JS、Socket.io、Phaser3、未创建对象
JS, Socket.io, Phaser3, Object Not Being Created
我是 JS、phaser3 和 Socket.io 新手,我真的很想学习。
代码上下文:
- Phaser3
- Socket.io
- socket连接前游戏房间加载状态
- 生成 NPC 和玩家
- 当试图在创建它的同一回调中访问 NPC 的(大量)精灵时失败
问题:
- 无法访问 sprite 属性,一般来说似乎对象不是首先创建的
在连接到套接字服务器后,我让套接字在Phaser3 的“universeState”的“create()”函数中侦听。 index.js:
this.socket.on('universeState',(universe)=>
{
console.log(`mass? ${JSON.stringify(universe.sys.mass[1].id)}`)
for(let i = 0;i < universe.sys.mass.length; i++)
{
console.log(universe.sys.mass[i].id,universe.sys.mass[i].x,universe.sys.mass[i].y,universe.sys.mass[i].asset);
this.utils.genMass(universe.sys.mass[i].id,universe.sys.mass[i].x,universe.sys.mass[i].y,universe.sys.mass[i].asset);
console.log(`check: 3 ${JSON.stringify(this.state.state.mass)}`);
this.state.state.mass[universe.sys.mass[i].id].sprite.setScale(0.5,0.5); //issue here
console.log('check: 4');
this.physics.add.collider(this.state.state.mass[universe.sys.mass[i].id].sprite, this.state.state.playerMass[this.state.id].sprite, function(mass, player) {
mass.destroy();
player.setScale(player.scaleX + 0.03);
let camera = this.cameras.main;
camera.zoomTo(camera.zoom * 0.975);
}, null, this);
}
用于在 utils.js 中创建“质量”的函数:
genMass(id,x,y,tex)
{
console.log(`creating sprite with operands: ${id},${x},${y},${tex}`);
let sprite = this.scene.physics.add.sprite(50,50,tex)//needs to be a physics object
if(id.substring(0,5)=='mass:')
{
console.log(`is equal`)
}
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id] = {id:id,sprite:sprite,x:x,y:y}:
this.scene.state.state.playerMass[id] = {id:id,sprite:sprite,x:x,y:y}; //generate an extra parameter argument for quantified mass
console.log('check: 0');
id.substring(0,4)=='mass:'?
this.scene.physics.world.enable(this.scene.state.state.mass[id].sprite):
this.scene.physics.world.enable(this.scene.state.state.playerMass[id].sprite);
console.log('check: 1');
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id].sprite.body.collideWorldBounds = true:
this.scene.state.state.playerMass[id].sprite.body.collideWorldBounds = true;
console.log('check: 2');
}
在注释为“此处问题”的第一个代码片段中,一切都首先出现错误。因为我使用的是 webpack,所以捆绑文件帮不上什么忙。控制台:
Player ID returned:null
bundle.min.js:1 connected to game
bundle.min.js:1 mass? "mass:3961482"
bundle.min.js:1 mass:7107097 19134 14999 arc_purple
bundle.min.js:1 creating sprite with operands: mass:7107097,19134,14999,arc_purple
bundle.min.js:1 is equal
bundle.min.js:1 check: 0
bundle.min.js:1 check: 1
bundle.min.js:1 check: 2
bundle.min.js:1 check: 3 {}
bundle.min.js:1 Uncaught TypeError: Cannot read properties of undefined (reading 'sprite')
at Q.<anonymous> (bundle.min.js:1:978636)
at Q.i.emit (bundle.min.js:1:40837)
at Q.emitEvent (bundle.min.js:1:969227)
at Q.onevent (bundle.min.js:1:969030)
at Q.onpacket (bundle.min.js:1:968708)
at et.i.emit (bundle.min.js:1:40837)
at et.ondecoded (bundle.min.js:1:973286)
at q.i.emit (bundle.min.js:1:40837)
at q.add (bundle.min.js:1:964368)
at et.ondata (bundle.min.js:1:973261)
问题:
为什么我创建的对象在登录时是空的?如何成功创建对象并访问它?
备注:
我怀疑这是某种回调行为,您无法初始化某些内容并在同一回调中访问它。我比较新,想学习谢谢。
你不能访问属性的原因很“简单”,因为this.state.state.mass
对象是空的。
自 te 输出:
...
bundle.min.js:1 check: 3 {}
bundle.min.js:1 Uncaught TypeError: Cannot read properties of undefined (reading 'sprite')
和代码行:
console.log(`check: 3 ${JSON.stringify(this.state.state.mass)}`);
所以如果 this.state.state.mass
是一个空的 object
/ {}
,那么 object
.
