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如何在Phaser游戏中逆转平台生成?

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我正在创造一个无尽的跑步者 . 当按下左箭头键时,玩家向左移动,摄像机跟随他,当玩家移出右边的世界边界时,玩家下方的地砖被摧毁,并在他们进入世界边界之前重建在左边 . 这使他能够永远奔跑而不会失控 . 我的代码完美无缺,但有一个问题:我希望玩家在游戏右侧跑,而不是向左跑 . 请注意我不需要播放器能够双向移动 . 通过执行以下操作,我可以让相机跟随播放器向右而不是向左:我从中删除了负片

this.world.setBounds(-this.player.yChange, 0, ...);

所以它变成了

this.world.setBounds(this.player.yChange, 0, ...);

现在,当按下右箭头键时,摄像机在向右行驶时跟随玩家,但是地砖不会再生,并且他会跑出地面 . 所以基本上我需要扭转地面再生的方向,但我无法弄清楚如何去做 . 由于一切都在左边工作,我确信这是一些简单的设置,也许一些负面因素需要积极进行?我已经这几天了,无法弄明白 . 有人能看到明显的解决方案吗?我会非常感激的 .

我的代码如下,或者看到codepen链接:https://codepen.io/clownhead/pen/BqyqOm

var Jumper = function() {};
Jumper.Play = function() {};

Jumper.Play.prototype = {

  preload: function() {
    this.load.image( 'hero', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/836/dude.png' );
    this.load.image( 'pixel', 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/836/pixel_1.png' );
  },

  create: function() {
    // background color
    this.stage.backgroundColor = '#6bf';

    // scaling
    this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
    this.scale.maxWidth = this.game.width;
    this.scale.maxHeight = this.game.height;
    this.scale.pageAlignHorizontally = true;
    this.scale.pageAlignVertically = true;
    this.scale.setScreenSize( true );

    // physics
    this.physics.startSystem( Phaser.Physics.ARCADE );

    // camera and platform tracking vars
    this.cameraXMin = 99999;
    this.platformXMin = 99999;

    // create platforms
    this.platformsCreate();

    // create hero
    this.heroCreate();

    // cursor controls
    this.cursor = this.input.keyboard.createCursorKeys();
  },

  update: function() {
    // this is where the main magic happens
    // the x offset and the width of the world are adjusted
    // to match the furthest point the hero has reached
    this.world.setBounds(-this.hero.xChange, 0, this.world.width + this.hero.xChange, this.game.height);

    // the built in camera follow methods won't work for our needs, we create a custom one

    this.cameraXMin = Math.min( this.cameraXMin, this.hero.x - this.game.width + 130 );
    this.camera.x = this.cameraXMin;

    // hero collisions and movement
    this.physics.arcade.collide( this.hero, this.platforms );
    this.heroMove();

     // these are pooled so they are very performant
    this.platforms.forEachAlive( function( elem ) {
      this.platformXMin = Math.min( this.platformXMin, elem.x );
      if( elem.x > this.camera.x + this.game.width ) {
        elem.kill();
        this.platformsCreateOne( this.platformXMin - 70, this.world.height - 50, 50 );
      }
    }, this );
  },

  shutdown: function() {
    // reset everything, or the world will be messed up
    this.world.setBounds( 0, 0, this.game.width, this.game.height );
    this.cursor = null;
    this.hero.destroy();
    this.hero = null;
    this.platforms.destroy();
    this.platforms = null;
  },

  platformsCreate: function() {
    // platform basic setup
    this.platforms = this.add.group();
    this.platforms.enableBody = true;
    this.platforms.createMultiple( 10, 'pixel' );

    // create a batch of platforms that start to move across the level
    for( var i = 0; i < 9; i++ ) {
      this.platformsCreateOne( this.world.width - 70 - 70 * i, this.world.height - 50, 50);
    }
  },

  platformsCreateOne: function( x, y, width ) {
    // this is a helper function since writing all of this out can get verbose elsewhere
    var platform = this.platforms.getFirstDead();
    platform.reset( x, y );
    platform.scale.x = width;
    platform.scale.y = 16;
    platform.body.immovable = true;
    return platform;
  },

  heroCreate: function() {
    // basic hero setup
    this.hero = game.add.sprite( this.world.centerX, this.world.height - 69, 'hero' );
    this.hero.anchor.set( 0.5 );

    // track where the hero started and how much the distance has changed from that point
    this.hero.xOrig = this.hero.x;
    this.hero.xChange = 0;

    // hero collision setup
    // disable all collisions except for down
    this.physics.arcade.enable( this.hero );
    this.hero.body.gravity.y = 500;
    this.hero.body.checkCollision.up = false;
    this.hero.body.checkCollision.left = false;
    this.hero.body.checkCollision.right = false;
  },

  heroMove: function() {
    // handle the left and right movement of the hero
    if( this.cursor.left.isDown ) {
      this.hero.body.velocity.x = -400;
    } else if( this.cursor.right.isDown ) {
      this.hero.body.velocity.x = 400;
    } else {
      this.hero.body.velocity.x = 0;
    }

    // handle hero jumping
    if( this.cursor.up.isDown && this.hero.body.touching.down ) {
      this.hero.body.velocity.y = -350;
    } 

    // wrap world coordinated so that you can warp from top to bottom
    this.world.wrap( this.hero, this.hero.width / 2, false );

    // track the maximum amount that the hero has travelled
    this.hero.xChange = Math.max( this.hero.xChange, Math.abs( this.hero.x - this.hero.xOrig ) );

  }
}

var game = new Phaser.Game( 500, 300, Phaser.CANVAS, '' );
game.state.add( 'Play', Jumper.Play );
game.state.start( 'Play' );

1 回答

  • 0

    所以你的代码的相关位基本上是这样的:

    this.camera.x = this.cameraXMin;
    

    如果我们看看代码是如何表现的,它会跟踪英雄的位置,然后考虑英雄的位置 .

    this.cameraXMin = Math.min( this.cameraXMin, this.hero.x - this.game.width + 130 );
    

    只要英雄向左移动,这就行得很好,因为 x 越来越小 . 然而,一旦你开始向右移动,他们第一次开始(比如说0)将始终低于他们去的地方(这将越来越高) .

    所以,而不是跟踪 Math.min ,你需要 Math.max . 您需要更多地重构代码,但进行以下调整将使您走上正确的道路 .

    create 中,您必须设置更好的默认值:

    // Instead of setting this to a high number, I would start it where the camera starts. Or just set it to 0.
    this.cameraXMin = this.camera.x;
    

    现在在你的 update 中,有它 Math.max

    this.cameraXMin = Math.max( this.cameraXMin, this.hero.x - this.game.width + 130 );
    

    您的平台代码也需要更改,但上述内容应该可以让您了解需要更改的内容 .

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