我正在尝试使用精灵表单用箭头键移动一个字符,但它似乎不起作用。如果我将背景设置为大于500,500,则屏幕将随角色一起移动,但我希望角色自由移动而不会使背景随之移动。
我可以在代码中更改哪些内容,以便使用箭头键移动角色?并使动画真正起作用?
window.onload = function () {
var game = new Phaser.Game(500, 500, Phaser.AUTO, 'phaser-example',{ preload: preload, create: create });
function preload() {
game.stage.backgroundColor = '#fc6b84';
game.load.spritesheet('player', 'reddude.png', 64, 64);
}
function create() {
// This simply creates a sprite using the player image we loaded above and positions it at 200 x 200
var test = game.add.sprite(250, 250, 'player');
player.animations.add('walk');
player.anchor.setTo(0.5, 1);
game.physics.arcade.enable(player);
player.body.collideWorldBounds = true;
addItems();
addPlatforms();
cursors = game.input.keyboard.createCurosrKeys();
//game set up
}
function update() {
game.physics.arcade.collide(player, platforms);
game.physics.arcade.overlap(player, items, itemHandler);
game.physics.arcade.overlap(player, badges, badgeHandler);
player.body.velocity.x = 0;
// is the left cursor key presssed?
if (cursors.left.isDown) {
player.animations.play('walk', 10, true);
player.body.velocity.x = -50
player.scale.x = - 1
}
// is the right cursor key pressed?
else if (cursors.right.isDown) {
player.animations.play('walk', 10, true);
player.body.velocity.x = 50
player.scale.x = 1
}
else if (cursors.up.isDown) {
player.animations.play('walk', 10, true);
player.body.velocity.y = 50
player.scale.y = 1
}
else if (cursors.down.isDown) {
player.animations.play('walk', 10, true);
player.body.velocity.y = -50
player.scale.y = -1
}
// player doesn't move
else {
player.animations.stop();
}
}
}
答案 0 :(得分:2)
您可以让相机跟随您的播放器。首先是crate player sprite然后添加这一行:
game.camera.follow(player);
您可以在此链接中找到所需内容。 https://phaser.io/examples/v2/camera/basic-follow
另外,不应该将变量声明为" var player"而不是" var test"内部创建功能?
答案 1 :(得分:1)
添加一个名为test
的精灵变量,但是将动画添加到名为player
的变量中。这可能是你犯的错误,我的意思是var player
定义在哪里?
至于要使用的不同动画,你必须将每个动画分别添加到你的精灵变量中。你必须指出哪些帧是用于"向左走"动画,框架为"走上"动画等,并创建单独的动画。像这样:
// define variable globally, outside "create()", so then "update" can also use the variable
var playersprite;
// create a sprite in the "create()" function
// note: playersprite is the variable name and 'player' is the spritesheet name string
playersprite = game.add.sprite(250, 250, 'player');
// add animations to sprite
playersprite.animations.add('walk_down', [0,1,2,3]);
playersprite.animations.add('walk_left', [4,5,6,7]);
playersprite.animations.add('walk_right', [8,9,10,11]);
playersprite.animations.add('walk_up', [12,13,14,15]);
然后根据玩家移动的方向,播放不同的动画。
// when LEFT cursor key presssed
if (cursors.left.isDown) {
playersprite.animations.play('walk_left', 10, true);
// etc.