Gustavo Azevedo

Create random coins

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I would like to create a scoring system in which the coins randomly descended into different places. Sorry if the english is bad (still lurning the language). This is my code.

 

 

(function () {
    var game = new Phaser.Game(540, 303, Phaser.AUTO, 'container-game', {
        preload: preload,
        create: create,
        update: update,

    });
    var estrada, player, keys, moedas;

    function preload() {
        this.velocidade = 80;

        // CARREGAMENTO DE IMAGENS
        game.load.image('background', 'img/background.png');
        game.load.spritesheet('boneco', 'img/player.png', 37, 78);
        game.load.spritesheet('moeda', 'img/moeda.png', 31, 31);

    }

    function create() {

        this.moedas = game.add.group();
        game.time.events.loop(5000, this.adicionarMoeda, this);

        // FISICAS DO JOGO
        game.physics.startSystem(Phaser.Physics.ARCADE);
        keys = game.input.keyboard.createCursorKeys();


        // BACKGROUND
        estrada = game.add.tileSprite(0, 0, 540, 303, 'background');


        // APLICAÇÕES SOB O PERSONAGEM
        player = game.add.sprite(252, 200, 'boneco');
        game.physics.arcade.enable(player);
        player.animations.add('pedalar', [0, 1, 2, 3], 10, true);
        player.animations.play('pedalar');

    }

    function update() {


        // BACKGROUND INFINITO
        this.velocidade += 1 * 0.03;
        estrada.tilePosition.y += this.velocidade / 60;
        console.log(this.velocidade);

        // CONTROLES DO PERSONAGEM
        if (keys.left.isDown) {
            if (player.x > 172) {
                player.x -= 5;
            }
        }
        if (keys.right.isDown) {
            if (player.x < 329) {
                player.x += 5;
            }
        }
    }

    function adicionarMoeda() {

        var moedaX = game.rnd.integerInRange(170, 320);
        var moeda = game.add.sprite(moedaX, -30, 'moeda');
        this.moedas.add(moeda);
        game.physics.arcade.enable(moeda);
        moeda.body.velocity.y = this.velocidade;
        moeda.animations.add('girar', [0, 1, 2, 3, 4, 5, 6, 7], 16, true);
        moeda.animations.play('girar');
        moeda.checkWorldBounds = true;
        moeda.outOfBoundsKill = true;

    }
}());

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