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javascript - Phaser.io 中的 setSize

转载 作者:行者123 更新时间:2023-11-29 14:40:19 24 4
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我使用的是最新的 phaser.io 版本,但我收到一个可能与这些行有关的错误:

Phaser.Rectangle.contains(e.body, game.input.activePointer.x, game.input.activePointer.y);

shapesprite.body.setSize(30, 30, 0, 0);

我已经注释掉了上面的行,它有点起作用,但后来我得到了这个错误:

Game.js:195 Uncaught TypeError: Cannot read property 'setSize' of null

我想我的 sprite 有 18 个部分要通读。

Here is the sprite image. The left column is the unclicked state, and then right column is the clicked state

我的代码:

gameObj.Game = function (game) {
//step 1
var myTime;
var gameSeconds; //total game seconds
var timerSeconds = "0"; //current timer in seconds
var secondsLeft; //total game seconds - current timer second
var points;
var pointsShow;
};
var tile_size = 69;

gameObj.Game.prototype = {
create: function () {
var border = this.add.sprite(this.world.centerX, this.world.centerY, 'border');
border.anchor.setTo(0.5, 0.5);

var stroke = this.add.sprite(this.world.centerX + 30, this.world.centerX - 450, 'stroke');
points = 0;
gameObj.finalScore = points;
var currentTarg = this.add.sprite(this.world.centerX + 200, this.world.centerX - 125, 'currenttarget');

this.shapes = this.add.group();
this.shapes.createMultiple(36, 'shapesprite');

this.shapes.setAll('inputEnabled', true);
this.shapes.setAll('input.useHandCursor', true);

var progressbackground = this.add.sprite(this.world.centerX + 90, this.world.centerX - 380, 'progressbg');

var myPercentStyle = {
font: "400 24px Architects Daughter",
fill: "#000",
align: "center"
};
pointsShow = this.add.text(this.world.centerX + 195, this.world.centerX - 300, points + '%', myPercentStyle);

var myProgress = "Progress of \nShape Painting"
var myProgressStyle = {
font: "400 18px Architects Daughter",
fill: "#000",
align: "center"
};
var myProgressShow = this.add.text(this.world.centerX + 160, this.world.centerX - 360, myProgress, myProgressStyle);

var currentTargText = "Mix colors and make a:"
var currentTargStyle = {
font: "400 18px Architects Daughter",
fill: "#000",
align: "center"
};
var currentTargShow = this.add.text(this.world.centerX + 135, this.world.centerX - 220, currentTargText, currentTargStyle);

var targetBg = this.add.sprite(this.world.centerX + 140, this.world.centerX - 190, 'targetbg');




var timerbackground = this.add.sprite(this.world.centerX + 90, this.world.centerY + 120, 'timerbg');


var myTimeText = "Time until Art Show:";
var myTimeTextStyle = {
font: "400 24px Architects Daughter",
fill: "#000",
align: "center"
};
var myTimeShow = this.add.text(this.world.centerX + 110, this.world.centerX + 35, myTimeText, myTimeTextStyle);

var myTime = "2:00"
var myTimeStyle = {
font: "400 35px Architects Daughter",
fill: "#000",
align: "center"
};


myTimerShow = this.add.text(this.world.centerX + 190, this.world.centerX + 70, myTime, myTimeStyle);

tmpWinnerBtn = this.add.button(100, 200, 'btn_winner', this.winnerFun, this, 1, 0, 2);
tmpWinnerBtn.anchor.setTo(0.5, 0.5);

tmpLoserBtn = this.add.button(200, 200, 'btn_loser', this.loserFun, this, 1, 0, 2);
tmpLoserBtn.anchor.setTo(0.5, 0.5);
//timevars
tmpPointsBtn = this.add.button(300, 100, 'points_btn', this.pointsIncrease, this, 1, 0, 2);


gameSeconds = 120;
timerSeconds = 0;
secondsLeft = 0;

