Jump to content
This forum will be closing down. Please move to the respective dedicated project forums.

Cannot get my keyboard working


spinnerbox
 Share

Recommended Posts

Here is my code:

window.document.addEventListener("DOMContentLoaded", function (event) {'use strict';    var game = new Phaser.Game(800, 600, Phaser.AUTO, ''),        arcade = null,        stateManager = null,        physicsManager = null,        state1Object = new Phaser.State(),        player = null,        platforms = null,        ledge = null,        ground = null,        cursors = null,        keyboard = null;    state1Object.preload = function (gameObject) {        gameObject.load.image('logo', 'assets/phaser.png');        gameObject.load.image('sky', 'assets/sky.png');        gameObject.load.image('ground', 'assets/platform.png');        gameObject.load.image('star', 'assets/star.png');        gameObject.load.spritesheet('dude', 'assets/dude.png', 32, 48);    };    state1Object.create = function (gameObject) {        //var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'logo');        //logo.anchor.setTo(0.5, 0.5);        //game.add.sprite(0, 0, 'star');                //  We're going to be using physics, so enable the Arcade Physics system        //game.physics.startSystem(Phaser.Physics.ARCADE);                arcade = new Phaser.Physics.Arcade(gameObject);        //  A simple background for our game        gameObject.add.sprite(0, 0, 'sky');                         //  The platforms group contains the ground and the 2 ledges we can jump on        platforms = gameObject.add.group();                         //  We will enable physics for any object that is created in this group        platforms.enableBody = true;        platforms.physicsBodyType = Phaser.Physics.ARCADE;        // Here we create the ground.        ground = platforms.create(0, gameObject.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 it from falling away when you jump on it        ground.body.immovable = true;                         //  Now let's create two ledges        ledge = platforms.create(400, 400, 'ground');        ledge.body.immovable = true;        ledge = platforms.create(-150, 250, 'ground');        ledge.body.immovable = true;                            // The player and its settings        player = gameObject.add.sprite(32, gameObject.world.height - 150, 'dude');                         //  We need to enable physics on the player        // arcade.enable(player);                         //  Player physics properties. Give the little guy a slight bounce.        player.enableBody = true;        player.physicsBodyType = Phaser.Physics.ARCADE;        player.body.bounce.y = 0.2;        player.body.gravity.y = 300;        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);        player.body.gravity.y = 300;        keyboard = new Phaser.Keyboard(gameObject);        keyboard.addKey(Phaser.Keyboard.LEFT);        console.log(keyboard);        cursors = keyboard.createCursorKeys();        //controlPlayer(cursors, player);    };    state1Object.update = function (gameObject) {        //  Collide the player and the stars with the platforms        arcade.collide(player, ground);        player.body.velocity.x = 0;        if (cursors.left.isDown) {            //  Move to the left            player.body.velocity.x = -150;            player.animations.play('left');        } else if (cursors.right.isDown) {            //  Move to the right            player.body.velocity.x = 150;            player.animations.play('right');        } else {            //  Stand still            player.animations.stop();            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;        }    };    state1Object.render = function (gameObject) {                        };    // create state manager    stateManager = new Phaser.StateManager(game);    stateManager.add("state1", state1Object, false);    stateManager.start(state1Object);    // create physics manager    //physicsManager = new Phaser.Physics.Arcade(game);    game.state = stateManager;    //game.physics = physicsManager;    });

I am fighting with this stuff. What do I do wrong? I cannot get my arrow keys to work.

 

Link to comment
Share on other sites

I followed the tutorial and reworked my code:

 

window.document.addEventListener("DOMContentLoaded", function (event) {'use strict';    var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }),        platforms = null,        arcade = null,        player = null,        cursors = null,        stars = null;    function preload() {        game.load.image('sky', 'assets/sky.png');        game.load.image('ground', 'assets/platform.png');        game.load.image('star', 'assets/star.png');        game.load.spritesheet('dude', 'assets/dude.png', 32, 48);    }    function create() {        var ground = null,            ledge = null,            star = null,            i = 0;        //  We're going to be using physics, so enable the Arcade Physics system        arcade = new Phaser.Physics.Arcade(game);        //  A simple background for our game        game.add.sprite(0, 0, 'sky');        //  The platforms group contains the ground and the 2 ledges we can jump on        platforms = game.add.group();        //  We will enable physics for any object that is created in this group        platforms.enableBody = true;        platforms.physicsBodyType = Phaser.Physics.ARCADE;        // Here we create the ground.        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 it from falling away when you jump on it        ground.body.immovable = true;        //  Now let's create two ledges        ledge = platforms.create(400, 400, 'ground');        ledge.body.immovable = true;        ledge = platforms.create(-150, 250, 'ground');        ledge.body.immovable = true;                // The player and its settings        player = game.add.sprite(32, game.world.height - 150, 'dude');        //  We need to enable physics on the player        player.enableBody = true;        player.physicsBodyType = Phaser.Physics.ARCADE;        //  Player physics properties. Give the little guy a slight bounce.        player.body.bounce.y = 0.2;        player.body.gravity.y = 300;        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);                stars = game.add.group();        stars.enableBody = true;        stars.physicsBodyType = Phaser.Physics.ARCADE;        //  Here we'll create 12 of them evenly spaced apart        for (i = 0; i < 12; i += 1) {            //  Create a star inside of the 'stars' group            star = stars.create(i * 70, 0, 'star');            //  Let gravity do its thing            star.body.gravity.y = 6;            //  This just gives each star a slightly random bounce value            star.body.bounce.y = 0.7 + Math.random() * 0.2;        }            cursors = game.input.keyboard.createCursorKeys();    }    function update() {        arcade.collide(player, platforms);        arcade.collide(stars, platforms);        arcade.overlap(player, stars, collectStar, null, this);        //  Reset the players velocity (movement)        player.body.velocity.x = 0;        if (cursors.left.isDown) {            //  Move to the left            player.body.velocity.x = -150;            player.animations.play('left');        } else if (cursors.right.isDown) {            //  Move to the right            player.body.velocity.x = 150;            player.animations.play('right');        } else {            //  Stand still            player.animations.stop();            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;        }    }        function collectStar (player, star) {        // Removes the star from the screen        star.kill();    }    });

Now the keyboard works but the stars do not bounce of the platforms and my alien also doesn't stay on the platforms. It falls to the bottom edge.

 

What do I do wrong?

Link to comment
Share on other sites

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...