Javascript 碰撞后拍摄的图像也一样吗?

Javascript 碰撞后拍摄的图像也一样吗?,javascript,phaser-framework,Javascript,Phaser Framework,我正在创建一个用于碰撞检测的停车游戏 我的问题是在图像更新后检查碰撞 我的相位器代码: var app = angular.module('myapp',[]); app.controller('mycontrol',function($scope){ var game = new Phaser.Game(1100, 590, Phaser.AUTO, 'cargame'); var mainState = { preload:function(){ game.load.ima

我正在创建一个用于碰撞检测的停车游戏

我的问题是在图像更新后检查碰撞

我的相位器代码:

var app = angular.module('myapp',[]);
app.controller('mycontrol',function($scope){
var game = new Phaser.Game(1100, 590, Phaser.AUTO, 'cargame');
var mainState = { 
 preload:function(){
     game.load.image('wood','images/wood1.png'); 
    game.load.image('car', 'images/maincar.png');

},

create:function(){


    game.physics.startSystem(Phaser.Physics.ARCADE);
    this.car =this.game.add.sprite(game.world.centerX,game.world.centerY,'car');
   //this.car.body.collide = true;
    this.car.anchor.setTo(0.5,0.5);
     //this.wood1.anchor.setTo(0.5,0.5);

    game.physics.arcade.enable(this.car);                     
    this.car.body.allowRotation = true; 
     platforms = game.add.group();
     platforms.enableBody = true;

       var ground = platforms.create(200,300, 'wood');
    ground.body.immovable = true;
},                                                              

update:function(){



            if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)){
                this.car.body.angularVelocity = -200;
            }
            else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)){
                this.car.body.angularVelocity = 200;
            }
            else if(game.input.keyboard.isDown(Phaser.Keyboard.UP)){
               this.car.body.velocity.copyFrom(game.physics.arcade.velocityFromAngle(this.car.angle, 150));
            }
            else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)){
               this.car.body.velocity.copyFrom(game.physics.arcade.velocityFromAngle(this.car.angle, -150));
            }
            else{
                this.car.body.angularVelocity =0;  
                 this.car.body.velocity.x =0;
                this.car.body.velocity.y = 0;
            }
            game.physics.arcade.collide(this.car, platforms);




},

};




$scope.car1 = function(){
    game.state.add('main', mainState);  
game.state.start('main'); 

};
});
和html

<html>
<head>
<script src= "http://ajax.googleapis.com/ajax/libs/angularjs/1.3.14/angular.min.js"></script>
<script src="controller2.js"></script>
<script type="text/javascript" src="phaser.min.js"></script>
</head>
<body ng-app="myapp" ng-controller="mycontrol">
<div id="cargame" ng-click="car1()">
</div>
</body>
</html>

来自phaser文档(Physics.Arcade,):

可以提供可选的processCallback。如果给定此函数 将在发现两个精灵碰撞时调用。它是 在分居前打电话给你,让你有机会 执行其他检查。如果函数返回true,则 进行碰撞和分离

所以,你可以这样做:

game.physics.arcade.collide(this.car, platforms, myCallBack);

然后,定义“myCallBack”函数,在这里,你可以对发生碰撞的物体做任何你想做的事情。

这里我的问题是,它是在图像的上下中间进行碰撞。。右侧拍摄了我在屏幕截图中展示的这么多照片…如何克服这个问题…如果你不介意,你能给出两个物体的示例代码吗。。好的,那么我不理解你的问题。。。你能把你的代码(JSFIDLE或类似的)上传到某个地方,这样我就可以看到问题了吗?k看看我发布的屏幕截图…在第一个冲突中,直到红线结束,所以我想取消冲突红线开始。。