Phaser3 场景Scene之间的传值 -- HTML JAVASCRIPT 网页游戏开发

时间:2022-01-23 13:48:50
 
Phaser3 场景Scene之间的传值 -- HTML JAVASCRIPT 网页游戏开发
PHASERJS3

一、首先当然得有至少有二个场景sceneA.js,sceneB.js

二、从场景A传值到场景B二种方法

1)通过事件this.events.emit('event key',{objKey:objValue});

从sceneA通过 ths.events.emit时传值到sceneB时有个需要特别注的事项就是,得把sceneB的 active设为 ture,否则因为 sceneB还未激活,是监听不到 events.on事件的!!!

2)通过场景启动this.scene.start('gameB key',{objKey:objValue});

具体详见代码:

HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<script src="libs/phaser/phaser.min.js"></script>
<script src="scripts/scenes/gameconfig.js"></script>
<script src="scripts/scenes/sceneA.js"></script>
<script src="scripts/scenes/sceneB.js"></script> <title>iFIERO Games Tutorial</title>
<style>
body {
margin: 0;
}
canvas {
display: block;
margin: 0;
position: relative;
top: 0%;
left: 0%;
}
</style>
</head> <body>
<div id="game"></div>
&copy;Copyrigths By www.iFIERO.com
</body>
<script src="libs/jquery/jquery.min.js"></script>
</html>

sceneA.js

'use strict';
var SceneA = new Phaser.Class({
Extends: Phaser.Scene,
// 在整个工程中只会执行一次
initialize: function BootScene() { Phaser.Scene.call(this, {
key: 'sceneA',
active: false // listening resize event;
}); },
// 每次调用场景SceneA会执行一次;
init: function () { },
preload:function(){ },
create:function(){
// 1. 从SCENEA emit gameCountDown事件,传送 {countDown:10} 对象到场景B sceneB
this.events.emit('gameCountDown',{countDown:10}); //* 事件KEY=>gameCountDown // 2.start方法传送
this.scene.start('sceneB',{countDown:10}) //* 场景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 在初始化的时候就可以获得场景Scene传递的值;
this.sceneA = this.scene.get('sceneA'); // sceneA's key console.log("get data from sceneA:",data.countDown);
},
preload:function(){ },
create:function(){
// 方法2.监听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';
} }

结语: 用Phaserjs3 JavaScript框架 来开发HTML网页游戏,虽不复杂,但有道是『纸上得来终觉浅,绝知此事要躬行』,代码还是得亲自多码才行噢!

更多游戏教学:http://www.iFIERO.com -- 为游戏开发深感自豪