//create timer object
timerObj = this.game.time.create(false);
//set a timer event to occur every 1 second
timerObj.loop(1000, this.updateTimer, this);
//start the timer running
timerObj.start();


// this.combo_s = this.game.add.audio('combo');

this.clicked = false;
this.count = 0;
this.moves = 0;
this.type = -1;
this.deleted_shapes = [];
this.pos_i = -1;
this.pos_j = -1;
this.offset_x = 120;
this.offset_y = 150;
this.next_time = 0;
score = 0;
//this.width=69;
this.build_world();
},

update: function () {

this.shapes.forEachAlive(function (e) {
if (e.scale.x == 2) e.kill();
}, this);

if (game.input.activePointer.isDown && game.time.now > this.next_time) {
this.clicked = true;
this.try_select_a_shapesp();
}


if (game.input.activePointer.isUp && this.clicked) {
if (this.count > 1) {
this.remove_selected_shapes();
this.move_shapes_down();
this.add_missing_shapes();

} else
this.unselect_all_shapes();

//this.next_time = game.time.now + 300;
this.count = 0;
this.clicked = false;
this.type = -1;
this.pos_i = -1;
this.pos_j = -1;
}
},
build_world: function () {
for (var i = 0; i < 6; i++)
for (var j = 0; j < 6; j++)
this.add_shapesp(i, j, true);
},
add_shapesp: function (i, j, type) {
var shapesprite = this.shapes.getFirstExists(false);

var r = rand(3);
if (r == 1) shapesprite.frame = 2;
else if (r == 3) shapesprite.frame = 6;
else if (r == 2) shapesprite.frame = 4;
// else if (r == 2) shapesprite.frame = 4;
// else if (r == 3) shapesprite.frame = 6;

// else if (r == 4) shapesprite.frame = 8;
// else if (r == 5) shapesprite.frame = 10;
// // else if (r == 6) shapesprite.frame = 12;
// else if (r == 7) shapesprite.frame = 14;
// // else if (r == 8) shapesprite.frame = 16;
// else if (r == 9) shapesprite.frame = 18;
// // else if (r == 10) shapesprite.frame = 20;
// else if (r == 11) shapesprite.frame = 22;
// // else if (r == 12) shapesprite.frame = 24;
// else if (r == 13) shapesprite.frame = 26;
// else if (r == 14) shapesprite.frame = 28;
// // else if (r == 15) shapesprite.frame = 30;
// else if (r == 16) shapesprite.frame = 32;
// else if (r == 17) shapesprite.frame = 34;
// else if (r == 18) shapesprite.frame = 36;


shapesprite.anchor.setTo(0.5, 0.5);
shapesprite.selected = false;
shapesprite.pos_i = i;
shapesprite.pos_j = j;
shapesprite.move_y = 0;
shapesprite.move_x = 1;

shapesprite.body.setSize(30, 30, 0, 0);
shapesprite.alpha = 1;
shapesprite.scale.setTo(5, 1);
shapesprite.alive2 = true;
shapesprite.reset(this.offset_x + j * tile_size, this.offset_y + i * tile_size);

if (type)
this.game.add.tween(shapesprite.scale).delay(j * 100 + 1).to({
x: 1,
y: 1
}, 400).start();
else
this.game.add.tween(shapesprite.scale).delay(400).to({
x: 1,
y: 1
}, 400).start();
},

try_select_a_shapesp: function (e) {
this.shapes.forEachAlive(function (e) {
var bool = Phaser.Rectangle.contains(e.body, game.input.activePointer.x, game.input.activePointer.y);

if (e.selected || !bool) {
//console.log('hi');
return;
}


if (this.type == -1)
this.type = e.frame;

if (this.type == e.frame && this.in_range(e))
this.select_a_shapesp(e);
else
this.unselect_all_shapes();
}, this);
},

