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Showing results for tags 'phaser cocoonjs'.
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('wall', 'assets/wall.png'); game.load.image('star', 'assets/star.png'); game.load.image('kit', 'assets/firstaid.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); game.load.spritesheet('bad', 'assets/baddie.png', 32, 48); } var star; var platforms; var cursors; var ground; var rightBorder; var leftBorder; var kits; var vel = 300; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); star = game.add.sprite(335, 25, 'star'); star.inputEnabled = true; star.input.enableDrag(true); game.physics.arcade.enable(star); star.body.moves = false platforms = game.add.group(); platforms.enableBody = true; ground = platforms.create(19, game.world.height - 100, 'ground'); ground.body.velocity.x = vel; ground2 = platforms.create(200, 350, 'ground'); ground2.body.velocity.x = -vel; ground3 = platforms.create(19, 100, 'ground'); ground3.body.velocity.x = vel; ground4 = platforms.create(300, 200, 'ground'); ground4.body.velocity.x = -vel; leftBorder = platforms.create(-50, game.world.height - 600, 'wall'); rightBorder = platforms.create(785, game.world.height - 600, 'wall'); leftBorder.scale.setTo(2, 2); rightBorder.scale.setTo(2, 2); kits = game.add.group() kits.enableBody = true; kit = kits.create(350, 150, 'kit') kit2 = kits.create(350, 270, 'kit') kit3 = kits.create(350, 430, 'kit') kit4 = kits.create(350, 550, 'kit') } function update() { game.physics.arcade.overlap(star, platforms, youLose); checkWall(ground); checkWall(ground2); checkWall(ground3); checkWall(ground4); game.physics.arcade.overlap(star, kits, checkAid, null, this); if (kits.length < 1) { star.destroy() } } function youLose() { star.destroy(); } function checkWall(platform) { if (game.physics.arcade.overlap(platform, rightBorder)) { platform.body.velocity.x = -vel } else if (game.physics.arcade.overlap(platform, leftBorder)) { platform.body.velocity.x = vel } } function checkAid(star, kit) { kit.destroy(); } Hi there ! First time writing here, and also very new to Phaser and game development in general. I have a problem with dragging a sprite on android device after compiling using Cocoon JS. Everything works fine in the browser, but for some reason I can't move the sprite (star) after installing game on my phone.