2024/01/02

第4回 – Phaserゲームでキャラクターと車の衝突検出


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Phaserを使用したゲーム開発では、キャラクターとオブジェクトの衝突検出は非常に重要です。この記事では、Phaserを使ってプレイヤーキャラクターが車と衝突した際にどのように処理するかを解説します。

キャラクターと車の作成

プレイヤーキャラクターと車を作成します。プレイヤーキャラクターは物理エンジンを有効にし、アニメーションも追加します。

// プレイヤーキャラクターの作成
player = this.physics.add.sprite(frame_width / 2, frame_height / 2, 'player');
this.physics.world.enable(player);

// アニメーションの追加
this.anims.create({
    key: 'right',
    frames: this.anims.generateFrameNumbers('player', { start: 12, end: 14 }),
    frameRate: 10,
    repeat: -1
});

// 他の設定...

// 車の作成
cars = this.physics.add.sprite(car_x, car_y, 'car');
this.physics.world.enable(cars);
// 他の設定...

衝突処理の実装

プレイヤーキャラクターと車の衝突処理は以下のように実装します。衝突が検出された場合、プレイヤーを赤く変色させる例です。

// 衝突処理
function collisionHandler(player, car) {
    console.log('Player collided with car!');
    // プレイヤーを赤く変色
    player.setTint(0xff0000);
}

// 衝突検出の設定
this.physics.add.collider(player, cars, collisionHandler, null, this);

ゲームの更新処理

最後に、ゲームの更新処理を実装します。これにはキャラクターの移動や、画面外に出た車を再度配置する処理が含まれます。

function update(time, delta) {
    // キャラクターの移動処理...

    // 画面外に出たら再度右から出現
    if (!cars_stop) {
        cars.setVelocityX(-100);
        if ((cars.x - cars.width) <= 0) {
            cars.setX(car_x);
        }
    }
}

以上で、Phaserゲームでのキャラクターと車の衝突検出が実装されました。これにより、ゲーム内での衝突に対する処理が正しく行われ、臨場感あふれるゲームプレイが実現できます。

Phaser Game

全体のコード

<!DOCTYPE html>
<html lang="en">

<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Phaser Game</title>
<!-- Phaser ライブラリの読み込み -->
<script src="//cdn.jsdelivr.net/npm/phaser@3.70.0/dist/phaser.js"></script>
</head>

<body>
<!-- ゲームコンテナのスタイル -->
<style>
#game-container {
margin: auto 0;
padding: 0;
}

#game-container {
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
}

#game-container canvas {
border-radius: 5px;
}
</style>

<!-- ゲームコンテナ -->
<div id="game-container"></div>

<!-- ゲームスクリプト -->
<script>
// ウィンドウスケールの設定
let window_scale = 0.9;

if (window.innerWidth > 800)
window_scale = 0.5;

// フレームの初期値
let frame_width = window.innerWidth * window_scale;
let frame_height = 400;

let car_x = frame_width;
let car_y = frame_height - 30;

// Phaser ゲームの設定
const config = {
type: Phaser.AUTO,
width: frame_width,
height: frame_height,
backgroundColor: "#222222",
parent: "game-container",
physics: {
default: 'arcade',
arcade: {
gravity: { y: 600 }, // 重力の設定
debug: false // デバッグ表示の有無
}
},
scene: {
// ゲームの事前読み込み処理
preload: preload,
// ゲームの初期化処理
create: create,
// ゲームのフレームごとの更新処理
update: update
}
};

// Phaser ゲームの作成
const game = new Phaser.Game(config);

// プレイヤーのスプライト
let player;

// カーソルのキー
let cursors;

// 車のスプライト
let cars;

// 車の停止
let cars_stop = false;

// ゲームの事前読み込み処理
function preload() {
// 画像などのリソースの基本URLを設定
this.load.setBaseURL("https://honda-workshop.com/works/phaser/");

// 背景画像の読み込み
this.load.image("backgroud", "/assets/city.png");
// プレイヤーのスプライトシートの読み込み
this.load.spritesheet('player', '/assets/player.png', { frameWidth: 48, frameHeight: 48 });

// 車の画像の読み込み
this.load.image("car", "./assets/car.png");
}

// ゲームの初期化処理
function create() {
// ゲームの幅と高さを取得
const { width, height } = this.sys.game.config;

