我正在尝试扩展javascript中的子弹精灵,但它不会改变,我将它放在错误的函数中吗?它目前在创建功能中,子弹需要大约10x10像素,但现在它很大,占据了大约一半的播放屏幕。
我使用Phaser.io作为框架,我尝试了一些缩放方法,但它似乎不起作用。
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('bullet', 'Pokeball.png');
game.load.image('ship', 'assets/sprites/shmup-ship.png');
}
var sprite;
var weapon;
var cursors;
var fireButton;
function create() {
game.stage.backgroundColor = ('#424242');
// Creates 1 single bullet, using the 'bullet' graphic
weapon = game.add.weapon(1, 'bullet');
// The bullet will be automatically killed when it leaves the world bounds
weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS;
// Because our bullet is drawn facing up, we need to offset its rotation:
weapon.bulletAngleOffset = 90;
// The speed at which the bullet is fired
weapon.bulletSpeed = 400;
sprite = this.add.sprite(320, 500, 'ship');
game.physics.arcade.enable(sprite);
// Tell the Weapon to track the 'player' Sprite, offset by 14px horizontally, 0 vertically
weapon.trackSprite(sprite, 14, 0);
cursors = this.input.keyboard.createCursorKeys();
fireButton = this.input.keyboard.addKey(Phaser.KeyCode.SPACEBAR);
weapon.scale.x = 10;
weapon.scale.y = 10;
// You can also scale sprites like this:
// sprite.scale.x = value;
// sprite.scale.y = value;
}
function update() {
sprite.body.velocity.x = 0;
if (cursors.left.isDown)
{
sprite.body.velocity.x = -200;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 200;
}
if (fireButton.isDown)
{
weapon.fire();
}
}
function render() {
}

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Simple Canvas Game</title>
<style>
html {
background: black
}
canvas {
margin: auto;
}
</style>
</head>
<body>
<script src="phaser.js"></script>
<script src="game.js"></script>
</body>
</html>
&#13;
答案 0 :(得分:0)
比例是一个百分比值,所以现在你将子弹比例提高10,000%。您可能希望明确设置大小:
weapon.width = 10;
weapon.height = 10;
答案 1 :(得分:0)
武器是一个移植器插件,可以帮助您制作子弹。您可以通过以下方式缩放项目符号:
weapon.bullets.setAll('scale.x', 0.5);
weapon.bullets.setAll('scale.y', 0.5);
Phaser论坛上发布了类似的问题: http://www.html5gamedevs.com/topic/30010-euhm-scaling-a-weaponbullets/