中没有属性 universe.sys.mass[i].id
所以this.state.state.mass[universe.sys.mass[i].id]
是undefined
,undefined没有属性sprite
,这是错误信息
为什么这是 undefined
很难说 如果没有更多的代码 ,但是使用 当前共享的 代码,我会必须猜测:在您使用的套接字函数中 this.state.state.mass
和在您使用的 genMass
函数中使用 this.scene.state.state.mass
,这可能是原因,因为这可能是不同的对象。
更新:
重新阅读代码后,您应该检查代码中比较 substring
和 'mass:'
的部分,因为这里只有 if/else[= 的第二部分63=] 块将被执行,因为 id.substring(0,4)
的字符串长度为 4,而 'mass:'
的字符串长度为 5,所以它们 永远不会 匹配。
btw.: to use the ternary operator
?:
instead of if
/else
is not the best option, and makes the code less readable.
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id] = {id:id,sprite:sprite,x:x,y:y}:
this.scene.state.state.playerMass[id] = {id:id,sprite:sprite,x:x,y:y}; //generate an extra parameter argument for quantified mass
console.log('check: 0');
id.substring(0,4)=='mass:'?
this.scene.physics.world.enable(this.scene.state.state.mass[id].sprite):
this.scene.physics.world.enable(this.scene.state.state.playerMass[id].sprite);
console.log('check: 1');
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id].sprite.body.collideWorldBounds = true:
this.scene.state.state.playerMass[id].sprite.body.collideWorldBounds = true;
console.log('check: 2');
这更具可读性:
if(id.substring(0,4)=='mass:'){
this.scene.state.state.mass[id] = {id:id,sprite:sprite,x:x,y:y};
this.scene.physics.world.enable(this.scene.state.state.mass[id].sprite);
this.scene.state.state.mass[id].sprite.body.collideWorldBounds = true;
} else {
this.scene.state.state.playerMass[id] = {id:id,sprite:sprite,x:x,y:y};
this.scene.physics.world.enable(this.scene.state.state.playerMass[id].sprite);
this.scene.state.state.playerMass[id].sprite.body.collideWorldBounds = true;
}
...或者这个,这个大概更清楚:
let mass = {id:id,sprite:sprite,x:x,y:y};
this.scene.physics.world.enable(sprite);
sprite.body.collideWorldBounds = true;
if(id.substring(0,4)=='mass:'){
this.scene.state.state.mass[id] = mass;
} else {
this.scene.state.state.playerMass[id] = mass;
}
我们在评论部分谈到了两件事。
您的子字符串需要包含冒号才能通过创建质量类型对象的测试。
未创建 playerMass 对象。
你走在正确的轨道上。
我是 JS、phaser3 和 Socket.io 新手,我真的很想学习。
代码上下文:
- Phaser3
- Socket.io
- socket连接前游戏房间加载状态
- 生成 NPC 和玩家
- 当试图在创建它的同一回调中访问 NPC 的(大量)精灵时失败
问题:
- 无法访问 sprite 属性,一般来说似乎对象不是首先创建的
在连接到套接字服务器后,我让套接字在Phaser3 的“universeState”的“create()”函数中侦听。 index.js:
this.socket.on('universeState',(universe)=>
{
console.log(`mass? ${JSON.stringify(universe.sys.mass[1].id)}`)
for(let i = 0;i < universe.sys.mass.length; i++)
{
console.log(universe.sys.mass[i].id,universe.sys.mass[i].x,universe.sys.mass[i].y,universe.sys.mass[i].asset);
this.utils.genMass(universe.sys.mass[i].id,universe.sys.mass[i].x,universe.sys.mass[i].y,universe.sys.mass[i].asset);
console.log(`check: 3 ${JSON.stringify(this.state.state.mass)}`);
this.state.state.mass[universe.sys.mass[i].id].sprite.setScale(0.5,0.5); //issue here
console.log('check: 4');
this.physics.add.collider(this.state.state.mass[universe.sys.mass[i].id].sprite, this.state.state.playerMass[this.state.id].sprite, function(mass, player) {
mass.destroy();
player.setScale(player.scaleX + 0.03);
let camera = this.cameras.main;
camera.zoomTo(camera.zoom * 0.975);
}, null, this);
}
用于在 utils.js 中创建“质量”的函数:
genMass(id,x,y,tex)
{
console.log(`creating sprite with operands: ${id},${x},${y},${tex}`);
let sprite = this.scene.physics.add.sprite(50,50,tex)//needs to be a physics object
if(id.substring(0,5)=='mass:')
{
console.log(`is equal`)
}
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id] = {id:id,sprite:sprite,x:x,y:y}:
this.scene.state.state.playerMass[id] = {id:id,sprite:sprite,x:x,y:y}; //generate an extra parameter argument for quantified mass
console.log('check: 0');
id.substring(0,4)=='mass:'?
