我正在制作一个带有相位器的游戏,根据我的理解,精灵的z指数取决于它们预加载并添加到游戏世界中的顺序。
我有这 3 个精灵,分别称为桌子、杯子和球。
我正在按该顺序预加载并将它们添加到游戏世界中,以便球显示在桌子和杯子上方。 然而,球显示在桌子上方,但在杯子下面(不受欢迎和破坏游戏!
我怎样才能确保球始终显示在杯子顶部(从自上而下的 2D 角度)。
游戏.js
window.onload = function() {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('table', 'assets/img/table.png');
game.load.image('cup', 'assets/img/cup.png');
game.load.image('ball', 'assets/img/ball.png');
}
var table;
var cups;
var cup;
var ball;
var ballAscending = true;
var ballThrown = false;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
table = game.add.sprite(game.world.centerX, game.world.centerY, 'table');
table.anchor.setTo(0.5,0.5);
var cupW = game.cache.getImage('cup').width;
var cupH = game.cache.getImage('cup').height;
cups = game.add.group(game,game.world,'cups',false,true,Phaser.Physics.ARCADE);
cup = cups.create(game.world.centerX, cupH / 2, 'cup');
cup = cups.create(game.world.centerX - cupW, cupH / 2, 'cup');
cup = cups.create(game.world.centerX + cupW, cupH / 2, 'cup');
cup = cups.create(game.world.centerX - cupW / 2, cupH + (cupH / 2), 'cup');
cup = cups.create(game.world.centerX + cupW / 2, cupH + (cupH / 2), 'cup');
cup = cups.create(game.world.centerX, (cupH * 2) + (cupH / 2), 'cup');
cup = cups.create(game.world.centerX, game.world.height - (cupH / 2), 'cup');
cup = cups.create(game.world.centerX - cupW, game.world.height - (cupH / 2), 'cup');
cup = cups.create(game.world.centerX + cupW, game.world.height - (cupH / 2), 'cup');
cup = cups.create(game.world.centerX - cupW / 2, game.world.height - (cupH / 2) - cupH, 'cup');
cup = cups.create(game.world.centerX + cupW / 2, game.world.height - (cupH / 2) - cupH, 'cup');
cup = cups.create(game.world.centerX, game.world.height - (cupH / 2) - (cupH * 2), 'cup');
ball = game.add.sprite(game.world.centerX, game.world.centerY + (cupH*6),'ball');
ball.anchor.setTo(0.5,0.5);
ball.inputEnabled = true;
//ball.z = 100;
game.physics.enable([ball, cups],Phaser.Physics.ARCADE);
cups.forEach(function(item) {
item.anchor.setTo(0.5);
item.body.immovable = true;
},this);
ball.body.bounce.set(0.50);
ball.body.drag.set(20);
game.stage.backgroundColor = "#d3d3d3";
game.input.onDown.add(onDown,this);
game.input.onUp.add(throwBall,this);
}
var clickTime;
function onDown() {
clickTime = game.time.time;
}
function throwBall() {
var delta = game.time.time - clickTime;
game.physics.arcade.velocityFromAngle(ball.angle, delta, ball.body.velocity);
ballThrown = true;
}
var bounces = 0;
function update() {
if (ballThrown) {
game.physics.arcade.collide(ball,cups,collisionHandler,collisionProcess,this);
if (ballAscending) {
ball.z = ball.z + 2;
if (ball.z > 100 - bounces * 20) {
ballAscending = false;
}
} else {
ball.z = ball.z - 2;
if (ball.z < 1) {
bounces = bounces + 1;
ballAscending = true;
}
}
ball.scale.set((ball.z + 100) / 100);
if (Math.abs(ball.body.velocity.x) < 1 && Math.abs(ball.body.velocity.y) < 1 && ball.scale.x == 1) {
restart();
}
}
ball.rotation = game.physics.arcade.angleToPointer(ball);
}
function render() {
game.debug.spriteInfo(ball,32,32);
}
function restart() {
ball.z = 100;
bounces = 0;
ball.position.x = game.world.centerX;
ball.position.y = game.world.centerY + (cup.height*4);
ball.scale.set(1);
ballThrown = false;
}
function collisionHandler(ball,cup) {
return true;
}
var inGoalZone = false;;
function collisionProcess(ball,cup) {
if (ball.z >= 40 && ball.z <= 60) {
inGoalZone = true;
return false;
} else if (ball.z <= 40 && inGoalZone) {
game.paused = true;
return false;
} else {
return true;
}
}
}
我认为您要查找的是.BringToTop() 将杯子带到"前面"(堆栈的顶部):http://phaser.io/docs/2.3.0/Phaser.Component.BringToTop.html