brittydoll Posted September 30, 2015 Share Posted September 30, 2015 hey everyone im in university studying bachelor of inter active media, but that's not the point ..... we need to make a mobile game in phaser for our assignment.... you see my code is super long, i have no idea how to place enemies in my game for my character to kill, or to place health bars, how to have random collectables appear or even how to get a game over screen . right now my game is a player some platforms and some water kinda like mario looking....... i tried using states to get a menu and a game over screen ect.... but my code refused to work. i need help.... some tutorials because my teacher never even showed us how..... here is my code so far any help is welcome. var game = new Phaser.Game(960, 540, Phaser.AUTO, 'game', { preload: preload, create: create, update: update }); var player;var Keys = Phaser.Keyboard;var speed = 4;var style = 'default';var cursors; function preload() { game.load.image('sky', 'images/sky3.png');game.load.image('sky2', 'images/sky4.png'); game.load.image('sky3', 'images/sky5.png'); game.load.image('ground', 'images/platform3.png'); game.load.image('ground1', 'images/platform4.png'); game.load.image('ground2', 'images/platform5.png'); game.load.image('ground3', 'images/platform6.png'); game.load.image('skyplat', 'images/skyplatform.png'); game.load.image('skyplat2', 'images/skyplat2.png'); game.load.image('star', 'images/star.png'); game.load.spritesheet('dude', 'images/dude.png', 32, 48);game.load.image('water', 'images/water_back.png');game.load.image('water1', 'images/water_front.png'); } function create() { game.world.setBounds(0, 0, 960*10, 540); game.add.tileSprite(0, 0, 960*5, 540, 'sky'); game.add.sprite(4800, 0, 'sky2'); game.add.tileSprite(6406, 0, 960*5, 540, 'sky3'); ground = game.add.sprite(0, 396, 'ground'); game.physics.arcade.enable(ground);ground.scale.setTo(2, 1); ground.body.immovable = true; skyplat = game.add.sprite(500, 290, 'skyplat'); game.physics.arcade.enable(skyplat);skyplat.scale.setTo(1, 1); skyplat.body.immovable = true; skyplat2 = game.add.sprite(700, 250, 'skyplat'); game.physics.arcade.enable(skyplat2);skyplat2.scale.setTo(1, 1); skyplat2.body.immovable = true; skyplat3 = game.add.sprite(1050, 215, 'skyplat'); game.physics.arcade.enable(skyplat3);skyplat3.scale.setTo(1, 1); skyplat3.body.immovable = true; skyplat4 = game.add.sprite(1300, 215, 'skyplat'); game.physics.arcade.enable(skyplat4);skyplat4.scale.setTo(2, 1); skyplat4.body.immovable = true; skyplat5 = game.add.sprite(2150, 344, 'skyplat'); game.physics.arcade.enable(skyplat5);skyplat5.scale.setTo(2, 1); skyplat5 .body.immovable = true; skyplat6 = game.add.sprite(2250, 295, 'skyplat'); game.physics.arcade.enable(skyplat6);skyplat6.scale.setTo(1, 1); skyplat6 .body.immovable = true; ground2 = game.add.sprite(1150, 396, 'ground'); game.physics.arcade.enable(ground2);ground2.scale.setTo(1, 1); ground2.body.immovable = true; ground3 = game.add.sprite(1800, 396, 'ground'); game.physics.arcade.enable(ground3);ground3.scale.setTo(2, 1); ground3.body.immovable = true; ground4 = game.add.sprite(2950, 396, 'ground1'); game.physics.arcade.enable(ground4);ground4.scale.setTo(1, 1); ground4.body.immovable = true; ground5 = game.add.sprite(3250, 396, 'ground1'); game.physics.arcade.enable(ground5);ground5.scale.setTo(1, 1); ground5.body.immovable = true; ground6 = game.add.sprite(3600, 396, 'ground1'); game.physics.arcade.enable(ground6);ground6.scale.setTo(1, 1); ground6.body.immovable = true; ground7 = game.add.sprite(3900, 396, 'ground'); game.physics.arcade.enable(ground7);ground7.scale.setTo(2, 1); ground7.body.immovable = true; skyplat7 = game.add.sprite(4200, 290, 'skyplat'); game.physics.arcade.enable(skyplat7);skyplat7.scale.setTo(1, 1); skyplat7.body.immovable = true; skyplat8 = game.add.sprite(4400, 250, 'skyplat'); game.physics.arcade.enable(skyplat8);skyplat8.scale.setTo(1, 1); skyplat8.body.immovable = true; skyplat9 = game.add.sprite(4600, 290, 'skyplat'); game.physics.arcade.enable(skyplat9);skyplat9.scale.setTo(1, 1); skyplat9.body.immovable = true; ground8 = game.add.sprite(5000, 396, 'ground'); game.physics.arcade.enable(ground8);ground8.scale.setTo(1, 1); ground8.body.immovable = true; ground9 = game.add.sprite(5500, 396, 'ground2'); game.physics.arcade.enable(ground9);ground9.scale.setTo(1.5, 1); ground9.body.immovable = true; skyplat10 = game.add.sprite(5700, 290, 'skyplat2'); game.physics.arcade.enable(skyplat10);skyplat10.scale.setTo(1, 1); skyplat10.body.immovable = true; skyplat11 = game.add.sprite(5900, 250, 'skyplat2'); game.physics.arcade.enable(skyplat11);skyplat11.scale.setTo(1, 