Phaser 3:使用对象作为 Phaser.Scene 属性
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【中文标题】Phaser 3:使用对象作为 Phaser.Scene 属性【英文标题】:Phaser 3: Using Objects as Phaser.Scene properties 【发布时间】:2021-02-11 20:37:51 【问题描述】:我正在使用 TypeScript 开始使用 Phaser。所以我试图将我的主要对象移出 create 和 preload 方法,我认为最好的方法是将它们加载为 Phaser.Scene 类属性。但是我可能做错了什么或不明智......在我这样做之后我没有收到任何错误,但游戏只显示黑屏......
你能看看下面的代码,看看有什么问题吗?
import * as Phaser from 'phaser';
const sceneConfig =
active: false,
visible: false,
key: 'Game',
export default class GameScene extends Phaser.Scene
platforms : Phaser.Physics.Arcade.StaticGroup
player: Phaser.Types.Physics.Arcade.SpriteWithDynamicBody
constructor()
super(sceneConfig);
this.platforms = this.physics.add.staticGroup()
this.player = this.physics.add.sprite(100, 450, 'dude')
preload()
this.load.image('sky', 'src/assets/sky.png');
this.load.image('ground', 'src/assets/platform.png');
this.load.image('star', 'src/assets/star.png');
this.load.image('bomb', 'src/assets/bomb.png');
this.load.spritesheet('dude',
'src/assets/dude.png',
frameWidth: 32, frameHeight: 48
);
create()
this.add.image(0, 0, 'sky').setOrigin(0,0)
this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();
this.platforms.create(600, 400, 'ground');
this.platforms.create(50, 250, 'ground');
this.platforms.create(750, 220, 'ground');
this.player.body.setGravityY(300)
this.player.setBounce(0.2);
this.player.setCollideWorldBounds(true);
this.anims.create(
key: 'left',
frames: this.anims.generateFrameNumbers('dude', start: 0, end: 3 ),
frameRate: 10,
repeat: -1
);
this.anims.create(
key: 'turn',
frames: [ key: 'dude', frame: 4 ],
frameRate: 20
);
this.anims.create(
key: 'right',
frames: this.anims.generateFrameNumbers('dude', start: 5, end: 8 ),
frameRate: 10,
repeat: -1
);
this.physics.add.collider(this.player, this.platforms);
public update()
// TODO
var cursors = this.input.keyboard.createCursorKeys();
if (cursors.left.isDown)
this.player.setVelocityX(-160);
this.player.anims.play('left', true);
else if (cursors.right.isDown)
this.player.setVelocityX(160);
this.player.anims.play('right', true);
else
this.player.setVelocityX(0);
this.player.anims.play('turn');
if (cursors.up.isDown && this.player.body.touching.down)
this.player.setVelocityY(-330);
【问题讨论】:
【参考方案1】:您不应该在构造函数中添加场景,因为场景尚未初始化(显然,您仍在构造函数中!)
移动这些以创建和使用definite assignment assertion:
export default class GameScene extends Phaser.Scene
platforms!: Phaser.Physics.Arcade.StaticGroup
player!: Phaser.Types.Physics.Arcade.SpriteWithDynamicBody
constructor()
super(sceneConfig);
create()
this.platforms = this.physics.add.staticGroup()
this.player = this.physics.add.sprite(100, 450, 'dude')
...
【讨论】:
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