Thunderfist

I can't find the bugs in my code

Recommended Posts

Here's my game.js

var RPG = RPG || {};

RPG.GameState = {

    init: function (currentLevel) {
    //keep track of the current level
        this.currentLevel = currentLevel || currentLevel === 'testroom1';

    //constants
        this.PLAYER_SPEED = 90;
    
    //no gravity in a top-down game
        this.game.physics.arcade.gravity.y = 0;

    //keyboard cursors
        this.cursors = this.game.input.keyboard.createCursorKeys();
    },
    create: function () {

        this.game.onscreenControls = this.game.plugins.add(Phaser.Plugin.OnscreenControls);

        this.loadLevel();
    },
    update: function () {

    //player can't walk through walls
        this.game.physics.arcade.collide(this.player, this.collisionLayer);

    //items collection
        this.game.physics.arcade.overlap(this.player, this.items, this.collect, null, this);

    //stop each time
        this.player.body.velocity.x = 0;
        this.player.body.velocity.y = 0;

        if (this.cursors.left.isDown || this.player.btnsPressed.left || this.player.btnsPressed.upleft  || this.player.btnsPressed.downleft) {
            this.player.body.velocity.x = -this.PLAYER_SPEED;
            this.player.scale.setTo(1, 1);
        }
        if (this.cursors.right.isDown || this.player.btnsPressed.right || this.player.btnsPressed.upright  || this.player.btnsPressed.downright) {
            this.player.body.velocity.x = this.PLAYER_SPEED;
            this.player.scale.setTo(-1, 1);
        }
        if (this.cursors.up.isDown || this.player.btnsPressed.up || this.player.btnsPressed.upright  || this.player.btnsPressed.upleft) {
            this.player.body.velocity.y = -this.PLAYER_SPEED;
        }
        if (this.cursors.down.isDown || this.player.btnsPressed.down || this.player.btnsPressed.downright  || this.player.btnsPressed.downleft) {
            this.player.body.velocity.y = this.PLAYER_SPEED;
        }

    //stop all movement if nothing is being pressed
        if (this.game.input.activePointer.isUp) {
            this.game.onscreenControls.stopMovement();
        }

    //play walking animation'
        if (this.player.body.velocity.x !== 0 || this.player.body.velocity.y !== 0) {
            this.player.play('walk');
        }
            else {
                this.player.animations.stop();
                this.player.frame = 0;
            }

    },
    loadLevel: function () {
    //create a tilemap object
        this.map = this.add.tilemap(this.currentLevel);
    
    //join the tile images to the json data
        this.map.addTilesetImage('terrains', 'tilesheet');
    
    //create tile layers
        this.backgroundLayer = this.map.createLayer('backgroundLayer');
        this.collisionLayer = this.map.createLayer('collisionLayer');
    
    //send background to the back
        this.game.world.sendToBack(this.backgroundLayer);
    
    //collision layer should be collisionLayer
        this.map.setCollisionBetween(1, 16, true, 'collisionLayer');
    
    //resize the world to fit the layer
        this.collisionLayer.resizeWorld();

    //create player
        var playerData = {
      //list of items
                items: [],

      //player stats
                health: 30,
                attack: 10,
                defense: 10,
                gold: 0,

      //quest
                quests: [
                    {
                        name: 'find the map in Schnyders room  ',
                        code: 'robschneider',
                        isCompleted: false
                    },
                    {
                        name: 'aquire the Sword of Destiny',
                        code: 'destiny-sword',
                        isCompleted: false
                    },
                    {
                        name: 'aquire the Staff of Gods',
                        code: 'godsstaff',
                        isCompleted: false
                    }
                ]
            };

        this.player = new RPG.Player(this, 100, 100, playerData);

    //add player to the world
        this.add.existing(this.player);

    //group of items
        this.items = this.add.group();
        this.loadItems();

    //enemies
        this.enemies = this.add.group();
    //this.loadEnemies();

    //this.enemy = new RPG.Enemy(this, 200, 60, 'monster', {attack: 10, health: 20, defense: 5});
    //this.enemies.add(this.enemy);