select_a_shapesp: function (e) {


e.selected = true;
e.frame += 1;
this.count += 1;
this.pos_j = e.pos_j;
this.pos_i = e.pos_i;
// this.increase_bar();
},

remove_selected_shapes: function (e) {
this.shapes.forEachAlive(function (e) {
if (!e.selected)
return;

this.game.add.tween(e.scale).to({
x: 2,
y: 2
}, 300).start();
this.game.add.tween(e).to({
alpha: 0
}, 300).start();
this.deleted_shapes.push({
i: e.pos_i,
j: e.pos_j
});
e.alive2 = false;
}, this);
},

unselect_all_shapes: function () {
this.count = 0;
this.shapes.forEachAlive(function (e) {
if (e.selected) {
e.selected = false;
e.frame -= 1;
}
}, this);
this.clear_bar();
},

move_shapes_down: function () {
for (var i = 0; i < this.deleted_shapes.length; i++) {
var tmp_i = this.deleted_shapes[i].i;
var tmp_j = this.deleted_shapes[i].j;

this.shapes.forEachAlive(function (e) {
if (!e.selected && e.pos_j == tmp_j && e.pos_i < tmp_i)
e.move_y += tile_size;
}, this);
}

this.shapes.forEachAlive(function (e) {
if (e.move_y == 0)
return;

var coef = e.move_y / tile_size;
e.pos_i += coef;
this.add.tween(e).delay(100).to({
y: e.y + e.move_y
}, 100 * coef).start();
e.move_y = 0;
}, this);

this.deleted_shapes = [];
},

add_missing_shapes: function () {
var min = [6, 6, 6, 6, 6, 6];

this.shapes.forEachAlive(function (e) {
if (e.pos_i < min[e.pos_j] && e.alive2)
min[e.pos_j] = e.pos_i;
}, this);

for (var i = 0; i < 6; i++)
for (var j = 0; j < min[i]; j++)
this.add_shapesp(j, i, false);
},

update_score_and_labels: function () {


this.clear_bar();
this.game.state.start('End');
},


in_range: function (d) {
if (this.pos_j == -1) return true;

return (this.pos_j - 1 == d.pos_j && this.pos_i == d.pos_i) ||
(this.pos_j + 1 == d.pos_j && this.pos_i == d.pos_i) ||
(this.pos_j == d.pos_j && this.pos_i - 1 == d.pos_i) ||
(this.pos_j == d.pos_j && this.pos_i + 1 == d.pos_i);
},
clear_bar: function () {
this.game.add.tween(this.progress).to({

}, 300).start();
},

add_tuto: function () {
this.tuto = this.game.add.button(0, 0, 'tuto', this.remove_tuto, this);
},

updateTimer: function () {
//console.log('hola');
timerSeconds++;


if (timerSeconds <= gameSeconds) {
secondsLeft = gameSeconds - timerSeconds;
//
displayMin = Math.floor(secondsLeft / 60) % 60;
displaySec = Math.floor(secondsLeft) % 60;
//
if (displayMin < 10) {
displayMin = "" + displayMin;
}
if (displaySec < 10) {
displaySec = "0" + displaySec;
}
myTimerShow.setText(displayMin + ":" + displaySec);
} else {
timerSeconds = 0;
this.loserFun();
}
},
pointsIncrease: function () {
//console.log("increase");
gameObj.finalScore += 10;
points = gameObj.finalScore;
pointsShow.setText(points + "%");

if (points == 100) {
this.game.state.start('Winner');
}
},
winnerFun: function () {
gameObj.finalTime = timerSeconds;
this.state.start('Winner');
},
loserFun: function () {
gameObj.finalTime = timerSeconds;
this.state.start('Loser');
}
};

最佳答案

在您的代码中,您没有在shapesprite 上启用物理。在您首先执行此操作之前,他们不会有您可以访问的机构:

这是一种方法:http://phaser.io/examples/v2/arcade-physics/group-vs-self

关于javascript - Phaser.io 中的 setSize,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39183740/

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