Matter.js 中的键盘移动不顺畅

Lou*_*ken 6 javascript matter.js

我是 Matter.js 的新手,我正在使用它Body.applyForce在我正在创建的平台游戏中移动我的盒子。我想知道是否有一个更容易使用的功能,允许不断移动,而不是随机地从慢到快。

这是我的全部代码:

var Engine = Matter.Engine,
    Render = Matter.Render,
    Runner = Matter.Runner,
    Bodies = Matter.Bodies,
    Body = Matter.Body,
    World = Matter.World,
    Composite = Matter.Composite;
var engine = Engine.create();
var render = Render.create({
    element: document.body,
    engine: engine
});

var boxA = Bodies.rectangle(400, 200, 80, 80);
var boxB = Bodies.rectangle(600, 560, 80, 80);
var ground = Bodies.rectangle(435, 630, 810, 60, {
    isStatic: true
});
var leftWall = Bodies.rectangle(0, 200, 60, 800, {
    isStatic: true
});

Body.setStatic(boxB, true)
Body.setInertia(boxA, Infinity)

const cases = Object.assign(Object.create(null), {
    KeyD: (Body, boxA) => {
        Body.applyForce(boxA, {
            x: boxA.position.x,
            y: boxA.position.y
        }, {
            x: 0.03,
            y: 0,
        })
    },

    KeyA: (Body, boxA) => {
        Body.applyForce(boxA, {
            x: boxA.position.x,
            y: boxA.position.y
        }, {
            x: -0.03,
            y: 0,
        })
    },
})

document.addEventListener("keydown", event => {
    cases[event.code]?.(Body, boxA)
})

Composite.add(engine.world, [boxA, boxB, ground, leftWall]);
Render.run(render);
var runner = Runner.create();
Runner.run(runner, engine);
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ggo*_*len 5

问题在于,按键处理程序和 Matter.js 事件循环之间没有间接层,如在Javascript 中删除按键延迟中所描述的与 MJS 无关。这让您可以随心所欲地使用操作系统按键重新触发机制。

正如链接的帖子详细描述的那样,解决方案是仅使用 keydown 和 keyup 处理程序在一组当前按下的键中添加和删除键代码,而不使用其他任何东西。您将仅对 MJS 事件循环的正常流程中的主体执行操作,其中涉及添加一个处理程序以在beforeUpdate事件上触发。

这是应用于您的示例的想法。请注意,我向boxA(玩家框)添加了摩擦力。需要调整施加在其上的力以及摩擦力和其他设置,以使游戏感觉适合您。

const engine = Matter.Engine.create();
const render = Matter.Render.create({
  element: document.body,
  engine: engine
});

const boxA = Matter.Bodies.rectangle(400, 200, 80, 80, {
  inertia: Infinity,
  friction: 0.1,
});
const boxB = Matter.Bodies.rectangle(600, 560, 80, 80, {
  isStatic: true,
});
const ground = Matter.Bodies.rectangle(435, 630, 810, 60, {
  isStatic: true
});
const leftWall = Matter.Bodies.rectangle(0, 200, 60, 800, {
  isStatic: true
});

const keyHandlers = {
  KeyD: () => {
    Matter.Body.applyForce(boxA, {
      x: boxA.position.x,
      y: boxA.position.y
    }, {x: 0.02, y: 0})
  },
  KeyA: () => {
    Matter.Body.applyForce(boxA, {
      x: boxA.position.x,
      y: boxA.position.y
    }, {x: -0.02, y: 0})
  },
};

const keysDown = new Set();
document.addEventListener("keydown", event => {
  keysDown.add(event.code);
});
document.addEventListener("keyup", event => {
  keysDown.delete(event.code);
});

Matter.Events.on(engine, "beforeUpdate", event => {
  [...keysDown].forEach(k => {
    keyHandlers[k]?.();
  });
});

Matter.Composite.add(
  engine.world, [boxA, boxB, ground, leftWall]
);
Matter.Render.run(render);
const runner = Matter.Runner.create();
Matter.Runner.run(runner, engine);
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