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Phaser game engine - Not work run- Help me


Eli_phaser
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I need to make a game where dragging commands I give the path by which character will to move forward, left, right. I do not know how to remember the id command forward, left, right in a sequence/array komande, after which I can start the run and thrown such a way that the character moves ?

 

 

 

var game = new Phaser.Game("100%","100%",Phaser.CANVAS,"",{

preload:onPreload,
create:onCreate,
resize:onResize
});



var GlavniKarakter = {
'X':4,
'Y':2,
'Sifra':2,
'pravac':1 // 1 move, 2 right, 3 left

};


//matrix
var level = [[1,1,1,1,1,1,1,1],
[1,0,0,1,1,1,1,1],
[1,0,0,1,1,1,1,1],
[1,0,0,0,0,0,0,1],
[1,1,2,1,1,1,0,1],
[1,0,0,0,1,0,0,1],
[1,0,0,0,1,1,1,1],
[1,1,1,1,1,1,1,1]];


// array from run
var komande = [];


function onPreload() {
game.stage.backgroundColor = "#FDD267";
game.load.spritesheet("polja","polja.png",40,40);
game.load.spritesheet("zid","zid.png",40,40);
game.load.spritesheet("igrac","igrac.png",40,40);

game.load.spritesheet("move","move.png",53,23);//move
game.load.spritesheet("right","desno.png",53,43);//right
game.load.spritesheet("left","levo.png",53,43);//left

game.load.spritesheet("run","run.png",45,45);//run
}



function onCreate() {



// copy command, when you drag and drop
for(var j = 0; j<3;j++){
moveForward= game.add.sprite(350, 30*1,'move',1);
moveForward.inputEnabled = true;
moveForward.input.enableDrag();
moveForward.input.enableSnap(350, 30, false, true);

//komande.push(1);
}

this.game.time.events.add(350, function() {

if (this.game.input.activePointer.isDown) {

moveForward.input.startDrag(this.game.input.activePointer);


}komande.push(1); // array from command

}, this);


for(var j = 0; j<3;j++){
var moveRight = game.add.sprite(350, 30 * 2, 'right', 2);
// moveRight-turn rught
moveRight.inputEnabled = true;
moveRight.input.enableDrag();
moveRight.input.enableSnap(350, 30, false, true);
this.game.time.events.add(350, function() {
if (this.game.input.activePointer.isDown) {
moveRight.input.startDrag(this.game.input.activePointer);

} komande.push(2);

}, this);
}

// moveLeft-turn Left
for(var j = 0; j<3;j++){
moveLeft = game.add.sprite(350, 30 * 3, 'left', 3);
moveLeft.inputEnabled = true;
moveLeft.input.enableDrag();
moveLeft.input.enableSnap(350, 30, false, true);
this.game.time.events.add(350, function() {
if (this.game.input.activePointer.isDown) {
moveLeft.input.startDrag(this.game.input.activePointer);

} komande.push(3);

}, this);
}




dgmRun=game.add.sprite(350,120,'run');
dgmRun.inputEnabled = true;

crtajLavirint();





//moveForward.events.onInputDown.add(dada, this);
//moveRight.events.onInputDown.add(okretDesno, this);
//moveLeft.events.onInputDown.add(okretLevo, this);
dgmRun.events.onInputDown.add(runKomande, this);



igrac =game.add.sprite(40*GlavniKarakter.Y,40*GlavniKarakter.X,"igrac");


}

/*

 

functions that are created but not to letters*/

//function runForward

// function runLeft

//functio runRight




// function run, execute array komande
function runKomande(){
for(var k=0;k<komande.length;k++){

if(komande[k]==1) runForward();
if(komande[k]==2) runRight();
if(komande[k]==3) runLeft();

//crtajLavirint();


}
}

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