ChetD90

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  1. I recently made a pop-up menu for my game which pops up after pushing a button. The problem is now that I need to figure out how to make a function that closes the menu. Here is the code: this.input.keyboard.once("keydown_D", event => { var StoreWindow = this.add.image(0, 0, 'StoreWindow').setOrigin(0); var backbutton = this.add.image(32, 34, 'backbutton', 0).setOrigin(0).setInteractive(); var testButton = this.add.image(64, 110, 'testButton', 0).setOrigin(0).setInteractive(); var storeContainer = this.add.container(32, 70, [ StoreWindow, backbutton, testButton]); storeContainer.setInteractive(new Phaser.Geom.Rectangle(0, 0, StoreWindow.width, StoreWindow.height), Phaser.Geom.Rectangle.Contains); this.input.setDraggable(storeContainer); storeContainer.on('drag', function (pointer, dragX, dragY) { this.x = dragX; this.y = dragY; backbutton.on('pointerup', function (storeContainer) { this.deletecontainer(true); }, this); }) .setScrollFactor(0) .setDepth(30);
  2. Update: I changed the condition for switching scenes to something simple as pushing a button and I was to resolve a bunch of problems with the store map. However, when I do try to change scenes the whole game freezing and when I go to inspect it I get this error message: Uncaught TypeError: Cannot read property 'velocity' of undefined at SceneA.update (index.js:145) at Systems.step (phaser.js:26785) at SceneManager.update (phaser.js:45932) at Game.step (phaser.js:109993) at TimeStep.step (phaser.js:106785) at step (phaser.js:66250) Also, get these warning messages: phaser.js:51943 Invalid Animation Key, or Key already in use: misa-left-walk create @ phaser.js:51943 phaser.js:51943 Invalid Animation Key, or Key already in use: misa-right-walk create @ phaser.js:51943 phaser.js:51943 Invalid Animation Key, or Key already in use: misa-front-walk create @ phaser.js:51943 phaser.js:51943 Invalid Animation Key, or Key already in use: misa-back-walk What do you all think should be done? Also, here is a code snippet of what is it referring to: const spawnPoint = map.findObject("Objects", obj => obj.name === "Spawn Point"); const entrance = map.findObject("Objects", obj => obj.name === "store"); // Create a sprite with physics enabled via the physics system. The image used for the sprite has // a bit of whitespace, so I'm using setSize & setOffset to control the size of the player's body. player = this.physics.add .sprite(spawnPoint.x, spawnPoint.y, "atlas", "misa-front") .setSize(30, 40) .setOffset(0, 24); // Watch the player and worldLayer for collisions, for the duration of the scene: this.physics.add.collider(player, worldLayer); // Create the player's walking animations from the texture atlas. These are stored in the global // animation manager so any sprite can access them. const anims = this.anims; anims.create({ key: "misa-left-walk", frames: anims.generateFrameNames("atlas", { prefix: "misa-left-walk.", start: 0, end: 3, zeroPad: 3 }), frameRate: 10, repeat: -1 }); anims.create({ key: "misa-right-walk", frames: anims.generateFrameNames("atlas", { prefix: "misa-right-walk.", start: 0, end: 3, zeroPad: 3 }), frameRate: 10, repeat: -1 }); anims.create({ key: "misa-front-walk", frames: anims.generateFrameNames("atlas", { prefix: "misa-front-walk.", start: 0, end: 3, zeroPad: 3 }), frameRate: 10, repeat: -1 }); anims.create({ key: "misa-back-walk", frames: anims.generateFrameNames("atlas", { prefix: "misa-back-walk.", start: 0, end: 3, zeroPad: 3 }), frameRate: 10, repeat: -1 }); const camera = this.cameras.main; camera.startFollow(player); camera.setBounds(0, 0, map.widthInPixels, map.heightInPixels); cursors = this.input.keyboard.createCursorKeys(); // Help text that has a "fixed" position on the screen this.add .text(16, 16, 'Arrow keys to move\nPress "D" to show hitboxes', { font: "18px monospace", fill: "#000000", padding: { x: 20, y: 10 }, backgroundColor: "#ffffff" }) .setScrollFactor(0) .setDepth(30); // Debug graphics this.input.keyboard.once("keydown_D", event => { // Turn on physics debugging to show player's hitbox this.physics.world.createDebugGraphic(); // Create worldLayer collision graphic above the player, but below the help text const graphics = this.add .graphics() .setAlpha(0.75) .setDepth(20); worldLayer.renderDebug(graphics, { tileColor: null, // Color of non-colliding tiles collidingTileColor: new Phaser.Display.Color(243, 134, 48, 255), // Color of colliding tiles faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Color of colliding face edges }); }); this.input.keyboard.once("keydown_S", event => { this.scene.start('sceneB'); },this); } update(time, delta) { const speed = 175; const prevVelocity = player.body.velocity.clone(); // Stop any previous movement from the last frame player.body.setVelocity(0); // Horizontal movement if (cursors.left.isDown) { player.body.setVelocityX(-speed); } else if (cursors.right.isDown) { player.body.setVelocityX(speed); }
