我正在尝试编写一个函数,检查在某个偏移量处重叠的街机物理体。这是我的代码:检查重叠在偏移处 - Phaser
function overlapAtOffsetSprite(object1, object2, offsetX, offsetY)
{
if (typeof(object1.body) === "undefined" || typeof(object2.body) === "undefined"){
return false;
}
var bounds1 = new Phaser.Rectangle(object1.position.x + object1.body.offset.x + offsetX,
object1.position.y + object1.body.offset.y + offsetY,
object1.body.width, object1.body.height);
var bounds2 = new Phaser.Rectangle(object2.position.x + object2.body.offset.x, object2.position.y +
object2.body.offset.y, object2.body.width, object2.body.height);
return Phaser.Rectangle.intersects(bounds1, bounds2);
}
function overlapAtOffset(object1, object2, offsetX, offsetY)
{
if (object1.name == "group")
{
object1.forEach(function(child)
{
if (overlapAtOffset(child, object2, offsetX, offsetY))
return true;
});
}
else if (object2.name == "group")
{
object2.forEach(function(child)
{
if (overlapAtOffset(object1, child, offsetX, offsetY))
return true;
});
}
else
{
return overlapAtOffsetSprite(object1, object2, offsetX, offsetY);
}
return false;
}
基本上函数overlapAtOffsetSprite
检查在偏移和功能overlapAtOffset
检查2个精灵之间的重叠为通过每个组的精灵循环和使用overlapAtOffsetSprite
一个精灵和一组之间或2个之间的重叠在每个精灵上。 overlapAtOffsetSprite
功能似乎在测试时工作正常,但overlapAtOffset
出现问题。
在此先感谢。