KnTproject

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  1. KnTproject

    Score update

    Hello, I want to add a score to my phaser game. My game is a road with a lot of cars that you have to avoid. My game goes from top of the screen (-400) to down (200). Now I have that if the car is from the screen, it has to kill the actual car. And if that car is killed, then the score +1. My car is this.auto This is my code in the create function: this.score = 0; this.labelScore = game.add.text(20, 20, "0", { font: "30px Arial", fill: "#ffffff" }); This is my code in the update function: if(this.auto.body.velocity.y > 300){ this.auto.kill(); addScore(); } This is my code in de addScore function: addScore:function(){ if(this.auto.kill() == true){ this.labelScore.text = this.score; this.score += 1; } }, But it doesn't work. I don't know if its the kill of the text that doesn't work. Does anybody knows what the problem is?
  2. Hello, I have a problem with adding tile maps to my phaser game. I know how to add one tile map, but I can't add multiple tile maps. I want two things, which are that I want to add these tile maps, but I also want collision between the turtle and all of the four layers. I didn't add the tile maps already to my game, because of the fact that I can't display the tilemap on my screen. I don't know why.... I get a few error's, which you can see in the images below. Does anybody knows a solution for my problem(s)? My code: var road; var turtle; var controls = {}; var Background; var Finish; var Grass; var Cars; var playState = { preload: function(){ game.load.tilemap('map', 'assets/road.json',null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'assets/road.png'); this.load.image('turtle', 'assets/turtles.png'); }, create:function(){ this.physics.startSystem(Phaser.Physics.ARCADE); map = game.add.tilemap('map'); map.addTilesetImage('road','tiles'); Background = map.createLayer('Background'); Background.resizeWorld(); Background.setCollisionBetween(4, 325); game.physics.arcade.enable(Background); Finish = map.createLayer('Finish'); Finish.resizeWorld(); Finish.setCollisionBetween(4, 15); game.physics.arcade.enable(Finish); Grass = map.createLayer('Grass'); Grass.resizeWorld(); Grass.setCollisionBetween(0, 325); game.physics.arcade.enable(Grass); Cars = map.createLayer('Cars'); Cars.resizeWorld(); Cars.setCollisionBetween(18,309); game.physics.arcade.enable(Cars); //Turtle this.turtle = this.add.sprite(440,450,'turtle'); this.physics.arcade.enable(this.turtle); this.turtle.enableBody = true; this.turtle.anchor.setTo(0.5); this.turtle.scale.setTo(0.2); this.turtle.body.allowGravity = false; this.turtle.body.immovable = true; this.controls = { left: this.input.keyboard.addKey(Phaser.Keyboard.LEFT), right: this.input.keyboard.addKey(Phaser.Keyboard.RIGHT), }; }, update:function(){ this.turtle.body.collideWorldBounds = true; this.turtle.body.velocity.x = 0; if (this.controls.left.isDown){ this.turtle.body.velocity.x = -200; } if (this.controls.right.isDown){ this.turtle.body.velocity.x = 200; } }, gameover:function(){ game.state.start('over'); }, Finish:function(){ game.state.start('win'); } }; My JSON file { "height":326, "layers":[ { "compression":"zlib", 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"encoding":"base64", "height":326, "name":"Grass", "opacity":1, "type":"tilelayer", "visible":true, "width":30, "x":0, "y":0 }], "nextobjectid":1, "orientation":"orthogonal", "renderorder":"right-down", "tileheight":50, "tilesets":[ { "columns":31, "firstgid":1, "image":"..\/..\/..\/..\/Users\/Merel\/Desktop\/road.png", "imageheight":17008, "imagewidth":1000, "margin":2, "name":"road", "spacing":2, "tilecount":10137, "tileheight":50, "tilewidth":30 }], "tilewidth":30, "version":1, "width":30 }
