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Phaser3 場(chǎng)景Scene之間的傳值 -- HTML網(wǎng)頁(yè)游戲開(kāi)發(fā)

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摘要:一首先當(dāng)然得有至少有二個(gè)場(chǎng)景二從場(chǎng)景傳值到場(chǎng)景二種方法通過(guò)事件從通過(guò)時(shí)傳值到時(shí)有個(gè)需要特別注的事項(xiàng)就是,得把的設(shè)為否則因?yàn)檫€未激活,是監(jiān)聽(tīng)不到事件的通過(guò)場(chǎng)景啟動(dòng)具體詳見(jiàn)代碼在整個(gè)工程中只會(huì)執(zhí)行一次每次調(diào)用場(chǎng)景會(huì)執(zhí)行一次從事件傳

一、首先當(dāng)然得有至少有二個(gè)場(chǎng)景sceneA.js,sceneB.js

二、從場(chǎng)景A傳值到場(chǎng)景B二種方法

1)通過(guò)事件this.events.emit("event key",{objKey:objValue});

從sceneA通過(guò) ths.events.emit時(shí)傳值到sceneB時(shí)有個(gè)需要特別注的事項(xiàng)就是,得把sceneB的 active設(shè)為 ture,否則因?yàn)?sceneB還未激活,是監(jiān)聽(tīng)不到 events.on事件的!!!

2)通過(guò)場(chǎng)景啟動(dòng)this.scene.start("gameB key",{objKey:objValue});

具體詳見(jiàn)代碼:

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sceneA.js

"use strict";
var SceneA = new Phaser.Class({
    Extends: Phaser.Scene,
    // 在整個(gè)工程中只會(huì)執(zhí)行一次
    initialize: function BootScene() {

        Phaser.Scene.call(this, {
            key: "sceneA",
            active: false // listening resize event;
        });

    },
    // 每次調(diào)用場(chǎng)景SceneA會(huì)執(zhí)行一次;
    init: function () {
    
    },
    preload:function(){

    },
    create:function(){
        // 1. 從SCENEA emit gameCountDown事件,傳送 {countDown:10} 對(duì)象到場(chǎng)景B sceneB
        this.events.emit("gameCountDown",{countDown:10}); //* 事件KEY=>gameCountDown

        // 2.start方法傳送
        this.scene.start("sceneB",{countDown:10}) //* 場(chǎng)景KEY=> sceneB
    },
});

sceneB.js

"use strict";
var SceneB = new Phaser.Class({
    Extends: Phaser.Scene,

    initialize: function BootScene() {

        Phaser.Scene.call(this, {
            key: "sceneB",
            active: true // listening resize event;
        });
         
    },
    init: function (data) {
        //方法1. 引入sceneA 在初始化的時(shí)候就可以獲得場(chǎng)景Scene傳遞的值;
        this.sceneA = this.scene.get("sceneA"); // sceneA"s key
       
        console.log("get data from sceneA:",data.countDown);
    },
    preload:function(){

    },
    create:function(){
       // 方法2.監(jiān)聽(tīng)scene的事件 gameCountDown
        this.sceneA.events.on("gameCountDown",function(data){
            console.log(data.countDown); 
        });
    },
});

gameconfig.js

var game;
//* setDepth for every object;
var gameConfig = {
    depth:{
        player:1,
    }
}
// once the window loads...
window.onload = function () {
    // 接收 websocket;
    // config of the game;
    var config = {
        type: Phaser.AUTO,
        parent: "game",
        width: 640, // don"t window.innerWidth 
        height: 512,
        physics: {
            default: "arcade",
            arcade: {
                gravity: {
                    y: 0
                },
                debug: false,
            }
        },
        //*** scenes used by the game
        // scene:  [BootScene,PlayGameScene,UIScene]
    }
    game = new Phaser.Game(config);
    game.scene.add("sceneA", SceneA); //*** key,class */
    game.scene.add("sceneB", SceneB);

    window.focus();
    resize();
    window.addEventListener("resize", resize, false);
}
 
function resize() {
      
    var canvas = document.querySelector("canvas");
    var windowWidth = window.innerWidth;
    var windowHeight = window.innerHeight;
    var windowRatio = windowWidth / windowHeight;
    var gameRatio =  game.config.width / game.config.height;
    if (windowRatio < gameRatio) {
        canvas.style.width = windowWidth + "px";
        canvas.style.height = (windowWidth / gameRatio) + "px";
    } else {
        canvas.style.width = (windowHeight * gameRatio) + "px";
        canvas.style.height = windowHeight + "px";
    }


}

結(jié)語(yǔ): 用Phaserjs3 JavaScript框架 來(lái)開(kāi)發(fā)HTML網(wǎng)頁(yè)游戲,雖不復(fù)雜,但有道是『紙上得來(lái)終覺(jué)淺,絕知此事要躬行』,代碼還是得親自多碼才行噢!

更多游戲教學(xué):http://www.iFIERO.com -- 為游戲開(kāi)發(fā)深感自豪

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