【发布时间】:2021-04-07 11:30:59
【问题描述】:
在使用 p5.js 开发了一些游戏后,我刚开始使用 Phaser 3 进行编码,并想制作一个 2d 无尽的跑步游戏。所以这是我的游戏的代码:
var game;
var gameOptions = {
monkeyGravity: 1200,
monkeyPower: 1000
}
window.onload = function() {
let gameConfig = {
type: Phaser.AUTO,
backgroundColor:0x87ceeb,
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
parent: 'thegame',
width: 1920,
height: 1080
},
physics: {
default: 'arcade',
arcade: {debug: true}
},
scene: [
startGame,
playGame
]
}
game = new Phaser.Game(gameConfig);
window.focus();
}
class startGame extends Phaser.Scene{
constructor(){
super('StartGame');
}
preload(){
this.load.image('menu-bg', '/jeffrey2nd/menu-bg.png');
this.load.image('play-button', '/jeffrey2nd/play-button.png');
}
create() {
this.menuBg = this.add.sprite(game.config.width / 2, 0, 'menu-bg').setScale(2);
const screenCenterX = this.cameras.main.worldView.x + this.cameras.main.width / 2;
const screenCenterY = this.cameras.main.worldView.y + this.cameras.main.height / 2;
const startButton = this.add.sprite(screenCenterX, screenCenterY, 'play-button');
startButton.setInteractive();
startButton.on('pointerdown', () => this.scene.start('PlayGame'));
}
}
class playGame extends Phaser.Scene{
constructor(){
super('PlayGame');
}
preload(){
this.load.image('background', '/jeffrey2nd/background.png');
this.load.image('backgroundL1', '/jeffrey2nd/backgroundL1.png');
this.load.image('backgroundL2', '/jeffrey2nd/backgroundL2.png');
this.load.image('backgroundL3', '/jeffrey2nd/backgroundL3.png');
this.load.image('backgroundL4', '/jeffrey2nd/backgroundL4.png');
this.load.image('ground', '/jeffrey2nd/ground.png');
//ANIMATIONS
this.load.image('run0', '/jeffrey2nd/animations/monkey/Running_000.png');
this.load.image('run1', '/jeffrey2nd/animations/monkey/Running_001.png');
this.load.image('run2', '/jeffrey2nd/animations/monkey/Running_002.png');
this.load.image('run3', '/jeffrey2nd/animations/monkey/Running_003.png');
this.load.image('run4', '/jeffrey2nd/animations/monkey/Running_004.png');
this.load.image('run5', '/jeffrey2nd/animations/monkey/Running_005.png');
this.load.image('run6', '/jeffrey2nd/animations/monkey/Running_006.png');
this.load.image('run7', '/jeffrey2nd/animations/monkey/Running_007.png');
this.load.image('run8', '/jeffrey2nd/animations/monkey/Running_008.png');
this.load.image('run9', '/jeffrey2nd/animations/monkey/Running_009.png');
this.load.image('run10', '/jeffrey2nd/animations/monkey/Running_010.png');
this.load.image('run11', '/jeffrey2nd/animations/monkey/Running_011.png');
this.load.image('run12', '/jeffrey2nd/animations/monkey/Running_012.png');
this.load.image('run13', '/jeffrey2nd/animations/monkey/Running_013.png');
this.load.image('jump0', '/jeffrey2nd/animations/monkey/Jumping_000.png');
this.load.image('jump1', '/jeffrey2nd/animations/monkey/Jumping_001.png');
this.load.image('jump2', '/jeffrey2nd/animations/monkey/Jumping_002.png');
this.load.image('jump3', '/jeffrey2nd/animations/monkey/Jumping_003.png');
this.load.image('jump4', '/jeffrey2nd/animations/monkey/Jumping_004.png');
}
create(){
//BACKGROUND AND LAYERS
this.bgLs = this.add.group();
this.background = this.bgLs.create(0, game.config.height / 2, 'background');
this.backgroundL1 = this.bgLs.create(0, game.config.height / 2, 'backgroundL1');
this.backgroundL12 = this.bgLs.create(game.config.width, game.config.height / 2, 'backgroundL1');
this.backgroundL2 = this.bgLs.create(0, game.config.height / 2, 'backgroundL2');
this.backgroundL22 = this.bgLs.create(game.config.width, game.config.height / 2, 'backgroundL2');
this.backgroundL3 = this.bgLs.create(0, game.config.height / 2, 'backgroundL3');
this.backgroundL32 = this.bgLs.create(game.config.width, game.config.height / 2, 'backgroundL3');