  3. Ok, here is an update. I am trying to use a sprite instead of an object in order to facilitate a collision that will change the scene of the game to the store. Here is the code I have right now. // Create a sprite with physics enabled via the physics system. The image used for the sprite has // a bit of whitespace, so I'm using setSize & setOffset to control the size of the player's body. player = this.physics.add .sprite(spawnPoint.x, spawnPoint.y, "atlas", "misa-front") .setSize(30, 40) .setOffset(0, 24); entrance = this.physics.add .sprite(enterstore.x, enterstore.y, "store") .setSize(41, 39) .setOffset(409, 1163); // Watch the player and worldLayer for collisions, for the duration of the scene: this.physics.add.collider(player, worldLayer); this.physics.add.collider(player, entrance, enterstore, null, this); enterstore(player, entrance) { this.scene.start('sceneB'); } The problem I am having is that my map still loads up but my character won't load and the camera goes to the 0,0 position. here is the error I got from inspecting it: Uncaught TypeError: Cannot read property 'x' of null at SceneA.create (index.js:67) at SceneManager.create (phaser.js:45999) at SceneManager.loadComplete (phaser.js:45893) at LoaderPlugin.emit (phaser.js:2007) at LoaderPlugin.loadComplete (phaser.js:88695) at LoaderPlugin.fileProcessComplete (phaser.js:88654) at ImageFile.onProcessComplete (phaser.js:4033) at Image.data.onload (phaser.js:6634) Here is a link to the acutal files of the project: https://drive.google.com/file/d/1hAVbznPVmudmORioaJTlA61mLNDlJNBW/view?usp=sharing
  4. My scenes with the maps I created are not loading in the browser. To get an overview of what is going on, I am creating a game RPG like game that that has a top down view of the character. The game I am making requires the character go into a store and buy some items. I think I may have found a solution for the problem of switching between maps using multiple scenes. However, the problem now is that the map isn't loading and when inspect the game in chrome an error message that reads "Uncaught Reference Error: SceneA not define at index.js: 19". I thought that I set up the code correctly. But see what I did wrong, so I will include the js file since it is over 360+ lines of code. index.js
  5. Update: I got the character to load on the map with the function I already have but problem is that I can’t move my character. Here is the function I have so far: // When the player walks into the store. player.onCollide = new Phaser.signal(); Store.onCollide.add(enterstore,this); function enterstore(player){ const map2 = this.make.tilemap({ key: "map2" }); const tileset2 = map.addTilesetImage("store", "tiles2"); const storeLayer = map.createStaticLayer("Tile Layer 1", tileset, 0, 0); storeLayer.setCollisionByProperty({ collides: true }); this.physics.add.collider(player, storeLayer); storeLayer.setDepth(10); const SpawnPoint = map.findObject("Objects", obj => obj.name === "Spawn Point"); const Store = map.findObject("Objects", obj => obj.name === "store"); player = this.physics.add .sprite(SpawnPoint.x, SpawnPoint.y, "atlas", "misa-front") .setSize(30, 40) .setOffset(282, 202); }; Run code snippet
  6. Thank you for the responses, right I am trying to get my character to "teleport" to a different map using a object that appears in the map. The character is supposed to walk into that object and go into the building and appear in a store that is on a different map. In order to facilitate this do I need to use the setCollisionByProperty or collider function in order to detect to player walking into it. Also, I need to make a const variable of the "store" object. Therefore, I guess I am trying to build the code that will make this happen. function preload() { this.load.image("tiles", "../assets/tilesets/RunItUpCity.png"); this.load.tilemapTiledJSON("map", "../assets/tilemaps/GetawayCity.json"); this.load.image("tiles2", "../assets/tilesets/modern-day-shop-add-on-right.png"); this.load.tilemapTiledJSON("map2", "../assets/tilemaps/store.json"); // An atlas is a way to pack multiple images together into one texture. I'm using it to load all // the player animations (walking left, walking right, etc.) in one image. For more info see: // https://labs.phaser.io/view.html?src=src/animation/texture%20atlas%20animation.js // If you don't use an atlas, you can do the same thing with a spritesheet, see: // https://labs.phaser.io/view.html?src=src/animation/single%20sprite%20sheet.js this.load.atlas("atlas", "../assets/atlas/atlas.png", "../assets/atlas/atlas.json"); } function create() { const map = this.make.tilemap({ key: "map" }); // Parameters are the name you gave the tileset in Tiled and then the key of the tileset image in // Phaser's cache (i.e. the name you used in preload) const tileset = map.addTilesetImage("RunitUpCity", "tiles"); // Parameters: layer name (or index) from Tiled, tileset, x, y const belowLayer = map.createStaticLayer("Bottom Layer", tileset, 0, 0); const worldLayer = map.createStaticLayer("Top Layer", tileset, 0, 0); const aboveLayer = map.createStaticLayer("Collision Layer", tileset, 0, 0); worldLayer.setCollisionByProperty({ collides: true }); // By default, everything gets depth sorted on the screen in the order we created things. Here, we // want the "Above Player" layer to sit on top of the player, so we explicitly give it a depth. // Higher depths will sit on top of lower depth objects. worldLayer.setDepth(10); // Object layers in Tiled let you embed extra info into a map - like a spawn point or custom // collision shapes. In the tmx file, there's an object layer with a point named "Spawn Point" const spawnPoint = map.findObject("Objects", obj => obj.name === "Spawn Point"); const Store = map.findObject("Objects", obj => obj.name === "store");
  7. I am making a top down RPG styled game using Tiled and Phaser 3. I have already made a map in Tiled for the city and store. Also, I have already set the objects for the location of the store where the player is suppose to go in order to enter the store and the location where the player is supposed to appear. The thing I am having trouble figuring out the code I am suppose to use in order to facilitate this action, as well as going back to city map. One more thing, If there are any other ideas on how to go about this I am all ears.
