我正在使用Phaser 3(特别是物质物理引擎)进行游戏。我正在尝试遵循有关跳跃物理学https://www.emanueleferonato.com/2019/03/08/fling-unity-game-built-in-html5-with-phaser-and-matter-js-updated-with-the-latest-constraints-tweaks-fly-through-the-screen-with-your-ninja-rope/
的教程let game;
let gameOptions = {
gravity: 1,constraintSpeed: 2,hookSpeed: 20,ropeTolerance: 6
};
const BALL = 1;
const HOOK = 2;
window.onload = function() {
let gameConfig = {
type: Phaser.AUTO,scale: {
mode: Phaser.Scale.FIT,autoCenter: Phaser.Scale.CENTER_BOTH,parent: "thegame",width: 1200,height: 750
},scene: playGame,physics: {
default: "matter",matter: {
gravity: {
y: gameOptions.gravity
},debug: true
}
}
}
game = new Phaser.Game(gameConfig);
window.focus();
};
class playGame extends Phaser.Scene{
constructor(){
super("PlayGame");
}
preload() {
//Load background image
this.load.image('background','images/background.png');
this.load.atlas('sheet','assets/spiderTP.png','assets/spiderTP.json');
this.load.json('shapes','assets/spritesPE.json');
}
create() {
//Place background image
let background = this.add.image(600,375,'background');
//Update the game at 30Hz
this.matter.world.update30Hz();
//Get hitboxes
var shapes = this.cache.json.get('shapes');
//Set boundaries for physics
this.matter.world.setbounds(0,game.config.width,800);
//Player
this.hero = this.matter.add.sprite(600,500,'sheet','0001',{shape: shapes.s0001})
this.hero.label = BALL;
this.hook = null;
//Fire the hook
this.input.on("pointerdown",this.fireHook,this);
this.rope = null;
//Listen for collisions with the hook
this.matter.world.on("collisionstart",function(e,b1,b2){
if((b1.label == HOOK || b2.label == HOOK) && !this.rope) {
Phaser.Physics.Matter.Matter.Body.setStatic(this.hook,true);
let distance = Phaser.Math.Distance.Between(this.hero.body.position.x,this.hero.body.position.y,this.hook.position.x,this.hook.position.y);
if (distance > gameOptions.heroSize * 2) {
this.rope = this.matter.add.constraint(this.hero,this.hook,distance,0.1);
}
}
},this);
}
fireHook(e) {
if(this.hook) {
this.releaseHook();
}
else {
let angle = Phaser.Math.Angle.Between(this.hero.body.position.x,e.position.x,e.position.y);
this.hook = this.matter.add.rectangle(this.hero.body.position.x + 40 * Math.cos(angle),this.hero.body.position.y + 40 * Math.sin(angle),10,10);
this.hook.label = HOOK;
Phaser.Physics.Matter.Matter.Body.setVelocity(this.hook,{
x: gameOptions.hookSpeed * Math.cos(angle),y: gameOptions.hookSpeed * Math.sin(angle)
});
}
}
releaseHook() {
if(this.rope) {
this.matter.world.removeConstraint(this.rope);
this.rope = null;
}
if(this.hook){
this.matter.world.remove(this.hook);
this.hook = null;
};
}
update() {
// is there a constraint? Shrink it
if(this.rope){
this.rope.length -= gameOptions.constraintSpeed;
let hookPosition = this.hook.position;
let distance = Phaser.Math.Distance.Between(hookPosition.x,hookPosition.y,this.hero.body.position.x,this.hero.body.position.y);
if(distance - this.rope.length > gameOptions.ropeTolerance){
this.rope.length = distance;
}
this.rope.length = Math.max(this.rope.length,gameOptions.heroSize * 2);
}
}
}
编辑-我越来越近了。现在没有错误,但是,没有绳索被射出