    //follow player with the camera
        this.game.camera.follow(this.player);

        this.initGUI();
    },
    gameOver: function () {
    this.game.state.start('Game', true, false, this.currentLevel);
  },
  initGUI: function() {
    //onscreen controls setup
    this.game.onscreenControls.setup(this.player, {
      left: true,
      right: true,
      up: true,
      down: true,
      upleft: true,
      downleft: true,
      upright: true,
      downright: true,
      action: false
    });

    this.showPlayerIcons();
  },
  collect: function(player, item) {
    this.player.collectItem(item);
  },
  showPlayerIcons: function() {
    //gold icon
        this.goldIcon = this.add.sprite(10, 10, 'coin');
        this.goldIcon.fixedToCamera = true;

        var style = {font: '14px Arial', fill: '#fff'};
        this.goldLabel = this.add.text(30, 10, '0', style);
        this.goldLabel.fixedToCamera = true;

    //attack icon
        this.attackIcon = this.add.sprite(70, 10, 'sword');
        this.attackIcon.fixedToCamera = true;

        var style = {font: '14px Arial', fill: '#fff'};
        this.attackLabel = this.add.text(90, 10, '0', style);
        this.attackLabel.fixedToCamera = true;

    //defense icon
        this.defenseIcon = this.add.sprite(130, 10, 'shield');
        this.defenseIcon.fixedToCamera = true;

        var style = {font: '14px Arial', fill: '#fff'};
        this.defenseLabel = this.add.text(150, 10, '0', style);
        this.defenseLabel.fixedToCamera = true;

        this.refreshStats();
  },
  refreshStats: function() {
        this.goldLabel.text = this.player.data.gold;
        this.attackLabel.text = this.player.data.attack;
        this.defenseLabel.text = this.player.data.defense;
    },
    findObjectsByType: function(targetType, tilemap, layer){
        var result = [];
    
        tilemap.objects[layer].forEach(function (element) {
            if (element.properties.type === targetType) {
                element.y -= tilemap.tileHeight / 2;
                element.x += tilemap.tileHeight / 2;
                result.push(element);
            }
        }, this);
    
        return result;
    },
    loadItems: function () {
        var elementsArr = this.findObjectsByType('item', this.map, 'objectsLayer');
        var elementObj;

        elementsArr.forEach(function (element) {
            elementObj = new RPG.Item(this, element.x, element.y, element.properties.asset, element.properties);
            this.items.add(elementObj);
        }, this);
    }

};

Thing is, I don't know if this is the one filled with bugs.

Share this post


Link to post
Share on other sites

Okay, I still can't find the bug... Maybe it's in my player.js?

 

var RPG = RPG || {};

RPG.Player = function (state, x, y, data) {
    Phaser.Sprite.call(this, state.game, x, y, 'player');

    this.state = state;
    this.game = state.game;
    this.data = data;
    this.anchor.setTo(0.5);

  //walking animation
    this.animations.add('walk', [0, 1, 0], 6, false);


  //enable physics
    this.game.physics.arcade.enable(this);
};

RPG.Player.prototype = Object.create(Phaser.Sprite.prototype);
RPG.Player.prototype.constructor = RPG.Player;

RPG.Player.prototype.collectItem = function (item) {
  //two types of items, quest items and consumables
    if (item.data.isQuest) {
        this.data.items.push(item);

    //check quest completion
        this.checkQuestCompletion(item);
    }
        
        else {
    //consumable items

    //add properties
            this.data.health += item.data.health || item.data.health === 0;
            this.data.attack += item.data.attack || item.data.attack === 0;
            this.data.defense += item.data.defense || item.data.defense === 0;
            this.data.gold += item.data.gold || item.data.gold === 0;

    //refresh stats
            this.state.refreshStats();
        }
    item.kill();
};

RPG.Player.prototype.checkQuestCompletion = function (item) {
    var i = 0;
    var len = this.data.quests.length;

    while (i < len) {
        if (this.data.quests[i].code === item.data.questCode) {
            this.data.quests[i].isCompleted = true;
            console.log(this.data.quests[i].name + ' has been completed');
            break;
        }
    }
};

 

I hope I can find the bugs soon... otherwise I can't make a simple Role-Playing Game.

Share this post


Link to post
Share on other sites

I just checked the console, and it says GainNode.gain.value setting is deprecated and can't be used after last month. Is there some sort of work-around?

 

UPDATE: All of the errors in the console are pointing at my phaser.js. does the Phaser library get updated?

Share this post


Link to post
Share on other sites

I found that my enemyPrefab.js has a bug: According to my console, it says Cannot set property 'prototype' of undefined at enemyPrefab.js line 20.

Is there a workaround for that? It's the only thing that's showing up in the console for bugs.

 

EDIT

 

I took a look at someone's tutorial and found what I did wrong.

The code still isn't working right yet, but I'm getting there.

I found this in the console:

Phaser.StateManager - No state found with the key: game

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Recently Browsing   0 members

    No registered users viewing this page.