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Adding levels to my game


Deino
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Here is a game I wrote, I want to advance the level as soon as all the coins are collected. 

How can I do that? 

I can create another state but I don't know how to proceed from there 

var game = new Phaser.Game(1000,600, Phaser.AUTO, 'gameDiv');var mainState = {	preload: function()	{		game.stage.backgroundColor = "#71c5cf";		game.load.image('ball','assets/fireball.png');		game.load.image('wv','assets/wallVertical.png');		game.load.image('wh','assets/wallHorizontal.png');		game.load.image('coin','assets/coin.png');	},		create: function()	{		game.physics.startSystem(Phaser.Physics.ARCADE);		this.ball = this.game.add.sprite(100,250,'ball');		this.createworld();		game.physics.arcade.enable(this.ball);		this.ball.body.gravity.y = 1000;		var spacekey = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);		spacekey.onDown.add(this.jump,this);		var lkey = this.game.input.keyboard.addKey(Phaser.Keyboard.LEFT);		lkey.onDown.add(this.lmove,this);		var rkey = this.game.input.keyboard.addKey(Phaser.Keyboard.RIGHT);		rkey.onDown.add(this.rmove,this);				this.score = 0;          this.labelScore = this.game.add.text(30, 90, "", { font: "30px Arial", fill: "#ffffff" }); 		this.labelScore.text = this.score;	},		update: function()	{		 game.physics.arcade.collide(this.ball,this.walls);		 game.physics.arcade.collide(this.ball,this.coins,this.scoreincrease,null,this);		                 		if (this.ball.inWorld == false)		{			this.restartGame();		}		     	},		restartGame: function()	{		game.state.start('main');	},	jump: function() {          this.ball.body.velocity.y = -350;},   lmove: function()   {	   this.ball.body.velocity.x = -200;   },   rmove: function()   {	   this.ball.body.velocity.x = 200;   },   createworld: function()   {	   this.walls = this.game.add.group()	   this.walls.enableBody = true;	   game.add.sprite(150,150,'wv',0,this.walls);	   game.add.sprite(170,180,'wh',0,this.walls);	   game.add.sprite(170,480,'wh',0,this.walls);	   game.add.sprite(450,480,'wh',0,this.walls);	   game.add.sprite(650,150,'wv',0,this.walls);	   game.add.sprite(450,180,'wh',0,this.walls);	   this.walls.setAll('body.immovable',true);	   this.coins = this.game.add.group();	   this.coins.enableBody = true;	   game.add.sprite(10,10,'coin',0,this.coins);	   game.add.sprite(10,60,'coin',0,this.coins);	   game.add.sprite(30,10,'coin',0,this.coins);	   game.add.sprite(30,60,'coin',0,this.coins);	   	      },   scoreincrease : function(ball,coins)   {	  this.score += 20;	  this.labelScore.text = this.score;      coins.kill();   }      	};game.state.add('main',mainState);game.state.start('main');
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