问题描述
我正在尝试创建一个自上而下的射击游戏,我正在使用 Tiled 创建我的地图。我制作了地图并将其导出为 .json 文件。我终于能够让地图出现在我的游戏中,但是我很难让碰撞起作用。 我已经学习了几个小时的教程,似乎在阳光下尝试了一切,但没有运气。我在 Tiled 中有一个对象层,墙壁上标有插入矩形工具。我在编辑图块集菜单中还用插入矩形标记了每个墙砖。但我仍然无法让它工作。墙壁是第 1 层瓷砖,地面是第 2 层瓷砖,对象层称为碰撞,瓷砖集名称为瓷砖 48x48。这是我所有的相关代码:
var game = new Phaser.Game(1440,960,Phaser.man,'phaser-example',{ preload: preload,create: create,update: update,render: render });
var sprite
//sounds
var music
//movement
var controls
var cursors
//shooting
var fireRate = 200;
var nextFire = 0;
var Bullets
//map
var map
var walls
var ground
//var collision
function preload() {
game.load.audio('groove',['sewer groove.mp3']);
game.load.audio('gunshot','pistol.mp3');
game.load.image('player','player lite.png');
game.load.image('bullet','bullet.png');
game.load.tilemap('map','sewermap.json',null,Phaser.Tilemap.TILED_JSON);
game.load.image('tiles 48x48','tiles 48x48.png')
}
function create() {
map = game.add.tilemap('map');
map.addTilesetimage('tiles 48x48');
//var tileset = map.addTilesetimage('map','tiles 48x48');
//map.physics.arcade.enable(sprite,Phaser.Physics.ARCADE);
ground = map.createLayer('Tile Layer 2');
walls = map.createLayer('Tile Layer 1');
//collision = map.createLayer('Object Layer 1')
map.setCollisionBetween(0,65,true,'Tile Layer 1');
//sprite.body.collideWorldbounds = true;
//layer.resizeWorld();
music = game.add.audio('groove',1,true);
music.play();
game.physics.startSystem(Phaser.Physics.ARCADE);
//game.physics.startSystem(Phaser.Physics.P2JS)
game.stage.backgroundColor = '#313131';
bullets = game.add.group();
bullets.enableBody = true;
bullets.physicsBodyType = Phaser.Physics.ARCADE;
bullets.createMultiple(50,'bullet');
bullets.setAll('checkWorldBounds',true);
bullets.setAll('outOfBoundsKill',true);
sprite = game.add.sprite(620,920,'player');
sprite.anchor.set(0.5,0.5);
//game.physics.p2.enable(sprite)
game.physics.arcade.enable(sprite,Phaser.Physics.ARCADE);
sprite.body.allowRotation = true;
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
game.physics.arcade.collider(sprite,walls);
//console.log(sprite.rotation);
sprite.rotation = game.physics.arcade.angletoPointer(sprite);
if (game.input.activePointer.isDown)
{
fire();
}
//sprite.body.setZeroVeLocity();
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
sprite.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
sprite.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
sprite.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
sprite.y += 4;
}
}
function fire() {
if (game.time.Now > nextFire && bullets.countDead() > 0)
{
nextFire = game.time.Now + fireRate;
var bullet = bullets.getFirstDead();
bullet.reset(sprite.x - 8,sprite.y - 8);
game.physics.arcade.movetoPointer(bullet,300);
}
}
function render() {
game.debug.text('Active Bullets: ' + bullets.countLiving() + ' / ' + bullets.total,32,32);
game.debug.spriteInfo(sprite,450);
//game.debug.spriteBounds(sprite);
//game.debug.spriteBounds(bullets);
//game.debug.body(sprite);
}
解决方法
好吧,我有机会看看这个,问题应该仅仅在于你如何移动主要玩家:
sprite.x -= 4;
碰撞只会在物体有速度时触发,the following table by samme should sum it up
例如,您可以应用加速度以将角色移向您所指的方向:
if (game.input.keyboard.isDown(Phaser.Keyboard.UP) || game.input.keyboard.isDown(Phaser.Keyboard.W)) {
game.physics.arcade.accelerationFromRotation(sprite.rotation,200,sprite.body.acceleration);
}
在图像中,当没有按下任何东西时,我还应用了一定的阻力并降低了加速度,但这就是您的要求:
sprite.body.drag.x = 200;
sprite.body.drag.y = 200;
如果你想扫射,一个想法可能是处理多个压力机并相应地应用不同的加速旋转(使用 Phaser.Math.degToRad 转换各种度数)
为了调试,如果需要,您可能需要使用以下一些方法:
[...]
walls = map.createLayer("Tile Layer 1");
walls.debug = true;
[...]
function collisionHandler(obj1,obj2) {
console.log("Colliding!",obj1,obj2)
}
game.physics.arcade.collide(sprite,walls,collisionHandler,null,this);
game.debug.body(sprite);