我正在使用P5.play引擎为我的期末考试准备所有的组件,虽然我在设置我的迷你游戏方面取得了一些进展,但我在碰撞中遇到了困难。这应该很容易,但是无论出于什么原因,当我设置我的两个对象(鱼和垃圾)时,它们不会碰撞。我试图设置它,以便当垃圾与鱼碰撞时,鱼要么被移走,要么被重置到一个它们可以继续在屏幕上移动的地方,同时计算分数。我设法让player sprite收集垃圾,并使用overlapPoint将条件添加到垃圾对象的更新中。但是,当我尝试对垃圾对象上的鱼使用相同的技术时,就会发生错误,并且屏幕上的所有东西都消失了。我注释掉了这个部分,即我尝试了多种方法,包括在对象上使用适当的条件,包括collide()函数,但是似乎没有什么起作用的。有点沮丧。我尝试过其他各种方法。所以我在征求专家的意见。如能提供任何协助,我们将不胜感激。这是我到目前为止所掌握的代码:
var bg;
var player;
var player_stand_sprites;
var player_stand;
var fish_swim_sprites;
var fish_swim;
var fish = [];
var garbage_drop_sprites;
var garbage_drop;
var garbage = [];
var score = 0;
function preload() {
bg = loadImage("final-bg.png");
player_stand_sprites = loadSpriteSheet("player2.png", 100, 100, 1);
player_stand = loadAnimation(player_stand_sprites);
fish_swim_sprites = loadSpriteSheet("fish.png", 75, 75, 1);
fish_swim = loadAnimation(fish_swim_sprites);
garbage_drop_sprites = loadSpriteSheet("metal.png", 41, 75, 1);
garbage_drop = loadAnimation(garbage_drop_sprites);
}
function setup() {
createCanvas(720, 360);
player = createSprite(100, 0);
player.addAnimation("stand", player_stand);
player.setCollider("circle", 0, 0, 32, 32);
player.depth = 10;
//player.debug = true;
//to make fish
for (var i = 0; i < 10; i++){
fish.push( new Fish(random(0,width), random(height/2, height)) );
for (var i = 0; i < fish.length; i++) {
fish[i].init();
}
}
//to make garbage
for (var a = 0; a < 5; a++){
garbage.push( new Garbage(random(0,width), random(width/2, width)));
}
}
function draw() {
background(bg);
player.position.x = mouseX;
player.position.y = mouseY;
for (var i = 0; i < fish.length; i++) {
fish[i].update();
}
for (var a = 0; a < garbage.length; a++) {
garbage[a].update();
}
/**for (var b = 0; b < fish.length; b++) {
if(fish[b].collide(garbage[b])){
fish[b].remove;
}
}**/
text(score,100,100);
drawSprites();
}
function Garbage(x,y){
this.sprite = createSprite(x, y);
this.sprite.addAnimation("drop", garbage_drop);
this.sprite.setCollider("circle",0,0,32,32);
this.speed = random(1,2);
this.sprite.debug = true;
this.update = function() {
this.sprite.position.y += this.speed;
if(this.sprite.position.y > height){
this.sprite.position.y = 0;
}
if(this.sprite.overlapPoint(player.position.x, player.position.y)){
this.sprite.position.x = random(0,width);
this.sprite.position.y = -75;
score++;
}
}
}
function Fish(x,y) {
this.sprite = createSprite(x, y);
this.sprite.addAnimation("swim", fish_swim);
this.sprite.setCollider("rectangle",0,0,75,32);
this.speed = 0;
this.sprite.debug = true;
this.init = function() {
if (this.sprite.position.x < width/2) {
this.sprite.mirrorX(-1);
this.speed = random(1, 2);
} else {
this.speed = -random(1,2);
}
}
this.update = function() {
this.sprite.position.x += this.speed;
if(this.sprite.position.x > width){
this.sprite.position.x = 0;
}else if(this.sprite.position.x < -width){
this.sprite.position.x = width;
}
}
}发布于 2016-07-18 13:28:24
事实上,我找到了我的问题的答案一段时间前,但我将在这里张贴。
最初的问题是,精灵不会发生碰撞,但是如果简单的for循环嵌套在另一个for循环中,并在每个被检查的对象中添加一个.sprite,那么我就能够让所有的元素正确地碰撞。
下面是我为使它使用P5.play.js库无缝工作而修改的代码:
var bg;
var img;
var dead = false;
var deadFish = 0;
var player;
var player_stand_sprites;
var player_stand;
var fish_swim_sprites;
var fish_swim;
var fish = [];
var garbage_drop_sprites;
var garbage_drop;
var garbage = [];
var score = 0;
//////////////////////////////////////////
function preload() {
bg = loadImage("final-bg.png");
img = loadImage("fish.png");
player_stand_sprites = loadSpriteSheet("player2.png", 100, 100, 1);
