如何在移相器中创建新键
How to create new keys in phaser
我是 Phaser 的新手,我刚刚开始处理第一个示例。我的疑问是,当我创建新密钥时,我可以看到控制台日志输出工作正常,但调用的操作不起作用。
密钥的创建使用不当?
我已经在文档中寻找解决方案,但是功能 createCursorsKeys
没有得到很好的解释。
提前致谢。
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade'
},
scene: {
preload: preload,
create: create,
update: update
}
};
var spaceKey;
var player;
var bomb;
var cursors;
var score = 0;
var scoreText;
var keyA;
var keyS;
var keyD;
var keyW;
var game = new Phaser.Game(config);
function preload (){
this.load.image('sky', 'assets/sky.png');
this.load.image('star', 'assets/star.png');
this.load.image('bomb', 'assets/bomb.png');
this.load.spritesheet('dude', 'assets/link.png', { frameWidth: 78, frameHeight: 78});
}
function create (){
this.add.image(400, 300, 'sky');
this.add.image(400, 300, 'bomb');
player = this.physics.add.sprite(100, 450, 'dude');
bomb = this.physics.add.sprite(100, 250, 'bomb');
star = this.physics.add.sprite(200, 250, 'star');
player.setCollideWorldBounds(true);
this.physics.add.collider(player,bomb);
this.physics.add.overlap(player,bomb,this.takeCoin, null, this);
bomb.setImmovable();
this.physics.add.overlap(player, star, collectStar, null, this);
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 21, end: 27 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 14, end:20 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'up',
frames: this.anims.generateFrameNumbers('dude', { start: 7, end: 13 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'down',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 6 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'A',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 1 }),
frameRate: 10,
repeat: -1
});
cursors = this.input.keyboard.createCursorKeys();
keyA = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A);
keyS = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S);
keyD = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D);
keyW = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W);
scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
}
function update (){
if(keyA.isDown) {
console.log('A key pressed');
player.setVelocityX(-160);
player.anims.play('KeyA', true);
}
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 if (cursors.down.isDown){
player.setVelocityY(160);
player.anims.play('down', true);
}
else if (cursors.up.isDown){
player.setVelocityY(-160);
player.anims.play('up', true);
}
else{
player.setVelocityX(0);player.setVelocityY(0);
player.anims.play('turn');
}
}
function takeCoin(player, bomb) {
//this.physics.pause();
score += 10;
scoreText.setText('Score: ' + score);
player.setTint(0xff0000);
}
function collectStar (player, star){
star.disableBody(true, true);
score += 10;
scoreText.setText('Score: ' + score);
}
我通常在 Phaser 3 中创建新光标键的方法是在 create
函数中创建一个对象,如下所示:
this.keys = this.input.keyboard.addKeys({
a: Phaser.Input.Keyboard.KeyCodes.A,
s: Phaser.Input.Keyboard.KeyCodes.S,
d: Phaser.Input.Keyboard.KeyCodes.D,
w: Phaser.Input.Keyboard.KeyCodes.W
});
然后在 update
函数中我这样称呼它:
if (this.keys.a.isDown){
// Whatever you want key A to do when pressed
}
我是 Phaser 的新手,我刚刚开始处理第一个示例。我的疑问是,当我创建新密钥时,我可以看到控制台日志输出工作正常,但调用的操作不起作用。
密钥的创建使用不当?
我已经在文档中寻找解决方案,但是功能 createCursorsKeys
没有得到很好的解释。
提前致谢。
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: {
default: 'arcade'
},
scene: {
preload: preload,
create: create,
update: update
}
};
var spaceKey;
var player;
var bomb;
var cursors;
var score = 0;
var scoreText;
var keyA;
var keyS;
var keyD;
var keyW;
var game = new Phaser.Game(config);
function preload (){
this.load.image('sky', 'assets/sky.png');
this.load.image('star', 'assets/star.png');
this.load.image('bomb', 'assets/bomb.png');
this.load.spritesheet('dude', 'assets/link.png', { frameWidth: 78, frameHeight: 78});
}
function create (){
this.add.image(400, 300, 'sky');
this.add.image(400, 300, 'bomb');
player = this.physics.add.sprite(100, 450, 'dude');
bomb = this.physics.add.sprite(100, 250, 'bomb');
star = this.physics.add.sprite(200, 250, 'star');
player.setCollideWorldBounds(true);
this.physics.add.collider(player,bomb);
this.physics.add.overlap(player,bomb,this.takeCoin, null, this);
bomb.setImmovable();
this.physics.add.overlap(player, star, collectStar, null, this);
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('dude', { start: 21, end: 27 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'turn',
frames: [ { key: 'dude', frame: 4 } ],
frameRate: 20
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('dude', { start: 14, end:20 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'up',
frames: this.anims.generateFrameNumbers('dude', { start: 7, end: 13 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'down',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 6 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'A',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 1 }),
frameRate: 10,
repeat: -1
});
cursors = this.input.keyboard.createCursorKeys();
keyA = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A);
keyS = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S);
keyD = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D);
keyW = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W);
scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
}
function update (){
if(keyA.isDown) {
console.log('A key pressed');
player.setVelocityX(-160);
player.anims.play('KeyA', true);
}
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 if (cursors.down.isDown){
player.setVelocityY(160);
player.anims.play('down', true);
}
else if (cursors.up.isDown){
player.setVelocityY(-160);
player.anims.play('up', true);
}
else{
player.setVelocityX(0);player.setVelocityY(0);
player.anims.play('turn');
}
}
function takeCoin(player, bomb) {
//this.physics.pause();
score += 10;
scoreText.setText('Score: ' + score);
player.setTint(0xff0000);
}
function collectStar (player, star){
star.disableBody(true, true);
score += 10;
scoreText.setText('Score: ' + score);
}
我通常在 Phaser 3 中创建新光标键的方法是在 create
函数中创建一个对象,如下所示:
this.keys = this.input.keyboard.addKeys({
a: Phaser.Input.Keyboard.KeyCodes.A,
s: Phaser.Input.Keyboard.KeyCodes.S,
d: Phaser.Input.Keyboard.KeyCodes.D,
w: Phaser.Input.Keyboard.KeyCodes.W
});
然后在 update
函数中我这样称呼它:
if (this.keys.a.isDown){
// Whatever you want key A to do when pressed
}