Позвольте мне сказать, что для начала я уже задавал этот вопрос один раз. Ответ работал нормально, но с тех пор я добавлял код, и теперь предыдущий ответ не работает.
Ранее я решил эту проблему, добавив переменную с именем skaterTouchingGround
и установив для нее значение true, когда фигурист "столкнулся" с землей (или когда он был на земле). Затем, когда я заставил игрока прыгать, после обнаружения клавиши прыжка, skaterTouchingGround
будет установлен в false. По какой-то причине это больше не работает, поэтому я думаю, что мне нужен новый способ ограничить моего игрока одним прыжком, прежде чем он снова упадет на землю.
Я попытался изменить способ определения значения переменной и изменить способ определения нажатия клавиши.
Вот полный код игры
//Configurations for the physics engine
var physicsConfig = {
default: 'matter',
matter : {
gravity: {
x: 0,
y: 2.5, // <--This is the only way I could get the skater to roll up the ramp.
},
debug: true //CHANGE THIS TO TRUE TO SEE LINES
}
}
//Variables for height and width
var gameHeight = 750;
var gameWidth = 3000;
//Game configurations
var config = {
type: Phaser.AUTO,
width: 1500, //<-- this is the width of what we will see at one time
height: gameHeight,
physics: physicsConfig,
scene: {
preload: preload,
create: create,
update: update
}
}
/* This variable will be used to make sure the skater
cannot ollie while he is already in the air */
let skaterTouchingGround;
//Start the game
var game = new Phaser.Game(config);
//Declare variables so we can access them in all functions
var skater;
var ground;
var sky;
//Score variables
let score = 0;
let scoreBoard;
function preload() {
//Images
this.load.image('sky', 'archery_assets/images/sky.png');
//Load sprites from TexturePacker
this.load.atlas('sheet', 'skate_assets/sprites.png', 'skate_assets/sprites.json');
//Load body shapes from PhysicsEditor
this.load.json('shapes', 'skate_assets/spritesPE.json');
}
function create() {
//Background
sky = this.add.image(1500, 325,'sky')
//Scale the image
sky.setDisplaySize(gameWidth, gameHeight);
//Get the hitboxes
var shapes = this.cache.json.get('shapes');
//Set world bounds
this.matter.world.setBounds(0, 0, gameWidth, gameHeight);
//Place ground object
ground = this.matter.add.sprite(0, 0, 'sheet', 'ground', {shape: shapes.ground});
//Ground is 600x600, so double the x pixels and we get screen width
ground.setScale(5, 1);
ground.setPosition(1500, 650);
//Let the ground detect collisions
ground.isSensor(true);
//Place the ramp
var ramp = this.matter.add.sprite(0, 0, 'sheet', 'ramp', {shape: shapes.ramp});
ramp.setPosition(550 + ramp.centerOfMass.x, 250 + ramp.centerOfMass.y);
//Place a bench
var bench = this.matter.add.sprite(2000, 200, 'sheet', 'bench', {shapes: shapes.bench});
bench.setScale(2, 1);
bench.setPosition(2250 + bench.centerOfMass.x, 50 + bench.centerOfMass.y);
//Create the skater
skater = this.matter.add.sprite(0, 0, 'sheet', 'roll/0001', {shape: shapes.s0001});
skater.setPosition(100 + skater.centerOfMass.x, 200 + skater.centerOfMass.y);
//Collision filtering
var staticCategory = this.matter.world.nextCategory();
ramp.setCollisionCategory(staticCategory);
ground.setCollisionCategory(staticCategory);
bench.setCollisionCategory(staticCategory);
var skaterCategory = this.matter.world.nextCategory();
skater.setCollisionCategory(skaterCategory);
//Roll animation
//Generate the frame names
var rollFrameNames = this.anims.generateFrameNames(
'sheet', {start: 1, end: 4, zeroPad: 4,
prefix: 'roll/'}
);
//Create the animation
this.anims.create({
key: 'roll', frames: rollFrameNames, frameRate: 16, repeat: -1
});
//Push animation
var pushFrameNames = this.anims.generateFrameNames(
'sheet', {start: 5, end: 8, zeroPad: 4,
