vrnkl Posted July 28, 2015 Share Posted July 28, 2015 Hi everybody. I need help in my little game. My problem is, how i can move the player using game.physics.arcade.mo? The code in red coler doesn't works. Why? I'm using Intel XDK. Thanks.BasicGame = { };BasicGame.Game = function (game) { };BasicGame.Game.prototype = { init: function () { this.input.maxPointers = 1; this.stage.disableVisibilityChange = true; this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.forceOrientation(true, false); this.scale.setResizeCallback(this.gameResized, this); this.scale.setScreenSize(true); this.scale.refresh(); this.game.physics.startSystem(Phaser.Physics.ARCADE); }, preload: function () { this.load.image('bg', 'asset/bg-space-easy.png'); this.load.image('player', 'asset/player.png'); }, create: function() { this.bg = this.game.add.image(this.world.centerX, this.world.centerY, 'bg'); this.bg.anchor.setTo(0.5, 0.5); this.player = this.game.add.image(10, 10, 'player'); this.player.anchor.setTo(0.5, 0.5); this.input.onDown.add(touchCoordinatesDebug, this); function touchCoordinatesDebug(pointer) { this.game.debug.inputInfo(32, 32); this.game.debug.spriteInputInfo(sprite, 32, 130); this.game.debug.pointer(this.game.input.activePointer); } }, update: function() { this.game.physics.arcade.enable(this.player); this.player.body.velocity.y += 50; if(this.game.physics.arcade.distanceToPointer(this.player, this.input.activePointer) > 8) { this.game.physics.arcade.moveToPointer(this.player, 300); } else { this.player.body.velocity.set(0); } }, gameResized: function (width, height) { }}; Link to comment Share on other sites More sharing options...
vrnkl Posted July 29, 2015 Author Share Posted July 29, 2015 how I can use physics.arcade.moveToPointer? Link to comment Share on other sites More sharing options...
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