phaser的小游戏的onInputDown问题

group.inputEnableChildren = true;
for (var i = 0; i < 10; i++) {
          var sprite = group.create(64 + (64 * i), 200, 'beball');
         sprite.name = 'child' + i;
        sprite.events.onInputDown.add(clickedSprite, this);
}

function clickedSprite(sprite) {

  console.log(sprite.name);

}

输出的永远是child9

经过简单分析和对比。发现了问题

var width = displayObject.texture.frame.width / displayObject.texture.baseTexture.resolution;
var height = displayObject.texture.frame.height / displayObject.texture.baseTexture.resolution;
var x1 = -width * displayObject.anchor.x;
if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width){
   var y1 = -height * displayObject.anchor.y;
   if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height){
      return true;
  }
}
// this._localPoint.x,y始络为0,0
为什么呢?你们慢慢想吧。
先解决问题了再说吧.

hitTest: function (displayObject, pointer, localPoint){

  if (!displayObject.worldVisible){
    return false;
  }

  if (pointer.x != pointer.x) {
    pointer.x = pointer.clientX;
  }
  if (pointer.y != pointer.y) {
    pointer.y = pointer.y;
  }

}

解决!

 
原文地址:https://www.cnblogs.com/honghong87/p/9466553.html