traxtrack Posted April 16, 2018 Share Posted April 16, 2018 Hey, So I am working on a car game and I have 1 issue with the speed at which car drops. My friend who owns a IPhone s6 complains that on his device the cars drop too fast, while on my Samsung s7 edge the car seems to drop slow enough. I dont know what might cause it. My obstacle velocity is set to 1200; // OBSTACLES vars var obstacleSpeed = 1200; var obstacleDelay = 400; var platforms; var score; And this is my Loop + update function // OBSTACLES OF THE CAR game.time.events.loop(obstacleDelay, function(){ var obstacleSpeed = 1200; var obstacleDelay = 400; for(var i = 0; i < 1; i++){ if(game.rnd.between(0, 1) == 1){ var obstacle = new Obstacle(game, i); obstacle.scale.setTo(scaleRatio, scaleRatio); game.add.existing(obstacle); obstacleGroup.add(obstacle); } } }); // Game on touch move car game.input.onTap.add(function() { if (game.input.x < w / 2 ){ if( canMove && goleftonce == 2 || goleftonce == 1) { canMove = false; goleftonce++; gorightonce--; game.add.tween(car).to({ angle: -30}, 100, Phaser.Easing.Linear.None, true).onComplete.addOnce(function(){ game.add.tween(car).to({ angle: 0}, 100, Phaser.Easing.Linear.None, true); canMove = true; }, this); game.add.tween(car).to({x: car.x - w/3}, 100, Phaser.Easing.Linear.None, true); } } else { if( canMove && gorightonce == 2 || gorightonce == 1) { canMove = false; goleftonce--; gorightonce++; game.add.tween(car).to({ angle: 30}, 100, Phaser.Easing.Linear.None, true).onComplete.addOnce(function(){ game.add.tween(car).to({ angle: 0}, 100, Phaser.Easing.Linear.None, true); canMove = true; }, this); game.add.tween(car).to({x: car.x + w/3}, 100, Phaser.Easing.Linear.None, true); } } }); }, update: function() { // Collide the car and with the obstacles aka other cars game.physics.arcade.collide(car, obstacleGroup, function(){ canMove = true; countcars = 0; goleftonce = 2; gorightonce = 2; game.state.start('gameover'); }); } } // Position where the obstacle spawns Obstacle = function (game) { var position = game.rnd.between(0, 2); Phaser.Sprite.call(this, game, (w/3) * position + 130 , 0, "obstacle"); game.physics.enable(this, Phaser.Physics.ARCADE); }; Obstacle.prototype = Object.create(Phaser.Sprite.prototype); Obstacle.prototype.constructor = Obstacle; Obstacle.prototype.update = function() { this.body.velocity.y = obstacleSpeed; if(this.y > game.height){ countcars++; score.setText("Score: " + countcars); this.destroy(); } }; Link to comment Share on other sites More sharing options...
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