The game I'm creating doesn't require any physics, however you are able to interact when hovering over/clicking on the sprite by using sprite.setInteractive({cursor: "pointer"});, sprite.on('pointermove', function(activePointer) {...}); and similar.
I ran into some issues with the interactive area and wanted to debug it by showing the "area" that is interactable. However I could only find ways to do that that are related to Arcade Physics. Is there any way to get something like a debug outline around my interactable area without Physics?
CodePudding user response:
Out-Of-The-Box, without physics, I don't know any way, but one could get this function/feature with a small helper-function. (but maybe there is something, since phaser is a really extensive framework. But I also couldn't find anything).
Something like this, could do the trick, and is reuseable:
function debugSpriteArea(scene, sprite){
let debugRect = scene.add.rectangle(
sprite.x, sprite.y,
sprite.displayWidth, sprite.displayHeight,
0xff0000).setOrigin(sprite.originX,
sprite.originY);
debugRect.setDepth(-1);
}
Here the help-function in action:
let Scene = {
preload ()
{
this.load.spritesheet('brawler', 'https://labs.phaser.io/assets/animations/brawler48x48.png', { frameWidth: 48, frameHeight: 48 });
},
create ()
{
// Animation set
this.anims.create({
key: 'walk',
frames: this.anims.generateFrameNumbers('brawler', { frames: [ 0, 1, 2, 3 ] }),
frameRate: 8,
repeat: -1
});
const cody = this.add.sprite(200, 100, 'brawler')
.setOrigin(0.5);
debugSpriteArea(this, cody);
cody.play('walk');
cody.setInteractive();
this.mytext = this.add.text(10, 10, 'No Hit', { fontFamily: 'Arial' });
cody.on('pointerdown', function (pointer) {
let originXOffset = cody.displayWidth * cody.originX;
let originYOffset = cody.displayHeight * cody.originY;
let x = (pointer.x - cody.x originXOffset ) / (cody.displayWidth / cody.width)
let y = (pointer.y - cody.y originYOffset) / (cody.displayHeight / cody.height);
if(cody.anims && cody.anims.currentFrame){
let currentFrame = cody.anims.currentFrame;
let pixelColor = this.textures.getPixel(x, y, currentFrame.textureKey, currentFrame.textureFrame);
if(pixelColor.a > 0) {
this.mytext.text = 'hit';
} else {
this.mytext.text = 'No hit';
}
}
}, this);
}
};
function debugSpriteArea(scene, sprite){
let debugRect = scene.add.rectangle(
sprite.x, sprite.y,
sprite.displayWidth, sprite.displayHeight,
0xff0000).setOrigin(sprite.originX,
sprite.originY);
debugRect.setDepth(-1);
}
const config = {
type: Phaser.AUTO,
width: 400,
height: 200,
scene: Scene
};
const game = new Phaser.Game(config);
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/phaser.js"></script>