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Javascript 相位器03:使用对象作为相位器。场景属性_Javascript_Typescript_Phaser - Fatal编程技术网

Javascript 相位器03:使用对象作为相位器。场景属性

Javascript 相位器03:使用对象作为相位器。场景属性,javascript,typescript,phaser,Javascript,Typescript,Phaser,我在找Phaser,用打字稿。所以我试图将我的主要对象移出create和preload方法,我认为最好的方法是将它们作为Phaser.Scene类属性加载。但我可能做错了什么或是不可取的。。。在我这样做后,我没有得到任何错误,但游戏只显示一个黑屏 你能看一下下面的代码,看看有什么问题吗 import * as Phaser from 'phaser'; const sceneConfig = { active: false, visible: false, key: '

我在找Phaser,用打字稿。所以我试图将我的主要对象移出create和preload方法,我认为最好的方法是将它们作为Phaser.Scene类属性加载。但我可能做错了什么或是不可取的。。。在我这样做后,我没有得到任何错误,但游戏只显示一个黑屏

你能看一下下面的代码,看看有什么问题吗

import * as Phaser from 'phaser';

const sceneConfig = {
    active: false,
    visible: false,
    key: 'Game',
}

export default class GameScene extends Phaser.Scene {
    platforms : Phaser.Physics.Arcade.StaticGroup
    player: Phaser.Types.Physics.Arcade.SpriteWithDynamicBody 
  
    constructor() {
      super(sceneConfig);
      this.platforms = this.physics.add.staticGroup()
      this.player = this.physics.add.sprite(100, 450, 'dude')
    }
  
    preload() {
      this.load.image('sky', 'src/assets/sky.png');
      this.load.image('ground', 'src/assets/platform.png');
      this.load.image('star', 'src/assets/star.png');
      this.load.image('bomb', 'src/assets/bomb.png');
      this.load.spritesheet('dude', 
          'src/assets/dude.png',
          { frameWidth: 32, frameHeight: 48 }
      );
    }
   
    create() {
      
      this.add.image(0, 0, 'sky').setOrigin(0,0) 
  
  
      this.platforms.create(400, 568, 'ground').setScale(2).refreshBody();
  
      this.platforms.create(600, 400, 'ground');
      this.platforms.create(50, 250, 'ground');
      this.platforms.create(750, 220, 'ground');
      
      this.player.body.setGravityY(300)
      this.player.setBounce(0.2);
      this.player.setCollideWorldBounds(true);
  
      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',
          frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
          frameRate: 10,
          repeat: -1
      });
  
      this.physics.add.collider(this.player, this.platforms);
  
  
      
  
  
    }
   
    public update() {
      // TODO
      var cursors = this.input.keyboard.createCursorKeys();
      if (cursors.left.isDown)
      {
          this.player.setVelocityX(-160);
  
          this.player.anims.play('left', true);
      }
      else if (cursors.right.isDown)
      {
          this.player.setVelocityX(160);
  
          this.player.anims.play('right', true);
      }
      else
      {
          this.player.setVelocityX(0);
  
          this.player.anims.play('turn');
      }
  
      if (cursors.up.isDown && this.player.body.touching.down)
      {
          this.player.setVelocityY(-330);
      }
  
    }
  }
  

您不应该在构造函数中添加场景,因为场景尚未初始化(显然,您仍然在构造函数中!)

移动这些按钮以创建和使用:

export default class GameScene extends Phaser.Scene {
  platforms!: Phaser.Physics.Arcade.StaticGroup
  player!: Phaser.Types.Physics.Arcade.SpriteWithDynamicBody 
  
  constructor() {
    super(sceneConfig);
  }
  
  create() {
    this.platforms = this.physics.add.staticGroup()
    this.player = this.physics.add.sprite(100, 450, 'dude')
    ...