  3. Hello, I am sorry, but a new question . I just add a code a car appears the whole time on a screen, but know I want to have the cars every time on one of these numbers 150, 300, 450, 600. There may also appear more cars, so two or three at the same time or just one, that doesn't matter. The other thing is that the collision, which we discussed in earlier comments, they disappear. It won't work anymore? Does anybody knows a solution for the collision problem and the cars problem? Sorry if my questions are annoying var road; var turtle; var steen; var steen1; var cursors; var controls = {}; var auto; var melon; var rect; var car; var playState = { preload: function(){ this.load.image('turtle', 'assets/turtles.png'); this.load.image('road', 'assets/road.png'); this.load.image('steen', 'assets/steen.jpg'); this.load.image('steen1', 'assets/steen.jpg'); this.load.image('auto', 'assets/car.png'); this.load.image('car', 'assets/car.png'); this.load.image('melon', 'assets/watermelon.png'); }, create:function(){ this.physics.startSystem(Phaser.Physics.ARCADE); this.physics.arcade.gravity.y = 0; this.road = this.add.tileSprite(0,0,1250,700,'road'); this.physics.arcade.enable(this.road); this.steen = this.add.sprite(25,0,'steen'); this.steen.enableBody = true; this.physics.arcade.enable(this.steen); this.steen.body.immovable = true; this.steen.width = 92; this.steen.height = 700; this.steen.alpha = 0; this.steen1 = this.add.sprite(889,0,'steen1'); this.steen1.enableBody = true; this.physics.arcade.enable(this.steen1); this.steen1.body.immovable = true; this.steen1.width = 92; this.steen1.height = 700; this.steen1.alpha = 0; this.turtle = this.add.sprite(440,450,'turtle'); this.turtle.enableBody = true; this.physics.arcade.enable(this.turtle); this.turtle.anchor.setTo(0.5); this.turtle.scale.setTo(0.2); this.turtle.body.allowGravity = false; this.turtle.body.immovable = true; this.melon = this.add.sprite(830,100,'melon'); this.physics.arcade.enable(this.melon); this.melon.body.immovable = true; this.melon.anchor.setTo(0.5); this.melon.scale.setTo(0.2); //this.auto = this.add.sprite(200,0,'auto'); // this.physics.arcade.enable(this.auto); //this.auto.anchor.setTo(0.5); // this.auto.scale.setTo(0.3); // this.auto.body.immovable = true; this.controls = { right: this.input.keyboard.addKey(Phaser.Keyboard.D), left: this.input.keyboard.addKey(Phaser.Keyboard.A), }; this.cars = game.add.group(); this.timer = game.time.events.loop(4000, this.addRowOfPipes, this); }, update:function(){ this.road.tilePosition.y += 3; this.turtle.body.collideWorldBounds = true; this.turtle.body.velocity.x = 0; if (this.controls.left.isDown){ this.turtle.body.velocity.x = -300; } if (this.controls.right.isDown){ this.turtle.body.velocity.x = 300; } this.physics.arcade.collide(this.turtle,this.cars,this.gameover,null,this); // this.auto.body.velocity.y = 200; this.physics.arcade.collide(this.turtle,this.melon,function(){this.melon.kill();},null,this); this.melon.body.velocity.y = 100; this.physics.arcade.collide(this.turtle, this.steen); this.physics.arcade.collide(this.turtle, this.steen1); }, addOnePipe: function(x, y) { var car = game.add.sprite(130, -250, 'car'); this.cars.add(car); car.scale.setTo(0.3); game.physics.arcade.enable(car); car.body.velocity.y = 200; car.checkWorldBounds = true; car.outOfBoundsKill = true; car.body.immovable = true; }, addRowOfPipes: function() { // Randomly pick a number between 1 and 5 // This will be the hole position var hole = Math.floor(Math.random() * 5) + 1; // Add the 6 pipes // With one big hole at position 'hole' and 'hole + 1' for (var i = 0; i < 4; i++) if (i != hole && i != hole + 1) this.addOnePipe(i, 10000); }, collectMelon:function(){ melon.kill(); }, gameover:function(){ game.state.start('over'); }, Finish:function(){ game.state.start('win'); } };
  4. Wow.... thank you very very much! It works! Why did you add 'this' in the whole code? And can I split the sentence below for example in a sentence and a function? this.physics.arcade.collide(this.turtle,this.melon,function(){alert("a melon!");this.melon.kill();},null,this); And does anybody has an idea of how to drive cars from y = 0 to y = 1000 at different positions the whole time? I want to make a game where you have to avoid cars, because if you collide with them then it's game over. (Rival Rush, Flappy bird). Do you have good ideas of how to make that?
