Pilokio

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  1. Hi all, I have made a game where once the player reaches the end of it a new level should start but I'm not sure how to do this? I have set up multiple states such as a boot, load, game, main menu and the actual game. Is it possible to set up a state so that will switch to level 2 once the goal is reached? Here is my code for reference, any help is appreciated : (the win state takes the player to a menu that congratulates them, this is where I want the player to press a key and the next level can be loaded) //this game will have only 1 state var music; var score = 0; var scoreString = ''; var scoreText; var playState = { //initiate game settings init: function () { //adapt to screen size, fit all the game this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.game.physics.startSystem(Phaser.Physics.ARCADE); this.game.physics.arcade.gravity.y = 1000; this.cursors = this.game.input.keyboard.createCursorKeys(); this.game.world.setBounds(0, 0, 360, 700); this.RUNNING_SPEED = 180; this.JUMPING_SPEED = 550; }, //executed after everything is loaded create: function () { this.sfx ={ jump : this.add.audio('jump'), coin: this.game.add.audio('coin') }; music = game.add.audio('lvl1'); music.play(); //Score scoreString = 'Score : '; scoreText = game.add.text(175, 55, scoreString + score, { font: '34px Arial', fill: '#fff' }); scoreText.fixedToCamera = true; this.ground = this.add.sprite(0, 638, 'ground'); this.game.physics.arcade.enable(this.ground); this.ground.body.allowGravity = false; this.ground.body.immovable = true; //Parse the file this.levelData = JSON.parse(this.game.cache.getText('level1')); this.platforms = this.add.group(); this.platforms.enableBody = true; this.levelData.platformData.forEach(function (element) { this.platforms.create(element.x, element.y, 'platform') }, this); this.platforms.setAll('body.immovable', true); this.platforms.setAll('body.allowGravity', false); //fires this.fires = this.add.group(); this.fires.enableBody = true; var fire; this.levelData.fireData.forEach(function (element) { fire = this.fires.create(element.x, element.y, 'fire'); fire.animations.add('fire', [0, 1], 4, true); fire.play('fire'); }, this); this.fires.setAll('body.allowGravity', false); //coins this.coins = this.add.group(); this.coins.enableBody = true; var coin; this.levelData.coinData.forEach(function (element) { coin = this.coins.create(element.x, element.y, 'coin'); coin.animations.add('coin', [0, 1, 2, 3], 8, true); coin.play('coin'); }, this); this.coins.setAll('body.allowGravity', false); //goal this.goal = this.add.sprite(this.levelData.goal.x, this.levelData.goal.y, 'goal'); this.game.physics.arcade.enable(this.goal); this.goal.body.allowGravity = false; //create player this.player = this.add.sprite(10, 545, 'player', 3); this.player.anchor.setTo(0.5); this.player.animations.add('walking', [0, 1, 2, 1], 6, true); this.game.physics.arcade.enable(this.player); this.player.body.collideWorldBounds = true; this.game.camera.follow(this.player); this.barrels = this.add.group(); this.barrels.enableBody = true; this.createBarrel(); this.barrelCreator = this.game.time.events.loop(Phaser.Timer.SECOND * this.levelData.barrelFrequency, this.createBarrel, this); }, update: function () { scoreText.bringToTop(); this.game.physics.arcade.collide(this.player, this.ground); this.game.physics.arcade.collide(this.player, this.platforms); this.game.physics.arcade.collide(this.barrels, this.ground); this.game.physics.arcade.collide(this.barrels, this.platforms); this.game.physics.arcade.overlap(this.player, this.coins, this.collectCoin,null,this); this.game.physics.arcade.overlap(this.player, this.fires, this.killPlayer); this.game.physics.arcade.overlap(this.player, this.barrels, this.killPlayer); this.game.physics.arcade.overlap(this.player, this.goal, this.win); this.player.body.velocity.x = 0; if (this.cursors.left.isDown) { this.player.body.velocity.x = -this.RUNNING_SPEED; this.player.scale.setTo(1, 1); this.player.play('walking'); } else if (this.cursors.right.isDown) { this.player.body.velocity.x = this.RUNNING_SPEED; this.player.scale.setTo(-1, 1); this.player.play('walking') } else { this.player.animations.stop(); this.player.frame = 3; } if (this.cursors.up.isDown && this.player.body.touching.down) { this.sfx.jump.play(); this.player.body.velocity.y = -this.JUMPING_SPEED; } this.barrels.forEach(function (element) { if (element.x < 10 && element.y > 600) { element.kill(); } }) }, collectCoin:function(player, coin){ // Increase the score score += 20; scoreText.text = scoreString + score; this.sfx.coin.play(); coin.kill(); }, killPlayer: function (player, fire) { score = 0; music.stop(); game.state.start('die'); }, win: function (player, goal) { game.state.start('won'); music.stop(); }, createBarrel: function () { //Give me the first dead sprite var barrel = this.barrels.getFirstExists(false); if (!barrel) { barrel = this.barrels.create(0, 0, 'barrel'); } barrel.body.collideWorldBounds = true; barrel.body.bounce.set(1, 0); barrel.reset(this.levelData.goal.x, this.levelData.goal.y); barrel.body.velocity.x = this.levelData.barrelSpeed; } };
  2. Hi all, I am trying to create a platformer which allows the player to wall jump however I'm struggling to figure it out. I am using the player movement code from the example here: https://phaser.io/examples/v2/games/starstruck. I done some looking around and only found this example which moves the player automatically which I don't want and the code is more suited to that type of mechanic: https://www.emanueleferonato.com/2018/04/28/super-mario-who-html5-platformer-prototype-inspired-by-ios-hit-yeah-bunny-thanks-to-phaser-and-arcade-physics-updated-to-phaser-3-6-0/ Any suggestions on how I could tackle the issue of finding a wall, attaching the player to it and jump to another wall while using the controls of the first example would be appreciated, Thanks