Jump to content

VS 2015 IDE doesn't like game variables inside Phaser game state


Shortstuff81000
 Share

Recommended Posts

Hello! :D I am relatively new to Phaser, so I downloaded the examples and started making little adjustments to them. So far the Invaders example is my favorite, so I started separating it into separate files and implementing my own graphics.  :D Audio will come later.

 

That is, after I figure out what to do with my game variables. I started copying the invaders code into a Visual Studio Phaser project I'd been playing around with. It wasn't much; just a bouncing Phaser logo, so I knew it would be easy to replace the existing code with the Invaders code. Everything works except for the code in the Game file:

GameStates.Game = function (game) {};var player;var aliens;var bullets;var enemyBullet;var explosions;var ufoExplosions;var bulletTime = 0;var cursors;var fireButton;var starfield;var score = 0;var scoreString = '';var scoreText;var lives;var firingTimer = 0;var stateText;var livingEnemies = [];var colors = [            0xff0000, 0xff1e00, 0xff4000, 0xff5e00, 0xff7f00, 0xff9d00, 0xffbf00, 0xffdd00, 0xffff00, 0xddff00, 0xbfff00, 0x9dff00, 0x80ff00, 0x5eff00, 0x40ff00, 0x1eff00, 0x00ff00, 0x00ff1e, 0x00ff40, 0x00ff5d, 0x00ff80, 0x00ff9d, 0x00ffbf, 0x00ffdd, 0x00ffff, 0x00ddff, 0x00bfff, 0x009dff, 0x0080ff, 0x005dff, 0x0040ff, 0x001eff, 0x0000ff, 0x1e00ff, 0x4000ff, 0x5e00ff, 0x8000ff, 0x9d00ff, 0xbf00ff, 0xdd00ff, 0xff00ff, 0xff00dd, 0xff00bf, 0xff009d, 0xff007f, 0xff005e, 0xff0040, 0xff001e, 0xffffff];GameStates.Game.prototype = {    create: function () {        game.physics.startSystem(Phaser.Physics.ARCADE);        //  The scrolling starfield background        starfield = game.add.tileSprite(0, 0, 1024, 768, 'starfield');        starfield.tint = colors[Math.floor(Math.random() * colors.length)];        //  Our bullet group        bullets = game.add.group();        bullets.enableBody = true;        bullets.physicsBodyType = Phaser.Physics.ARCADE;        bullets.createMultiple(30, 'playerBullet');        bullets.setAll('anchor.x', 0.5);        bullets.setAll('anchor.y', 1);        bullets.setAll('outOfBoundsKill', true);        bullets.setAll('checkWorldBounds', true);        bullets.setAll('tint', colors[Math.floor(Math.random() * colors.length)]);        // The enemy's bullets        enemyBullets = game.add.group();        enemyBullets.enableBody = true;        enemyBullets.physicsBodyType = Phaser.Physics.ARCADE;        enemyBullets.createMultiple(30, 'enemyBullet');        enemyBullets.setAll('anchor.x', 0.5);        enemyBullets.setAll('anchor.y', 1);        enemyBullets.setAll('outOfBoundsKill', true);        enemyBullets.setAll('checkWorldBounds', true);        enemyBullets.setAll('tint', colors[Math.floor(Math.random() * colors.length)]);        //  The hero!        player = game.add.sprite(512, 640, 'playerShip');        player.anchor.setTo(0.5, 0.5);        player.tint = colors[Math.floor(Math.random() * colors.length)];        game.physics.enable(player, Phaser.Physics.ARCADE);        //  The baddies!        aliens = game.add.group();        aliens.enableBody = true;        aliens.physicsBodyType = Phaser.Physics.ARCADE;        createAliens();        //  The score        scoreString = 'Score : ';        scoreText = game.add.text(10, 10, scoreString + score, { font: '34px Arial', fill: '#fff' });        //  Lives        lives = game.add.group();        game.add.text(game.world.width - 100, 10, 'Lives : ', { font: '34px Arial', fill: '#fff' });        //  Text        stateText = game.add.text(game.world.centerX, game.world.centerY, ' ', { font: '84px Arial', fill: '#fff' });        stateText.anchor.setTo(0.5, 0.5);        stateText.visible = false;        for (var i = 0; i < 3; i++) {            var ship = lives.create(game.world.width - 100 + (30 * i), 60, 'playerShip');            ship.anchor.setTo(0.5, 0.5);            ship.angle = 90;            ship.alpha = 0.4;        }        //Player Explosion pool        explosions = game.add.group();        explosions.createMultiple(30, 'playerExplosion');        explosions.forEach(setupInvader, this);        explosions.setAll('tint', colors[Math.floor(Math.random() * colors.length)]);        //Enemy Explosion pool        enemyExplosions = game.add.group();        enemyExplosions.createMultiple(30, 'enemyExplosion');        enemyExplosions.forEach(setupInvader, this);        enemyExplosions.setAll('tint', colors[Math.floor(Math.random() * colors.length)]);        //  And some controls to play the game with        cursors = game.input.keyboard.createCursorKeys();        fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);    },    createAliens: function () {        for (var y = 0; y < 10; y++) {            for (var x = 0; x < 12; x++) {                var alien = aliens.create(x * 48, y * 48, 'UFO');                alien.anchor.setTo(0.5, 0.5);                alien.animations.add('fly', [0, 1, 2, 3], 20, true);                alien.play('fly');                alien.body.moves = false;                alien.tint = colors[Math.floor(Math.random() * colors.length)];            }        }        aliens.x = 100;        aliens.y = 50;        //  All this does is basically start the invaders moving. Notice we're moving the Group they belong to, rather than the invaders directly.        var tween = game.add.tween(aliens).to({ x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);        //  When the tween loops it calls descend        tween.onLoop.add(descend, this);    },    setupInvader: function (invader) {        invader.anchor.x = 0.5;        invader.anchor.y = 0.5;        invader.animations.add('enemyExplosion');    },    descend: function () {        aliens.y += 10;    },    update: function () {        //  Scroll the background        starfield.tilePosition.y += 5;        if (player.alive) {            //  Reset the player, then check for movement keys            player.body.velocity.setTo(0, 0);            if (cursors.left.isDown) {                player.body.velocity.x = -400;            }            else if (cursors.right.isDown) {                player.body.velocity.x = 400;            }            else if (cursors.up.isDown) {                player.body.velocity.y = -200;            }            else if (cursors.down.isDown) {                player.body.velocity.y = 200;            }            game.world.wrap(player, 0, true);            //  Firing?            