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Found 2 results

  1. Hello, I want to spawn an enemy on different location every second on my screen. is there such thing like this? Im using emitter to spawn random images on my screen but it generate only in one place. how can i generate image in different place every second?
  2. I am trying to make a platformer mod of the first tutorial platformer, and this is my first time working with phaser. I am attempting to have diamonds spawn from the sky on a timer, that the player may collect. Everything except the spawning of diamonds seems to be working correctly, my code is as follows: <!--The sprites and some of the movement controls for this game come from this tutorial: https://phaser.io/tutorials/making-your-first-phaser-game --> <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>Phaser - Making your first game, part 9</title> <script type="text/javascript" src="js/phaser.min.js"></script> <style type="text/css"> body { margin: 0; } </style> </head> <body> <script type="text/javascript"> //sets up a game, setting the area of play and loading it in var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); //loads what will be needed for the game before the game starts function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.image('diamond', 'assets/diamond.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } //here I can set variables that can be accesses by create, //much like putting in variables before calling them in unity var player; var platforms; //directional keys to use for movement var cursors; var score = 0; var scoreString = ''; var scoreText var scoreText; var firingTimer = 0; //uses the preloaded items and other lines of code to make the beef of the game function create() { game.add.sprite(0, 0, 'sky'); //enables arcade physics game.physics.startSystem(Phaser.Physics.ARCADE); diamonds = game.add.group(); diamonds.enableBody = true; diamonds.createMultiple(30, 'diamond'); diamonds.setAll('anchor.x', 350); diamonds.setAll('anchor.y', 350); diamonds.setAll('outOfBoundsKill', true); diamonds.setAll('checkWorldBounds', true); // The score scoreString = 'Score : '; scoreText = game.add.text(10, 10, scoreString + score, { font: '34px Arial', fill: '#fff' }); //background //will contain the ground platforms = game.add.group(); //any object in the platforms group will have a body platforms.enableBody = true; // Here is where the ground is created var ground = platforms.create(0, game.world.height - 64, 'ground'); // Scale it to fit the width of the game (the original sprite is 400x32 in size) ground.scale.setTo(2, 2); // This stops the ground from falling away when you jump on it ground.body.immovable = true; // The player and its settings player = game.add.sprite(350, 400, 'dude'); // We need to enable physics on the player game.physics.arcade.enable(player); // Player physics properties. player.body.bounce.y = 0.2; player.body.gravity.y = 600; player.body.collideWorldBounds = true; //Our two animations, walking left and right. player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); //controls cursors = game.input.keyboard.createCursorKeys(); } function update() { console.log(firingTimer); // Collide the player with the ground game.physics.arcade.collide(player, platforms); // Reset the players velocity (movement) //this means that if no keys are pressed, the player will //remain in place player.body.velocity.x = 0; //if the left arrow is pressed, add velocity to the player and play an animation if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -400; player.animations.play('left'); } //if the right arrow is pressed, add velocity to the player and play an animation else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 400; player.animations.play('right'); } else //if no keys are pressed. animation is set to one constant frame //and no velocity is added { //Stand still player.animations.stop(); //sets player's frame to the one facing forward player.frame = 4; } // Allow the player to jump if they are touching the ground. if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -350; } if (game.time.now > firingTimer) { //enemyfires generateDiamond(); } game.physics.arcade.overlap(diamonds , player, aquireDiamond, null, this); } function generateDiamond(){ diamond = diamonds.getFirstExists(false); if(diamond){ diamond.reset(350, 350); firingTimer = game.time.now + 2000; diamond.body.gravity.y = 200; } } function aquireDiamond(player,diamond){ diamond.kill (); score+=100; scoreText.text = scoreString + score; Debug.log //if time = certain amount then spawn diamond in random //position above screen and let it fall, it will not stay on the ground } </script> </body> </html>
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