我是 JS、phaser3 和 Socket.io 新手,我真的很想學習。
代碼背景關系:
- Phaser3
- 套接字.io
- socket連接前游戲房間加載狀態
- 生成 NPC 和玩家
- 當嘗試在創建的同一回呼中訪問 NPC(質量)精靈時失敗
問題:
- 無法訪問 sprite 屬性,通常看起來物件不是一開始就創建的
在連接到套接字服務器后,我在 Phaser3 的“create()”函式中監聽“universeState”的套接字。index.js:
this.socket.on('universeState',(universe)=>
{
console.log(`mass? ${JSON.stringify(universe.sys.mass[1].id)}`)
for(let i = 0;i < universe.sys.mass.length; i )
{
console.log(universe.sys.mass[i].id,universe.sys.mass[i].x,universe.sys.mass[i].y,universe.sys.mass[i].asset);
this.utils.genMass(universe.sys.mass[i].id,universe.sys.mass[i].x,universe.sys.mass[i].y,universe.sys.mass[i].asset);
console.log(`check: 3 ${JSON.stringify(this.state.state.mass)}`);
this.state.state.mass[universe.sys.mass[i].id].sprite.setScale(0.5,0.5); //issue here
console.log('check: 4');
this.physics.add.collider(this.state.state.mass[universe.sys.mass[i].id].sprite, this.state.state.playerMass[this.state.id].sprite, function(mass, player) {
mass.destroy();
player.setScale(player.scaleX 0.03);
let camera = this.cameras.main;
camera.zoomTo(camera.zoom * 0.975);
}, null, this);
}
用于在 utils.js 中創建“質量”的函式:
genMass(id,x,y,tex)
{
console.log(`creating sprite with operands: ${id},${x},${y},${tex}`);
let sprite = this.scene.physics.add.sprite(50,50,tex)//needs to be a physics object
if(id.substring(0,5)=='mass:')
{
console.log(`is equal`)
}
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id] = {id:id,sprite:sprite,x:x,y:y}:
this.scene.state.state.playerMass[id] = {id:id,sprite:sprite,x:x,y:y}; //generate an extra parameter argument for quantified mass
console.log('check: 0');
id.substring(0,4)=='mass:'?
this.scene.physics.world.enable(this.scene.state.state.mass[id].sprite):
this.scene.physics.world.enable(this.scene.state.state.playerMass[id].sprite);
console.log('check: 1');
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id].sprite.body.collideWorldBounds = true:
this.scene.state.state.playerMass[id].sprite.body.collideWorldBounds = true;
console.log('check: 2');
}
在第一個代碼片段中,所有內容首先出現錯誤,其中注釋為“issue here”。由于我使用的是 webpack,捆綁的檔案幾乎沒有幫助。安慰:
Player ID returned:null
bundle.min.js:1 connected to game
bundle.min.js:1 mass? "mass:3961482"
bundle.min.js:1 mass:7107097 19134 14999 arc_purple
bundle.min.js:1 creating sprite with operands: mass:7107097,19134,14999,arc_purple
bundle.min.js:1 is equal
bundle.min.js:1 check: 0
bundle.min.js:1 check: 1
bundle.min.js:1 check: 2
bundle.min.js:1 check: 3 {}
bundle.min.js:1 Uncaught TypeError: Cannot read properties of undefined (reading 'sprite')
at Q.<anonymous> (bundle.min.js:1:978636)
at Q.i.emit (bundle.min.js:1:40837)
at Q.emitEvent (bundle.min.js:1:969227)
at Q.onevent (bundle.min.js:1:969030)
at Q.onpacket (bundle.min.js:1:968708)
at et.i.emit (bundle.min.js:1:40837)
at et.ondecoded (bundle.min.js:1:973286)
at q.i.emit (bundle.min.js:1:40837)
at q.add (bundle.min.js:1:964368)
at et.ondata (bundle.min.js:1:973261)
問題:
Why is the object I created empty when logging it? How can I successfully create the object and access it?
Notes:
I have suspicions that it's some sort of callback behavior that you can't initialize something and access it in the same callback. I'm relatively new and I want to learn thanks.
uj5u.com熱心網友回復:
我們在評論部分談到了兩件事。
您的子字串需要包含冒號才能通過創建質量型別物件的測驗。
未創建 playerMass 的物件。
你在正確的軌道上。
uj5u.com熱心網友回復:
您無法訪問該屬性的原因是“容易”,因為該this.state.state.mass物件是空的。
由于 te 輸出:
...
bundle.min.js:1 check: 3 {}
bundle.min.js:1 Uncaught TypeError: Cannot read properties of undefined (reading 'sprite')
和代碼行:
console.log(`check: 3 ${JSON.stringify(this.state.state.mass)}`);
所以,如果this.state.state.mass是空的object/ {},所以沒有propteryuniverse.sys.mass[i].id在object。
所以this.state.state.mass[universe.sys.mass[i].id]是undefined和undefined沒有財產sprite,這是錯誤訊息。
為什么如果沒有更多代碼undefined就很難說清楚,但是對于當前的共享代碼,我不得不猜測:在您正在使用的套接字函式和您正在使用this.state.state.mass的genMass函式中this.scene.state.state.mass,這可能是原因,因為這可能是不同的物件。
更新:
重新閱讀代碼后,您應該檢查substring與與比較的代碼部分'mass:',因為這里只會執行if/else塊的第二部分,因為id.substring(0,4)字串長度為 4 并且'mass:'字串長度5 所以這些永遠不會匹配。
順便說一句:使用
ternary operator?:而不是if/else不是最好的選擇,并且會使代碼的可讀性降低。
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id] = {id:id,sprite:sprite,x:x,y:y}:
this.scene.state.state.playerMass[id] = {id:id,sprite:sprite,x:x,y:y}; //generate an extra parameter argument for quantified mass
console.log('check: 0');
id.substring(0,4)=='mass:'?
this.scene.physics.world.enable(this.scene.state.state.mass[id].sprite):
this.scene.physics.world.enable(this.scene.state.state.playerMass[id].sprite);
console.log('check: 1');
id.substring(0,4)=='mass:'?
this.scene.state.state.mass[id].sprite.body.collideWorldBounds = true:
this.scene.state.state.playerMass[id].sprite.body.collideWorldBounds = true;
console.log('check: 2');
這更具可讀性:
if(id.substring(0,4)=='mass:'){
this.scene.state.state.mass[id] = {id:id,sprite:sprite,x:x,y:y};
this.scene.physics.world.enable(this.scene.state.state.mass[id].sprite);
this.scene.state.state.mass[id].sprite.body.collideWorldBounds = true;
} else {
this.scene.state.state.playerMass[id] = {id:id,sprite:sprite,x:x,y:y};
this.scene.physics.world.enable(this.scene.state.state.playerMass[id].sprite);
this.scene.state.state.playerMass[id].sprite.body.collideWorldBounds = true;
}
這可能更清楚:
let mass = {id:id,sprite:sprite,x:x,y:y};
this.scene.physics.world.enable(sprite);
sprite.body.collideWorldBounds = true;
if(id.substring(0,4)=='mass:'){
this.scene.state.state.mass[id] = mass;
} else {
this.scene.state.state.playerMass[id] = mass;
}
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