Phaser 自带的Arcade虽然易用,但复杂的物理碰撞明显就不够用了,于是Matter等物理引擎还是不得不学的,以下是Matter物理体碰撞的一个插件,它省去了我们判别两个物理体相撞后哪个是gameObjectA和gameObjectB,实在是好用又省心,特推荐如下:
引入插件:
const config = {
// ...
physics: {
default: "matter"
},
// Install the scene plugin
plugins: {
scene: [
{
plugin: PhaserMatterCollisionPlugin, // The plugin class
key: "matterCollision", // Where to store in Scene.Systems, e.g. scene.sys.matterCollision
mapping: "matterCollision" // Where to store in the Scene, e.g. scene.matterCollision
}
]
}
};
const game = new Phaser.Game(config);
识别二个相撞体
const player = this.matter.add.sprite(0, 0, "player");
const trapDoor = this.matter.add.image(200, 0, "door");
this.matterCollision.addOnCollideStart({
objectA: player,
objectB: trapDoor,
callback: function(eventData) {
// This function will be invoked any time the player and trap door collide
const { bodyA, bodyB, gameObjectA, gameObjectB, pair } = eventData;
// bodyA & bodyB are the Matter bodies of the player and door respectively
// gameObjectA & gameObjectB are the player and door respectively
// pair is the raw Matter pair data
},
context: this // Context to apply to the callback function
});
传感器
const player = this.matter.add.sprite(0, 0, "player");
const sensor = this.matter.world.add.rectangle(100, 0, 50, 50, { isStatic: true, isSensor: true });
this.matterCollision.addOnCollideStart({
objectA: player,
objectB: sensor,
callback: eventData => console.log("Player touched hidden sensor")
});
Matter:http://brm.io/matter-js/
插件:https://www.npmjs.com/package/phaser-matter-collision-plugin
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