我正在使用Phaser开发一个小型JavaScript游戏,我有一个精灵在某些点改变它的大小 . 它使用sprite.body.setSize方法执行此操作 . 但是,它看起来像精灵在更改大小时会停止与应该碰撞的对象发生碰撞 . 我理解为什么会这样做,因为精灵's boundaries are in a state of flux during a change of size, but I'害怕我的用户可以利用这个问题并穿过墙壁 . 我在改变大小的过程中 . 有办法防止这种情况吗?
Edit at Supamiu's request:
Here is a quick example我正在尝试在游戏中做什么 . 此外,这是该示例的源代码 .
// Global constants
var GAME_WIDTH = 800;
var GAME_HEIGHT = 600;
var TEXT_X_POS = 150;
var TEXT_Y_POS = 50;
var PHASER_DUDE_WIDTH = 27;
var PHASER_DUDE_HEIGHT = 40;
var MASTER_WIDTH = 57;
var MASTER_HEIGHT = 77;
var SPRITE_X_POS = 200;
var SPRITE_Y_POS = 400;
var SPRITE_GRAVITY = 300;
var LEFT_VELOCITY = -300;
var RIGHT_VELOCITY = 300;
var JUMP_VELOCITY = -300;
var STOPPED = 0;
var WALL_X_POS = 500;
var WALL_Y_POS = 300;
// Global variables
var sprite;
var wall;
var cursors;
var game = new Phaser.Game(GAME_WIDTH, GAME_HEIGHT, Phaser.AUTO, "game", {preload: preload, create: create, update: update});
function preload () {
game.load.image("master", "sprites/master.png");
game.load.image("phaser dude", "sprites/phaser_dude.png");
game.load.image("wall", "sprites/wall.png");
}
function create () {
game.add.text(TEXT_X_POS, TEXT_Y_POS, "Use the cursor keys to jump and move", {fontSize: "16px", fill: "white"});
sprite = game.add.sprite(SPRITE_X_POS, SPRITE_Y_POS, "master");
game.physics.arcade.enable(sprite);
sprite.body.collideWorldBounds = true;
sprite.body.gravity.y = SPRITE_GRAVITY;
wall = game.add.sprite(WALL_X_POS, WALL_Y_POS, "wall");
game.physics.arcade.enable(wall);
wall.body.immovable = true;
cursors = game.input.keyboard.createCursorKeys();
}
function update () {
game.physics.arcade.collide(sprite, wall);
sprite.body.velocity.x = STOPPED;
cursors.up.onDown.add(jump);
if (cursors.left.isDown) {
sprite.body.velocity.x = LEFT_VELOCITY
}
if (cursors.right.isDown) {
sprite.body.velocity.x = RIGHT_VELOCITY;
}
if (sprite.isJumping && sprite.body.onFloor()) {
sprite.isJumping = false;
sprite.loadTexture("master");
sprite.body.setSize(MASTER_WIDTH, MASTER_HEIGHT);
}
}
function jump () {
sprite.isJumping = true;
sprite.body.velocity.y = JUMP_VELOCITY;
sprite.loadTexture("phaser dude");
sprite.body.setSize(PHASER_DUDE_WIDTH, PHASER_DUDE_HEIGHT);
}
您可以看到,如果您在精灵更改大小(和纹理)时按下墙的左侧,它可以穿过墙壁 .
1 回答
如果你不想让用户使用它,如果他们试图通过它,让他们回到墙的开头 . 像这样:
U是用户||是一堵墙
开始
哦,你正在穿墙!
你走到了墙的起点 .
或者您可以在更改尺寸时让用户无法移动
编辑:
还有另外两个解决方案,使用带有0值的边界系统设置墙壁以进行弹跳:
或者在改变大小时使精灵体变得不动: