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  1. Hello everyone, I've recently been having a mess around with one of the Phaser game examples (Invaders), with a mind to changing it in to a side-scrolling space shooter. I'm having a bit of an issue early on however in that when I press the left and up arrow keys, and then press space bar to fire, it doesn't seem to pick up the space bar press event. I wondered if anyone else has had a similar issue, or, perhaps has a solution to it. Please see the source code below (input events are currently in the update method): var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-sidescroller', { preload: preload, create: create, update: update, render: render });function preload() { game.load.image('bullet', 'assets/bullet.png'); game.load.image('enemyBullet', 'assets/enemy-bullet.png'); game.load.spritesheet('invader', 'assets/invader32x32x4.png', 32, 32); game.load.image('ship', 'assets/player.png'); game.load.spritesheet('kaboom', 'assets/explode.png', 128, 128); game.load.image('starfield', 'assets/starfield.png'); game.load.image('background', 'assets/background2.png');}var player;var aliens;var bulletsBeta;var bulletTime = 0;var playerSpeed = 3;var cursors;var fireButton;var explosions;var starfield;var score = 0;var scoreString = '';var scoreText;var lives;var enemyBullet;var firingTimer = 0;var stateText;var livingEnemies = [];function create() { game.physics.startSystem(Phaser.Physics.ARCADE); // The scrolling starfield background starfield = game.add.tileSprite(0, 0, 800, 600, 'starfield'); // Our bullet group(s) bulletsBeta = game.add.group(); bulletsBeta.enableBody = true; bulletsBeta.physicsBodyType = Phaser.Physics.ARCADE; bulletsBeta.createMultiple(30, 'bullet'); bulletsBeta.setAll('anchor.x', 0.5); bulletsBeta.setAll('anchor.y', 1); bulletsBeta.setAll('outOfBoundsKill', true); bulletsBeta.setAll('checkWorldBounds', true); // The hero! player = game.add.sprite(100, 300, 'ship'); player.anchor.setTo(0.5, 0.5); game.physics.enable(player, Phaser.Physics.ARCADE); // And some controls to play the game with cursors = game.input.keyboard.createCursorKeys(); fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.input.keyboard.addKeyCapture([ Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.UP, Phaser.Keyboard.DOWN, Phaser.Keyboard.SPACEBAR ]);}function render() {}function update() { // Scroll the background - 1.1? Change later. starfield.tilePosition.x -= 1.1; // Changed from velocity to simple coord increment if (cursors.up.isDown) { player.body.y -= 1.1 * playerSpeed; } else if (cursors.down.isDown) { player.body.y += 1.1 * playerSpeed; } if (cursors.left.isDown) { player.body.x -= 1.1 * playerSpeed; } else if (cursors.right.isDown) { player.body.x += 1.1 * playerSpeed; } // Firing? - Something wrong with this and up-left if (fireButton.isDown) { fireBullet(); }}// Handle player fire bullet - Not very optmizedvar bullet;function fireBullet () { // To avoid them being allowed to fire too fast we set a time limit if (game.time.now > bulletTime) { // Grab the first bullet we can from the pool bullet = bulletsBeta.getFirstExists(false); if (bullet) { // And fire it bullet.reset(player.x, player.y + 12); bullet.body.velocity.x = 800; bulletTime = game.time.now + 100; } }}Any help would be massively appreciated. Thanks!
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