请注意,我已完全使用Phaser.io创建了以下代码。
所以我创建了一个敌人组和一个武器组(使用内置的game.add.weapon()
)。
我检查这两个组之间的重叠但由于某种原因,hitEnemy()
函数永远不会被触发。
我认为这与使用内置武器组有关,但我无法弄清楚究竟是什么。
var playState = {
preload: function () {
game.load.image('player', 'assets/player.png');
game.load.image('enemy', 'assets/enemy.png');
game.load.image('floor', 'assets/floor.png');
game.load.image('bullet', 'assets/bullet.png');
},
create: function () {
game.stage.backgroundColor = '#000000';
game.physics.startSystem(Phaser.Physics.ARCADE);
game.renderer.renderSession.roundPixels = true;
this.cursors = game.input.keyboard.createCursorKeys();
this.fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
this.createBullets();
this.createEnemies(game.width/2, 120, 'enemy');
},
update: function () {
game.physics.arcade.collide(this.player, this.floor);
game.physics.arcade.overlap(this.weapon, this.enemies, this.hitEnemy, null, this);
},
createBullets: function () {
this.weapon = game.add.weapon(30, 'bullet');
this.weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS;
this.weapon.bulletSpeed = 850;
this.weapon.fireRate = 100;
this.weapon.trackSprite(this.player);
},
createEnemies: function (x,y ,size) {
this.enemies = game.add.group();
this.enemies.enableBody = true;
this.enemies.physicsBodyType = Phaser.Physics.ARCADE;
var asteroid = this.enemies.create(x, y, size);
asteroid.anchor.setTo(0.5,0.5);
asteroid.name = "enemy1";
asteroid.body.immovable;
},
hitEnemy: function (player, enemy) {
this.enemy.kill();
console.log("Hit");
},
};
答案 0 :(得分:1)
找到解决方案。
而不是检查与this.enemies和this.weapon的重叠。我应该检查与this.enemies和this.weapon.bullets
的碰撞