Shashank Padwal

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  1. Phaser simple Game lags on mobile

    Hi, I am new to phaser as well as game designing. I created my first game as hobby using phaser. it is working fine in desktop but lags very bad on mobile devices. Images I am using for game is very small. game is smaller that 2mb. I am attaching my main.js file hope someone can help me. thanks var buttetSpwanSpeed; var bulletSpeed; var enemySpwanSpeed; var enemySpeed; var golis; var enemies; var enemyLoop; var scoreText; var powers; var bulletSize; setStart(); //game phaser var game=new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.WebGL,""); var BootState={ //loding accets preload: function(){ this.load.image('LodingScreen', 'assets/desimulga.png'); this.load.image('background', 'assets/blue.png'); }, create: function(){ game.state.start("LoadingState"); }, }; var LoadingState={ //loding acc preload: function(){ bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; LodingScreen=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY,'LodingScreen'); LodingScreen.anchor.setTo(0.5); LodingScreen.scale.setTo(0.5,0.5); this.load.image('spaceship', 'assets/player.png'); this.load.image('goli', 'assets/bullet.png'); //load ememies this.load.image('enemy1', 'assets/enemies/enemy1.png'); this.load.image('enemy2', 'assets/enemies/enemy2.png'); this.load.image('enemy3', 'assets/enemies/enemy3.png'); this.load.image('enemy4', 'assets/enemies/enemy4.png'); this.load.image('enemy5', 'assets/enemies/enemy5.png'); this.load.spritesheet('power1', 'assets/power/bulletUp.png',34,33,4); this.load.image('restart', 'assets/restart.png'); this.load.spritesheet('blast', 'assets/explosion.png',400,400,8); game.load.audio('fire', 'assets/music/bullet.mp3'); game.load.audio('killed', 'assets/music/killed.mp3'); //game.load.audio('bg_music', 'assets/music/background.mp3'); game.load.audio('death_music', 'assets/music/death.mp3'); game.load.audio('start_music', 'assets/music/start.mp3'); }, create: function(){ game.time.events.add(Phaser.Timer.SECOND * 2, function(){ bg.kill(); LodingScreen.kill(); game.state.start("PreGameState"); },this); }, }; var PreGameState={ //loding accets create: function(){ game.scale.refresh(); bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; Startb=this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'TAP TO START' , { fontSize: '32px', fill: 'yellow' }); Startb.anchor.setTo(0.5); Startb.scale.setTo(0.5,0.5); ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.4,'spaceship'); ship.scale.setTo(0.4); ship.anchor.setTo(0.5); game.physics.arcade.enable(ship); bg.inputEnabled=true; start_music = game.add.audio('start_music'); start_music.allowMultiple = true; start_music.addMarker('start_music', 0, 30); bg.events.onInputDown.add(function(){ bg.inputEnabled=false; Startb.kill(); start_music.play("start_music"); // game.physics.arcade.moveToXY(ship, this.game.world.centerX, this.game.world.height*0.8, 300, 3000); // game.add.tween(ship).to( { y: game.world.height*0.8 }, 3000, Phaser.Easing.Sinusoidal.InOut, true); var tween = game.add.tween(ship).to({ x: [this.game.world.centerX, this.game.world.width*0, this.game.world.width, this.game.world.centerX], y: [this.game.world.height*0.4, this.game.world.height*0.5, this.game.world.height*0.6, this.game.world.height*0.8], }, 2000,Phaser.Easing.Quadratic.Out, true).interpolation(function(v, k){ return Phaser.Math.bezierInterpolation(v, k); }); game.time.events.add(Phaser.Timer.SECOND * 2, function() { bg.kill(); ship.kill(); game.state.start("GameState"); } ,this); }, this); }, }; var GameState={ //loding accets preload: function(){ }, create: function(){ //background this.background=this.game.add.tileSprite(0,0,600,300,'background'); this.background.height = game.height; this.background.width = game.width; this.background.inputEnabled=true; this.background.input.enableDrag(true); this.background.input.startDrag = function(pointer) { pointer.shipStart = new Phaser.Point(GameState.ship.x, GameState.ship.y); Phaser.InputHandler.prototype.startDrag.call(this, pointer); }; this.background.input.updateDrag = function(pointer) { GameState.ship.x = pointer.shipStart.x - pointer.positionDown.x + pointer.x; GameState.ship.y = pointer.shipStart.y - pointer.positionDown.y + pointer.y; GameState.background.x=0; GameState.background.y=0; }; //ship this.ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.8,'spaceship'); this.ship.scale.setTo(0.4); this.ship.anchor.setTo(0.5); game.physics.arcade.enable(this.ship); // this.ship.inputEnabled=true; // this.ship.input.enableDrag(true); //score this.scoreText = this.game.add.text(16, 16, 'Kills: 0', { fontSize: '32px', fill: '#fff' }); //background Music // music = game.add.audio('bg_music'); //music.play('', 0, 1, true); //bullet sound bullet_sound = game.add.audio('fire'); bullet_sound.allowMultiple = true; bullet_sound.volume=0.5; bullet_sound.addMarker('fire', 0, 0.5); //Killed sound killed_sound = game.add.audio('killed'); killed_sound.allowMultiple = true; killed_sound.addMarker('killed', 0, 0.5); //death music death_music = game.add.audio('death_music'); death_music.allowMultiple = true; death_music.addMarker('death_music', 0, 10); //groups of bullets and enemies golis=game.add.group(); enemies=game.add.group(); powers=game.add.group(); //fire bullet loop fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); //this.game.input.onTap.add(fireBullet, this); //create ememy loop enemyLoop=game.time.events.loop(Phaser.Timer.SECOND*1/enemySpwanSpeed, createEnemy, this); //change ememy speed and enemy spwan speed loop enemySpeedLoop=game.time.events.loop(Phaser.Timer.SECOND*1.5, changeEnemySpeed, this); //give powerup powerUp=game.time.events.loop(Phaser.Timer.SECOND*20, powerFun, this); }, update: function(){ //scrolling background this.background.tilePosition.y+=2; //keybord control if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { this.ship.y-=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { this.ship.y+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { this.ship.x+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { this.ship.x-=2; } //dont go out if(this.ship.y<0+this.ship.height/2) { this.ship.y=0+this.ship.height/2; } if(this.ship.y>this.game.world.height-this.ship.height/2) { this.ship.y=this.game.world.height-this.ship.height/2; } if(this.ship.x<0+this.ship.width/2) { this.ship.x=0+this.ship.width/2; } if(this.ship.x>this.game.world.width-this.ship.width/2) { this.ship.x=this.game.world.width-this.ship.width/2; } //check for collisions game.physics.arcade.overlap(golis,enemies,b_e_collide,null,this); game.physics.arcade.overlap(this.ship,enemies,s_e_collide,null,this); game.physics.arcade.overlap(this.ship,powers,s_power1_collide,null,this); }, }; //setting start game conditions function setStart(){ buttetSpwanSpeed=2; bulletSpeed=2000; enemySpwanSpeed=1; enemySpeed=300; score=0; bulletSize=1.2 } //fire bullet function function fireBullet(){ goli=this.game.add.sprite(this.ship.x,this.ship.y-this.ship.height/2,'goli'); goli.anchor.setTo(0.5); goli.scale.setTo(bulletSize,1); goli.checkWorldBounds = true; goli.outOfBoundsKill = true; //adding to group golis.add(goli); game.world.moveDown(goli); game.physics.arcade.enable(goli); goli.body.collisonWorldBounds=true; goli.body.velocity.y=-bulletSpeed; bullet_sound.play("fire"); } //create enemy function function createEnemy(){ enemyNo=game.rnd.integerInRange(1, 5); x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); enemy=this.game.add.sprite(x1,10,'enemy'+enemyNo); enemy.anchor.setTo(0.5); enemy.scale.setTo(0.4); enemy.checkWorldBounds = true; enemies.add(enemy); enemy.outOfBoundsKill = true; game.physics.arcade.enable(enemy); enemy.body.collisonWorldBounds=true; enemy.angle=90; enemy.no=enemyNo; //moving enemy angleRedian=game.physics.arcade.moveToXY(enemy, x2, this.game.world.height+enemy.height, enemySpeed,0); angleDegree=angleRedian*57.2958; enemy.angle=90+angleDegree; } //runs when bullet collide to enemy function b_e_collide(goli,enemy){ //blast blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',30,false,true); //killing goli.kill(); enemy.kill(); //update scores if(enemy.no<4) { score+=1; killed_sound.play('killed'); } this.scoreText.text = 'Kills: ' + score; } //runs when ship collide to enemy function s_e_collide(ship,enemy){ blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',10,false,true); ship.kill(); enemy.kill(); //music.stop(); this.scoreText.kill(); death_music.play("death_music"); game.time.events.remove(fireLoop); game.time.events.add(Phaser.Timer.SECOND * 2, function() { fianlScore = this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'KILL: '+score, { fontSize: '32px', fill: 'yellow' }); fianlScore.anchor.setTo(0.5); gameOverText = this.game.add.text(this.game.world.centerX,this.game.world.centerY - fianlScore.height, 'GAME OVER', { fontSize: '32px', fill: 'red' }); gameOverText.anchor.setTo(0.5); //restart button restart=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY + fianlScore.height+10,'restart'); restart.anchor.setTo(0.5); restart.scale.setTo(0.05,0.05); restart.inputEnabled = true; restart.events.onInputDown.add(restartGame, this); game.time.events.stop(); }, this); } //runs when ship collide power1 function s_power1_collide(ship,power){ power.kill(); game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/10, fireBullet, this); game.time.events.add(Phaser.Timer.SECOND * 10, function(){ game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); },this); } function changeEnemySpeed() { if(enemySpeed<=900) { enemySpeed+=5; } if(enemySpwanSpeed<=3) { enemySpwanSpeed+=0.025; } enemyLoop.delay=Phaser.Timer.SECOND*1/enemySpwanSpeed; } //send power up function powerFun() { x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); power=this.game.add.sprite(x1,10,'power1'); power.anchor.setTo(0.5); var shine=power.animations.add('shine'); power.animations.play('shine',5,true,true); power.checkWorldBounds = true; power.outOfBoundsKill = true; powers.add(power); game.physics.arcade.enable(power); power.body.collisonWorldBounds=true; game.physics.arcade.moveToXY(power, x2, this.game.world.height+power.height, 400,0); powerDelay=game.rnd.integerInRange(20,35); powerUp.delay=Phaser.Timer.SECOND*powerDelay; } function restartGame(){ setStart(); game.time.events.start(); game.state.start("PreGameState"); } game.state.add("GameState",GameState); game.state.add("BootState",BootState); game.state.add("LoadingState",LoadingState); game.state.add("PreGameState",PreGameState); game.state.start("BootState"); main.js
  2. Phaser Game Lag In Mobile

    hello anyone there?
  3. Phaser Game Lag In Mobile

    Hi, I am new to phaser as well as game designing. I created my first game as hobby using phaser. it is working fine in desktop but lags very bad on mobile devices. Images I am using for game is very small. game is smaller that 2mb. I am attaching my main.js file hope someone can help me. thanks var buttetSpwanSpeed; var bulletSpeed; var enemySpwanSpeed; var enemySpeed; var golis; var enemies; var enemyLoop; var scoreText; var powers; var bulletSize; setStart(); //game phaser var game=new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.CANVAS,"gamearea"); var BootState={ //loding accets preload: function(){ this.load.image('LodingScreen', 'assets/desimulga.png'); this.load.image('background', 'assets/blue.png'); }, create: function(){ game.state.start("LoadingState"); }, }; var LoadingState={ //loding acc preload: function(){ bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; LodingScreen=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY,'LodingScreen'); LodingScreen.anchor.setTo(0.5); LodingScreen.scale.setTo(0.5,0.5); this.load.image('spaceship', 'assets/player.png'); this.load.image('goli', 'assets/bullet.png'); //load ememies this.load.image('enemy1', 'assets/enemies/enemy1.png'); this.load.image('enemy2', 'assets/enemies/enemy2.png'); this.load.image('enemy3', 'assets/enemies/enemy3.png'); this.load.image('enemy4', 'assets/enemies/enemy4.png'); this.load.image('enemy5', 'assets/enemies/enemy5.png'); this.load.spritesheet('power1', 'assets/power/bulletUp.png',34,33,4); this.load.image('restart', 'assets/restart.png'); this.load.spritesheet('blast', 'assets/explosion.png',400,400,8); game.load.audio('fire', 'assets/music/bullet.mp3'); game.load.audio('killed', 'assets/music/killed.mp3'); //game.load.audio('bg_music', 'assets/music/background.mp3'); game.load.audio('death_music', 'assets/music/death.mp3'); game.load.audio('start_music', 'assets/music/start.mp3'); }, create: function(){ game.time.events.add(Phaser.Timer.SECOND * 2, function(){ bg.kill(); LodingScreen.kill(); game.state.start("PreGameState"); },this); }, }; var PreGameState={ //loding accets create: function(){ game.scale.refresh(); bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; Startb=this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'TAP TO START' , { fontSize: '32px', fill: 'yellow' }); Startb.anchor.setTo(0.5); Startb.scale.setTo(0.5,0.5); ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.4,'spaceship'); ship.scale.setTo(0.4); ship.anchor.setTo(0.5); game.physics.arcade.enable(ship); bg.inputEnabled=true; start_music = game.add.audio('start_music'); start_music.allowMultiple = true; start_music.addMarker('start_music', 0, 30); bg.events.onInputDown.add(function(){ bg.inputEnabled=false; Startb.kill(); start_music.play("start_music"); // game.physics.arcade.moveToXY(ship, this.game.world.centerX, this.game.world.height*0.8, 300, 3000); // game.add.tween(ship).to( { y: game.world.height*0.8 }, 3000, Phaser.Easing.Sinusoidal.InOut, true); var tween = game.add.tween(ship).to({ x: [this.game.world.centerX, this.game.world.width*0, this.game.world.width, this.game.world.centerX], y: [this.game.world.height*0.4, this.game.world.height*0.5, this.game.world.height*0.6, this.game.world.height*0.8], }, 2000,Phaser.Easing.Quadratic.Out, true).interpolation(function(v, k){ return Phaser.Math.bezierInterpolation(v, k); }); game.time.events.add(Phaser.Timer.SECOND * 2, function() { bg.kill(); ship.kill(); game.state.start("GameState"); } ,this); }, this); }, }; var GameState={ //loding accets preload: function(){ }, create: function(){ //background this.background=this.game.add.tileSprite(0,0,600,300,'background'); this.background.height = game.height; this.background.width = game.width; this.background.inputEnabled=true; this.background.input.enableDrag(true); this.background.input.startDrag = function(pointer) { pointer.shipStart = new Phaser.Point(GameState.ship.x, GameState.ship.y); Phaser.InputHandler.prototype.startDrag.call(this, pointer); }; this.background.input.updateDrag = function(pointer) { GameState.ship.x = pointer.shipStart.x - pointer.positionDown.x + pointer.x; GameState.ship.y = pointer.shipStart.y - pointer.positionDown.y + pointer.y; GameState.background.x=0; GameState.background.y=0; }; //ship this.ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.8,'spaceship'); this.ship.scale.setTo(0.4); this.ship.anchor.setTo(0.5); game.physics.arcade.enable(this.ship); // this.ship.inputEnabled=true; // this.ship.input.enableDrag(true); //score this.scoreText = this.game.add.text(16, 16, 'Kills: 0', { fontSize: '32px', fill: '#fff' }); //background Music // music = game.add.audio('bg_music'); //music.play('', 0, 1, true); //bullet sound bullet_sound = game.add.audio('fire'); bullet_sound.allowMultiple = true; bullet_sound.volume=0.5; bullet_sound.addMarker('fire', 0, 0.5); //Killed sound killed_sound = game.add.audio('killed'); killed_sound.allowMultiple = true; killed_sound.addMarker('killed', 0, 0.5); //death music death_music = game.add.audio('death_music'); death_music.allowMultiple = true; death_music.addMarker('death_music', 0, 10); //groups of bullets and enemies golis=game.add.group(); enemies=game.add.group(); powers=game.add.group(); //fire bullet loop fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); //this.game.input.onTap.add(fireBullet, this); //create ememy loop enemyLoop=game.time.events.loop(Phaser.Timer.SECOND*1/enemySpwanSpeed, createEnemy, this); //change ememy speed and enemy spwan speed loop enemySpeedLoop=game.time.events.loop(Phaser.Timer.SECOND*1.5, changeEnemySpeed, this); //give powerup powerUp=game.time.events.loop(Phaser.Timer.SECOND*20, powerFun, this); }, update: function(){ //scrolling background this.background.tilePosition.y+=2; //keybord control if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { this.ship.y-=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { this.ship.y+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { this.ship.x+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { this.ship.x-=2; } //dont go out