Somaaniii Posted October 26, 2020 Share Posted October 26, 2020 var debug; var source1, source2; var target = new Phaser.Math.Vector2(); var distanceText; var coords; var s = 0; new Phaser.Game(config); function preload () { this.load.image(‘Player’, ‘Player.png’); this.load.image(‘enemy’, ‘enemy.png’); this.load.image(‘enemy1’, ‘enemy.png’); this.load.image(‘enemy2’, ‘enemy.png’); } function create () { source1 = this.physics.add.image(100, 300, ‘Player’); source2 = this.physics.add.image(400, 500, ‘enemy’); source3 = this.physics.add.image(450, 500, ‘enemy1’); source4 = this.physics.add.image(200, 550, ‘enemy2’); distanceText = this.add.text(100, 10, ‘’); } function update () { debug = this.add.graphics(); this.input.on('pointerdown', function (pointer) { target.x = pointer.x; target.y = pointer.y; // Move at 200 px/s: this.physics.moveToObject(source1, target, 200); }, this); var distance = Phaser.Math.Distance.Between(source1.x, source1.y, target.x, target.y); if (source1.body.speed > 0) { distanceText.setText('Distance: ' + distance); // 4 is our distance tolerance, i.e. how close the source can get to the target // before it is considered as being there. The faster it moves, the more tolerance is required. if (distance < 4) { source1.body.reset(target.x, target.y); } } this.physics.world.collide(source1, source2, function () { source1.setVelocity(0); source2.destroy(); console.log('hit?'); s++; }); this.physics.world.collide(source1, source3, function () { source1.setVelocity(0); source3.destroy(); console.log('hit?'); s++; }); this.physics.world.collide(source1, source4, function () { source1.setVelocity(0); source4.destroy(); console.log('hit?'); s++; }); score = this.add.text(500,30,s); coords = this.add.text(500, 10, 'Click to set target'); Quote Link to comment Share on other sites More sharing options...
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