jw405

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  1. Hi! I've followed this tutorial: http://examples.phaser.io/_site/view_full.html?d=loader&f=load+tilemap+json.js&t=load%20tilemap%20json Comes up with background colour but no tilemap! Any help would be HUGELY appreciated! I'm guessing the issue is here: map.addTilesetImage('tilesheet_complete', 'tiles'); Here's the code: index.html <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0"> <title>Tilemap Test</title> <link rel="stylesheet" type="text/css" href="css/style.css"/> <script src="js/phaser.min.js"></script> <script src="js/phaser-plugin-isometric.js"></script> <script src="js/test.js"></script> </head> <body> </body> </html> test.js var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create }); function preload() { // Tilemaps are split into two parts: The actual map data (usually stored in a CSV or JSON file) // and the tileset/s used to render the map. // Here we'll load the tilemap data. The first parameter is a unique key for the map data. // The second is a URL to the JSON file the map data is stored in. This is actually optional, you can pass the JSON object as the 3rd // parameter if you already have it loaded (maybe via a 3rd party source or pre-generated). In which case pass 'null' as the URL and // the JSON object as the 3rd parameter. // The final one tells Phaser the foramt of the map data, in this case it's a JSON file exported from the Tiled map editor. // This could be Phaser.Tilemap.CSV too. game.load.tilemap('level1', 'assets/tilemaps/maps/map2.json', null, Phaser.Tilemap.TILED_JSON); // Next we load the tileset. This is just an image, loaded in via the normal way we load images: game.load.image('tiles', 'assets/tilemaps/tiles/tilesheet_complete.png'); } var map; var layer; function create() { game.stage.backgroundColor = '#787878'; // The 'level1' key here is the Loader key given in game.load.tilemap map = game.add.tilemap('level1'); // The first parameter is the tileset name, as specified in the Tiled map editor (and in the tilemap json file) // The second parameter maps this name to the Phaser.Cache key 'tiles' map.addTilesetImage('tilesheet_complete', 'tiles'); // Creates a layer from the World1 layer in the map data. // A Layer is effectively like a Phaser.Sprite, so is added to the display list. layer = map.createLayer('World1'); // This resizes the game world to match the layer dimensions layer.resizeWorld(); } map2.json { "height":30, "layers":[ { "data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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  2. Hi all, I have a collection of five bee spritesheets and I have assigned them unique strings such as, 'bee1', 'bee2' etc. I randomly generate a character/bee at the start of each game by: // Randomly generate an integer and identify unique string var randomBee = 'bee'+ this.game.rnd.integerInRange(1,5); // Add sprite this.bee = this.game.add.sprite(100, 245, randomBee); HOWEVER, I wanted to display the characters name (top right): var beeName = getName(randomBeeKey); AND function getName(beeKey) { if(beeKey === "bee1") return "Boobee"; if(beeKey === "bee2") return "Digbee"; if(beeKey === "bee3") return "Feebee"; if(beeKey === "bee4") return "Abbee"; if(beeKey === "bee5") return "Newbee"; } I can't seem to get it working, any help would be appreciated! Here's my code if I'm not making sense: http://pastebin.com/dGpW5ezw
  3. Thanks chg I hadn't thought about setting a negative acceleration on the player, I'll give it a go and see if I can get it working.
  4. Hi chg, I thought I'd given too much unnecessary information. I have a working game and everything is functional. I just wanted to outline how everything was working. I want to implement a loop that increases the velocity of the honeycombs over time. This is how the movement of the honeycombs is currently set up: honeycomb.body.velocity.x = -200; Here's the code if I'm still not making any sense: http://pastebin.com/GzNYmX0j
  5. Hi everyone, I'm developing a side scrolling mobile game for fun in my spare time. The objective is to direct a flying bee, who moves continuously to the right, between sets of honeycombs. If the player touches the honeycombs, they lose. It's effectively a replica of flappy bird. I'm trying to implement an incremental increase in velocity so the game gets harder the longer you play. - I've created a group (honeycombs) and added physics to the group - Created 20 honeycombs - Got the first dead honeycomb of our group - Set the new position of the honeycomb - Added velocity to the honeycombs to make it move left (creates the illusion of the bee flying): pipe.body.velocity.x = -200; - Kill the honeycombs when they're no longer visible - Picked where the hole will be - Added six honeycombs - Run function to add honeycombs every 1.5 seconds I'm aware I could have two different game states (easy and hard) with different velocities but I'd rather have it increase over time. Any help would be hugely appreciated! Thanks!
  6. Got it sorted!
  7. Hi everyone, My first project and in desperate need of some help. My game starts and runs but doesn't restart? Is it because I need to re-initialize variables? Here's the code: http://pastebin.com/kYRLFqkb Thanks
  8. Hi! Does anyone know how I might be able to load a different background each time a game is started? I have three different preloaded backgrounds and would like the game to select a random one each time the game begins. I'm a complete newbie to Phaser and any help/tutorials would be hugely appreciated! Can link code if needed. Thanks!
  9. Hi! Very new to programming and Phaser so be kind! I've just downloaded Phaser and have been playing around with spritesheets. I managed to get my first sprite animated using the master phaser example tutorials (http://phaser.io/examples/v2/sprites/spritesheet#download). I then tried adding a second spritesheet in a different location but it doesn't seem to play the animation (original spritesheet still loads and plays though)? I've read somewhere that using a tilemap when using multiple spritesheets is advised. Any help would be hugely appreciated! Cheers! Here's the code: function preload() { game.load.spritesheet('ms1', 'assets/sprites/bee-2-sprite.png', 72, 60, 2); game.load.spritesheet('ms2', 'assets/sprites/bee-3-sprite.png', 58, 52, 2); } function create() { sprite = game.add.sprite(50, 100, 'ms1'); sprite = game.add.sprite(150, 100, 'ms2'); sprite.animations.add('walk'); sprite.animations.play('walk', 10, true); var fly = ms1.animations.add('fly'); ms1.animations.play('fly', 10, true); }