问题描述
我正在使用 TypeScript 开始使用 Phaser。所以我试图将我的主要对象移出 create 和 preload 方法,我认为最好的方法是将它们加载为 Phaser.Scene 类属性。但我可能做错了什么或不明智......在我这样做之后我没有错误,但游戏只显示黑屏......
你能看看下面的代码,看看有什么问题吗?
import * as Phaser from 'phaser';
const sceneConfig = {
active: false,visible: false,key: 'Game',}
export default class GameScene extends Phaser.Scene {
platforms : Phaser.Physics.Arcade.StaticGroup
player: Phaser.Types.Physics.Arcade.SpriteWithDynamicBody
constructor() {
super(sceneConfig);
this.platforms = this.physics.add.staticGroup()
this.player = this.physics.add.sprite(100,450,'dude')
}
preload() {
this.load.image('sky','src/assets/sky.png');
this.load.image('ground','src/assets/platform.png');
this.load.image('star','src/assets/star.png');
this.load.image('bomb','src/assets/bomb.png');
this.load.spritesheet('dude','src/assets/dude.png',{ frameWidth: 32,frameHeight: 48 }
);
}
create() {
this.add.image(0,'sky').setorigin(0,0)
this.platforms.create(400,568,'ground').setScale(2).refreshBody();
this.platforms.create(600,400,'ground');
this.platforms.create(50,250,'ground');
this.platforms.create(750,220,'ground');
this.player.body.setGravityY(300)
this.player.setBounce(0.2);
this.player.setCollideWorldBounds(true);
this.anims.create({
key: 'left',frames: this.anims.generateFrameNumbers('dude',{ start: 0,end: 3 }),frameRate: 10,repeat: -1
});
this.anims.create({
key: 'turn',frames: [ { key: 'dude',frame: 4 } ],frameRate: 20
});
this.anims.create({
key: 'right',{ start: 5,end: 8 }),repeat: -1
});
this.physics.add.collider(this.player,this.platforms);
}
public update() {
// Todo
var cursors = this.input.keyboard.createCursorKeys();
if (cursors.left.isDown)
{
this.player.setVeLocityX(-160);
this.player.anims.play('left',true);
}
else if (cursors.right.isDown)
{
this.player.setVeLocityX(160);
this.player.anims.play('right',true);
}
else
{
this.player.setVeLocityX(0);
this.player.anims.play('turn');
}
if (cursors.up.isDown && this.player.body.touching.down)
{
this.player.setVeLocityY(-330);
}
}
}
解决方法
您不应该在构造函数中添加场景,因为场景尚未初始化(显然,您仍在构造函数中!)
移动这些以创建和使用 definite assignment assertion:
export default class GameScene extends Phaser.Scene {
platforms!: Phaser.Physics.Arcade.StaticGroup
player!: Phaser.Types.Physics.Arcade.SpriteWithDynamicBody
constructor() {
super(sceneConfig);
}
create() {
this.platforms = this.physics.add.staticGroup()
this.player = this.physics.add.sprite(100,450,'dude')
...