<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Environment on PlumePHP</title><link>https://plumephp.com/tags/environment/</link><description>Recent content in Environment on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sat, 11 Apr 2026 20:16:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/environment/index.xml" rel="self" type="application/rss+xml"/><item><title>Phaser 天气环境系统：雨雪、风场、地面湿滑和性能降级要同一套规则</title><link>https://plumephp.com/phaser-weather-environment-system-2026/</link><pubDate>Sat, 11 Apr 2026 20:16:00 +0800</pubDate><guid>https://plumephp.com/phaser-weather-environment-system-2026/</guid><description>&lt;h2 id="天气不是屏幕前面飘几条雨线"&gt;天气不是屏幕前面飘几条雨线&lt;/h2&gt;
&lt;p&gt;Phaser 游戏做天气很容易从粒子开始：下雨就发射蓝色线条，下雪就飘白点，刮风就让粒子斜一点。这样的视觉能让截图好看，却很容易和玩法脱节。玩家明明看到暴雨，地面却不湿滑；雪天没有脚印；风很大但弹道不受影响；低端手机雨粒子一多就掉帧。天气系统如果只是装饰，会显得廉价；如果每个天气都临时改玩法，又会很快失控。&lt;/p&gt;</description></item></channel></rss>