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預警:半新手移相器:按下鍵+碰撞殺傷
基本上,如果用戶有左光標向下「令牌」與lftRect碰撞,我要殺死令牌。出於某種原因,我對碰撞殺回調函數不工作(下面是相關的代碼):
gumballGoGo.Preloader = function(game){
this.player = null;
this.ground = null;
//this.tokens = null;
this.ready = false;
};
var cursors, lftInit, rghtInit, ground, testDrp, sprite, tokens, rect, lftRect, ctrRect, rghtRect, lftToken;
var total = 0;
function lftHit(lftRect, lftToken) {
if (lftInit == true){
lftToken.kill()
}
};
gumballGoGo.Preloader.prototype = {
preload: function(){
},
create: function() {
// LFT BOX
lftRect = this.add.sprite(0, this.world.height - 150, null);
this.physics.enable(lftRect, Phaser.Physics.ARCADE);
lftRect.body.setSize(100, 100, 0, 0);
// CNTR BOX
ctrRect = this.add.sprite(100, this.world.height - 150, null);
this.physics.enable(ctrRect, Phaser.Physics.ARCADE);
ctrRect.body.setSize(100, 100, 0, 0);
// RGHT BOX
rghtRect = this.add.sprite(200, this.world.height - 150, null);
this.physics.enable(rghtRect, Phaser.Physics.ARCADE);
rghtRect.body.setSize(100, 100, 0, 0);
// INIT TOKEN GROUP
tokens = this.add.group();
tokens.enableBody = true;
this.physics.arcade.enable(tokens);
testDrp = tokens.create(125, -50, 'token');
testDrp.body.gravity.y = 300;
// CONTROLS
this.cursors = this.input.keyboard.createCursorKeys();
},
update: function() {
this.ready = true;
if (this.cursors.left.isDown)
{
lftInit = true;
}
else if (this.cursors.right.isDown)
{
rghtInit = true;
}
else
{
lftInit, rghtInit = false;
}
if (total < 20)
{
tokenSpawn();
}
this.physics.arcade.collide(lftRect, lftToken, lftHit, null, this);
}
};
function tokenSpawn() {
lftToken = tokens.create(25, -(Math.random() * 800), 'token');
lftToken.body.gravity.y = 300;
total++;
}
的最終目標是recreate this type of gameplay。
還有一點需要注意的是:截至目前,我正在使用一個隨機產卵循環來丟棄「令牌」。我寧願使用定時模式來進行令牌丟棄。如果您有任何建議,請分享。感謝:]