player_stand = loadAnimation(player_stand_sprites);
fish_swim_sprites = loadSpriteSheet("fish.png", 75, 75, 1);
fish_swim = loadAnimation(fish_swim_sprites);
garbage_drop_sprites = loadSpriteSheet("metal.png", 41, 75, 1);
garbage_drop = loadAnimation(garbage_drop_sprites);
}
//////////////////////////////////////////
function setup() {
createCanvas(720, 360);
player = createSprite(100, 0);
player.addAnimation("stand", player_stand);
player.setCollider("circle", 0, 0, 32, 32);
player.depth = 10;
//player.debug = true;
//to make fish
for (var i = 0; i < 10; i++){
fish.push( new Fish(random(0,width), random(height/2, height)) );
for (var i = 0; i < fish.length; i++) {
fish[i].init();
}
}
//to make garbage
for (var a = 0; a < 5; a++){
garbage.push( new Garbage(random(0,width), random(width/2, width)));
}
}
function draw() {
scene_start();
}
//////////////////////////////////////////
function scene_start(){
push();
background("green");
fill("white");
textAlign(CENTER);
textSize(50);
textStyle(BOLD);
text("SPOT A FISH", width/2,height/3.5);
image(img, width/2.3, height/3);
textSize(15);
text("Rules: dont let the cans touch the fish. 5 fish die and you must start over", width/2, height/1.5);
textSize(30);
text("press up arrow key to start", width/2, height/1.2);
pop();
if (keyCode == UP_ARROW) {
scene_1();
}
}
function scene_1(){
background(bg);
score_card();
if(!dead){
player.position.x = mouseX;
player.position.y = mouseY;
for (var i = 0; i < fish.length; i++) {
fish[i].update();
}
for (var i = 0; i < garbage.length; i++) {
garbage[i].update();
}
for (var a = 0; a < garbage.length; a++) {
for (var b = 0; b < fish.length; b++) {
if(fish[b].sprite.collide(garbage[a].sprite)){
fish[b].sprite.position.x = random(-500, -100);
deadFish ++;
if(deadFish === 5){
dead = true;
}
}
}
}
drawSprites();
}else{
score_card();
textSize(30);
textStyle(BOLD);
textAlign(CENTER);
text("YOU DIED PLEASE TRY AGAIN",width/2,height/2);
text("press any button to start again",width/2,height/1.5);
if(keyIsPressed === true){
deadFish = 0;
dead = false;
}
}
}
function Garbage(x,y){
this.sprite = createSprite(x, y);
this.sprite.addAnimation("drop", garbage_drop);
this.sprite.setCollider("circle",0,0,32,32);
this.speed = random(1,2);
//this.sprite.debug = true;
this.update = function() {
this.sprite.position.y += this.speed;
if(this.sprite.position.y > height){
this.sprite.position.y = 0;
}
if(this.sprite.overlapPoint(player.position.x, player.position.y)){
this.sprite.position.x = random(0,width);
this.sprite.position.y = random(-200,-75);
score++;
}
if(score === 100){
this.speed = random(2,3);
score += 1000;
}else if(score === 1200){
this.speed = random(3,3.5);
score += 1000;
}
}
}
var score_card = function(){
fill("black");
rect(0,0,width,30);
textStyle(BOLD);
fill("white");
text("SCORE: "+score,10,20);
text("DEAD FISH: "+deadFish,width/1.2,20)
}
function Fish(x,y) {
this.sprite = createSprite(x, y);
this.sprite.addAnimation("swim", fish_swim);
this.sprite.setCollider("rectangle",0,0,75,32);
this.speed = 0;
this.sprite.debug = true;
this.init = function() {
if (this.sprite.position.x < width/2) {
this.sprite.mirrorX(-1);
this.speed = random(1, 2);
} else {
this.speed = -random(1,2);
}
}
this.update = function() {
this.sprite.position.x += this.speed;
if(this.sprite.position.x > width){
this.sprite.position.x = 0;
}else if(this.sprite.position.x < -width){
this.sprite.position.x = width;
}
}
} https://stackoverflow.com/questions/37288003
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