开发者问题收集

Phaser 3 中 setCollideWorldBounds 和重叠的问题

2020-09-20
564

我在使用 Phaser 3 时遇到了问题。

当我设置 CollideWorldBounds 时,它给我错误“无法读取 null 的属性‘setCollideWorldBounds’”,并且重叠功能不起作用。最奇怪的是,在我的游戏配置中,我的调试选项为 true,但仅在这个精灵中它不可见。

游戏配置

export const config = {
  type: Phaser.AUTO,
  backgroundColor: "#125555",
  width: 1200,
  height: 900,
  scene: Battle,
  physics: {
    default: "arcade",
    arcade: {
      debug: true,
    },
  },
};

const game = new Phaser.Game(config);

Player.ts

 export class Player extends Phaser.Physics.Arcade.Sprite {
  constructor(scene: Phaser.Scene, texture: string) {
    super(scene, config.width / 2, config.height - 150, texture);
    scene.add.existing(this);
  }
....

我的场景

export class Battle extends Phaser.Scene {
  private player: Player;
  private enemy1: Enemy;
  private enemy2: Enemy;
  private enemy3: Enemy;
  constructor() {
    super("playGame");
  }
  preload() {
    this.load.image("background", "assets/space.png");
    this.load.image("player", "assets/playerShip.png");
    this.load.image("bullet", "assets/laserBullet.png");
    this.load.image("enemy1", "assets/enemy1.png");
    this.load.image("enemy2", "assets/enemy2.png");
    this.load.image("enemy3", "assets/enemy3.png");
  }

  create() {
    this.player = new Player(this, "player");
    this.player.setScale(0.09);
    this.player.setCollideWorldBounds(true);

    this.enemy1 = new Enemy(this, "enemy1");
    this.enemy2 = new Enemy(this, "enemy2");
    this.enemy3 = new Enemy(this, "enemy3");
    this.enemies = this.physics.add.group();
    this.enemies.add(this.enemy1);
    this.enemies.add(this.enemy2);
    this.enemies.add(this.enemy3);
    this.playerCollision = this.physics.add.overlap(
      this.player,
      this.enemies,
      this.hitPlayer,
      null,
      this
    );
  hitPlayer(player: Phaser.Physics.Arcade.Sprite, enemies) {
    this.resetEnemy(enemies);
  }

  resetEnemy(enemy) {
    enemy.y = 0;
    let randomX = Phaser.Math.Between(0, config.width);
    enemy.x = randomX;
  }
....
1个回答

您需要将玩家添加到场景的物理中。 这应该可以解决问题。

 export class Player extends Phaser.Physics.Arcade.Sprite {
  constructor(scene: Phaser.Scene, texture: string) {
    super(scene, config.width / 2, config.height - 150, texture);
    scene.add.existing(this);
    scene.physics.add.existing(this);
  }
Ahmed Tounsi
2020-09-21