  5. Hello! Thanks for your response, but that also won't work.... I don't understand why it won't response to game.physics.arcade.collide(..,..); I did this a few times before, but there it worked.
  6. Thanks for your response, but I tried that already and it won't work..... Anybody else?
  7. Hello, I have a problem with collisions, because I added four times collisions, but by two of that it won't work (names "steen" and "steen1"). I don't know why it doesn't work, because I did the same things as the other two. The only difference is that by "steen" and "steen1" I won't refer to a function, which I do by the other two because of kill(). The function of the "steen" and "steen1" is that the car won't drive over the grass. I placed an opacity wall over the background, so that you can't drive from the road. Does anybody knows a solution/ Code: var road; var turtle; var steen; var steen1; var cursors; var controls = {}; var auto; var melon; var playState = { preload: function(){ game.load.image('turtle', 'assets/turtles.png'); game.load.image('road', 'assets/road.jpg'); game.load.image('steen', 'assets/steen.jpg'); game.load.image('steen1', 'assets/steen.jpg'); game.load.image('auto', 'assets/car.png'); game.load.image('melon', 'assets/watermelon.png'); }, create:function(){ game.physics.startSystem(Phaser.Physics.ARCADE); //Background road = game.add.tileSprite(0,0,1250,700,'road'); game.physics.arcade.enable(road); //MuurLinks steen = game.add.sprite(97,0,'steen'); game.physics.arcade.enable(steen); steen.body.immovable = true; steen.width = 92; steen.height = 700; steen.alpha = 1; //MuurRechts steen1 = game.add.sprite(1078,0,'steen1'); game.physics.arcade.enable(steen1); steen1.body.immovable = true; steen1.width = 92; steen1.height = 700; steen1.alpha = 1; //SchildpadKarakter turtle = game.add.sprite(546,250,'turtle'); game.physics.arcade.enable(turtle); turtle.width = 162; turtle.height = 226; turtle.body.immovable = true; //VerzamelobjectMeloen melon = game.add.sprite(830,100,'melon'); game.physics.arcade.enable(melon); melon.body.immovable = true; melon.anchor.setTo(0.5); melon.scale.setTo(0.3); //VijandAuto auto = game.add.sprite(440,0,'auto'); game.physics.arcade.enable(auto); auto.anchor.setTo(0.5); auto.scale.setTo(0.3); auto.body.immovable = true; //Besturing cursors = game.input.keyboard.createCursorKeys(); controls = { right: this.input.keyboard.addKey(Phaser.Keyboard.D), left: this.input.keyboard.addKey(Phaser.Keyboard.A), }; }, update:function(){ //Achtergrond verandering road.tilePosition.y += 3; //Besturing turtle turtle.body.collideWorldBounds = true; turtle.body.velocity.x = 0; if (controls.left.isDown){ turtle.body.velocity.x = -200; } if (controls.right.isDown){ turtle.body.velocity.x = 200; } //Collision auto auto.body.velocity.y = 200; game.physics.arcade.collide(turtle,auto,this.gameover,null,this); //Collision melon melon.body.velocity.y = 100; game.physics.arcade.collide(turtle,melon,this.collectMelon,null,this); //Collision steen game.physics.arcade.collide(turtle,steen); game.physics.arcade.collide(turtle,steen1); }, collectMelon:function(){ melon.kill(); }, gameover:function(){ game.state.start('over'); }, Finish:function(){ game.state.start('win'); } };
  8. @douglas and @thefailtheory to both of you: thank you very much for your reply. I understand it a little bit more, but I have a little question. What was the big mistake in my own code, which occurred in an error?
  9. Hi! At first: thank you very much for your help! I added a few things to our 'new' code and now it works! I changed the 'play' in game.state.play in 'start' and I added these lines of code to the function. game.physics.arcade.enable(this.player); this.win.body.immovable = true; game.physics.arcade.collide(this.player,this.win,this.Finish,null,this); I saw that you added this: <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.6.2/phaser.min.js"></script> and the var game = new phaser game (); to the index.html file. Why is that? And I am curious about which changes you made with commas and write mistakes. Week 7 - Menu game.zip
  10. Thank you very much for your response. It looks like it won't go further when I press the "W" button. It is a very simplistic example of how to add states to your phaser game. In this tutorial you have to press the "W" button to play te game. Actually when two blocks hit each other, it will say "You Won!" http://phaser.io/news/2015/06/using-states-tutorial Which commas did you suppressed? What did you change in the code?
