如何将 Phaser 集成到 React 中

How to integrate Phaser into React

我有一个用 create-react-app 创建的 React 应用程序,我也在尝试集成 Phaser 3。我跟着 this guide 开始了。我有 canvas 渲染文本,但在预加载中加载图像似乎不起作用。我得到了默认显示加载失败的纹理图像。

import ExampleScene from "./scenes/ExampleScene";

import * as React from "react";

export default class Game extends React.Component {
  componentDidMount() {
    const config = {
      type: Phaser.AUTO,
      parent: "phaser-example",
      width: 800,
      height: 600,
      scene: [ExampleScene]
    };

    new Phaser.Game(config);
  }

  shouldComponentUpdate() {
    return false;
  }

  render() {
    return <div id="phaser-game" />;
  }
}

示例场景:

import Phaser from "phaser";

export default class ExampleScene extends Phaser.Scene {
  preload() {
    this.load.image("logo", "assets/logo.png");
  }
  create() {
    const text = this.add.text(250, 250, "Phaser", {
      backgroundColor: "white",
      color: "blue",
      fontSize: 48
    });

    text.setInteractive({ useHandCursor: true });
    this.add.image(400, 300, "logo");

    text.on("pointerup", () => {
      console.log("Hello!");
      //store.dispatch({ type: ACTION_TYPE });
    });
  }
}

我们的想法是创建一个基于简单基因引擎的花朵生长的可视化。因此 Phaser 将从商店获取有关当前状态的说明。

我猜想这与 Phaser 的加载方式有关,并且与 React 的更新方式存在冲突。我正在阻止组件更新,因为我只需要游戏通过收听商店来接收指令

我已经看过这个SO answer and the accompanying wrapper,但它已经过时了。

如何让 Phaser 在 Create-React-App 中加载图像?

代码沙箱:https://codesandbox.io/s/github/nodes777/react-punnett/tree/phaser-game 回购:https://github.com/nodes777/react-punnett/tree/phaser-game

我从头开始创建 my own boilerplate from the phaser 3 template. I wrote about the specific steps to add React to the Phaser 3 template here

您似乎可以从 Create-React-App 中弹出并从那里添加 Phaser 3,但是不要弹出的警告让我放弃了该解决方案。

其他选项使用 WebComponents 以便能够将 Phaser 与任何其他框架(React、Angular、VueJS等),检查这个 npm 包:https://www.npmjs.com/package/@ion-phaser/core

此外,您可以使用该库的 React 包装器轻松地将 Phaser 与 React 组件一起使用,因此您无需直接操作 WebComponents,示例:

import React from 'react'
import Phaser from 'phaser'
import { IonPhaser } from '@ion-phaser/react'

const game = {
  width: "100%",
  height: "100%",
  type: Phaser.AUTO,
  scene: {
    init: function() {
      this.cameras.main.setBackgroundColor('#24252A')
    },
    create: function() {
      this.helloWorld = this.add.text(
        this.cameras.main.centerX, 
        this.cameras.main.centerY, 
        "Hello World", { 
          font: "40px Arial", 
          fill: "#ffffff" 
        }
      );
      this.helloWorld.setOrigin(0.5);
    },
    update: function() {
      this.helloWorld.angle += 1;
    }
  }
}

const App = () => {
  return (
    <IonPhaser game={game} />
  )
}

export default App;

有关更多详细信息,请查看存储库:https://github.com/proyecto26/ion-phaser/tree/master/react

您需要将图片放入文件夹public!

对我来说,我认为正确使用它们的最佳做法是单独创建相位器项目并使用 firebase 或您喜欢的任何托管服务单独托管它,然后将 link 放入在 iframe 标签里面做出反应。 通过这种方式,您可以有效地管理它们,并且可以以更舒适的方式操作 React 网站,尤其是移动宽度兼容性。

一年前我自己在这里寻找答案。这是应该起作用的模式。

import Phaser from "phaser"
import React, { useEffect, useState } from "react"

/** @tutorial I made this! This answers how you get your image. */
import logoImage from "./path-to-logo.png"

/** @tutorial I made this! Use a functional React component and `useEffect` hook.*/
export const Phaser3GameComponent = ({ someState }) => {
  // Optional: useful to delay appearance and avoid canvas flicker.
  const [isReady, setReady] = useState(false)
  // Just an example... do what you do here. 
  const dataService = (changedState) => {
    // I'm not sure how to use stores, but you'll know better what to do here.
    store.dispatch(
      {
        ...someState,
        ...changedState,
      },
      { type: ACTION_TYPE }
    )
  }
  // This is where the fun starts. 
  useEffect(() => {
    const config = {
      callbacks: {
        preBoot: game => {
          // A good way to get data state into the game.
          game.registry.merge(someState)
          // This is a good way to catch when that data changes.
          game.registry.events.on("changedata", (par, key, val, prevVal) => {
            // Simply call whatever functions you want outside.
            dataService({ [key]: val })
          })
        },
      },
      type: Phaser.AUTO,
      parent: "phaser-example",
      width: 800,
      height: 600,
      scene: [ExampleScene],
    }
    let game = new Phaser.Game(config)
    // Triggered when game is fully READY.
    game.events.on("READY", setReady)
    // If you don't do this, you get duplicates of the canvas piling up.
    return () => {
      setReady(false)
      game.destroy(true)
    }
  }, []) // Keep the empty array otherwise the game will restart on every render.
  return (
    <div id="phaser-example" className={isReady ? "visible" : "invisible"} />
  )
}

export default class ExampleScene extends Phaser.Scene {
  preload() {
    this.load.image("logo", logoImage)
  }
  create() {
    // You made this!
    const text = this.add.text(250, 250, "Phaser")
    text.setInteractive({ useHandCursor: true })
    this.add.image(400, 300, "logo")
    /** @tutorial I made this! */
    // Get all that lovely dataState into your scene,
    let { clickCount } = this.registry.getAll()
    text.on("pointerup", () => {
      // This will trigger the "changedata" event handled by the component.
      this.registry.merge({ clickCount: clickCount++ })
    })
    // This will trigger the scene as now being ready.
    this.game.events.emit("READY", true)
  }
}