  8. Ok, solved the problem of getting the map to load by exporting the map as a csv in Tiled and saving a json of the map. However, I now have the problem of not getting anything to move on the map. Do you think that I make that into a new topic.
  9. Whoa! what are you talking about? I don't even have enemies.children.iterate in my code. Also, I switched the layer compression from Base64(compressed) to Base64(uncompressed). Do you think I should use CSV or XML format?
  10. I used the line of code in my JavaScript file and I got an error of 'Uncaught TypeError: Cannot read property 'cache' of undefined at index.js:7'. Also, how exactly do I turn off the layer compression? Do you change the Tile Layer format?
  11. I have made a map in Tiled and I have a already generated a JSON. Whenever I try to load the map in Chrome and it load only a black screen. When I went to inspect the website there are warning like: No data found in the Json tilemap from Tiled matching the tileset name "RunItUpCity" Cannot create tilemap layer, invalid layer ID given: Bottom Layer TilemapParser.ParseTiledJSON - Layer compression is unsupported, skipping layer 'Bottom Layer' Also, I got an Error that read: Uncaught Type Error: cannot read property 'setCollisionProperty' of null Does anyone think that there is a problem with the map or the code? Here is the JavaScript code if anyone needs it. const config = { type: Phaser.AUTO, width: 800, height: 600, parent: "game-container", pixelArt: true, physics: { default: "arcade", arcade: { gravity: { y: 0 } } }, scene: { preload: preload, create: create, update: update } }; const game = new Phaser.Game(config); let cursors; let player; let showDebug = false; function preload() { this.load.image("tiles", "../assets/tilesets/RunItUpCity.png"); this.load.tilemapTiledJSON("map", "../assets/tilemaps/GetawayCity.json"); // An atlas is a way to pack multiple images together into one texture. I'm using it to load all // the player animations (walking left, walking right, etc.) in one image. For more info see: // https://labs.phaser.io/view.html?src=src/animation/texture%20atlas%20animation.js // If you don't use an atlas, you can do the same thing with a spritesheet, see: // https://labs.phaser.io/view.html?src=src/animation/single%20sprite%20sheet.js this.load.atlas("atlas", "../assets/atlas/atlas.png", "../assets/atlas/atlas.json"); } function create() { const map = this.make.tilemap({ key: "map" }); // Parameters are the name you gave the tileset in Tiled and then the key of the tileset image in // Phaser's cache (i.e. the name you used in preload) const tileset = map.addTilesetImage("RunitUpCity", "tiles"); // Parameters: layer name (or index) from Tiled, tileset, x, y const belowLayer = map.createStaticLayer("Bottom Layer", tileset, 0, 0); const worldLayer = map.createStaticLayer("Top Layer", tileset, 0, 0); const aboveLayer = map.createStaticLayer("Collision Layer", tileset, 0, 0); aboveLayer.setCollisionByProperty({ collides: true }); // By default, everything gets depth sorted on the screen in the order we created things. Here, we // want the "Above Player" layer to sit on top of the player, so we explicitly give it a depth. // Higher depths will sit on top of lower depth objects. worldLayer.setDepth(10); // Object layers in Tiled let you embed extra info into a map - like a spawn point or custom // collision shapes. In the tmx file, there's an object layer with a point named "Spawn Point" const spawnPoint = map.findObject("Objects", obj => obj.name === "Spawn Point"); Also, I will attach the JSON code to the post because it is 17000+ of code. GetawayCity.json