if (fireButton.isDown) {                fireBullet();            }            if (game.time.now > firingTimer) {                enemyFires();            }            //  Run collision            game.physics.arcade.overlap(bullets, aliens, collisionHandler, null, this);            game.physics.arcade.overlap(player, aliens, playerHitsAlien, null, this);            game.physics.arcade.overlap(enemyBullets, player, enemyHitsPlayer, null, this);        }    },    render: function () {    },    collisionHandler: function (bullet, alien) {        //  When a bullet hits an alien we kill them both        bullet.kill();        alien.kill();        //  Increase the score        score += 20;        scoreText.text = scoreString + score;        //  And create an explosion         var explosion = enemyExplosions.getFirstExists(false);        explosion.reset(alien.body.x, alien.body.y);        explosion.play('enemyExplosion', 30, false, true);        if (aliens.countLiving() == 0) {            score += 1000;            scoreText.text = scoreString + score;            enemyBullets.callAll('kill', this);            stateText.text = " You Won, \n Hit Enter to restart";            stateText.visible = true;            //the "click to restart" handler            //game.input.onTap.addOnce(restart, this);            //game.input.keyboard.addKey(Phaser.Keyboard.ENTER);            this.enterKey = this.game.input.keyboard.addKey(Phaser.Keyboard.ENTER);            this.enterKey.onDown.add(restart, this);        }    },    playerHitsAlien: function (player, alien) {        //  When the player hits an alien we kill them both        live = lives.getFirstAlive();        if (live) {            live.kill();        } alien.kill();        //No score for losing a life        //Reset the player's location        player.x = 512;        player.y = 640;        //  And create an explosion         var eExplosion = explosions.getFirstExists(false);        eExplosion.reset(alien.body.x, alien.body.y);        eExplosion.play('enemyExplosion', 30, false, true);        //  And create an explosion         var pExplosion = playerExplosion.getFirstExists(false);        pExplosion.reset(player.body.x, player.body.y);        pExplosion.play('playerExplosion', 30, false, true);        if (aliens.countLiving() == 0) {            score += 1000;            scoreText.text = scoreString + score;            enemyBullets.callAll('kill', this);            stateText.text = " You Won, \n Hit Enter to restart";            stateText.visible = true;            //the "click to restart" handler            //game.input.onTap.addOnce(restart, this);            //game.input.keyboard.addKey(Phaser.Keyboard.ENTER);            this.enterKey = this.game.input.keyboard.addKey(Phaser.Keyboard.ENTER);            this.enterKey.onDown.add(restart, this);        }    },    enemyHitsPlayer: function (player, bullet) {        bullet.kill();        live = lives.getFirstAlive();        if (live) {            live.kill();        }        //  And create an explosion         var explosion = explosions.getFirstExists(false);        explosion.reset(player.body.x, player.body.y);        explosion.play('playerExplosion', 30, false, true);        // When the player dies        if (lives.countLiving() < 1) {            player.kill();            enemyBullets.callAll('kill');            stateText.text = " GAME OVER \n Hit Enter to restart";            stateText.visible = true;            //the "click to restart" handler            //game.input.onTap.addOnce(restart,this);            //game.input.keyboard.addKey(Phaser.Keyboard.ENTER);            this.enterKey = this.game.input.keyboard.addKey(Phaser.Keyboard.ENTER);            this.enterKey.onDown.add(restart, this);        }    },    enemyFires: function () {        //  Grab the first bullet we can from the pool        enemyBullet = enemyBullets.getFirstExists(false);        livingEnemies.length = 0;        aliens.forEachAlive(function (alien) {            // put every living enemy in an array            livingEnemies.push(alien);        });        if (enemyBullet && livingEnemies.length > 0) {            var random = game.rnd.integerInRange(0, livingEnemies.length - 1);            // randomly select one of them            var shooter = livingEnemies[random];            // And fire the bullet from this enemy            enemyBullet.reset(shooter.body.x, shooter.body.y);            game.physics.arcade.moveToObject(enemyBullet, player, 120);            firingTimer = game.time.now + 2000;        }    },    fireBullet: function () {        //  To avoid them being allowed to fire too fast we set a time limit        if (game.time.now > bulletTime) {            //  Grab the first bullet we can from the pool            bullet = bullets.getFirstExists(false);            if (bullet) {                //  And fire it                bullet.reset(player.x, player.y + 8);                bullet.body.velocity.y = -400;                bulletTime = game.time.now + 100;            }        }    },    resetBullet: function (bullet) {        //  Called if the bullet goes out of the screen        bullet.kill();    },    restart: function () {        //  A new level starts        //resets the life count        lives.callAll('revive');        //  And brings the aliens back from the dead         aliens.removeAll();        createAliens();        //revives the player        player.revive();        //hides the text        stateText.visible = false;    }};

