如何解决如何在Phaser 3中重新启动游戏?
我是Phaser 3和游戏开发的新手,所以我在这里遇到问题。我正在尝试重新启动游戏场景,但是运行此程序时出现错误消息“ Uncaught TypeError:this.scene.restart不是一个函数”
var playbtn = this.add.dom(390,600).createFromCache('play-btn');
playbtn.setPerspective(600);
playbtn.addListener('click');
playbtn.on('click',function (event) {
this.scene.restart();
});
这是我的整个代码
<!doctype html>
<html lang="en">
<head>
<Meta charset="UTF-8" />
<title>Making your first Phaser 3 Game - Part 10</title>
<script src="https://cdn.jsdelivr.net/npm/phaser@3.24.1/dist/phaser.js"></script>
<style type="text/css">
body {
margin: 0;
}
</style>
</head>
<body>
<script type="text/javascript">
var config = {
type: Phaser.AUTO,width: 800,height: 600,parent: 'phaser-example',physics: {
default: 'arcade',arcade: {
gravity: { y: 300 },debug: false
}
},dom: {
createContainer: true
},scene: {
preload: preload,create: create,update: update,hitbomb: hitBomb
}
};
var game = new Phaser.Game(config);
var player;
var stars;
var bombs;
var platforms;
var cursors;
var score = 0;
var gameOver = false;
var scoreText;
var level_state;
var level = 1;
var de_star = 0;
var element;
var playbtn;
function preload ()
{
this.load.image('sky','assets/sky.png');
this.load.image('ground','assets/platform.png');
this.load.image('star','assets/bomb.png');
this.load.image('bomb','assets/star.png');
this.load.spritesheet('dude','assets/dude.png',{ frameWidth: 32,frameHeight: 48 });
this.load.html('play-btn','assets/play.html');
this.load.html('nameform','assets/loginform.html');
}
function create ()
{
// A simple background for our game
this.add.image(400,300,'sky');
// The platforms group contains the ground and the 2 ledges we can jump on
platforms = this.physics.add.staticGroup();
// Here we create the ground.
// Scale it to fit the width of the game (the original sprite is 400x32 in size)
platforms.create(400,568,'ground').setScale(2).refreshBody();
// Now let's create some ledges
platforms.create(600,400,'ground');
platforms.create(50,250,'ground');
platforms.create(750,220,'ground');
// The player and its settings
player = this.physics.add.sprite(100,450,'dude');
// Player physics properties. Give the little guy a slight bounce.
player.setBounce(0.2);
player.setCollideWorldBounds(true);
// Our player animations,turning,walking left and walking right.
this.anims.create({
key: 'left',frames: this.anims.generateFrameNumbers('dude',{ start: 0,end: 3 }),frameRate: 10,repeat: -1
});
this.anims.create({
key: 'turn',frames: [ { key: 'dude',frame: 4 } ],frameRate: 20
});
this.anims.create({
key: 'right',{ start: 5,end: 8 }),repeat: -1
});
// Input Events
cursors = this.input.keyboard.createCursorKeys();
// Some stars to collect,12 in total,evenly spaced 70 pixels apart along the x axis
stars = this.physics.add.group({
key: 'star',repeat: 1,setXY: { x: 12,y: 0,stepX: 70 }
});
stars.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.4,0.8));
});
bombs = this.physics.add.group();
// The score
scoreText = this.add.text(16,16,'score: 0',{ fontSize: '32px',fill: '#000' });
level_state = this.add.text(16,50,'Level: 1',fill: '#000' });
// Collide the player and the stars with the platforms
this.physics.add.collider(player,platforms);
this.physics.add.collider(stars,platforms);
this.physics.add.collider(bombs,platforms);
// Checks to see if the player overlaps with any of the stars,if he does call the collectStar function
this.physics.add.overlap(player,stars,collectStar,null,this);
this.physics.add.collider(player,bombs,hitBomb,this);
}
function update ()
{
if (gameOver)
{
return;
}
if (cursors.left.isDown)
{
player.setVeLocityX(-160);
player.anims.play('left',true);
}
else if (cursors.right.isDown)
{
player.setVeLocityX(160);
player.anims.play('right',true);
}
else
{
player.setVeLocityX(0);
player.anims.play('turn');
}
if (cursors.up.isDown && player.body.touching.down)
{
player.setVeLocityY(-330);
}
}
function collectStar (player,star)
{
star.disableBody(true,true);
// Add and update the score
score += 10;
scoreText.setText('score: ' + score);
if (de_star==12)
{
gameOver = True;
}
else if (stars.countActive(true) === 0)
{
de_star+=1;
stars = this.physics.add.group({
key: 'star',repeat: 11-de_star,stepX: 70 }
});
this.physics.add.collider(stars,platforms);
stars.children.iterate(function (child) {
// Give each star a slightly different bounce
child.setBounceY(Phaser.Math.FloatBetween(0.4,0.8));
});
// A new batch of stars to collect
stars.children.iterate(function (child) {
child.enableBody(true,child.x,true,true);
});
this.physics.add.overlap(player,this);
var x = (player.x < 400) ? Phaser.Math.Between(400,800) : Phaser.Math.Between(0,400);
level += 1;
var bomb = bombs.create(x,'bomb');
bomb.setBounce(1);
bomb.setCollideWorldBounds(true);
bomb.setVeLocity(Phaser.Math.Between(-200,200),20);
bomb.allowGravity = false;
}
level_state.setText('Level: '+level);
}
function hitBomb (player,bomb)
{
this.physics.pause();
player.setTint(0xff0000);
player.anims.play('turn');
gameOver = true;
var playbtn = this.add.dom(390,function (event) {
this.scene.restart();
});
this.tweens.add({
targets: playbtn,y: 300,duration: 3000,ease: 'Power3'
});
}
</script>
</body>
</html>
当角色击中炸弹时,将弹出“再次播放”按钮,然后如果玩家按下该按钮,游戏将重新开始。这些是我的目标... 我正在从事的项目是一个教程示例,但是任何建议或解决方案都会对我有很大帮助。谢谢
解决方法
@Thomas已经指出,这是this
的问题。
您可以使用粗箭头
playbtn.on('click',(event) => {
this.scene.restart();
});
或者您可以将上下文传递给“ on”功能,我认为这是查看您代码的“游戏”。
playbtn.on('click',function (event) {
this.scene.restart();
},game);
以下是Phaser on
文档中的摘录
/**
* Add a listener for a given event.
* @param event The event name.
* @param fn The listener function.
* @param context The context to invoke the listener with. Default this.
*/
on(event: string | symbol,fn: Function,context?: any): this;
,
我对Phaser不太熟悉,但是事件处理程序中的this
可能是指按钮。使用粗箭头将处理程序函数从周围的范围绑定到this
:
playbtn.on('click',(event) => {
this.scene.restart();
});
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