Sprite与Group Collider无法在移相器中工作,并且enableBody设置为true

时间:2016-12-03 01:42:11

标签: javascript game-physics phaser-framework

我对JavaScript有点新鲜,最近一直在和Phaser玩游戏。因此,我构建了一个无限的侧卷轴,除了我的播放器不会与墙壁发生碰撞外,一切正常。两个精灵都启用了物理,我尝试了多种解决方案,但都没有。你能帮帮我吗?



function bloxo()
{
	var game = new Phaser.Game(1200, 600, Phaser.CANVAS, 'gameStage', { preload: preload, create: create, update: update });
	var prevHole = 3;

	function preload() {
		game.load.image('bloxoDown','../bloxo/assets/images/bloxoDown.png');
		game.load.image('bloxoUp','../bloxo/assets/images/bloxoUp.png');
		game.load.image('wall','../bloxo/assets/images/platform.png',400,200);

		var space;
		var esc;
		var player;
		var walls;
		var score;
	}

	function create() {

		//Canvas With a White Bacground and Physics is Created
		game.stage.backgroundColor = "#ffffff";
		game.physics.startSystem(Phaser.Physics.ARCADE);


		//Sets the initial Score.
		score = 0;	

		//Sets how fast the tiles move
		tileSpeed = -300;

		tileWidth = game.cache.getImage('wall').width;
		tileHeight = game.cache.getImage('wall').height;;

		//Keys for User Input are created
		space = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
		esc = game.input.keyboard.addKey(Phaser.Keyboard.ESC);

		//Adds Bloxo to the game as a sprite.
		player = game.add.sprite(200,200,'bloxoDown');
		player.scale.setTo(0.6, 0.6);
		game.physics.enable(player, Phaser.Physics.ARCADE);
		player.body.collideWorldBounds = true;
		player.body.immovable = true;

		//Walls Group is created
		walls = game.add.physicsGroup();
		walls.createMultiple(50, 'wall');
		walls.enableBody = true;


		game.physics.arcade.overlap(player, walls,null,this)
		
		game.physics.arcade.collide(player,walls,gameOver);

		//  Stop the following keys from propagating up to the browser
		game.input.keyboard.addKeyCapture([ Phaser.Keyboard.SPACEBAR, Phaser.Keyboard.ESC,]);

		//Unpausing Function
		window.onkeydown = function(event) 
	    {  
	        if (esc.onDown && (esc.timeDown > 2000))
	        {  	
	        	if(game.paused)
	        	{  
	            	game.paused = !game.paused;
	            	pauseLbl.destroy();
	           	}   
	        } 
	    }

	    //Add an initial platform
		addWall();
 
		//Add a platform every 3 seconds
		var timerWorld = game.time.events.loop(500, addWall);
	}

	function update() {

		if (space.isDown)
    	{
        	player.body.y -=5;
        	bloxoUp();
    	}
    	else
    	{
    		player.body.y +=5;
    		bloxoDown();
    	}

    	if(esc.isDown)
    	{
    		pauseGame();	
    	}
	}

	function bloxoUp()
	{
		player.loadTexture('bloxoUp');
	}

	function bloxoDown()
	{
		player.loadTexture('bloxoDown');
	}

	function pauseGame()
	{
		game.paused = true;
		pauseLbl = game.add.text(500, 300, 'Game Paused', { font: '30px Roboto', fill: '#aaaaaa' });
	}

	function addTile(x,y)
	{
	    //Get a tile that is not currently on screen
	    var tile = walls.getFirstDead();
	 
	    //Reset it to the specified coordinates
	    tile.reset(x,y);
	    tile.body.velocity.x = tileSpeed; 
	    tile.body.immovable = true;
	 
	    //When the tile leaves the screen, kill it
	    tile.checkWorldBounds = true;
	    tile.outOfBoundsKill = true;    
	}

	function addWall()
	{
	    //Speed up the game to make it harder
	    tileSpeed -= 1;
	    score += 1;
	 
	    //Work out how many tiles we need to fit across the whole screen
	    var tilesNeeded = Math.ceil(game.world.height / tileHeight);

	    //Add a hole randomly somewhere
	    do
	    {
	    	var hole = Math.floor(Math.random() * (tilesNeeded - 2)) + 1;
	 	}while((hole > (prevHole + 2)) && (hole < (prevHole - 2)) );

	 	prevHole = hole;

	    //Keep creating tiles next to each other until we have an entire row
	    //Don't add tiles where the random hole is
	    for (var i = 0; i < tilesNeeded; i++){
	        if (i != hole && (i != hole+1 && i != hole-1) && (i != hole+2 && i != hole-2)){
	            addTile(game.world.width, i * tileHeight); 
	        }      
	    }
	}

	function gameOver()
	{
		console.log("player hit");
		player.kill();
		game.state.start(game.state.current);
	}
}
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1 个答案:

