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javascript - Phaser——如何检查 Sprite 是否在移动?

转载 作者:太空宇宙 更新时间:2023-11-04 16:22:23 25 4
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我正在尝试检查我的 update() 函数是否球 Sprite 在被抛出后停止移动。我尝试了以下方法:

if (ball.body.velocity.x < 1 && ball.body.velocity.y < 1) {
alert("ball not moving");
}

但即使两个条件的计算结果都不为真,也会触发警报。 (意思是球还在动……)

这是我的代码。

game.js

window.onload = function() {

var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });

function preload() {
game.load.image('table', 'assets/img/table.png');
game.load.image('cup', 'assets/img/cup.png');
game.load.image('ball', 'assets/img/ball.png');
}

var table;
var cups;
var cup;
var ball;
var ballZ = 100;
var ballAscending = false;
var ballThrown = false;

function create() {

game.physics.startSystem(Phaser.Physics.ARCADE);

table = game.add.sprite(game.world.centerX, game.world.centerY, 'table');
table.anchor.setTo(0.5,0.5);

var cupW = game.cache.getImage('cup').width;
var cupH = game.cache.getImage('cup').height;

cups = game.add.group(game,game.world,'cups',false,true,Phaser.Physics.ARCADE);

cup = cups.create(game.world.centerX, cupH / 2, 'cup');
cup = cups.create(game.world.centerX - cupW, cupH / 2, 'cup');
cup = cups.create(game.world.centerX + cupW, cupH / 2, 'cup');
cup = cups.create(game.world.centerX - cupW / 2, cupH + (cupH / 2), 'cup');
cup = cups.create(game.world.centerX + cupW / 2, cupH + (cupH / 2), 'cup');
cup = cups.create(game.world.centerX, (cupH * 2) + (cupH / 2), 'cup');

cup = cups.create(game.world.centerX, game.world.height - (cupH / 2), 'cup');
cup = cups.create(game.world.centerX - cupW, game.world.height - (cupH / 2), 'cup');
cup = cups.create(game.world.centerX + cupW, game.world.height - (cupH / 2), 'cup');
cup = cups.create(game.world.centerX - cupW / 2, game.world.height - (cupH / 2) - cupH, 'cup');
cup = cups.create(game.world.centerX + cupW / 2, game.world.height - (cupH / 2) - cupH, 'cup');
cup = cups.create(game.world.centerX, game.world.height - (cupH / 2) - (cupH * 2), 'cup');

ball = game.add.sprite(game.world.centerX, game.world.centerY + (cupH*4),'ball');
ball.anchor.setTo(0.5,0.5);
ball.inputEnabled = true;

game.physics.enable([ball, cups],Phaser.Physics.ARCADE);

cups.forEach(function(item) {
item.anchor.setTo(0.5);
item.body.immovable = true;
},this);

ball.body.bounce.set(0.50);
ball.body.drag.set(100);

game.stage.backgroundColor = "#d3d3d3";

game.input.onDown.add(onDown,this);
game.input.onUp.add(throwBall,this);

}

var clickTime;

function onDown() {
clickTime = game.time.time;
}

function throwBall() {
var delta = game.time.time - clickTime;
game.physics.arcade.velocityFromAngle(ball.angle, delta, ball.body.velocity);
ballThrown = true;
}

function update() {

if (ballThrown) {

game.physics.arcade.collide(cups,ball);

if (ballAscending) {
ballZ = ballZ + 1;
if (ballZ > 100) {
ballAscending = false;
}
} else {
ballZ = ballZ - 1;
if (ballZ < 1) {
ballAscending = true;
}
}

ball.scale.set((ballZ + 100) / 100);

if (ball.body.velocity.x < 1 && ball.body.velocity.y < 1) {
alert("ball stopped moving");
}
}

ball.rotation = game.physics.arcade.angleToPointer(ball);

}

function render() {
game.debug.spriteInfo(ball,32,32);
}

}

index.html

<!DOCTYPE html>

<html lang="en">
<meta charset="UTF-8" />
<head>
<link rel="stylesheet" type="text/css" href="stylesheet.css">
</head>
<body>

<script src="js/phaser.min.js"></script>
<script src="js/game.js"></script>
</body>
</html>

最佳答案

抱歉,我迟到了四个月,但您可以使用 Phaser.Point“等于”方法来检查 body 的速度是否等于 (0,0) 的点

if (Phaser.Point.equals(ball.body.velocity,new Phaser.Point(0,0) ) ){
console.log("You ain't goin' anywhere!");
}

关于javascript - Phaser——如何检查 Sprite 是否在移动?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28258826/

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