从“./BaseScene”导入BaseScene; const SKY_IMAGE = "天空"; const SKY_IMAGE_BLACK = "天黑"; const BOARD =“板”; const HEADER_ACT = "header_act"; const KEY_BRUSH = "画笔"; const BGGAME = "bg 游戏"; 导出默认类 Scratch 扩展 BaseScene { 构造函数(配置){ 超级(“划痕”,{...配置}); this.config = 配置; this.isDown = false; this.renderTexture = null; this.brush = null; this.erasedPixels = 0; this.screenCenter = [config.width / 2, config.height / 2]; } 创造() { 超级.create(); this.cover = this.make.image({ 键:SKY_IMAGE_BLACK, 添加:假, }); this.board = this.make.image({ 键盘, 添加:假, }); this.ScratchOff(); this.add.image(...this.screenCenter, BOARD).setScale(0.7); console.log(this.board.getBounds()); const headerinfo = this.add .image(this.screenCenter[0] - 160, 130, "header_act") .setScale(0.7); 让 helloWorld = this.add .text(0, 0, "你好世界") .setFont("20px 宋体") .setColor("#ffffff"); const 容器 = this.add.container(headerinfo.x, headerinfo.y); 容器.add(helloWorld); } 刮掉(){ 这个.add .image(this.screenCenter[0] - 160, this.screenCenter[1], SKY_IMAGE) .setScale(0.7); this.cover.setOrigin(0, 0); const 宽度 = this.cover.width; const height = this.cover.height; 控制台.log(宽度,高度); const rt = this.add.renderTexture( this.screenCenter[0] - 160, 这个.screenCenter[1], 宽度*0.7, 高度*0.71 ); this.isRenderTextureErased = false; this.erasureThreshold = 0.99; rt.setOrigin(0.5, 0.5); rt.draw(this.cover); //,宽度*0.5,高度*0.5) rt.setInteractive(); rt.on(Phaser.Input.Events.POINTER_DOWN, this.handlePointerDown, this); rt.on(Phaser.Input.Events.POINTER_MOVE, this.handlePointerMove, this); rt.on(Phaser.Input.Events.POINTER_UP, () => (this.isDown = false)); this.brush = this.make.image({ 键:KEY_BRUSH, 添加:假, }); this.renderTexture = rt; } 处理指针向下(指针){ this.isDown = true; this.handlePointerMove(指针); } 处理指针移动(指针){ if (!this.isDown) { 返回; } const x = 指针.x - this.renderTexture.x + this.renderTexture.width * 0.5; 常量 y = 指针.y - this.renderTexture.y + this.renderTexture.height * 0.5; this.renderTexture.erase(this.brush, x, y); const 结果 = this.calculateScratchRatio(x, y); console.log(“结果”, 结果); }计算划痕比(x,y){ const 纹理 = this.textures.get(SKY_IMAGE_BLACK); 控制台.log(纹理); 如果(!纹理){ console.error(`未找到带有键“${SKY_IMAGE_BLACK}”的纹理。`); 返回0; } 控制台.log(纹理); const canvas = document.createElement("canvas"); canvas.width =texture.source[0].width; console.log("canvas.width", canvas.width); canvas.height =texture.source[0].height; const context = canvas.getContext("2d"); context.drawImage(texture.source[0].image, 0, 0); const imageData = context.getImageData(0, 0, canvas.width, canvas.height); 常量像素 = imageData.data; console.log(imageData, 像素); 让擦除计数 = 0; for (令 i = 3; i></p>
P粉2074830872023-08-15 19:19:20
你的代码中有很多内容,很难让它正常工作。
最好的做法是发布一个迷你可运行代码,就像这里提到的这里。
不过,一个简单快速的解决方案是使用canvasTexture
来创建封面纹理,这样你就可以直接从这个对象访问上下文。
这是一个我会这样做的简短演示:
(基于这个答案的概念)
document.body.style = 'margin:0;'; class ScratchScene extends Phaser.Scene { constructor() { super('ScratchScene') } create(){ let helperGraphics = this.make.graphics({x:0, y: 0, add: false}); helperGraphics.fillStyle(0xff0000); helperGraphics.fillRect(0, 0, 200, 50 ); helperGraphics.generateTexture('cover', 200, 50); let coverImage = this.textures.get('cover').getSourceImage() this.coverHelperCanvas = this.textures.createCanvas('coverTexture', 200, 50) this.coverHelperCanvas.draw(0, 0, coverImage) this.coverHelperCanvas.context.globalCompositeOperation = 'destination-out' this.precent = this.add.text(10 , 10, '' ); this.add.text( config.width/2, config.height / 2, 'YOU WON') .setOrigin(.5) .setFontSize(20); let cover = this.add.image(config.width/2, config.height / 2, 'coverTexture') .setInteractive(); cover.on('pointermove', this.clearCover, this); this.checkPercent(); } checkPercent(){ let full = 200 * 50; let { data } = this.coverHelperCanvas.context.getImageData(0, 0,200, 50); let current = data.filter((v,i) => ((i + 1) % 4 == 0) && v > 0).length; this.precent.setText(`Cover Percent: ${ (current / full * 100).toFixed(2) }%` ); } clearCover(e, x, y){ let radius = 10; this.coverHelperCanvas.context.beginPath() this.coverHelperCanvas.context.arc(x, y, radius, 0, Math.PI * 2, false) this.coverHelperCanvas.context.fill(); this.coverHelperCanvas.update(); this.checkPercent(); } } var config = { type: Phaser.AUTO, width: 536, height: 163, scene: [ScratchScene] }; new Phaser.Game(config); console.clear();
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