答案 0 :(得分:1)

您只需将collide调用移至更新方法:

game.physics.arcade.collide(player, walls, gameOver);

看一下下面的runnable片段(我已经调整了预览的画布,对不起)或Fiddle

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var game = new Phaser.Game(450, 150, Phaser.CANVAS, 'gameStage', {
  preload: preload,
  create: create,
  update: update
});
var prevHole = 3;

function preload() {
  game.load.image('bloxoDown', '../bloxo/assets/images/bloxoDown.png');
  game.load.image('bloxoUp', '../bloxo/assets/images/bloxoUp.png');
  game.load.image('wall', '../bloxo/assets/images/platform.png', 400, 100);

  var space;
  var esc;
  var player;
  var walls;
  var score;
}

function create() {

  //Canvas With a White Bacground and Physics is Created
  game.stage.backgroundColor = "#ffffff";
  game.physics.startSystem(Phaser.Physics.ARCADE);


  //Sets the initial Score.
  score = 0;

  //Sets how fast the tiles move
  tileSpeed = -300;

  tileWidth = game.cache.getImage('wall').width;
  tileHeight = game.cache.getImage('wall').height;;

  //Keys for User Input are created
  space = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
  esc = game.input.keyboard.addKey(Phaser.Keyboard.ESC);

  //Adds Bloxo to the game as a sprite.
  player = game.add.sprite(200, 200, 'bloxoDown');
  player.scale.setTo(0.6, 0.6);
  game.physics.enable(player, Phaser.Physics.ARCADE);
  player.body.collideWorldBounds = true;
  player.body.immovable = true;

  //Walls Group is created
  walls = game.add.physicsGroup();
  walls.createMultiple(50, 'wall');
  walls.enableBody = true;


  game.physics.arcade.overlap(player, walls, null, this)
  // remove your call to collide

  //  Stop the following keys from propagating up to the browser
  game.input.keyboard.addKeyCapture([Phaser.Keyboard.SPACEBAR, Phaser.Keyboard.ESC, ]);

  //Unpausing Function
  window.onkeydown = function(event) {
    if (esc.onDown && (esc.timeDown > 2000)) {
      if (game.paused) {
        game.paused = !game.paused;
        pauseLbl.destroy();
      }
    }
  }

  //Add an initial platform
  addWall();

  //Add a platform every 3 seconds
  var timerWorld = game.time.events.loop(500, addWall);
}

function update() {

  if (space.isDown) {
    player.body.y -= 5;
    bloxoUp();
  } else {
    player.body.y += 5;
    bloxoDown();
  }
                                     
  // move your collide call here
  game.physics.arcade.collide(player, walls, gameOver);

  if (esc.isDown) {
    pauseGame();
  }
}
                                     
function bloxoUp() {
  player.loadTexture('bloxoUp');
}

function bloxoDown() {
  player.loadTexture('bloxoDown');
}

function pauseGame() {
  game.paused = true;
  pauseLbl = game.add.text(500, 300, 'Game Paused', {
    font: '30px Roboto',
    fill: '#aaaaaa'
  });
}

function addTile(x, y) {
  //Get a tile that is not currently on screen
  var tile = walls.getFirstDead();


  //Reset it to the specified coordinates
  if (tile) {
    tile.reset(x, y);
    tile.body.velocity.x = tileSpeed;
    tile.body.immovable = true;

    //When the tile leaves the screen, kill it
    tile.checkWorldBounds = true;
    tile.outOfBoundsKill = true;
  }

}

function addWall() {
  //Speed up the game to make it harder
  tileSpeed -= 1;
  score += 1;

  //Work out how many tiles we need to fit across the whole screen
  var tilesNeeded = Math.ceil(game.world.height / tileHeight);
  var prevHole;
  //Add a hole randomly somewhere
  do {
    var hole = Math.floor(Math.random() * (tilesNeeded - 2)) + 1;
  } while ((hole > (prevHole + 2)) && (hole < (prevHole - 2)));

  prevHole = hole;

  //Keep creating tiles next to each other until we have an entire row
  //Don't add tiles where the random hole is
  for (var i = 0; i < tilesNeeded; i++) {
    if (i != hole && (i != hole + 1 && i != hole - 1) && (i != hole + 2 && i != hole - 2)) {
      addTile(game.world.width, i * tileHeight);
    }
  }
}

function gameOver() {
  console.log("player hit");
  player.kill();
  game.state.start(game.state.current);
}
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canvas{
  border: 5px solid #333;
  margin-left:25px;
  margin-top:25px;
}
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<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.6.2/phaser.min.js"></script>
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