prefix: 'push/'}
);
this.anims.create({
key: 'push', frames: pushFrameNames, frameRate: 16, repeat: 0
});
//Shuvit animation
var shuvFrameNames = this.anims.generateFrameNames(
'sheet', {start: 9, end: 12, zeroPad: 4,
prefix: 'shuv/'}
);
this.anims.create({
key: 'shuv', frames: shuvFrameNames, frameRate: 32, repeat: 0
});
//Ollie animation
var ollieFrameNames = this.anims.generateFrameNames(
'sheet', {start: 13, end: 20, zeroPad: 4,
prefix: 'ollie/'}
);
this.anims.create({
key: 'ollie', frames: ollieFrameNames, frameRate: 24, repeat: 0
});
//Kickflip animation
var kfFrameNames = this.anims.generateFrameNames(
'sheet', {start: 21, end: 33, zeroPad: 4,
prefix: 'kickflip/'}
);
this.anims.create({
key: 'kickflip', frames: kfFrameNames, frameRate: 24, repeat: 0
});
//This keeps the rolling animation going once the push animation is done
skater.on('animationcomplete', () => {
skater.anims.play('roll');
});
//Input for arrowkeys
this.arrowKeys = this.input.keyboard.addKeys({
up: 'up',
down: 'down',
left: 'left',
right: 'right'
});
//Input for WASD keys
this.WASDkeys = this.input.keyboard.addKeys({
W: 'W',
A: 'A',
S: 'S',
D: 'D'
});
//Spacebar
this.spacebar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
//Camera to follow the skater
this.cameras.main.setBounds(0, 0, 3000, gameHeight);
this.cameras.main.startFollow(skater);
//Detect the player's collision with the ground
this.matter.world.on('collisionactive', (skater, ground) => {
skaterTouchingGround = true;
});
//Scoreboard
scoreBoard = this.add.container(10, 50);
scoreText = this.add.text(10, 50, "SCORE: 0", {fontSize: '56px', color: '#fff'});
//Add the text to the container which will be our scoreboard
scoreBoard.add(scoreText);
//Make the scoreboard follow the player
this.tweens.add({
targets: scoreBoard,
ease: 'Linear',
duration: 1,
delay: 1,
yoyo: false,
repeat: -1
});
}
function update() {
//Set variable for player movement
var pushSpeed = 0;
var ollie = 0;
//Make sure the player isn't doing anything if he's upside down, or crashed
let skaterCrashed;
if (skater.angle > -50 && skater.angle < 5) {
skaterCrashed = false;
}
else {
skaterCrashed = true;
}
//Pushing
if (Phaser.Input.Keyboard.JustDown(this.spacebar) && !skaterCrashed && skaterTouchingGround) {
//Increase speed
pushSpeed = 15;
//Move player
skater.setVelocityX(pushSpeed);
//Play push animation
skater.anims.play('push');
}
//Ollie
if (Phaser.Input.Keyboard.JustDown(this.arrowKeys.up) && skaterTouchingGround) {
//Set this to false, because we are about to jump
skaterTouchingGround = false;
//Set ollie power
ollie = -15;
//Set skate velocity
skater.setVelocityY(ollie);
//Play the ollie animation
skater.anims.play('ollie');
//Scoring for ollie
score += 1;
}
//Shuvit
if (Phaser.Input.Keyboard.JustDown(this.arrowKeys.down)) {
//Play the shuvit animation
skater.anims.play('shuv');
//Scoring for shuv
score += 3;
}
//Kickflip
if (Phaser.Input.Keyboard.JustDown(this.WASDkeys.W) && skaterTouchingGround) {
//Reset variable since we are jumping
skaterTouchingGround = false
//Set jump height
ollie = -14
//Move the player
skater.setVelocityY(ollie);
//Play animation
skater.anims.play('kickflip');
//Scoring for kickflip
score += 10;
}
//Tilting backwards in the air
if (this.arrowKeys.left.isDown && !skaterTouchingGround) {
//Be able to turn backwards so you don't flip
skater.angle -= 3 ;
}
//Tilting forwards in the air
if (this.arrowKeys.right.isDown && !skaterTouchingGround) {
//Be able to turn forwards so you don't flip
skater.angle += 3 ;
}
//Move the scoreboard
scoreText.x = skater.body.position.x - 200;
scoreText.setText("SCORE : " + score);
}
Мне просто нужноигрок не сможет совершить двойной прыжок и сможет прыгнуть снова только после того, как он ударится о землю.