如何在Phaser 3中重新启动游戏?

问题描述

我是Phaser 3和游戏开发的新手,所以我在这里遇到问题。我正在尝试重新启动游戏场景,但是运行此程序时出现错误消息“ Uncaught TypeError:this.scene.restart不是一个函数”

var playbtn = this.add.dom(390,600).createFromCache('play-btn');

    playbtn.setPerspective(600);

    playbtn.addListener('click');

    playbtn.on('click',function (event) {
        this.scene.restart();
    });

这是我的整个代码

<!doctype html> 
<html lang="en"> 
<head> 
    <meta charset="UTF-8" />
    <title>Making your first Phaser 3 Game - Part 10</title>
    <script src="https://cdn.jsdelivr.net/npm/phaser@3.24.1/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,parent: 'phaser-example',physics: {
        default: 'arcade',arcade: {
            gravity: { y: 300 },debug: false
        }
    },dom: {
        createContainer: true
    },scene: {
        preload: preload,create: create,update: update,hitbomb: hitBomb
    }
};
var game = new Phaser.Game(config);


var player;
var stars;
var bombs;
var platforms;
var cursors;
var score = 0;
var gameOver = false;
var scoreText;

var level_state;
var level = 1;

var de_star = 0;
var element;
var playbtn;


function preload ()
{
    this.load.image('sky','assets/sky.png');
    this.load.image('ground','assets/platform.png');
    this.load.image('star','assets/bomb.png');
    this.load.image('bomb','assets/star.png');
    this.load.spritesheet('dude','assets/dude.png',{ frameWidth: 32,frameHeight: 48 });
    this.load.html('play-btn','assets/play.html');
    this.load.html('nameform','assets/loginform.html');
   
}

function create ()
{

    //  A simple background for our game
    this.add.image(400,300,'sky');

    //  The platforms group contains the ground and the 2 ledges we can jump on
    platforms = this.physics.add.staticGroup();

    //  Here we create the ground.
    //  Scale it to fit the width of the game (the original sprite is 400x32 in size)
    platforms.create(400,568,'ground').setScale(2).refreshBody();

    //  Now let's create some ledges
    platforms.create(600,400,'ground');
    platforms.create(50,250,'ground');
    platforms.create(750,220,'ground');

    // The player and its settings
    player = this.physics.add.sprite(100,450,'dude');

    //  Player physics properties. Give the little guy a slight bounce.
    player.setBounce(0.2);
    player.setCollideWorldBounds(true);

    //  Our player animations,turning,walking left and walking right.
    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
    });

    //  Input Events
    cursors = this.input.keyboard.createCursorKeys();

    //  Some stars to collect,12 in total,evenly spaced 70 pixels apart along the x axis
    stars = this.physics.add.group({
        key: 'star',repeat: 1,setXY: { x: 12,y: 0,stepX: 70 }
    });

    stars.children.iterate(function (child) {
        //  Give each star a slightly different bounce
        child.setBounceY(Phaser.Math.FloatBetween(0.4,0.8));

    });

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

    //  The score
    scoreText = this.add.text(16,16,'score: 0',{ fontSize: '32px',fill: '#000' });
    level_state = this.add.text(16,50,'Level: 1',fill: '#000' });


    //  Collide the player and the stars with the platforms
    this.physics.add.collider(player,platforms);
    this.physics.add.collider(stars,platforms);
    this.physics.add.collider(bombs,platforms);

    //  Checks to see if the player overlaps with any of the stars,if he does call the collectStar function
    this.physics.add.overlap(player,stars,collectStar,null,this);

    this.physics.add.collider(player,bombs,hitBomb,this);
}

function update ()
{
    if (gameOver)
    {
        return;
    }

    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);

    //  Add and update the score
    score += 10;
    scoreText.setText('Score: ' + score);
    if (de_star==12)
    {
        gameOver = True;
    }
    else if (stars.countActive(true) === 0)
    {

        de_star+=1;
        stars = this.physics.add.group({
        key: 'star',repeat: 11-de_star,stepX: 70 }
        });

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

        stars.children.iterate(function (child) {

        //  Give each star a slightly different bounce
        child.setBounceY(Phaser.Math.FloatBetween(0.4,0.8));

        });

        //  A new batch of stars to collect
        stars.children.iterate(function (child) {

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

        });

        this.physics.add.overlap(player,this);

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

        level += 1;

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

    }
    level_state.setText('Level: '+level);
}

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

    player.setTint(0xff0000);

    player.anims.play('turn');

    gameOver = true;

    var playbtn = this.add.dom(390,function (event) {
        this.scene.restart();
    });
    
    this.tweens.add({
        targets: playbtn,y: 300,duration: 3000,ease: 'Power3'
    });
}


</script>

</body>
</html>

当角色击中炸弹时,将弹出“再次播放”按钮,然后如果玩家按下该按钮,游戏将重新开始。这些是我的目标... 我正在从事的项目是一个教程示例,但是任何建议或解决方案都会对我有很大帮助。谢谢

解决方法

@Thomas已经指出,这是this的问题。

您可以使用粗箭头

    playbtn.on('click',(event) => {
        this.scene.restart();
    });

或者您可以将上下文传递给“ on”功能,我认为这是查看您代码的“游戏”。

    playbtn.on('click',function (event) {
        this.scene.restart();
    },game);

以下是Phaser on文档中的摘录

    /**
     * Add a listener for a given event.
     * @param event The event name.
     * @param fn The listener function.
     * @param context The context to invoke the listener with. Default this.
     */
    on(event: string | symbol,fn: Function,context?: any): this;
,

我对Phaser不太熟悉,但是事件处理程序中的this可能是指按钮。使用粗箭头将处理程序函数从周围的范围绑定到this

    playbtn.on('click',(event) => {
        this.scene.restart();
    });

相关问答

错误1:Request method ‘DELETE‘ not supported 错误还原:...
错误1:启动docker镜像时报错:Error response from daemon:...
错误1:private field ‘xxx‘ is never assigned 按Alt...
报错如下,通过源不能下载,最后警告pip需升级版本 Requirem...