Я наконец-то нашел решение этой проблемы:
- Сначала , объявите переменную с именем
skaterTouchingGround
сразу после config
объект, подобный так:
let skaterTouchingGround;
- Второй , в функции
create()
добавьте событие детектора столкновений &установите переменную skaterTouchingGround
в true
следующим образом:
//Detect collision with ground
this.matter.world.on("collisionactive", (skater, ground) => {
skaterTouchingGround = true;
});
- Третий в
update()
функция & if
, добавьте переменную skaterTouchingGround
в качестве условия для запуска перехода, и как только прыжок будет завершен, установите переменную *От 1044 * до false
примерно так:
//Ollie
if (Phaser.Input.Keyboard.JustDown(this.arrowKeys.up) && skaterTouchingGround) {
skaterTouchingGround = false;
//Set ollie power
ollie = -12;
//Set skate velocity
skater.setVelocityY(ollie);
//Play the ollie animation
skater.anims.play('ollie');
}
Если вы выполните эти шаги, фигурист не сможет прыгнуть в воздухе.
РЕДАКТИРОВАТЬ:
Наконец , для вашей справки, вот окончательный пример полного рабочего кода:
//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: false //CHANGE THIS TO TRUE TO SEE LINES
}
}
//Variables for height and width
var gameHeight = 750;
var gameWidth = 3000;
/* Declare variable to decide whether the player can ollie or not
Player should be touching the ground or a ramp to be able to ollie */
var canOllie;
//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
}
}
//Start the game
var game = new Phaser.Game(config);
//Declare variables so we can access them in all functions
var skater;
let skaterTouchingGround;
var ground;
//Declare variable for the sky background
var sky;
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);
//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);
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 collision with ground
this.matter.world.on("collisionactive", (skater, ground) => {
skaterTouchingGround = true;
});
}
function update() {
//Set variable for player movement
var pushSpeed = 0;
var ollie = 0;
//Push
if (this.spacebar.isDown && skater.angle > -60 && skater.angle < 60) {
//Increase speed
pushSpeed = 10;
//Move player
skater.setVelocityX(pushSpeed);
//Play push animation
skater.anims.play('push');
}
//Ollie
if (Phaser.Input.Keyboard.JustDown(this.arrowKeys.up) && skaterTouchingGround) {
skaterTouchingGround = false;
//Set ollie power
ollie = -12;
//Set skate velocity
skater.setVelocityY(ollie);
//Play the ollie animation
skater.anims.play('ollie');
}
//Shuvit
if (this.arrowKeys.down.isDown) {
//Play the shuvit animation
skater.anims.play('shuv');
}
//Kickflip
if (this.WASDkeys.W.isDown) {
//Set jump height
ollie = -8
//Move the player
skater.setVelocityY(ollie);
//Play animation
skater.anims.play('kickflip');
}
//Tilting backwards in the air
if (this.arrowKeys.left.isDown && skater.y < 470) {
//Be able to turn backwards so you don't flip
skater.angle -= 3 ;
}
//Tilting forwards in the air
if (this.arrowKeys.right.isDown && skater.y < 470) {
//Be able to turn forwards so you don't flip
skater.angle += 3 ;
}
}