如何防止精灵在“ Phaser 3”中多次“跳跃”?

问题描述 投票:0回答:1

让我说开始,我已经问过这个问题一次。答案很好,但是从那时起我一直在添加代码,现在以前的答案不起作用。

[之前,我通过添加一个名为skaterTouchingGround的变量来解决此问题,并将其设置为true,当滑冰者与地面“碰撞”时(或当他在地面上时)。然后,当我让播放器跳转时,在检测到跳转键之后,skaterTouchingGround将设置为false。由于某种原因,这不再起作用,所以我认为我需要一种新方法来限制我的球员在他再次摔倒之前只能跳一次。

我尝试更改确定变量值的方式,并更改检测按键的方式。

这是游戏的完整代码

//Configurations for the physics engine
var physicsConfig = {
    default: 'matter',
    matter : {
        gravity: {
            x: 0,
            y: 2.5, // <--This is the only way I could get the skater to roll up the ramp.
        },
        debug: true //CHANGE THIS TO TRUE TO SEE LINES
    }   
}

//Variables for height and width
var gameHeight = 750;
var gameWidth = 3000;

//Game configurations
var config = {
    type: Phaser.AUTO,
    width: 1500, //<-- this is the width of what we will see at one time
    height: gameHeight,
    physics: physicsConfig,
    scene: {
        preload: preload,
        create: create,
        update: update
    }   
}

/* This variable will be used to make sure the skater 
cannot ollie while he is already in the air */
let skaterTouchingGround;

//Start the game
var game = new Phaser.Game(config);

//Declare variables so we can access them in all functions
var skater;
var ground;
var sky;

//Score variables
let score = 0;
let scoreBoard;

function preload() {
    //Images
    this.load.image('sky', 'archery_assets/images/sky.png');

    //Load sprites from TexturePacker
    this.load.atlas('sheet', 'skate_assets/sprites.png', 'skate_assets/sprites.json');
    //Load body shapes from PhysicsEditor
    this.load.json('shapes', 'skate_assets/spritesPE.json');
}

function create() {

    //Background
    sky = this.add.image(1500, 325,'sky')
    //Scale the image
    sky.setDisplaySize(gameWidth, gameHeight);

    //Get the hitboxes
    var shapes = this.cache.json.get('shapes');

    //Set world bounds    
    this.matter.world.setBounds(0, 0, gameWidth, gameHeight);

    //Place ground object
    ground = this.matter.add.sprite(0, 0, 'sheet', 'ground', {shape: shapes.ground});
    //Ground is 600x600, so double the x pixels and we get screen width
    ground.setScale(5, 1);
    ground.setPosition(1500, 650);
    //Let the ground detect collisions 
    ground.isSensor(true);

    //Place the ramp
    var ramp = this.matter.add.sprite(0, 0, 'sheet', 'ramp', {shape: shapes.ramp});
    ramp.setPosition(550 + ramp.centerOfMass.x, 250 + ramp.centerOfMass.y);

    //Place a bench
    var bench = this.matter.add.sprite(2000, 200, 'sheet', 'bench', {shapes: shapes.bench});
    bench.setScale(2, 1);
    bench.setPosition(2250 + bench.centerOfMass.x, 50 + bench.centerOfMass.y);

    //Create the skater
    skater = this.matter.add.sprite(0, 0, 'sheet', 'roll/0001', {shape: shapes.s0001});
    skater.setPosition(100 + skater.centerOfMass.x, 200 + skater.centerOfMass.y);

    //Collision filtering
    var staticCategory = this.matter.world.nextCategory();
    ramp.setCollisionCategory(staticCategory);
    ground.setCollisionCategory(staticCategory);
    bench.setCollisionCategory(staticCategory);

    var skaterCategory = this.matter.world.nextCategory();
    skater.setCollisionCategory(skaterCategory);

    //Roll animation
    //Generate the frame names
    var rollFrameNames = this.anims.generateFrameNames(
        'sheet', {start: 1, end: 4, zeroPad: 4,
        prefix: 'roll/'}
    );
    //Create the animation
    this.anims.create({
        key: 'roll', frames: rollFrameNames, frameRate: 16, repeat: -1
    });

    //Push animation
    var pushFrameNames = this.anims.generateFrameNames(
        'sheet', {start: 5, end: 8, zeroPad: 4,
        prefix: 'push/'}
    );
    this.anims.create({
        key: 'push', frames: pushFrameNames, frameRate: 16, repeat: 0 
    });

    //Shuvit animation
    var shuvFrameNames = this.anims.generateFrameNames(
        'sheet', {start: 9, end: 12, zeroPad: 4,
        prefix: 'shuv/'}
    );
    this.anims.create({
        key: 'shuv', frames: shuvFrameNames, frameRate: 32, repeat: 0 
    });

