dbckd999

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  1. bandicam 2020-02-10 23-22-28-566.mp4 What I want is to damage the building. It works well when on the ground but not when in the air. There is no response from the body.touch when the character is stuck in the building while jumping. I created debug-only text for reference. it's my codes //game config var config = { type: Phaser.CANVAS, backgroundColor: '#FFCCCC', parent: 'phaser-game', width: 640, height: 800, physics: { default: 'arcade', arcade: { gravity: { y: 1800 }, overlapBias: 100, debug: true } }, scene: { preload: preload, create: create, update: update //, resize: this.resize } }; function create() { this.cameras.main.setBounds(0, 0, 640, 1440); this.physics.world.setBounds(0, 0, 640, 1440); this.add.tileSprite(0, 0, 640, 1440, 'background').setOrigin(0); platforms = this.physics.add.staticImage(320, 1440, 'ground'); //player sprite sheet player = this.physics.add.sprite(320, 1300, 'anim_player'); player.setBounce(0); player.setCollideWorldBounds(true); player.isWait = false; text = this.add.text(0, 1200, 'score: 0', { fontSize: '32px', fill: '#000' }); buildings = this.physics.add.group(); buildings = this.physics.add.sprite(320, 0, 'building1'); buildings.setBounce(0.0); buildings.setCollideWorldBounds(false); buildings.setActive(true); buildings.hp = 100; this.physics.add.collider(player, platforms); this.physics.add.collider(buildings, platforms); this.physics.add.collider(buildings, player); //////////////////////////////////// //////////////////////////////////// //////////////////////////////////// //keyInput //////////////////////////////////// cursors = this.input.keyboard.createCursorKeys(); key_attack = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Z); key_jump = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.UP); key_headOff = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN); //////////////////////////////////// //////////////////////////////////// //Input Action //////////////////////////////////// //attack key_attack.on('down', function() { if (player.body.touching.down) { player.isWait = true; player.play('anim_attack', true); } else { player.isWait = true; player.play('anim_attack_jump', true); } if(player.body.touching.up || buildings.body.touching.down) { if(buildings.hp < 0) { buildings.destroy(); console.log('destroy: ' + buildings); } else { buildings.hp -= 10; } } }); //jump // key_jump.on('down', function() { // if (player.body.touching.down) { // player.isWait = true; // player.setVelocityY(-2000); // player.play('anim_jump'); // } // }); //////////////////////////////////// //////////////////////////////////// //Camera //////////////////////////////////// this.cameras.main.startFollow(player); //physics this.physics.add.collider(player, platforms); container = this.add.container(player); this.physics.world.enable(container); container.body.setVelocity(0, 0).setBounce(1, 1).setCollideWorldBounds(true); //////////////////////////////////// }
  2. When start to Phaser code at window.onload = function() { var game = new Phaser.Game(800, 600, Phaser.AUTO, "game"); ... What is the role of "game"? (not var game) I've seen the API documentation, but I still do not understand. What I have understood so far the "game" refers to itself..