1); skyplat11.body.immovable = true; skyplat12 = game.add.sprite(6250, 215, 'skyplat2'); game.physics.arcade.enable(skyplat12);skyplat12.scale.setTo(1, 1); skyplat12.body.immovable = true; skyplat13 = game.add.sprite(6500, 215, 'skyplat2'); game.physics.arcade.enable(skyplat13);skyplat13.scale.setTo(2, 1); skyplat13.body.immovable = true; skyplat14 = game.add.sprite(7350, 344, 'skyplat2'); game.physics.arcade.enable(skyplat14);skyplat14.scale.setTo(2, 1); skyplat14 .body.immovable = true; skyplat15 = game.add.sprite(7450, 295, 'skyplat2'); game.physics.arcade.enable(skyplat15);skyplat15.scale.setTo(1, 1); skyplat15 .body.immovable = true; ground10 = game.add.sprite(6350, 396, 'ground2'); game.physics.arcade.enable(ground10);ground10.scale.setTo(1, 1); ground10.body.immovable = true; ground11 = game.add.sprite(7000, 396, 'ground2'); game.physics.arcade.enable(ground11);ground11.scale.setTo(2, 1); ground11.body.immovable = true; ground12 = game.add.sprite(8150, 396, 'ground3'); game.physics.arcade.enable(ground12);ground12.scale.setTo(1, 1); ground12.body.immovable = true; ground13 = game.add.sprite(8450, 396, 'ground3'); game.physics.arcade.enable(ground13);ground13.scale.setTo(1, 1); ground13.body.immovable = true; ground14 = game.add.sprite(8800, 396, 'ground3'); game.physics.arcade.enable(ground14);ground14.scale.setTo(1, 1); ground14.body.immovable = true; ground15 = game.add.sprite(9100, 396, 'ground2'); game.physics.arcade.enable(ground15);ground15.scale.setTo(2, 1); ground15.body.immovable = true; ground16 = game.add.sprite(10200, 396, 'ground2'); game.physics.arcade.enable(ground16);ground16.scale.setTo(1, 1); ground16.body.immovable = true; water = game.add.tileSprite(0, 470, 960*10, 540, 'water');game.physics.arcade.enable(water); water.body.setSize(960, 20, 0, 0);water.scale.setTo(2, 1); water.body.immovable = true; water = game.add.tileSprite(0, 435, 960*10, 540, 'water');game.physics.arcade.enable(water); water.body.setSize(960, 20, 0, 0);water.scale.setTo(2, 1); water.body.immovable = true; // player player = game.add.sprite(0, 340, 'dude'); // We need to enable physics on the player game.physics.arcade.enable(player); // Player physics properties. Give the little guy a slight bounce. player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); game.camera.follow(player); } function update() {game.physics.arcade.collide(player, ground); game.physics.arcade.collide(player, ground2);game.physics.arcade.collide(player, ground3);game.physics.arcade.collide(player, ground4);game.physics.arcade.collide(player, ground5);game.physics.arcade.collide(player, ground6);game.physics.arcade.collide(player, ground7);game.physics.arcade.collide(player, ground8);game.physics.arcade.collide(player, ground9); game.physics.arcade.collide(player, ground10);game.physics.arcade.collide(player, ground11);game.physics.arcade.collide(player, ground12);game.physics.arcade.collide(player, ground13);game.physics.arcade.collide(player, ground14);game.physics.arcade.collide(player, ground15);game.physics.arcade.collide(player, ground16); game.physics.arcade.collide(player, skyplat);game.physics.arcade.collide(player, skyplat2);game.physics.arcade.collide(player, skyplat3);game.physics.arcade.collide(player, skyplat4);game.physics.arcade.collide(player, skyplat5); game.physics.arcade.collide(player, skyplat6);game.physics.arcade.collide(player, skyplat7);game.physics.arcade.collide(player, skyplat8);game.physics.arcade.collide(player, skyplat9);game.physics.arcade.collide(player, skyplat10);game.physics.arcade.collide(player, skyplat11);game.physics.arcade.collide(player, skyplat12);game.physics.arcade.collide(player, skyplat13);game.physics.arcade.collide(player, skyplat14);game.physics.arcade.collide(player, skyplat15); cursors = game.input.keyboard.createCursorKeys();player.body.velocity.x = 0; if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 150; player.animations.play('right'); } else { // Stand still player.animations.stop(); player.frame = 4; } // Allow the player to jump if they are touching the ground. if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -250; } } Link to comment Share on other sites More sharing options...
MichaelD Posted September 30, 2015 Share Posted September 30, 2015 First of all you need to understand how some core framework elements work, specifically, tileMaps, sprites, groups. Some advice would be to group up any sprites that you want to collide with the player, and then simply collide the player with that group. Link to comment Share on other sites More sharing options...
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