Phaser set group sprites的锚点属性
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我是Phaser的新手,有一个简短的问题。我有一个名为cups的组对象,并且向其中添加了6个精灵。但是,如果每个子画面都没有将其锚属性设置为0.5,0.5,则它们也不会放置在我想要的位置。将其添加到组中后,我可以更改每个精灵锚,但是我觉得必须有更好的方法,例如
var myGroup = game.add.group();
..add sprites here
myGroup.anchor.setTo(0.5,0.5);
这是我当前的代码。
window.onload = function() {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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');
}
function create() {
var 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;
var cups = game.add.group();
var cup = cups.create(game.world.centerX, cupH / 2, 'cup');
cup.anchor.setTo(0.5,0.5);
cup = cups.create(game.world.centerX - cupW, cupH / 2, 'cup');
cup.anchor.setTo(0.5,0.5);
cup = cups.create(game.world.centerX + cupW, cupH / 2, 'cup');
cup.anchor.setTo(0.5,0.5);
cup = cups.create(game.world.centerX - cupW / 2, cupH + (cupH / 2), 'cup');
cup.anchor.setTo(0.5,0.5);
cup = cups.create(game.world.centerX + cupW / 2 , cupH + (cupH / 2), 'cup');
cup.anchor.setTo(0.5,0.5);
cup = cups.create(game.world.centerX, (cupH * 2) + (cupH / 2), 'cup');
cup.anchor.setTo(0.5,0.5);
var ball = game.add.sprite(game.world.centerX, game.world.centerY,'ball');
ball.anchor.setTo(0.5,0.5);
}
function update() {
}
}
答案
当您将项目添加到组中时,它们成为子项,您可以在group.children
另一答案
下面是您的代码示例,这种方式更容易=>
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