phaserjs / phaser

Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
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[dom] error Arcade.Body size when Scale use ScaleModes.FIT #6871

Open zbrongyaozb opened 4 months ago

zbrongyaozb commented 4 months ago

Version

Description

when use dom with physics, and Scale mode is Phaser.Scale.ScaleModes.FIT. the body size is not correct. The problem can be solved by manually calling body.setSize. 微信截图_20240723121016

Example Test Code

sandbox

class Example extends Phaser.Scene
{
    element;
    player;
    cursors;

    preload ()
    {
        this.load.image('block', 'https://labs.phaser.io/assets/sprites/block.png');
    }

    create ()
    {
        // error size
        this.cursors = this.input.keyboard.createCursorKeys();
        this.element = this.add.dom(300, 200, 'div', 'font-size: 96px', '💩').setOrigin(0);

        this.physics.add.existing(this.element, false);

        this.element.body.setCollideWorldBounds(true);

        // Calling setSize will provide the accurate size.
        const element = this.add.dom(100, 100, 'div', 'font-size: 96px', '💩').setOrigin(0);
        this.physics.add.existing(element, false);
        element.body.setCollideWorldBounds(true).setSize(element.width, element.height);
    }

    update ()
    {
        this.element.body.setVelocity(0);

        if (this.cursors.left.isDown)
        {
            this.element.body.setVelocityX(-300);
        }
        else if (this.cursors.right.isDown)
        {
            this.element.body.setVelocityX(300);
        }

        if (this.cursors.up.isDown)
        {
            this.element.body.setVelocityY(-300);
        }
        else if (this.cursors.down.isDown)
        {
            this.element.body.setVelocityY(300);
        }
    }
}

const config = {
    type: Phaser.AUTO,
    parent: 'phaser-example',
    backgroundColor: '#0072bc',
    scale: {
      mode: Phaser.Scale.ScaleModes.FIT,
      autoCenter: Phaser.Scale.CENTER_BOTH,
      width: 600,
      height: 450,
    },
    dom: {
        createContainer: true
    },
    physics: {
        default: 'arcade',
        arcade: {
            debug: true
        }
    },
    scene: Example
};

const game = new Phaser.Game(config);
greptile-apps[bot] commented 4 months ago

For internal use only

To resolve the issue with Arcade.Body size when using ScaleModes.FIT, modify the create method in your scene to call body.setSize after adding the DOM element to the physics system. This ensures the body size is correctly set. Here is the updated code:

create () {
    this.cursors = this.input.keyboard.createCursorKeys();
    this.element = this.add.dom(300, 200, 'div', 'font-size: 96px', '💩').setOrigin(0);
    this.physics.add.existing(this.element, false);
    this.element.body.setCollideWorldBounds(true);
    this.element.body.setSize(this.element.width, this.element.height); // Add this line

    const element = this.add.dom(100, 100, 'div', 'font-size: 96px', '💩').setOrigin(0);
    this.physics.add.existing(element, false);
    element.body.setCollideWorldBounds(true).setSize(element.width, element.height);
}

This ensures the body size is correctly set when using ScaleModes.FIT.

References

/plugins/impact/components/BodyScale.js /src/scale /plugins/impact/components/SetGameObject.js /changelog/3.1/CHANGELOG-v3.1.md /changelog/3.15/CHANGELOG-v3.15.md /changelog/3.80/CHANGELOG-v3.80.md /changelog/3.60/ScaleManager.md /types/phaser.d.ts /changelog/3.70/CHANGELOG-v3.70.md /changelog/3.4/CHANGELOG-v3.4.md /changelog/3.2/CHANGELOG-v3.2.md /changelog/3.9/CHANGELOG-v3.9.md /changelog/3.17/CHANGELOG-v3.17.md /changelog/3.1.1/CHANGELOG-v3.1.1.md /changelog/3.1 /src/scale/const/CENTER_CONST.js /src/core/typedefs/ScaleConfig.js /changelog/3.23 /src/scale/events/RESIZE_EVENT.js /src/physics /changelog/3.60/ArcadePhysics.md /src/scale/const/SCALE_MODE_CONST.js /src/scale/events /src/physics/index.js /plugins/impact/components/BodyType.js

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