作为我使用phaser练习的一部分,我正在尝试创建一个基本的点击游戏。但是,我无法按下按钮来显示我想要的图像。
这是我的主要 gameplay.js :
class Gameplay extends Phaser.State {
init()
{
var btnUp = this.game.add.sprite(0, 0, 'btn_beerUp');
var btnDn = this.game.add.sprite(0, 0, 'btn_beerDn');
this.clickButton = this.game.add.button(this.game.world.centerX - 100, this.game.world.centerY + 230, 'game', this.pauseGame, this, btnUp.key, btnUp.key, btnDn.key);
this.clickButton.anchor.set(0.5, 0.5);
}
这是我的 preloader.js (理想情况下,所有图片都已加载):
class Preload extends Phaser.State {
create() {
this.game.load.image('btn_beerDn', 'res/img/btn_beerClickerDn.png');
this.game.load.image('btn_beerUp', 'res/img/btn_beerClickerUp.png');
}
它没有按预期工作。游戏只是将btnUp
和btnDn
添加为场景中的图像,并且不对该按钮执行任何操作。
我也尝试了以下内容:
this.clickButton = this.game.add.button(blah-blah, 'btn_beerUp', 'btn_beerUp', 'btn_beerDn');
this.clickButton = this.game.add.button(blah-blah, 'res/img/btn_beerClickerUp.png', 'res/img/btn_beerClickerUp.png', 'res/img/btn_beerClickerDn.png');
但它们都不起作用 - 按钮仍然显示一个带有“x”的按钮。
在线样本主要处理我可以查看的地图册。虽然我最终会进一步使用atlas表格来制作按钮,但似乎很愚蠢,我不能简单地使用png工作。
有什么建议吗?
答案 0 :(得分:2)
根据the documentation,如果您不打算传递框架或框架名称,则必须使用loadTexture
。
如果查看Action On Click示例,您将看到如何为每个按钮状态添加操作。
在您的情况下,您想要更改此行:
this.clickButton = this.game.add.button(this.game.world.centerX - 100, this.game.world.centerY + 230, 'game'
, this.pauseGame, this, btnUp.key, btnUp.key, btnDn.key);
如下所示:
this.clickButton = this.game.add.button(this.game.world.centerX - 100, this.game.world.centerY + 230, 'game'
, this.pauseGame, this);
this.clickButton.onInputOut.add(this.out, this);
// TODO add your other input events.
out: function () {
this.clickButton.loadTexture(btnUp.key);
}
// TODO add functions for your other input events.
完整的工作示例:
var mainState = {
preload: function() {
// Load the three sprites that they can choose between.
this.load.crossOrigin = 'anonymous';
this.load.image('ball', 'https://raw.githubusercontent.com/photonstorm/phaser-examples/master/examples/assets/sprites/orb-blue.png');
this.load.image('ball2', 'https://raw.githubusercontent.com/photonstorm/phaser-examples/master/examples/assets/sprites/orb-green.png');
this.load.image('ball3', 'https://raw.githubusercontent.com/photonstorm/phaser-examples/master/examples/assets/sprites/orb-red.png');
},
create: function() {
// This won't work, since the passed items aren't valid frameNames.
//this.clickButton = this.game.add.button(this.game.world.centerX, this.game.world.centerY, 'ball', this.buttonClick, this, 'ball2', 'ball', 'ball3', 'ball');
// This follows what the documentation states, if you're not using a spritesheet.
this.clickButton = this.game.add.button(this.game.world.centerX, this.game.world.centerY, 'ball', this.buttonClick, this);
this.clickButton.onInputOver.add(this.buttonOver, this);
this.clickButton.onInputOut.add(this.buttonOut, this);
this.clickButton.onInputDown.add(this.buttonDown, this);
this.clickButton.onInputUp.add(this.buttonUp, this);
this.clickButton.anchor.setTo(0.5);
},
update: function() {
},
buttonClick: function() {
alert('clicked');
},
buttonOver: function() {
this.clickButton.loadTexture('ball2');
},
buttonOut: function() {
this.clickButton.loadTexture('ball');
},
buttonDown: function() {
this.clickButton.loadTexture('ball3');
},
buttonUp: function() {
this.clickButton.loadTexture('ball');
}
};
var game = new Phaser.Game(200, 200);
game.state.add('main', mainState);
game.state.start('main');

<script src="https://cdn.jsdelivr.net/npm/phaser-ce@2.7.10"></script>
&#13;
也保存为a JSFiddle。