// 背景スプライトの作成
const bg = this.add.tileSprite(0, 0, width, height, "backgroud");
bg.setOrigin(0, 0);

// プレイヤーのスプライトを作成
player = this.physics.add.sprite(frame_width / 2, frame_height / 2, 'player');

// プレイヤースプライトに物理エンジンを有効にする
this.physics.world.enable(player);

// プレイヤースプライトにアニメーションを追加
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('player', { start: 12, end: 14 }),
frameRate: 10,
repeat: -1
});

// プレイヤースプライトにアニメーションを追加
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('player', { start: 6, end: 8 }),
frameRate: 10,
repeat: -1
});

// プレイヤースプライトに物理エンジンの設定
player.body.setBounce(0.1);
player.body.setCollideWorldBounds(true);

// カーソルのキーを有効にする
cursors = this.input.keyboard.createCursorKeys();

// アニメーションの再生
player.anims.play('right', true);

// 車のスプライトを作成
cars = this.physics.add.sprite(car_x, car_y, 'car');
cars.setBounce(0.0);
cars.setCollideWorldBounds(true);

// 車のスプライトに物理エンジンの設定
cars.body.setSize(32, 28, true); // 車の余白を考慮した設定
// 車に物理エンジンを有効にする
this.physics.world.enable(cars);

// プレイヤーと車の衝突処理
this.physics.add.collider(player, cars, collisionHandler, null, this);
}

// 衝突処理
function collisionHandler(player, car) {
console.log('Player collided with car!');
// プレイヤーを赤くする。
player.setTint(0xff0000);
}

// ゲームのフレームごとの更新処理
function update(time, delta) {
// カーソルキーの入力に応じてプレイヤーを移動
if (cursors.left.isDown) {
player.setVelocityX(-160);
player.anims.play('left', true);
} else if (cursors.right.isDown) {
player.setVelocityX(160);
player.anims.play('right', true);
} else {
player.setVelocityX(0);
}

// UPキーでplayerが地面に接しているとき
if (cursors.up.isDown && player.body.onFloor()) {
// プレイヤーが地面に触れているときだけジャンプする
player.setVelocityY(-400);
// プレイヤーを白くする。
player.setTint(0xffffff);
}

cars.setVelocityX(-100);
// 画面外に出たら再度右から出現
if ( (cars.x - cars.width) <= 0) {
cars.setX(car_x);
}
}

// ウィンドウのリサイズ時の処理
window.addEventListener('resize', function () {
// ゲームの幅と高さをリサイズ
frame_width = window.innerWidth * window_scale;
frame_height = 200;

console.log(frame_width);
console.log(frame_height);

game.scale.resize(frame_width, frame_height);

// プレイヤースプライトの位置をリサイズ後に更新
player.setPosition(frame_width / 2, frame_height / 2);
});

</script>

</body>

</html>

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はじめに

HONDA WORK SHOPでは、ご利用のユーザ様個人情報の取り扱いに細心の注意を払っております。

また当サイトではアフィリエイトプログラムを利用しております。

第三者配信事業者(Amazonアソシエイト、楽天アフィリエイト、A8.net)がCookie を使用して、サイト利用者が当サイトや他のサイトに過去にアクセスした際の情報に基づいて広告を配信します。

Google が広告 Cookie を使用することにより、サイト利用者が当サイトや他のサイトにアクセスした際の情報に基づいて、Google やそのパートナーは適切な広告をサイト利用者に対して表示します。

広告設定でパーソナライズ広告を無効にすることができます。

Cookieの利用について

Cookieは、当サイトや他サイトへのアクセスに関する情報が含まれており、多くのサイトで利用者に有益な機能を提供する目的で使用されています。

Cookieには、サイト利用者の個人情報(氏名、住所、メールアドレス、電話番号)は一切含まれません。

アクセス解析ツールについて

当サイトでは、アクセス解析ツール「Google Analytics」を利用しています。

「Google Analytics」はトラフィックデータの収集のためにCookieを使用しています。

このトラフィックデータは匿名で収集されており、個人を特定するものではありません。

この機能はCookieを無効にすることで収集を拒否することができますので、ご利用のブラウザ設定をご確認のうえ、拒否設定を行ってください。

本ポリシーの変更

当サイトは、個人情報に関して適用される日本の法令を遵守するとともに、本ポリシーの内容を適宜見直しその改善に努めます。

修正された最新のプライバシーポリシーは常に本ページにて開示されます。