如何让街机和物质物理相互作用?

问题描述 投票:0回答:0

我正在制作一款自上而下的游戏,我将所有内容都编码为在街机物理上运行。我唯一需要物质物理引擎的是用于对角墙的倾斜瓷砖。

这是我的截图。

我还没有想出让两者正确碰撞的方法。我尝试使用 this.physics.add.collider(this.player.sprite, groundLayer);这确实有效,但斜坡变成了矩形。

事实上,碰撞似乎是默认启用的,使用碰撞代码的唯一实例是触发一个事件,这不是必需的。

我不想将我的玩家精灵转换为物质,因为这需要大量工作,而且以我的知识水平而言相当复杂。

这是我的代码。

我的关卡文件:

import Player from './Player.js';
export default class Field01 extends Phaser.Scene {
  constructor () {
    super({
      key: 'field01',
      physics: {
        arcade: {
          debug: true,
          gravity: { y: 0 }
        },
        matter: {
          debug: true,
          gravity: { y: 0 },
          debugShowBody: true,
          debugBodyColor: 0x0000ff
        }
      }
    });
  }
preload() 
  {
    this.load.image('tiles', 'assets/tilemaps/tiles/overworld-ground.png');
    this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/Field01.json');
    this.load.image('ground', 'assets/platform.png');
    this.load.spritesheet('dude', 'assets/sprites/characters/link.png', { frameWidth: 16, frameHeight: 24 });
  }
create() 
  {
    var platforms;
    var player;
    this.map = this.make.tilemap({ key: 'map' });
    this.map.landscape = this.map.addTilesetImage('fieldfare', 'tiles');
    const groundLayer = this.map.createLayer("ground", [this.map.landscape], 0, 0);
    this.map.setCollisionBetween(2,9);
    this.cameras.main.setSize(256,224);
    this.cameras.main.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);
    this.player = new Player(this, 352, 48);
    this.add.existing(Player);
    this.cameras.main.startFollow(this.player.sprite);
    this.cameras.main.setDeadzone(4,4);
    platforms = this.physics.add.staticGroup();
    platforms.create(64, 64, 'ground');
    groundLayer.setCollisionByProperty({ collides: true });
    this.matter.world.convertTilemapLayer(groundLayer);
    this.physics.add.collider(this.player.sprite, groundLayer);
    this.physics.add.collider(this.player.sprite, platforms, function(player, platforms) { this.scene.switch('Level1'), player.y += 48}, null, this);
  }
update() {
  this.player.update();
  }
}

我的播放器文件:

export default class Player {
  constructor(scene, x, y) {
    this.scene = scene;
    const anims = scene.anims;
        anims.create({
            key: 'turn1',
            frames: [ { key: 'dude', frame: 32 } ],
            frameRate: 20
        });
        anims.create({
            key: 'rdown',
            frames: anims.generateFrameNumbers('dude', { start: 0, end: 7 }),
            frameRate: 16,
            repeat: -1
        });
        anims.create({
            key: 'rright',
            frames: anims.generateFrameNumbers('dude', { frames: [ 8, 9, 10, 11, 12, 13, 14, 15 ] }),
            frameRate: 16,
            repeat: -1
        });
        anims.create({
            key: 'rup',
            frames: anims.generateFrameNumbers('dude', { frames: [ 16, 17, 18, 19, 20, 21, 21, 23 ] }),
            frameRate: 16,
            repeat: -1
        });
        anims.create({
            key: 'rleft',
            frames: anims.generateFrameNumbers('dude', { frames: [ 24, 25, 26, 27, 28, 29, 30, 31 ] }),
            frameRate: 16,
            repeat: -1
        });
    this.sprite = scene.physics.add.sprite(x, y, "dude", 0).setSize(16, 16).setOffset(0, 8);
    this.sprite.anims.play("rdown");
    this.gamepad = scene.input.gamepad.once('down', function (pad, button, index) {
        this.gamepad = pad;
    }, this);
  }

  update() {
    const gamepad = this.gamepad;
    const sprite = this.sprite;
    const speed = 90;
    const prevVelocity = sprite.body.velocity.clone();
    sprite.body.setVelocity(0);
    if (gamepad.right && gamepad.up) {
      sprite.body.setVelocityX(speed);
      sprite.body.setVelocityY(-speed);
    } else if (gamepad.right && gamepad.down) {
      sprite.body.setVelocityX(speed);
      sprite.body.setVelocityY(speed);
    } else if (gamepad.left && gamepad.up) {
      sprite.body.setVelocityX(-speed);
      sprite.body.setVelocityY(-speed);
    } else if (gamepad.left && gamepad.down) {
      sprite.body.setVelocityX(-speed);
      sprite.body.setVelocityY(speed);
    } else if (gamepad.left) {
      sprite.body.setVelocityX(-speed);
    } else if (gamepad.right) {
      sprite.body.setVelocityX(speed);
    } else if (gamepad.up) {
      sprite.body.setVelocityY(-speed);
    } else if (gamepad.down) {
      sprite.body.setVelocityY(speed);
    }
    sprite.body.velocity.normalize().scale(speed);
    if (gamepad.left) {
      sprite.anims.play("rleft", true);
    } else if (gamepad.left && gamepad.down) {
      sprite.anims.play("rleft", true);
    } else if (gamepad.left && gamepad.up) {
      sprite.anims.play("rleft", true);
    } else if (gamepad.right && gamepad.down) {
      sprite.anims.play("rright", true);
    } else if (gamepad.right && gamepad.up) {
      sprite.anims.play("rright", true);
    } else if (gamepad.up) {
      sprite.anims.play("rup", true);
    } else if (gamepad.right) {
      sprite.anims.play("rright", true);
    } else if (gamepad.down) {
      sprite.anims.play("rdown", true);
    } else {
      sprite.stopOnFrame(sprite.anims.currentAnim.getFrameAt(0))
    }
  }
}

这是我的游戏配置文件;

import Field01 from "./Field01.js";

var config = {
  type: Phaser.AUTO,
  width: 256,
  height: 224,
  pixelArt: true,
  input: {
    gamepad: true
  },
  physics: {
    default: 'arcade',
    arcade: {
      gravity: { y: 0 },
      debug: true
    }
  },
  scene: [ Field01 ]
  }

var game = new Phaser.Game(config);

我的索引文件:

<!DOCTYPE html>
<html>
  <head>
    <script src="phaser.js"></script>
    <script src="matter.js"></script>
  </head>
  <body>
    <script type="module" src="game.js"></script>
  </body>
</html>

有什么我可以做的吗?

如果我必须改变物质,那么我将如何正确转换它?如果别无选择,这只是最后的手段。

javascript collision-detection phaser-framework matter.js phaserjs
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