]
callback: undefined
callbackContext: undefined
delay: 644
loop: false
pendingDelete: true
repeatCount: -1
tick: 1451125781936
我认为这一行导致了您的问题:
game.time.events.add(1000, this.launchBlueEnemy);
在寻找有关如何使用events.add的示例时,我发现了这一点:
http://phaser.io/examples/v2/time/basic-timed-event
// Here we'll create a basic timed event. This is a one-off event, it won't repeat or loop:
// The first parameter is how long to wait before the event fires. In this case 4 seconds (you could pass in 4000 as the value as well.)
// The next parameter is the function to call ('fadePicture') and finally the context under which that will happen.
game.time.events.add(Phaser.Timer.SECOND * 4, fadePicture, this);
这表明你需要提供这个'作为第三个参数。
这是events.add的源代码:
/**
* Adds a new Event to this Timer. The event will fire after the given amount of 'delay' in milliseconds has passed, once the Timer has started running.
* Call Timer.start() once you have added all of the Events you require for this Timer. The delay is in relation to when the Timer starts, not the time it was added.
* If the Timer is already running the delay will be calculated based on the timers current time.
*
* @method Phaser.Timer#add
* @param {number} delay - The number of milliseconds that should elapse before the Timer will call the given callback.
* @param {function} callback - The callback that will be called when the Timer event occurs.
* @param {object} callbackContext - The context in which the callback will be called.
* @param {...*} arguments - The values to be sent to your callback function when it is called.
* @return {Phaser.TimerEvent} The Phaser.TimerEvent object that was created.
*/
add: function (delay, callback, callbackContext) {
return this.create(delay, false, 0, callback, callbackContext, Array.prototype.splice.call(arguments, 3));
},
GOT IT:
game.time.events.add(game.rnd.integerInRange(300, 3000), this.launchBlueEnemy);
这个,在这里没有提到你的申请。我想这是因为你早先省略了背景。
答案 1 :(得分:1)
我得到错误的原因是我错过了第3个参数,称为@Norbet说。但我错过了两个地方。
第一个是在最后:
launchBlueEnemy:function(){
enemy = blueEnemies.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 + 200) {
this.kill();
this.y = -20;
}
}
game.time.events.add(game.rnd.integerInRange(300, 3000), this.launchBlueEnemy); <<-- Should have had this as the third parameter.
},
第二是:
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;
}
game.time.events.add(game.rnd.integerInRange(300, 3000), this.launchGreenEnemy); <<-- Should have had this as the third parameter.
},
希望这有助于那些像我一样吵架的人:-)。快乐的晚圣诞节!