this.backgroundL4 = this.bgLs.create(0, game.config.height / 2, 'backgroundL4');
this.backgroundL42 = this.bgLs.create(game.config.width, game.config.height / 2, 'backgroundL4');
for (let b of this.bgLs.children.entries) {
b.setOrigin(0, 0.5);
}
//GROUND PLATFORMS
this.groundGroup = this.physics.add.group();
this.ground1 = this.groundGroup.create(0, game.config.height - 50, 'ground');
this.ground2 = this.groundGroup.create(game.config.width, game.config.height - 50, 'ground');
this.ground3 = this.groundGroup.create(game.config.width + game.config.width / 2, game.config.height - 275, 'ground');
this.ground4 = this.groundGroup.create(game.config.width + game.config.width / 1.5, game.config.height - 500, 'ground');
this.ground4.setScale(0.5, 1);
for (let g of this.groundGroup.children.entries) {
g.setOrigin(0, 0.5);
g.setImmovable(true);
g.setScale(1,0.3);
g.body.checkCollision.down = false;
}
//MONKEY
this.monkey = this.physics.add.sprite(game.config.width / 10 * 2, 500, 'run0');
this.monkey.setScale(0.3);
this.anims.create({
key: "player-run",
frames: [
{ key: 'run0' },
{ key: 'run1' },
{ key: 'run2' },
{ key: 'run3' },
{ key: 'run4' },
{ key: 'run5' },
{ key: 'run6' },
{ key: 'run7' },
{ key: 'run8' },
{ key: 'run9' },
{ key: 'run10' },
{ key: 'run11' },
{ key: 'run12' },
{ key: 'run13' }
],
frameRate: 20,
repeat: -1
})
this.anims.create({
key: "player-jump",
frames: [
{ key: 'jump0' },
{ key: 'jump1' },
{ key: 'jump2' },
{ key: 'jump3' },
{ key: 'jump4' }
],
frameRate: 20,
repeat: -1
})
this.monkey.body.setSize(this.monkey.width/2, this.monkey.height/2);
this.input.on('pointerdown', this.jump, this);
this.input.on('pointerup', this.fall, this);
}
update(){
this.backgroundL1.x -= 0.2;
this.backgroundL12.x -= 0.2;
this.backgroundL2.x -= 0.4;
this.backgroundL22.x -= 0.4;
this.backgroundL3.x -= 0.6;
this.backgroundL32.x -= 0.6;
this.backgroundL4.x -= 0.8;
this.backgroundL42.x -= 0.8;
for (let b of this.bgLs.children.entries) {
if (b.x <= -game.config.width) b.setX(game.config.width);
}
var speed = 5;
for (let g of this.groundGroup.children.entries) {
g.setX(g.x-speed);
//if (g.x <= -game.config.width) g.setX(game.config.width);
}
if (this.ground1.x <= -game.config.width) this.ground1.setX(game.config.width);
if (this.ground2.x <= -game.config.width) this.ground2.setX(game.config.width);
if (this.ground3.x <= -game.config.width) {
this.rnd1 = (Phaser.Math.Between(0, 500))/100;
this.ground3.setX(game.config.width + game.config.width / this.rnd1);
}
if (this.ground4.x <= -game.config.width) {
this.rnd2 = (Phaser.Math.Between(0, 500))/100;
this.ground4.setX(game.config.width + game.config.width / this.rnd2);
}
this.physics.world.collide(this.groundGroup, this.monkey, ()=> {console.log('touche' + game.loop.time )}, null, this);
this.monkey.body.gravity.y = gameOptions.monkeyGravity;
if(this.monkey.body.touching.down) this.monkey.anims.play("player-run", true);
else this.monkey.anims.play("player-jump", true);
}
jump(){
if(this.monkey.body.touching.down) {
this.monkey.body.setVelocity(0, -gameOptions.monkeyPower);
this.monkey.anims.stop();
this.monkey.anims.play("player-jump");
}
}
fall(){
if (this.monkey.body.velocity.y < 0) this.monkey.body.setVelocity(0, -100);
}
}
游戏开始场景有开始按钮,游戏开始,猴子在平台上奔跑,你可以在上面的平台上跳跃。
似乎一切正常,但有时猴子会随机从屏幕上掉下来。 您可以在https://420videogames.com/jeffrey2nd查看该漏洞的可玩版本
这里我在'monkey vs ground goup collide'回调函数中添加了一个控制台日志,记录game.loop.time来尝试理解。我的想法是可能在更新过程中丢失了一些帧并且对象没有完美地碰撞,但是当猴子掉下来时,回调函数运行了2次,然后猴子一直掉下来,游戏就中断了。
关于这个问题还有一个奇怪的地方是,在我的手机REDMI8上,游戏运行没有问题,而我GF的iPhone8也是如此。顺便说一下,在另一个朋友的火狐手机上,游戏也有同样的PC问题。
提前感谢您的关注,希望有人能帮我解决这个问题, 抗体
【问题讨论】:
-
我添加了
this.monkey.setCollideWorldBounds(true);,猴子仍然从平台上掉下来,但没有从显示屏上出来。这可能是一个真正的物理问题吗?我的意思是如果猴子太重而平台无法阻止它?
标签: javascript game-development collider phaser