if(this.ship.y<0+this.ship.height/2) { this.ship.y=0+this.ship.height/2; } if(this.ship.y>this.game.world.height-this.ship.height/2) { this.ship.y=this.game.world.height-this.ship.height/2; } if(this.ship.x<0+this.ship.width/2) { this.ship.x=0+this.ship.width/2; } if(this.ship.x>this.game.world.width-this.ship.width/2) { this.ship.x=this.game.world.width-this.ship.width/2; } //check for collisions game.physics.arcade.overlap(golis,enemies,b_e_collide,null,this); game.physics.arcade.overlap(this.ship,enemies,s_e_collide,null,this); game.physics.arcade.overlap(this.ship,powers,s_power1_collide,null,this); }, }; //setting start game conditions function setStart(){ buttetSpwanSpeed=2; bulletSpeed=2000; enemySpwanSpeed=1; enemySpeed=300; score=0; bulletSize=1.2 } //fire bullet function function fireBullet(){ goli=this.game.add.sprite(this.ship.x,this.ship.y-this.ship.height/2,'goli'); goli.anchor.setTo(0.5); goli.scale.setTo(bulletSize,1); goli.checkWorldBounds = true; goli.outOfBoundsKill = true; //adding to group golis.add(goli); game.world.moveDown(goli); game.physics.arcade.enable(goli); goli.body.collisonWorldBounds=true; goli.body.velocity.y=-bulletSpeed; bullet_sound.play("fire"); } //create enemy function function createEnemy(){ enemyNo=game.rnd.integerInRange(1, 5); x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); enemy=this.game.add.sprite(x1,10,'enemy'+enemyNo); enemy.anchor.setTo(0.5); enemy.scale.setTo(0.4); enemy.checkWorldBounds = true; enemies.add(enemy); enemy.outOfBoundsKill = true; game.physics.arcade.enable(enemy); enemy.body.collisonWorldBounds=true; enemy.angle=90; enemy.no=enemyNo; //moving enemy angleRedian=game.physics.arcade.moveToXY(enemy, x2, this.game.world.height+enemy.height, enemySpeed,0); angleDegree=angleRedian*57.2958; enemy.angle=90+angleDegree; } //runs when bullet collide to enemy function b_e_collide(goli,enemy){ //blast blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',30,false,true); //killing goli.kill(); enemy.kill(); //update scores if(enemy.no<4) { score+=1; killed_sound.play('killed'); } this.scoreText.text = 'Kills: ' + score; } //runs when ship collide to enemy function s_e_collide(ship,enemy){ blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',10,false,true); ship.kill(); enemy.kill(); //music.stop(); this.scoreText.kill(); death_music.play("death_music"); game.time.events.remove(fireLoop); game.time.events.add(Phaser.Timer.SECOND * 2, function() { fianlScore = this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'KILL: '+score, { fontSize: '32px', fill: 'yellow' }); fianlScore.anchor.setTo(0.5); gameOverText = this.game.add.text(this.game.world.centerX,this.game.world.centerY - fianlScore.height, 'GAME OVER', { fontSize: '32px', fill: 'red' }); gameOverText.anchor.setTo(0.5); //restart button restart=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY + fianlScore.height+10,'restart'); restart.anchor.setTo(0.5); restart.scale.setTo(0.05,0.05); restart.inputEnabled = true; restart.events.onInputDown.add(restartGame, this); game.time.events.stop(); }, this); } //runs when ship collide power1 function s_power1_collide(ship,power){ power.kill(); game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/10, fireBullet, this); game.time.events.add(Phaser.Timer.SECOND * 10, function(){ game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); },this); } function changeEnemySpeed() { if(enemySpeed<=900) { enemySpeed+=5; } if(enemySpwanSpeed<=3) { enemySpwanSpeed+=0.025; } enemyLoop.delay=Phaser.Timer.SECOND*1/enemySpwanSpeed; } //send power up function powerFun() { x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); power=this.game.add.sprite(x1,10,'power1'); power.anchor.setTo(0.5); var shine=power.animations.add('shine'); power.animations.play('shine',5,true,true); power.checkWorldBounds = true; power.outOfBoundsKill = true; powers.add(power); game.physics.arcade.enable(power); power.body.collisonWorldBounds=true; game.physics.arcade.moveToXY(power, x2, this.game.world.height+power.height, 400,0); powerDelay=game.rnd.integerInRange(20,35); powerUp.delay=Phaser.Timer.SECOND*powerDelay; } function restartGame(){ setStart(); game.time.events.start(); game.state.start("PreGameState"); } game.state.add("GameState",GameState); game.state.add("BootState",BootState); game.state.add("LoadingState",LoadingState); game.state.add("PreGameState",PreGameState); game.state.start("BootState"); main.js