  11. I have four files, one main file (which name is game.js) and a menu, play and a win. The error comes from the game.js file, which says that Menu is not defined. Game.js: var game; game = new Phaser.Game(800,400,Phaser.AUTO,'gameDiv'); game.state.add('Menu', Menu); game.state.add('Play', Play); game.state.add('Win', Win); game.state.start('Menu'); Menu.js: var Menu = { preload:function(){ game.load.image('player','assets/player.png'); game.load.image('win','assets/win.png'); }, create : function(){ game.physics.startSystem(Phaser.Physics.ARCADE); var nameLabel = game.add.text(80,80,'My First Game',{font: '50px Arial', fill:'#FFFFFF'}); var startLabel = game.add.text(80,game.world.height-80,'Press the "W" key to start', {font: '25px Arial', fill:'#FFFFFF'}); var wkey = game.input.keyboard.addKey(Phaser.Keyboard.W); wkey.onDown.addOnce(this.play,this); }, play : function(){ game.state.start('Play'); } }; Play.js: var Play = { create:function(){ var keyboard = game.input.keyboard; var player = game.add.sprite(16,16,'player'); game.physics.enable(this.player,phaser.physics.ARCADE); var win = game.add.sprite(256,256,'win'); game.physics.enable(this.win,phaser.physics.ARCADE); }, update:function(){ game.physics.arcade.overlap(player,win,this.Win,null,this); if(keyboard.isDown(Phaser.Keyboard.A)){ player.body.velocity.x = -150; } else if (keyboard.isDown(Phaser.Keyboard.D)){ player.body.velocity.x = -150; } else { player.body.velocity.x = 0; } if(keyboard.isDown(Phaser.Keyboard.W)){ player.body.velocity.y = 150; } else if (keyboard.isDown(Phaser.Keyboard.X)){ player.body.velocity.y = -150; } else { player.body.velocity.y = 0; } }, win : function(){ game.state.start('Win'); } }; Win.js: var Win = { create : function(){ var winLabel = game.add.text(80,80,'YOU WON!',{font:'50px Arial', fill:'#FFF'}); var startLabel = game.add.text(80,game.world.height-80,'Press "w" to restart the game', {font:'25px Arial', fill:'#FFF'}); var wkey = game.input.keyboard.addKey(Phaser.Keyboard.W); wkey.onDown.addOnce(this.restart,this); }, restart : function(){ game.state.start('Menu'); } }; Index.html: <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title> Menu game</title> <script type="text/javascript" src="phaser.js"></script> <script type="text/javascript" src="phaser.min.js"></script> <script type="text/javascript" src="js/game.js"></script> <script type="text/javascript" src="js/menu.js"></script> <script type="text/javascript" src="js/play.js"></script> <script type="text/javascript" src="js/win.js"></script> </head> <body> <div id='GameDiv'></div> </body> </html> These are my codes. Each code has a different color, because of the fact that these files are separated.
  12. KnTproject

    Game states

    Hello, I would like to use game states in my project. I followed this tutorial http://perplexingtech.weebly.com/game-dev-blog/using-states-in-phaserjs-javascript-game-developement. In my project I get the error "Reference error: menuState is not defined". You can download my code in the attachment. Can anybody help me with my problem? I am a beginner, so can you please tell me a solution in an easy way? Thanks! Week 6 - Menu game.zip
  13. Oh okay, I think that I can't help you then, because I only know the basics of phaser. Sorry
  14. http://www.lessmilk.com/tutorial/breakout-phaser
  15. Hello, I have a problem with adding collision to tile maps. As you can see in the image below, I added collision and I used the right name. I saw that different people add the code: .setCollisionBetween(); to their project, but I can't find what that means. What does that exactly mean and does anybody knows a solution for my problem? Thanks!