Bobcp

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  1. Hi, i have a error with sound in iOS 9, i find this is fixed in dev. How i can build Phaser 2.4.4. ? In dev branch in folder "build" there is phaser 2.4.3 Thank you!
  2. Thank you. Yes, it's becouse use this. Sometime this defind like a object game, but another way, this defined like a function. I put console.log(this) before this.jimAliveTimer function (jim, snowball){ snowball.hasOverlap =true; life=life-1; waterScore=waterScore-10; if(waterScore<0){waterScore=0}; jim.body.en…this.game.physics.arcade.collide(jim, snowballGroup, this.lostLife);snowball is a child of the group called snowballGroup this.snowballCreate = function() { this.snowball = snowballGroup.create(1500*ratioScale,this.game.world.height-100*ratioScale-heightGround*ratioScale, 'snowball'); this.snowball.scale.setTo(ratioScale, ratioScale); this.snowball.body.gravity.y = 2000; this.snowball.body.bounce.y = 0.1; this.snowball.body.mass = 10; this.snowball.anchor.setTo(0.5, 0.5) this.snowball.hasScored=false; this.snowball.hasOverlap=false; }Why this defined like a function, not like an object?
  3. Hi, i create script, and have error, don't understand why it happens, can you help me? this.lostLife = function (jim, snowball){ snowball.hasOverlap =true; life=life-1; waterScore=waterScore-10; if(waterScore<0){waterScore=0}; jim.body.enable = false; this.jimAliveTimer = this.game.time.events.add(Phaser.Timer.SECOND, jimAlive, this); // Error this line code console.log('LifeLost');}
  4. Bobcp

    Lost life if collide, not correct work

    Thank you! Very much, i'm nevbie in phaser, i try to do some stuff, and i think game.physics.arcade.collide(jim, snowballGroup, lostLife); not identify what exactly child will be apply function. Sorry for stupid question
  5. Hi, i'm new to phaser, try to create first game, i have some problems with colision. In case, if character collide with object, he loses one life. It work, but if i jump on object, some times character loses 2 life, help me please, why it happen? game.physics.arcade.collide(jim, snowballGroup, lostLife); lostLife = function (){ snowballGroup.forEachAlive(function(snowball) { if(!snowball.hasOverlap){ snowball.hasOverlap =true; life=life-1; jim.body.enable = false; jimAliveTimer = game.time.events.add(Phaser.Timer.SECOND *2, jimAlive, this); console.log('LifeLost'); } }) } snowballCreate = function() { snowball = snowballGroup.create(1500,game.world.height-100-heightGround, 'snowball'); snowball.body.gravity.y = 2000; snowball.body.bounce.y = 0.1; snowball.body.mass = 10; snowball.anchor.setTo(0.5, 0.5) snowball.hasScored=false; snowball.hasOverlap=false; }
  6. Bobcp

    How to set round body size

    Thank you, when i change mode to P2, everything like throw to right, why this happen?
  7. Bobcp

    How to set round body size

    Hello, i have a ball and method create, set square size of body snowball = snowballGroup.create(1000,game.world.height-100-heightGround, 'snowball');How i can set a round size of body? Thank you
  8. Bobcp

    How to check all item in group, not only last

    I solved the problem with this code snowballGroup.forEachAlive(function(snowball) { if(snowball.x<-200){ snowball.destroy(); console.log('KILL'); } else{ snowball.body.velocity.x=-500; snowball.angle -= 3; }});forEachAlive find all children and check it. Thank you, all
  9. Bobcp

    How to check all item in group, not only last

    I try this this.snowballGroup.forEach(function(snowball) { if(this.snowball.x<-200){ this.snowball.destroy(); this.snowballGroup.remove(this.snowball); console.log('KILL'); } else{ this.snowball.body.velocity.x=-500; this.snowball.angle -= 3; }},this);but when i create a new child, check from snowball.x begins with new child, and stops with previous
  10. Bobcp

    How to check all item in group, not only last

    I have a code where i create a group, and start events loop. this.snowballGroup = this.game.add.group();this.snowballGroup.enableBody = true;this.snowballGenerator = this.game.time.events.loop(Phaser.Timer.SECOND * 3, snowballCreate, this); function snowballCreate() { this.snowball = this.snowballGroup.create(1000,this.game.world.height-100-heightGround, '/snowball.png'); this.snowball.body.gravity.y = 2000; this.snowball.body.bounce.y = 0.1; this.snowball.anchor.setTo(0.5, 0.5); } I need a script where the children are destroy if they go over the screen. if(snowball.x<-200){ snowball.destroy(); console.log('KILL');}else{ snowball.body.velocity.x=-500; snowball.angle -= 3;}My script does not work, it only removes the first children.
  11. Hi, i try to create script which destroy all item in group, who leaves of screen if (snowball.x<-200){ snowball.destroy(); console.log('KILL'); } else{ snowball.body.velocity.x=-500; snowball.angle -= 3; }It work, but when i create another snowball in group, x position check only in last item snowball = snowballGroup.create(1000,this.game.world.height-100-heightGround, '/snowball.png');How to check position of all item in group? Thank you
  12. Bobcp

    Swipe not working

    Great! It's work, thank you!
  13. Bobcp

    Swipe not working

    thank you, it work, but i have this error Uncaught TypeError: Cannot read property 'centerX' of undefined
  14. Bobcp

    Swipe not working

    I replace code from mt.helper.js to code from mt.helper2.js, and i have a same error Uncaught TypeError: Cannot read property 'key' of undefined (mt.helper.js:12)