Phaser P2 Sprite Scale Change 不适用于所有组子项

Phaser P2 Sprite Scale Change not working properly for all group children

我希望这段代码能解释我正在尝试做的事情。我有一个台球 table,如果球离得足够近,我希望球能加速进入球袋。此时我还没有检查距离,只是想弄清楚如何去做。

我相信有更好的方法!

  balls.forEachAlive(
    pockets.forEachAlive( moveBallTowardPocket, this), this);

更新:除了一件事,下面的代码是有效的,前五个口袋的球的比例变化。加速度适用于所有球到所有口袋。比例变化仅适用于最后一个口袋,不适用于前五个。

function update() {
  pockets.forEachAlive(function(pocket) {
    accelerateBallToPocket(flipper, pocket, 60);
    balls.forEachAlive(function(ball) {
      accelerateBallToPocket(ball, pocket, 60);
    });
  });
  //...
}

function accelerateBallToPocket(ball, pocket, speed) {
  if (typeof speed === 'undefined') {
    var speed = 120;
  }
  var pocket_body_x = pocket.body.x;
  var pocket_body_y = pocket.body.y;
  var ball_body_x   = ball.body.x;
  var ball_body_y   = ball.body.y;

  // move ball toward pocket if close enough
  var dx = ball_body_x - pocket_body_x;  //distance ship X to enemy X
  var dy = ball_body_y - pocket_body_y;  //distance ship Y to enemy Y
  var dist = Math.sqrt(dx*dx + dy*dy);   //pythagoras

  if (dist < pocket_radius * pocket_leniency_factor) {

    // accelerate ball to pocket on right angle
    var angle = Math.atan2(pocket.y - ball.y,
                             pocket.x - ball.x);
    ball.body.rotation = angle + game.math.degToRad(90);
    ball.body.force.x = Math.cos(angle) * speed;
    ball.body.force.y = Math.sin(angle) * speed;

    // change scale
    // FIXME only works on the last pocket lower right
    if (ball === flipper) {
      ball.scale.setTo(Math.tan(pocket.x - ball.x),
                         Math.tan(pocket.y - ball.y));
    } else {
      ball.scale.setTo(Math.sin(pocket.x - ball.x),
                         Math.cos(pocket.y - ball.y));
    }
  } else {
    // reset the scale when the ball is out of range of the pocket
    ball.scale.setTo(1.0, 1.0);
  }
}

第二次更新: 以下,基于解决方案,让我再次朝着正确的方向前进,我认为...

  for (var i = 0; i < pockets.children.length; i++) {
    accelerateBallToPocket(cue, pockets.children[i], 60);
    if (cue.pocketing) break;
  }

  for (var i = 0; i < balls.children.length; i++) {
    if (balls.children[i].pocketing) continue;
    for (var j = 0; j < pockets.children.length; j++) {
      accelerateBallToPocket(balls.children[i], pockets.children[j], 60);
      if (balls.children[i].pocketing) return;
    }
  }

好的,问题是如果球不靠近口袋,您将比例设置为 1。而且,当你检查每个球与每个口袋时,总会有一个口袋(在循环中稍后检查)球没有靠近,除了口袋列表中的最后一个口袋。因此,即使球刻度设置为正确的值,在检查下一个 pocket 时也会重置。

你可以做的是检查一个球是否靠近至少一个口袋,如果是,那么它就不能靠近其他口袋,所以你不要再次检查其他口袋。

// Consider that every ball is not inside a pocket
balls.forEachAlive(function(ball) {
   ball.inPocket = false;
});
flipper.inPocket = false; // You should really add the flipper to the balls group to remove duplicate code

pockets.forEachAlive(function(pocket) {
    if(!flipper.inPocket) accelerateBallToPocket(flipper, pocket, 60);
    balls.forEachAlive(function(ball) {
      if(!ball.inPocket) accelerateBallToPocket(ball, pocket, 60);
    });
  });

然后,在您的移动函数中,如果球靠近袋口,您必须将 inPocket 成员设置为 true。

function accelerateBallToPocket(ball, pocket, speed) {

    ...

    if (ball === flipper) {
      ball.scale.setTo(Math.tan(pocket.x - ball.x),
                         Math.tan(pocket.y - ball.y));
      ball.inPocket = true;
    } else {
      ball.scale.setTo(Math.sin(pocket.x - ball.x),
                         Math.cos(pocket.y - ball.y));
      ball.inPocket = true;
    }
  } else {
    // reset the scale when the ball is out of range of the pocket
    ball.scale.setTo(1.0, 1.0);
  }
}

另一种方法是反转循环顺序,首先遍历所有球,并为每个球检查每个口袋,一旦发现它在口袋中,就继续外循环(跳过对其他口袋的检查)。为了做到这一点,你的 accelerateBall 函数应该 return truefalse,当球足够靠近口袋时 truefalse 否则。

我会像这样重写你的迭代:

  for (var i = 0; i < pockets.children.length; i++) {
    accelerateBallToPocket(cue, pockets.children[i], 60);
    if (cue.pocketing) break;
  }

  // Stumped...
  for (var i = 0; i < balls.children.length; i++) {
    // No need for the check here, each ball should have pocketing=false, set at the top of the update loop
    // This means, that balls.children[i].pocketing will always be false here
    for (var j = 0; j < pockets.children.length; j++) {
      accelerateBallToPocket(balls.children[i], pockets.children[j], 60);
      if (balls.children[i].pocketing) break; // stop checking the rest of the pockets for this ball
    }
  }