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我創建phaserjs如何在集團迭代中Phaser.js
this.fruitsOutline = this.game.add.group();
之後,我已經在這幾個加精靈一組。一切工作正常。現在,如果要訪問this.fruitsOutline,從onDragStart事件處理程序的內部,它給不確定
var GameState = {
init:function(){
this.physics.startSystem(Phaser.Physics.ARCADE);
},
create: function() {
var innerImgPos = {x:150,y:200};
var outlineImgPos = {x:460,y:200};
var FIXED_DISTANCE_Y = 150;
var gameData = [
//...some data
];
this.background = this.game.add.sprite(0, 0, 'background');
this.overlapHappen = false;
this.startPos = {x:150,y:197};
this.fruitsOutline = this.game.add.group();
this.fruitsInner = this.game.add.group();
for(var i=0; i<gameData.length; i++){
fruitOuter = this.fruitsOutline.create(outlineImgPos.x,((outlineImgPos.y+25)*i)+FIXED_DISTANCE_Y,gameData[i].fruit_outline.img);
fruitOuter.name = gameData[i].fruitName;
fruitOuter.anchor.setTo(.5);
fruitOuter.customParams = {myName:gameData[i].fruit_outline.name};
this.game.physics.arcade.enable(fruitOuter);
fruitOuter.body.setSize(100,100,50,50);
fruitInner = this.fruitsInner.create(innerImgPos.x,((innerImgPos.y+25)*i)+FIXED_DISTANCE_Y,gameData[i].fruit_inner.img);
fruitInner.name = gameData[i].fruitName;
fruitInner.anchor.setTo(0.5);
fruitInner.inputEnabled = true;
fruitInner.input.enableDrag();
fruitInner.input.pixelPerfectOver = true;
fruitInner.originalPos = {x:fruitInner.position.x,y:fruitInner.position.y};
this.game.physics.arcade.enable(fruitInner);
fruitInner.body.setSize(100,100,50,50);
fruitInner.customParams = {myName:gameData[i].fruit_inner.name,targetKey:fruitOuter,targetImg:gameData[i].fruit_outline.name};
fruitInner.events.onDragStart.add(this.onDragStart);
fruitInner.events.onDragStop.add(this.onDragStop,this);
}
},
update: function() {
},
onDragStart:function(sprite,pointer){
console.log(this.fruitsInner) //this gives undefined I expect an array
},
onDragStop:function(sprite,pointer){
var endSprite = sprite.customParams.targetKey;
console.log(endSprite);
this.stopDrag(sprite,endSprite)
},
stopDrag:function(currentSprite,endSprite){
var currentSpriteRight = currentSprite.position.x + (currentSprite.width/2);
if (!this.game.physics.arcade.overlap(currentSprite, endSprite, function() {
var currentSpriteTarget = currentSprite.customParams.targetImg;
var endSpriteName = endSprite.customParams.myName;
console.log(currentSpriteTarget,endSpriteName);
if(currentSpriteTarget === endSpriteName){
currentSprite.input.draggable = false;
currentSprite.position.copyFrom(endSprite.position);
currentSprite.anchor.setTo(endSprite.anchor.x, endSprite.anchor.y);
}
console.log(currentSprite.width);
})) {
//currentSprite.position.copyFrom(currentSprite.originalPosition);
currentSprite.position.x = currentSprite.originalPos.x;
currentSprite.position.y = currentSprite.originalPos.y;
}
},
render:function(){
game.debug.body(this.fruitsInner);
//game.debug.body(this.orange_outline);
}
}