JWolf82

Members
  • Content Count

    1
  • Joined

  • Last visited

  1. I'm pretty mew to phaser and am creating a little zombie shooter. The game is all linear on the X axis. Zombies march towards you and you have to shoot them before they get to you. I am using an array of objects to create the zombies and they all spawn at different locations. The issue I am having is that they seem to be moving at different speeds and catch up with each other. I want to have them move in a consistent speed so they don't overlap but stay in a uniformed movement. I can't figure out for the life of me why that might be. Any help would be greatly appreciated. Thank you in advance! You can see the specific code under //Zombie Animation Shamble !!!!!!!!!! var game = new Phaser.Game(800, 600, Phaser.AUTO, 'game', { preload: preload, create: create, update: update }); var Phaser; function preload() { game.load.image('ground', 'assets/images/background.png'); game.load.spritesheet('soldier', 'assets/sprites/Soldier.gif', 64, 64, 7) game.load.spritesheet('zombie', 'assets/sprites/zombiecombo.png', 66, 64, 25) game.load.audio('machinegun', 'assets/sounds/machinegun.mp3'); // game.load.audio('background', 'assets/sounds/electrictiger.mp3') } //Globals var button; var button1; var buttonLabel1; var pDamage; //Begin Create function create() { //Background Image and Audio game.add.sprite(-600,0, 'ground') // var back = game.add.audio('background'); // back.play(); // back.volume = .015 //Objects function Player(name, animate, health, bullets, sprite, dmg){ this.name = name, this.animate = animate, this.health = health, this.bullets = bullets, this.sprite = sprite, this.dmg = dmg } var Soldier = new Player( "", "", 100, 5, game.add.sprite(500, 440, 'soldier'), pDamage ) function Npc(health, sprite){ this.health = health, this.sprite = sprite } //Start Horde/Create new NPC var horde = [] for(var x = 0; x<=4; x++){ var z = [-215, -186, -146, -87, -45] var Zombie = new Npc( 25, game.add.sprite(z[x], 440, 'zombie') ) //Zombie Animation Shamble !!!!!!!!!! var shamble = Zombie.sprite.animations.add('shamble', [0,1,2,3,4,5,6,7,8]); Zombie.sprite.animations.play('shamble', 10, true); game.add.tween(Zombie.sprite).to({ x: game.width }, 15000, Phaser.Easing.Linear.None, true); //Horde array horde.push(Zombie) }; //GUI/HUD var drawActionMenuBorder; var bmd = game.add.bitmapData(352, 152); bmd.ctx.beginPath(); bmd.ctx.rect(0, 0, 352, 152); bmd.ctx.fillStyle = '#8e8e8e'; bmd.ctx.fill(); drawnActionMenu = game.add.sprite(650, 50, bmd); drawnActionMenu.anchor.setTo(0.5, 0.5); var drawnActionMenu; var bmd = game.add.bitmapData(350, 150); bmd.ctx.beginPath(); bmd.ctx.rect(0, 0, 350, 150); bmd.ctx.fillStyle = '#1B303D'; bmd.ctx.fill(); drawnActionMenu = game.add.sprite(650, 50, bmd); drawnActionMenu.anchor.setTo(0.5, 0.5); //HealthCount var style = { font: "40px Arial", fill: "#fff", align: "center" }; var healthText = game.add.text(520, 35, Soldier.health, style); //Buttons var buttonStyle = { font: "32px Arial", fill: "#ffffff" }; button1 = game.add.button( 650, 10, null, playerShoot); buttonLabel1 = game.make.text( 0, 0, "Shoot", buttonStyle) button1.addChild( buttonLabel1 ); // var button2 = game.add.button( 650, 60, null, reload); // var buttonLabel2 = game.make.text( 0, 0, "Reload", buttonStyle) // button2.addChild( buttonLabel2 ); //Methods //Fire Weapon w/ Damage function playerShoot(){ //animation var shoot = Soldier.sprite.animations.add('shoot'); Soldier.sprite.animations.play('shoot', 25, false); //Sound var bang = game.add.audio('machinegun'); bang.play(); //Health-Damage change var newZombieHealth; var lastZ = horde.length -1 pDamage = game.rnd.integerInRange(12, 30); newZombieHealth = horde[lastZ].health - pDamage horde[lastZ].health = newZombieHealth //Zed animation death if(horde[lastZ].health <= 0){ var pointX = Zombie.sprite.x -13 var pointY = Zombie.sprite.y console.log(pointX, pointY) var zDie = this.game.add.sprite(pointX, pointY, 'zombie') zDie.animations.add('zDie', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13,14,15,16,17,18,19,20,21,22,23,24], false); zDie.animations.play('zDie'); horde[lastZ].sprite.kill() horde.splice(lastZ, 1) console.log(horde) } } //Dump Bin // function reload(){ // if(Soldier.bullets>0){ // var magazine = Soldier.bullets - 1 // Soldier.bullets = magazine // } else { // button1.visible = false // } // } } //End create function update(){ }