【发布时间】:2017-01-26 08:08:38
【问题描述】:
我正在Phaser 中构建平台游戏。我有一个可以向左或向右移动的玩家,并且由于设置了游戏绑定,因此在点击屏幕的左右部分时它会停止。
主要游戏设置:
var game = new Phaser.Game(360, 592, Phaser.AUTO);
this.game.world.setBounds(0, 0, 360, 700);
一个摄像头正在跟随玩家:
this.camera.follow(this.player);
我有一个播放器的精灵表,其中包含它移动的动画,但它只剩下移动动画并且我正在使用
this.player.scale.setTo(-1, 1);
在正确的移动情况下播放反向动画,这工作正常,但由于它的右边界已经以某种方式减少,即玩家在它应该停止的实际位置之前击中所有 15 像素。
^当正确的碰撞是完美的,即在右键动画上添加比例之前
^当比例设置为-1时
注意: 向右移动时发生与火相撞的事件在与墙壁相同的距离之前。
向右移动时,绿色框(即身体)实际上在播放器的右侧,而向左移动时,它正好在播放器上。(game.debug.body(this.player);)
粉红色边框是精灵 (game.debug.spriteBounds(this.player, 'pink', false);)
观察: 我认为精灵正在围绕它的中心翻转,因为它的锚点设置为 0.5,但调试器框正在围绕精灵的右侧翻转.. 奇怪????
这是游戏的完整代码:
var GameState = {
init: function() {
this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
this.scale.pageAlignHorizontally = true;
this.scale.pageAlignVertically = true;
this.game.physics.startSystem(Phaser.Physics.ARCADE);
this.game.physics.arcade.gravity.y = 1500;
this.cursors = this.game.input.keyboard.createCursorKeys();
this.PLAYER_SPEED = 200;
this.JUMP_SPEED = 670;
this.game.world.setBounds(0, 0, 360, 700);
},
preload: function() {
this.load.image('ground', 'assets/monster-kong/ground.png');
this.load.image('actionButton', 'assets/monster-kong/actionButton.png');
this.load.image('arrowButton', 'assets/monster-kong/arrowButton.png');
this.load.image('barrel', 'assets/monster-kong/barrel.png');
this.load.image('gorilla', 'assets/monster-kong/gorilla3.png');
this.load.image('platform', 'assets/monster-kong/platform.png');
this.load.spritesheet('player', 'assets/monster-kong/player_spritesheet.png', 28, 30, 5, 1, 1);
this.load.spritesheet('fire', 'assets/monster-kong/fire_spritesheet.png', 20, 21, 2, 1, 1);
this.load.text('level', 'assets/monster-kong/level.json');
},
create: function() {
var levelData = JSON.parse(this.game.cache.getText('level'));
this.ground = this.add.sprite(0, 638, 'ground');
this.game.physics.arcade.enable(this.ground);
this.ground.body.allowGravity = false;
this.ground.body.immovable = true;
console.log(levelData);
this.platforms = this.add.group();
this.platforms.enableBody = true;
levelData.platformPositions.forEach(function(platform) {
this.platforms.create(platform.x, platform.y, 'platform');
}, this);
this.platforms.setAll('body.immovable', true);
this.platforms.setAll('body.allowGravity', false);
//fire
this.fires = this.add.group();
this.fires.enableBody = true;
this.fires.setAll('body.allowGravity', false);
console.log(levelData.firePositions);
levelData.firePositions.forEach(function(fire) {
var currentFire = this.fires.create(fire.x, fire.y, 'fire');
currentFire.animations.add('firedance', [0,1], 4, true);
currentFire.play('firedance');
}, this);
this.fires.setAll('body.allowGravity', false);
this.player = this.add.sprite(levelData.playerPosition.x, levelData.playerPosition.y, 'player', 3);
this.player.anchor.setTo(0.5,0.5);
this.player.animations.add('walking', [0, 1, 2, 1], 6, true);
this.player.properties = {};
this.game.physics.arcade.enable(this.player);
this.player.body.collideWorldBounds = true;
this.camera.follow(this.player);
this.createOnScreenControls();
},
update: function() {
this.game.physics.arcade.collide(this.player, this.ground);
this.game.physics.arcade.collide(this.player, this.platforms);
this.game.physics.arcade.overlap(this.player, this.fires, this.killPlayer);
this.player.body.velocity.x = 0;
if(this.cursors.left.isDown || this.player.properties.isMovingLeft) {
this.player.body.velocity.x = -this.PLAYER_SPEED;
this.player.scale.setTo(1,1);
this.player.play('walking');
}else if(this.cursors.right.isDown || this.player.properties.isMovingRight) {
this.player.body.velocity.x = this.PLAYER_SPEED;
this.player.scale.setTo(-1,1);
this.player.play('walking');
}else {
this.player.animations.stop();
this.player.frame = 4;
}
if((this.cursors.up.isDown || this.player.properties.isJumping )&& this.player.body.touching.down) {
this.player.body.velocity.y = -this.JUMP_SPEED;
}
},
createOnScreenControls: function() {
this.leftArrow = this.add.button(20, 535, 'arrowButton');
this.rightArrow = this.add.button(110, 535, 'arrowButton');
this.actionButton = this.add.button(280, 535, 'actionButton');
this.leftArrow.alpha = 0.5;
this.rightArrow.alpha = 0.5;
this.actionButton.alpha = 0.5;
this.leftArrow.fixedToCamera = true;
this.rightArrow.fixedToCamera = true;
this.actionButton.fixedToCamera = true;
this.leftArrow.events.onInputDown.add(function() {
this.player.properties.isMovingLeft = true;
}, this);
this.leftArrow.events.onInputUp.add(function() {
this.player.properties.isMovingLeft = false;
}, this);
this.rightArrow.events.onInputDown.add(function() {
this.player.properties.isMovingRight = true;
}, this);
this.rightArrow.events.onInputUp.add(function() {
this.player.properties.isMovingRight = false;
}, this);
this.actionButton.events.onInputDown.add(function() {
this.player.properties.isJumping = true;
}, this);
this.actionButton.events.onInputUp.add(function() {
this.player.properties.isJumping = false;
}, this);
},
killPlayer: function(player, fire) {
game.state.start('GameState');
},
render: function() {
game.debug.spriteInfo(this.player, 32, 32);
game.debug.body(this.player);
game.debug.spriteBounds(this.player, 'pink', false);
}
};
var game = new Phaser.Game(360, 592, Phaser.AUTO);
game.state.add('GameState',GameState);
game.state.start('GameState');
谁能帮我解决这个问题?
【问题讨论】:
-
您是否将播放器锚点设置为 center ?在渲染方法中试试这个 - game.debug.body(myplayer);查看玩家物理体。
-
然后锚点已经设置为中心了。但是当我使用您提供的命令进行调试时注意到一件事,即边界在播放器的右侧(上传了上面的屏幕截图)。
标签: phaser-framework