this.scene.physics.world.enable(this.scene.state.state.mass[id].sprite):
this.scene.physics.world.enable(this.scene.state.state.playerMass[id].sprite);
console.log('check: 1');
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id].sprite.body.collideWorldBounds = true:
this.scene.state.state.playerMass[id].sprite.body.collideWorldBounds = true;
console.log('check: 2');
}
在注释为“此处问题”的第一个代码片段中,一切都首先出现错误。因为我使用的是 webpack,所以捆绑文件帮不上什么忙。控制台:
Player ID returned:null
bundle.min.js:1 connected to game
bundle.min.js:1 mass? "mass:3961482"
bundle.min.js:1 mass:7107097 19134 14999 arc_purple
bundle.min.js:1 creating sprite with operands: mass:7107097,19134,14999,arc_purple
bundle.min.js:1 is equal
bundle.min.js:1 check: 0
bundle.min.js:1 check: 1
bundle.min.js:1 check: 2
bundle.min.js:1 check: 3 {}
bundle.min.js:1 Uncaught TypeError: Cannot read properties of undefined (reading 'sprite')
at Q.<anonymous> (bundle.min.js:1:978636)
at Q.i.emit (bundle.min.js:1:40837)
at Q.emitEvent (bundle.min.js:1:969227)
at Q.onevent (bundle.min.js:1:969030)
at Q.onpacket (bundle.min.js:1:968708)
at et.i.emit (bundle.min.js:1:40837)
at et.ondecoded (bundle.min.js:1:973286)
at q.i.emit (bundle.min.js:1:40837)
at q.add (bundle.min.js:1:964368)
at et.ondata (bundle.min.js:1:973261)
问题:
为什么我创建的对象在登录时是空的?如何成功创建对象并访问它?
备注:
我怀疑这是某种回调行为,您无法初始化某些内容并在同一回调中访问它。我比较新,想学习谢谢。
你不能访问属性的原因很“简单”,因为this.state.state.mass
对象是空的。
自 te 输出:
...
bundle.min.js:1 check: 3 {}
bundle.min.js:1 Uncaught TypeError: Cannot read properties of undefined (reading 'sprite')
和代码行:
console.log(`check: 3 ${JSON.stringify(this.state.state.mass)}`);
所以如果 this.state.state.mass
是一个空的 object
/ {}
,那么 object
.
universe.sys.mass[i].id
所以this.state.state.mass[universe.sys.mass[i].id]
是undefined
,undefined没有属性sprite
,这是错误信息
为什么这是 undefined
很难说 如果没有更多的代码 ,但是使用 当前共享的 代码,我会必须猜测:在您使用的套接字函数中 this.state.state.mass
和在您使用的 genMass
函数中使用 this.scene.state.state.mass
,这可能是原因,因为这可能是不同的对象。
更新:
重新阅读代码后,您应该检查代码中比较 substring
和 'mass:'
的部分,因为这里只有 if/else[= 的第二部分63=] 块将被执行,因为 id.substring(0,4)
的字符串长度为 4,而 'mass:'
的字符串长度为 5,所以它们 永远不会 匹配。
btw.: to use the
ternary operator
?:
instead ofif
/else
is not the best option, and makes the code less readable.
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id] = {id:id,sprite:sprite,x:x,y:y}:
this.scene.state.state.playerMass[id] = {id:id,sprite:sprite,x:x,y:y}; //generate an extra parameter argument for quantified mass
console.log('check: 0');
id.substring(0,4)=='mass:'?
this.scene.physics.world.enable(this.scene.state.state.mass[id].sprite):
this.scene.physics.world.enable(this.scene.state.state.playerMass[id].sprite);
console.log('check: 1');
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id].sprite.body.collideWorldBounds = true:
this.scene.state.state.playerMass[id].sprite.body.collideWorldBounds = true;
console.log('check: 2');
这更具可读性:
if(id.substring(0,4)=='mass:'){
this.scene.state.state.mass[id] = {id:id,sprite:sprite,x:x,y:y};
this.scene.physics.world.enable(this.scene.state.state.mass[id].sprite);
this.scene.state.state.mass[id].sprite.body.collideWorldBounds = true;
} else {
this.scene.state.state.playerMass[id] = {id:id,sprite:sprite,x:x,y:y};
this.scene.physics.world.enable(this.scene.state.state.playerMass[id].sprite);
this.scene.state.state.playerMass[id].sprite.body.collideWorldBounds = true;
}
...或者这个,这个大概更清楚:
let mass = {id:id,sprite:sprite,x:x,y:y};
this.scene.physics.world.enable(sprite);
sprite.body.collideWorldBounds = true;
if(id.substring(0,4)=='mass:'){
this.scene.state.state.mass[id] = mass;
} else {
this.scene.state.state.playerMass[id] = mass;
}
我们在评论部分谈到了两件事。
您的子字符串需要包含冒号才能通过创建质量类型对象的测试。
未创建 playerMass 对象。
你走在正确的轨道上。