KnightBreaker Posted October 31, 2016 Share Posted October 31, 2016 Could someone help me? I am trying to figure out why about my problem with 2 players controls here is the whole game could someone please help me fix the Level1 Mobile App.rar This is the part where i am so confused and idk which one to fix. Quote Game.Level1 = function(game){}; var map; var layer; var player; var player2; var controls = {}; var playerSpeed = 150; var jumpTimer = 0; var shootTime = 0; var androids; var enemy; var enemy2; var score = 0; Game.Level1.prototype = { create: function(game){ this.stage.backgroundColor = '#3A5963'; this.physics.arcade.gravity.y = 1400; map = this.add.tilemap('map', 64, 64); map.addTilesetImage('tileset'); layer = map.createLayer(0); layer.resizeWorld(); map.setCollisionBetween(0,2); map.setTileIndexCallback(5, this.resetPlayer, this); map.setTileIndexCallback(7, this.getCoinOne, this); map.setTileIndexCallback(8, this.getCoinTwo, this); map.setTileIndexCallback(9, this.getCoinThree, this); player = this.add.sprite(80, 560, 'player'); player.anchor.setTo(0.5); player.animations.add('idle',[0,1], 1, true); player.animations.add('jump', [2], 1, true); player.animations.add('run', [3,4,5,6,7,8], 7, true); this.physics.arcade.enable(player); this.camera.follow(player); player.body.collideWorldBounds = true; player2 = this.add.sprite(100, 560, 'player2'); player2.anchor.setTo(0.5); player2.animations.add('idle',[0,1], 1, true); player2.animations.add('jump', [2], 1, true); player2.animations.add('run', [3,4,5,6,7,8], 7, true); this.physics.arcade.enable(player2); player2.body.collideWorldBounds = true; controls = { right: this.input.keyboard.addKey(Phaser.Keyboard.RIGHT), left: this.input.keyboard.addKey(Phaser.Keyboard.LEFT), up: this.input.keyboard.addKey(Phaser.Keyboard.UP), shoot: this.input.keyboard.addKey(Phaser.Keyboard.END) }; enemy = new Enemy1(0, game, player.x+150, player.y-100); enemy2 = new Enemy2(0, game, player.x+500, player.y-100); androids = game.add.group(); androids.enableBody = true; androids.physicsBodyType = Phaser.Physics.ARCADE; androids.createMultiple(5, 'ios'); androids.setAll('anchor.x', 0.5); androids.setAll('anchor.y', 0.5); androids.setAll('scale.x', 0.05); androids.setAll('scale.y', 0.05); androids.setAll('outOfBoundsKill', true); androids.setAll('checkWorldBounds', true); }, update: function(){ this.physics.arcade.collide(player, layer); this.physics.arcade.collide(player, enemy.enemy1, enemy2.enemy2, this.resetPlayer); player.body.velocity.x = 0; if(controls.right.isDown){ player.animations.play('run'); player.scale.setTo(1, 1); player.body.velocity.x += playerSpeed; } if(controls.left.isDown){ player.animations.play('run'); player.scale.setTo(1, 1); player.body.velocity.x -= playerSpeed; } if(controls.up.isDown && (player.body.onFloor() || player.body.touching.down) && this.time.now>jumpTimer){ player.body.velocity.y = -600; jumpTimer = this.time.now + 750; player.animations.play('jump'); } if(controls.shoot.isDown){ this.shootAndroid(); } /*if(checkOverlap(player, enemy.enemy1)){ this.resetPlayer(); }*/ if(checkOverlap(androids, enemy.enemy1, enemy2.enemy2)){ enemy.enemy1.kill(); score += 100; } if(player.body.velocity.x == 0 && player.body.velocity.y == 0){ player.animations.play('idle'); } }, resetPlayer: function(){ player.reset(100, 560); }, removePlayer: function(){ player.reset(100, 560); }, getCoinOne: function(){ map.putTile(-1, layer.getTileX(player.x), layer.getTileY(player.y)); score += 10; }, getCoinTwo: function(){ map.putTile(-1, layer.getTileX(player.x), layer.getTileY(player.y)); score += 20; }, getCoinThree: function(){ map.putTile(-1, layer.getTileX(player.x), layer.getTileY(player.y)); score += 30; }, shootAndroid: function(){ if(this.time.now > shootTime){ android = androids.getFirstExists(false); if(android){ android.reset(player.x, player.y); android.body.velocity.y = -300; android.body.velocity.x = 300; shootTime = this.time.now + 900; } } } } function checkOverlap(spriteA, spriteB){ var boundsA = spriteA.getBounds(); var boundsB = spriteB.getBounds(); return Phaser.Rectangle.intersects(boundsA, boundsB); } Enemy1 = function(index, game, x, y){ this.enemy1 = game.add.sprite(x, y, 'enemy1'); this.enemy1.anchor.setTo(0.5, 0.5); this.enemy1.scale.setTo(0.05, 0.05); this.enemy1.name = index.toString(); game.physics.enable(this.enemy1, Phaser.Physics.ARCADE); this.enemy1.body.immovable = true; this.enemy1.body.collideWorldBounds = true; this.enemy1.body.allowGravity = false; this.enemy1Tween = game.add.tween(this.enemy1).to({ y: this.enemy1.y + 25 }, 2000, 'Linear', true, 0, 200, true); } Enemy2 = function(index, game, x, y){ this.enemy2 = game.add.sprite(x, y, 'enemy2'); this.enemy2.anchor.setTo(0.5, 0.5); this.enemy2.scale.setTo(0.05, 0.05); this.enemy2.name = index.toString(); game.physics.enable(this.enemy2, Phaser.Physics.ARCADE); this.enemy2.body.immovable = true; this.enemy2.body.collideWorldBounds = true; this.enemy2.body.allowGravity = false; this.enemy2Tween = game.add.tween(this.enemy2).to({ y: this.enemy2.y + 30 }, 3000, 'Linear', true, 0, 300, true); }; Link to comment Share on other sites More sharing options...
ozdy Posted October 31, 2016 Share Posted October 31, 2016 You better upload the game and show snippets of the code. Not many people will be willing to download a .rar to help you out. Link to comment Share on other sites More sharing options...
KnightBreaker Posted October 31, 2016 Author Share Posted October 31, 2016 oh i see. Link to comment Share on other sites More sharing options...
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