【问题标题】:why does it not call function floor2为什么它不调用函数 floor2
【发布时间】:2021-12-07 21:17:49
【问题描述】:

在我的代码中,如果分数大于或等于10,我想调用函数floor2,然后当玩家触摸门时应该调用该函数。

目前,当玩家与门重叠时,它什么也不做。我尝试过移动 if 语句,但似乎并没有做太多。我认为是上面提到的 if 语句或函数 floor2 导致了错误,但它是一个逻辑错误,所以不能确定它来自哪里

这是我的代码:

<html> 
<head> 
    <meta charset="UTF-8" />
    <title>Making your first Phaser 3 Game - Part 7</title>
    <script src="//cdn.jsdelivr.net/npm/phaser@3.11.0/dist/phaser.js"></script>
    <style type="text/css">
        body {
            margin: 0;
        }
    </style>
</head>
<body>

<script type="text/javascript">

    var config = {
        type: Phaser.AUTO,
        width: 800,
        height: 600,
        physics: {
            default: 'arcade',
            arcade: {
                gravity: { y: 300 },
                debug: false
            }
        },
        scene: {
            preload: preload,
            create: create,
            update: update
        }
    };

    var player;
    var platforms;
    var cursors;
    var score = 0;
    var scoreText;
    var end;

    var game = new Phaser.Game(config);

    function preload ()
    {
        this.load.image('sky', 'assets/l1.png');
        this.load.image('ground', 'assets/stone.png');
        this.load.image('star', 'assets/wine.png');
        this.load.image('bomb', 'assets/skull.png');
        this.load.image('door', 'assets/door1.png');
        this.load.spritesheet('dude', 'assets/test.png', { frameWidth: 39, frameHeight: 56 });
        this.load.spritesheet('dead', 'assets/test2.png', { frameWidth: 39, frameHeight: 38.5 });
        this.load.audio("bgm",'assets/constantine.mp3');
        this.load.audio("bottle",'assets/bottle.mp3');

    }

    function create (score)
    {
        bgm = this.sound.add("bgm", { loop: true});
        bgm.volume = 1.5
        bgm.play();

        bottle = this.sound.add("bottle",{loop:false});
        bottle.volume = 0.05;
        
        this.add.image(400, 300, 'sky');
        
        door = this.add.image(50,550,'door');
        

        platforms = this.physics.add.staticGroup();

        platforms.create(400, 568, 'ground').setScale(2).refreshBody();

        platforms.create(600, 400, 'ground');
        platforms.create(50, 250, 'ground');
        platforms.create(750, 220, 'ground');

        player = this.physics.add.sprite(100, 450, 'dude');
        
        player.setBounce(0.2);
        player.setCollideWorldBounds(true);

        this.anims.create({
            key: 'left',
            frames: this.anims.generateFrameNumbers('dude', { start: 1, end: 3 }),
            frameRate: 10,
            repeat: -1
        });

        this.anims.create({
            key: 'turn',
            frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 0 }),
            frameRate: 20
        });

        this.anims.create({
            key: 'right',
            frames: this.anims.generateFrameNumbers('dude', { start: 4, end: 6 }),
            frameRate: 10,
            repeat: -1
        });

        this.anims.create({
            key: 'dead',
            frames: this.anims.generateFrameNumbers('dead', { start: 0, end: 1 }),
            frameRate: 10,
            repeat: -1
        });

        cursors = this.input.keyboard.createCursorKeys();

        this.physics.add.collider(player, platforms);

        stars = this.physics.add.group({
         key: 'star',
         repeat: 11,
         setXY: { x: 12, y: 0, stepX: 70 }
        });

        stars.children.iterate(function (child) {

           child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));

        }); 

        this.physics.add.collider(stars, platforms);
        this.physics.add.overlap(player, stars, collectStar, null, this)

        scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });

        bombs = this.physics.add.group();

        this.physics.add.collider(bombs, platforms);

        this.physics.add.collider(player, bombs, hitBomb, null, this);
        
        if (score >= 10)
        
        {
            this.physics.add.overlap(player,door,floor2(score));
        }
      

    }

    function update ()
    {
        if (cursors.left.isDown)
        {
            player.setVelocityX(-160);

            player.anims.play('left', true);
        }
        else if (cursors.right.isDown)
        {
            player.setVelocityX(160);

            player.anims.play('right', true);
        }
        else
        {
            player.setVelocityX(0);

            player.anims.play('turn');
        }

        if (cursors.up.isDown && player.body.touching.down)
        {
            player.setVelocityY(-330);
        }
    }

    function collectStar (player, star)
    {
        star.disableBody(true, true);

        score += 10;
        bottle.play();
        scoreText.setText('Score: ' + score);

        if (stars.countActive(true) === 0)
        {
            stars.children.iterate(function (child) {

                child.enableBody(true, child.x, 0, true, true);

            });

            var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400);

            var bomb = bombs.create(x, 16, 'bomb');
            bomb.setBounce(1);
            bomb.setCollideWorldBounds(true);
            bomb.setVelocity(Phaser.Math.Between(-200, 200), 20);

        }
        
        
    }

    function hitBomb (player, bomb)
    {
     this.physics.pause();
 
     player.setTint(0xff0000);

     player.anims.play('dead');
    
     end = this.add.text(300, 300, 'game over', { fontSize: '64px', fill: '#808080' });
     
     gameOver = true;
    }

    function floor2(score)
    {

        
       this.physics.pause()
       win = this.add.text(300, 300, 'you win', { fontSize: '64px', fill: '#808080' });
       gameOver = true;
        
    }

</script>

</body>
</html>

这是游戏的样子

【问题讨论】:

  • 不可能只看你的代码就知道。我建议使用console.log(score)。还要在floor2 中添加一个console.log 以查看它是否到达那里。
  • 无法测试,所以您可能只是忘记在 2 楼为 this.physics.pause(); 添加分号 ;

标签: javascript phaser-framework


【解决方案1】:

在 Phaser 中,create 在创建游戏场景时运行一次。

在您的创建中,您正在设置场景,然后检查分数是否为 10 或更多。玩家还没有玩游戏,所以他们的分数会是 0,所以this.physics.add.overlap(player,door,floor2(score)); 没有运行。

此时create函数已经完成,不会再被调用,所以它永远不会检查分数是否为10或更多,因此永远不会添加重叠调用。

您可以做很多事情。一些想法:

  1. 在收集瓶子时添加检查 (collectStar())。
  2. 添加签到update()
  3. 添加一个函数来处理分数变化,然后检查。

无论你如何实现它,你都需要检查create之外的分数。

【讨论】:

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