    //Ollie animation
    var ollieFrameNames = this.anims.generateFrameNames(
        'sheet', {start: 13, end: 20, zeroPad: 4,
        prefix: 'ollie/'}
    );
    this.anims.create({
        key: 'ollie', frames: ollieFrameNames, frameRate: 24, repeat: 0
    });

    //Kickflip animation
    var kfFrameNames = this.anims.generateFrameNames(
        'sheet', {start: 21, end: 33, zeroPad: 4,
        prefix: 'kickflip/'}
    );
    this.anims.create({
        key: 'kickflip', frames: kfFrameNames, frameRate: 24, repeat: 0
    });

    //This keeps the rolling animation going once the push animation is done
    skater.on('animationcomplete', () => {
        skater.anims.play('roll');
    });

    //Input for arrowkeys
    this.arrowKeys = this.input.keyboard.addKeys({
        up: 'up',
        down: 'down',
        left: 'left',
        right: 'right'
    }); 

    //Input for WASD keys
    this.WASDkeys = this.input.keyboard.addKeys({
        W: 'W',
        A: 'A',
        S: 'S',
        D: 'D'
    });

    //Spacebar
    this.spacebar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);

    //Camera to follow the skater
    this.cameras.main.setBounds(0, 0, 3000, gameHeight);
    this.cameras.main.startFollow(skater);

    //Detect the player's collision with the ground
    this.matter.world.on('collisionactive', (skater, ground) => {
        skaterTouchingGround = true;
    });

    //Scoreboard
    scoreBoard = this.add.container(10, 50);
    scoreText = this.add.text(10, 50, "SCORE: 0", {fontSize: '56px', color: '#fff'});

    //Add the text to the container which will be our scoreboard
    scoreBoard.add(scoreText);

    //Make the scoreboard follow the player
    this.tweens.add({
        targets: scoreBoard,
        ease: 'Linear',
        duration: 1,
        delay: 1,
        yoyo: false,
        repeat: -1
    });

}

function update() {
    //Set variable for player movement
    var pushSpeed = 0;
    var ollie = 0;

    //Make sure the player isn't doing anything if he's upside down, or crashed
    let skaterCrashed;

    if (skater.angle > -50 && skater.angle < 5) {
        skaterCrashed = false;
    }
    else {
        skaterCrashed = true;
    }

    //Pushing
    if (Phaser.Input.Keyboard.JustDown(this.spacebar) && !skaterCrashed && skaterTouchingGround) {
        //Increase speed
        pushSpeed = 15;

        //Move player
        skater.setVelocityX(pushSpeed);

        //Play push animation
        skater.anims.play('push');
    }

    //Ollie
    if (Phaser.Input.Keyboard.JustDown(this.arrowKeys.up) && skaterTouchingGround) {
        //Set this to false, because we are about to jump
        skaterTouchingGround = false;

        //Set ollie power
        ollie = -15;

        //Set skate velocity
        skater.setVelocityY(ollie);

        //Play the ollie animation
        skater.anims.play('ollie');

        //Scoring for ollie
        score += 1;
    }

    //Shuvit
    if (Phaser.Input.Keyboard.JustDown(this.arrowKeys.down)) {
        //Play the shuvit animation
        skater.anims.play('shuv');

        //Scoring for shuv
        score += 3;
    }

    //Kickflip
    if (Phaser.Input.Keyboard.JustDown(this.WASDkeys.W)  && skaterTouchingGround) {
        //Reset variable since we are jumping
        skaterTouchingGround = false

        //Set jump height
        ollie = -14

        //Move the player
        skater.setVelocityY(ollie);

        //Play animation
        skater.anims.play('kickflip');

        //Scoring for kickflip
        score += 10;
    }

    //Tilting backwards in the air
    if (this.arrowKeys.left.isDown && !skaterTouchingGround) {
        //Be able to turn backwards so you don't flip
        skater.angle -= 3 ;
    }
    //Tilting forwards in the air
    if (this.arrowKeys.right.isDown && !skaterTouchingGround) {
        //Be able to turn forwards so you don't flip
        skater.angle += 3 ;
    }

    //Move the scoreboard
    scoreText.x = skater.body.position.x - 200;
    scoreText.setText("SCORE : " + score);

}   

我只需要玩家不能双跳,而只能在他摔倒后才能再次跳。

javascript collision-detection game-physics phaser-framework
1个回答
0
投票

相位器演示通常通过使用Body.onFloor()方法解决此问题:(Reference => https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.Body.html#onFloor__anchor]

所以为您,我将更改此部分

/* Do jump stuff */
if (Phaser.Input.Keyboard.JustDown(this.arrowKeys.up) && skater.body.onFloor()) {
        //Set ollie power
        ollie = -15;

        //Set skate velocity
        skater.setVelocityY(ollie);

        //Play the ollie animation
        skater.anims.play('ollie');

        //Scoring for ollie
        score += 1;
    }

这同样适用于Phaser 2,但是您需要使用街机物理。

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