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Found 5 results

  1. I have an idea of how I want to spawn obstacles for my endless runner game; what I want to do is spawn them randomly on the right and move them towards the left hand side of the screen. And once they are out of bounds of the screen, I want to kill them. But I need some help figuring out how to write the function that would do this. So far I've made a title screen, and the basic "treadmill" structure of the endless runner with player movement. var game = new Phaser.Game(820, 360, Phaser.AUTO); var mainMenu = function(game) {}; mainMenu.prototype = { preload: function() { //preloading assets game.load.atlas('sprites', 'assets/img/spritesheet.png', 'assets/img/sprites.json'); }, create: function () { // background this.background = this.game.add.tileSprite(0, -30, this.game.width, 390, 'sprites', 'background'); this.background.autoScroll(-100, 0); // ground this.background = this.game.add.tileSprite(0, 310, this.game.width, 60, 'sprites', 'ground'); this.background.autoScroll(-200, 0); // player this.player = this.add.sprite(30, 253, 'sprites', 'bunny'); this.player.animations.add('run', Phaser.Animation.generateFrameNames('bunny', 4, 5, "", 4), 10, true); this.player.animations.play('run', 10, true); // logo this.splash = this.add.sprite(this.game.world.centerX, this.game.world.centerY - 40, 'sprites', 'logo'); this.splash.anchor.setTo(0.5); }, update: function () { if (this.game.input.activePointer.justPressed()) { this.game.state.start('gamePlay'); } } }; var gamePlay = function(game) {}; gamePlay.prototype = { preload: function() { //preloading assets game.load.atlas('sprites', 'assets/img/spritesheet.png', 'assets/img/sprites.json'); }, create: function () { // physics engine this.game.physics.startSystem(Phaser.Physics.ARCADE); this.game.physics.arcade.gravity.y = 2000; // background this.background = this.game.add.tileSprite(0, -30, this.game.width, 390, 'sprites', 'background'); this.background.autoScroll(-100, 0); // ground this.ground = this.game.add.tileSprite(0, 310, this.game.width, 60, 'sprites', 'ground'); this.ground.autoScroll(-200, 0); // player this.player = this.add.sprite(30, 253, 'sprites', 'bunny'); this.player.animations.add('right', Phaser.Animation.generateFrameNames('bunny', 4, 5, '', 4), 10, true); this.player.animations.play('right', 10, true); // physics on sprites this.game.physics.arcade.enable([this.player, this.ground]); this.ground.body.immovable = true; this.ground.body.allowGravity = false; this.player.body.collideWorldBounds = true; //add spacebar for jump this.jumpButton = this.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); }, update: function () { // look for collisions between sprites this.game.physics.arcade.collide(this.player, this.ground); //add arrow keys for movement var cursors = this.input.keyboard.createCursorKeys(); //reset player velocity this.player.body.velocity.x = 0; //moving right if (cursors.right.isDown) { this.player.body.velocity.x = 90; this.player.animations.play('right'); } else if (cursors.left.isDown) { this.player.body.velocity.x = -90; this.player.animations.play('right'); } // jump if (this.jumpButton.isDown && (this.player.body.touching.down)) { this.player.body.velocity.y = -800; } } }; var gameOver = function(game) {}; gameOver.prototype = { preload: function() { //preloading assets game.load.atlas('sprites', 'assets/img/spritesheet.png', 'assets/img/sprites.json'); }, create: function () { console.log('create'); game.stage.backgroundColor = '#4488AA'; //click to start text this.game.add.text(this.game.world.centerX - 100, this.game.world.centerY + 80, 'Click to return to main menu', { font: "30px Raleway"} ); }, update: function () { if (this.game.input.activePointer.justPressed()) { this.game.state.start('mainMenu'); } } } game.state.add('mainMenu', mainMenu); game.state.add('gamePlay', gamePlay); game.state.add('gameOver', gameOver); game.state.start('mainMenu'); sprites.json
  2. var game = new Phaser.Game(400, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); //creating score value and onscreen text var score = 0; var scoreText; //creating random spawning place for diamond var diamondX = game.world.randomX(); var diamondY = game.world.randomY(); function preload() { // preload assets game.load.image('sky', 'assets/img/sky.png'); game.load.image('ground', 'assets/img/platform.png'); game.load.image('star','assets/img/star.png'); game.load.image('diamond', 'assets/img/diamond.png'); game.load.spritesheet('baddie', 'assets/img/dude.png', 32, 48); } function create() { // place your assets //enabling Arcade Physics system game.physics.startSystem(Phaser.Physics.ARCADE); //adding a background game.add.sprite(0, 0, 'sky'); //a group containing the ground and platforms to jump on platforms = game.add.group(); //enabling physics for any object in this group platforms.enableBody = true; //creating the ground var ground = platforms.create(0, game.world.height - 64, 'ground'); //scaling to fit the width of the game ground.scale.setTo(2, 2); //stops ground from falling once player jumps on it ground.body.immovable = true; //create five ledges var ledge = platforms.create(-300, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(200, 400, 'ground'); ledge.body.immovable = true; ledge = platforms.create(100, 300, 'ground'); ledge.body.immovable = true; ledge = platforms.create(-200, 200, 'ground'); ledge.body.immovable = true; ledge = platforms.create(300, 100, 'ground'); ledge.body.immovable = true; //create the player and its settings player = game.add.sprite(32, game.world.height - 150, 'baddie'); //enabling physics on player game.physics.arcade.enable(player); //giving player a slight bounce player.body.bounce.y = 0.2; player.body.gravity.y = 300; player.body.collideWorldBounds = true; //walking left and right animations player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); //create group for stars stars = game.add.group(); stars.enableBody = true; //creating 12 stars evenly spaced apart for (var i = 0; i < 12; i++) { //create a star inside of the 'stars' group each 33 px apart var star = stars.create(i * 33, 0, 'star'); //giving it gravity star.body.gravity.y = 20; //giving each star a random bounce value star.body.bounce.y = 0.7 + Math.random() * 0.2; } //create diamond and apply physics diamond = game.add.sprite(diamondX, diamondY, 'diamond'); game.physics.enable(diamond, Phaser.Physics.ARCADE); diamond.body.gravity.y = 25; diamond.body.bounce.y = 0.7 + Math.random() * 0.2; //displays score text on screen scoreText = game.add.text(16, 16, 'Score: 0', {fontSize: '32px', fill: '#000'}); } function update() { // run game loop //collide player and platforms var hitPlatform = game.physics.arcade.collide(player, platforms); //built in keyboard manager cursors = game.input.keyboard.createCursorKeys(); //reset players velocity (movement) player.body.velocity.x = 0; //moving with arrow keys if (cursors.left.isDown) { //move to left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { //move right player.body.velocity.x = 150; player.animations.play('right'); } else { //stand still player.animations.stop(); player.frame = 2; } //allow player to jump if touching ground if (cursors.up.isDown && player.body.touching.down && hitPlatform) { player.body.velocity.y = -350; } //checking for collision with stars and platforms game.physics.arcade.collide(stars, platforms); //checking if player overlaps with star game.physics.arcade.overlap(player, stars, collectStar, null, this); //checking for collision with diamond and platforms game.physics.arcade.collide(diamond, platforms); //checking if player overlaps with diamond game.physics.arcade.overlap(player, diamond, collectDiamond, null, this); } function collectStar (player,star) { //function for updating score for collecting stars //removes star from screen star.kill(); //add and update score for stars score += 10; scoreText.text = 'Score: ' + score; } function collectDiamond (player, diamond) { //function for updating score for collecting diamond //remove diamond from screen diamond.kill(); //add and update score for diamond score += 25; scoreText.text = 'Score: ' + score; } It's my first time trying out Phaser and what I want to do is have the 'diamond' spawn at random locations on the screen. I've managed to get the diamond to spawn on screen, but it doesn't seem to be spawning in different locations when I reload the game each time. I'm assuming that I'd need to put something in the update function, but I need a little help with that part!
  3. JordanIbanez

    Spawning Enemies

    Hi guys! I'm new to coding & to the forum, and I'd like some assistance in creating a function that spawns a new enemy at regular intervals at random locations on the screen. Attached is the code I've been tweaking with & all related content needed to run the game.html, but I am simply unsure how to go about creating this function, or how to call it at regular intervals. Thanks in advance! Jordan game.html gamemain1.js jquery.min.js NewGame.js processing.min.js
  4. Hello/Bonjour, I am young all in programming, I learn at the same time I try. Is it possible to tell me how to do for an enemy spawn randomly from the top much like a tetris ? Even if of a collision with the enemy, hero dies. My game is almost over, then these are two things which I stop... Thx for the help and sorry to my bad english ^^. ( It's been two weeks I galleys above )
  5. Hey, So this is my first post and also my first game using Phaser, so cheers! I would post the code here, but since I split up my code into prototype files and I don't know where the error could be occurring, I'll just put up the github: https://github.com/NighNightGaming/unholy_ghosts The problem: Despite the fact that I explicitly spawn the player sprite at a certain point, it loads up to that point then instantly "snaps" to the enemy sprite, which spawns at a random x (within a range). I've been playing with it for a little bit now and can't really wrap my head around my error. Please and thank you for your help.