I have a strong feeling that the variables should go inside the "GameStates.Game.prototype = {". But when I put them there, I get many expectations of semicolons, identifiers, and closing curly brackets, and syntax errors. If I put them outside of the "GameStates.Game.prototype = {", I cannot leave the title screen. :unsure: Where else can I put them?

Link to comment
Share on other sites

I was acting on the assumption that the error was in the game.js code above. Here are the smaller classes:

 

mainmenu.js:

GameStates.MainMenu = function (game) {};GameStates.MainMenu.prototype = {    create: function () {        // create main menu text and images -        // create a "Start Game" mechanism - variety of ways to do this...        this.loadingText = this.add.text(this.game.width / 2, this.game.height / 2, "Press Enter to start", { font: "48px sans-serif", fill: "#00ffbf" });        this.loadingText.anchor.setTo(0.5, 0.5);        this.enterKey = this.game.input.keyboard.addKey(Phaser.Keyboard.ENTER);        this.enterKey.onDown.add(this.playGame, this);    },    playGame: function () {        this.state.start('Game');    }};

preloader.js:

// Preloader will load all of the assets like graphics and audioGameStates.Preloader = function (game) {    this.preloadBar = null;}GameStates.Preloader.prototype = {    preload: function () {        // common to add a loading bar sprite here...        this.preloadBar = this.add.sprite(this.game.width / 2 - 100, this.game.height / 2, 'preloaderBar');        this.load.setPreloadSprite(this.preloadBar);        //Load Sprites        this.load.spritesheet('enemyBullet', 'assets/spritesheets/EnemyBullet.png', 12, 12);        this.load.spritesheet('enemyExplosion', 'assets/spritesheets/EnemyExplosion.png', 48, 48);        this.load.spritesheet('playerBullet', 'assets/spritesheets/PlayerBullet.png', 108, 24);        this.load.spritesheet('playerExplosion', 'assets/spritesheets/PlayerExplosion.png', 48, 48);        this.load.spritesheet('playerShip', 'assets/spritesheets/Ship.png', 48, 48);        this.load.spritesheet('starfield', 'assets/spritesheets/Starfield.png');        this.load.spritesheet('UFO', 'assets/spritesheets/UFO.png', 48, 48);        //Load Audio        //game.load.audio('playerShoot', 'assets/audio/SoundEffects/blaster.mp3');        //game.load.audio('enemyShoot', 'assets/audio/SoundEffects/shot1.wav');        //game.load.audio('explode', 'assets/audio/SoundEffects/blaster.mp3');        //game.load.audio('playerShoot', 'assets/audio/SoundEffects/explode1.wav');    },    create: function () {        //call next state        this.state.start('MainMenu');    }};

boot.js:

// Boot will take care of initializing a few settings,// declare the object that will hold all game statesvar GameStates = {    //quite common to add game variables/constants in here};GameStates.Boot = function (game) {  //declare the boot state};GameStates.Boot.prototype = {    preload: function () {        // load assets to be used later in the preloader e.g. for loading screen / splashscreen        this.load.image('preloaderBar', 'assets/preloader-bar.png');    },    create: function () {        // setup game environment        // scale, input etc..        // call next state        this.state.start('Preloader');    }};

app.js:

window.onload = function () {    var game = new Phaser.Game(1024, 786, Phaser.AUTO, '');    //  Add the States your game has.    game.state.add('Boot', GameStates.Boot);    game.state.add('Preloader', GameStates.Preloader);    game.state.add('MainMenu', GameStates.MainMenu);    game.state.add('Game', GameStates.Game);    //  Now start the Boot state.    game.state.start('Boot');};

I included boot and app.js last because they are the least likely ones to be causing issues; I looked at them, but I didn't change anything, except for the game size in app.js :)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...