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。
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。