Phaser - 街机碰撞物理
Phaser - Arcade collision physics
我正在使用 Phaser 框架开发一个简单的方块游戏,但不幸的是,我在使用 Arcade 碰撞方法时偶然发现了 "bug"。我希望所有的瓷砖都能完美地堆叠在一起,但上面的瓷砖总是穿过它们下面的瓷砖。
这是代码:
var game = new Phaser.Game(700, 700, Phaser.AUTO, 'phaser-demo', {
create: create,
update: update
});
var tiles, textureRegistry = {};
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.physics.arcade.gravity.y = 500;
tiles = game.add.group();
tiles.physicsBodyType = Phaser.Physics.ARCADE;
tiles.enableBody = true;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
tiles.add(game.add.sprite(i * 70, j * 70, createBlock(64, 'red')));
}
}
tiles.setAll('body.collideWorldBounds', true);
tiles.setAll('body.bounce', new Phaser.Point(0.5, 0.5));
}
function update() {
game.physics.arcade.collide(tiles);
}
function createBlock(size, color) {
var name = size + '_' + color;
if (textureRegistry[name]) {
return textureRegistry[name];
}
var bmd = game.add.bitmapData(size, size);
bmd.ctx.fillStyle = color;
bmd.ctx.fillRect(0, 0, size, size);
textureRegistry[name] = bmd;
return bmd;
}
<script src="https://github.com/photonstorm/phaser/releases/download/v2.6.2/phaser.min.js"></script>
Chrome 看起来更糟。重要的是要注意,只有在使用 4x4 或更多图块时才会出现此问题。
Phaser Arcade Physics doesn't handle multi-body contact very well, due to limitations on current version
Alternatively consider using P2 physics instead and/or see discussions below.
-
http://www.html5gamedevs.com/topic/8191-vertical-sprite-collision-overlapfallthrough/
http://www.html5gamedevs.com/topic/7810-how-to-increase-rigidity-of-arcade-sprite-bodies/
是的,这是Arcade Physics的分离代码中的一个缺点,它不是为这种多体接触设计的。堆叠的东西越多,它就越奇怪。 @lewster32
我正在使用 Phaser 框架开发一个简单的方块游戏,但不幸的是,我在使用 Arcade 碰撞方法时偶然发现了 "bug"。我希望所有的瓷砖都能完美地堆叠在一起,但上面的瓷砖总是穿过它们下面的瓷砖。
这是代码:
var game = new Phaser.Game(700, 700, Phaser.AUTO, 'phaser-demo', {
create: create,
update: update
});
var tiles, textureRegistry = {};
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.physics.arcade.gravity.y = 500;
tiles = game.add.group();
tiles.physicsBodyType = Phaser.Physics.ARCADE;
tiles.enableBody = true;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
tiles.add(game.add.sprite(i * 70, j * 70, createBlock(64, 'red')));
}
}
tiles.setAll('body.collideWorldBounds', true);
tiles.setAll('body.bounce', new Phaser.Point(0.5, 0.5));
}
function update() {
game.physics.arcade.collide(tiles);
}
function createBlock(size, color) {
var name = size + '_' + color;
if (textureRegistry[name]) {
return textureRegistry[name];
}
var bmd = game.add.bitmapData(size, size);
bmd.ctx.fillStyle = color;
bmd.ctx.fillRect(0, 0, size, size);
textureRegistry[name] = bmd;
return bmd;
}
<script src="https://github.com/photonstorm/phaser/releases/download/v2.6.2/phaser.min.js"></script>
Chrome 看起来更糟。重要的是要注意,只有在使用 4x4 或更多图块时才会出现此问题。
Phaser Arcade Physics doesn't handle multi-body contact very well, due to limitations on current version
Alternatively consider using P2 physics instead and/or see discussions below.
http://www.html5gamedevs.com/topic/8191-vertical-sprite-collision-overlapfallthrough/
http://www.html5gamedevs.com/topic/7810-how-to-increase-rigidity-of-arcade-sprite-bodies/
是的,这是Arcade Physics的分离代码中的一个缺点,它不是为这种多体接触设计的。堆叠的东西越多,它就越奇怪。 @lewster32