5 javascript undefined phaser-framework
未捕获的TypeError:无法读取属性'apply'的undefined ?? 那是什么意思?
我的意思是我尝试调试它,除了无法解决问题.帮助将非常感激.你们需要帮助解决这个问题,请随时问我.谢谢!
这是我的代码:
var game = new Phaser.Game(500, 550, Phaser.CANVAS, 'gameDiv');
var CountDown = {
preload: function() {
},
update: function() {
},
render: function() {
}
}
var player;
var bullets;
var enemies;
var greenEnemies
var bulletTimer = 0;
var mainState = {
preload: function() {
game.load.image('background', 'http://s1.postimg.org/nqynk9tkv/starfield.png')
game.load.image('player', 'http://s28.postimg.org/9qdf4xrfx/145103252914234.gif')
game.load.image('bullet', 'http://s9.postimg.org/z2bptetxn/bullet.png');
game.load.image('green', 'http://s28.postimg.org/kpmq4byt5/enemy_green.png')
},
create: function() {
this.backgroundImg = this.game.add.tileSprite(0, 0, 500, 550, 'background')
player = game.add.sprite(game.world.centerX, 500, 'player')
player.anchor.setTo(0.5)
player.scale.setTo(0.25)
game.physics.arcade.enable(player);
game.physics.enable(player, Phaser.Physics.ARCADE);
player.body.collideWorldBounds = true;
this.game.inputEnabled = true;
this.game.input.useHandCursor = true;
player.body.maxVelocity.setTo(400, 400)
player.body.drag.setTo(400, 400)
// The baddies!
greenEnemies = game.add.group();
greenEnemies.enableBody = true;
greenEnemies.physicsBodyType = Phaser.Physics.ARCADE;
greenEnemies.createMultiple(5, 'green');
greenEnemies.setAll('anchor.x', 0.5);
greenEnemies.setAll('anchor.y', 0.5);
greenEnemies.setAll('scale.x', 0.5);
greenEnemies.setAll('scale.y', 0.5);
greenEnemies.setAll('angle', 180);
greenEnemies.setAll('outOfBoundsKill', true);
greenEnemies.setAll('checkWorldBounds', true);
this.launchGreenEnemy();
bullets = game.add.group();
bullets.enableBody = true;
bullets.physicsBodyType = Phaser.Physics.ARCADE;
bullets.createMultiple(30, 'bullet');
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 1);
bullets.setAll('outOfBoundsKill', true);
bullets.setAll('checkWorldBounds', true);
this.cursors = game.input.keyboard.createCursorKeys();
this.fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR)
},
update: function() {
this.backgroundImg.tilePosition.y += 2;
player.body.acceleration.x = 0;
if (this.cursors.left.isDown) {
player.body.acceleration.x -= 600;
} else if (this.cursors.right.isDown) {
player.body.acceleration.x += 600;
}
if (this.fireButton.isDown) {
//Grab first bullet from the pool
if (game.time.now > bulletTimer) {
var bullet = bullets.getFirstExists(false);
if (bullet) {
bullet.reset(player.x, player.y + 8);
//Getting it up
bullet.body.velocity.y = -400;
bulletTimer = game.time.now + 250;
}
}
}
},
launchGreenEnemy: function(){
var MIN_ENEMY_SPACING = 300;
var MAX_ENEMY_SPACING = 3000;
var ENEMY_SPEED = 300;
var enemy = greenEnemies.getFirstExists(false);
if (enemy) {
enemy.reset(game.rnd.integerInRange(0, game.width), -20);
enemy.body.velocity.x = game.rnd.integerInRange(-300, 300);
enemy.body.velocity.y = ENEMY_SPEED;
enemy.body.drag.x = 100;
}
// Send another enemy soon
game.time.events.add(game.rnd.integerInRange(300, 3000), this.launchGreenEnemy);
},
// Restart the game
platformsCreate: function() {
}
};
var Menu = {
preload: function() {
},
create: function() {
},
update: function() {
},
render: function() {
},
start: function() {
}
};
var Game_Over = {
preload: function() {
},
create: function() {
},
update: function() {
},
render: function() {
},
onDown: function() {
}
};
// Add and start the 'main' state to start the game
game.state.add('CountDown', CountDown)
game.state.add('main', mainState);
game.state.add('Menu', Menu);
game.state.add('Game_Over', Game_Over);
game.state.start('main');
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小智 6
我发布这个anwser来帮助那些遇到同样问题的人.
基本上我查找了语法,它有三个参数.
在我的代码之前:
game.time.events.add(game.rnd.integerInRange(300, 3000), this.launchGreenEnemy);
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它需要最后的this参数指向该对象,所以我必须将它放在最后,如下所示:
game.time.events.add(game.rnd.integerInRange(300, 3000), this.launchGreenEnemy,this);
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希望这有助于其他人有同样的问题,并有一个快乐的圣诞节!
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