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ActivePointer location not updating


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Hi there


I want the player's projectiles to go towards the pointer when the player clicks, like they do in this example http://phaser.io/examples/v2/games/tanks. I've used some of the code from the example but in my game, the activePointer x and y co-ordinates seem to only initialise when the game starts and never change. So when the player shoots, it's always going towards the same co-ordinates.


I have the following code (note I have removed bits about item collection, enemies etc. for posting on here):

var SideScroller = SideScroller || {};var startPosX = 100;var startPosY = 300;var shooter;var playerBullets;var nextFire = 0;var fireRate = 100;var cursors;var currentLoc;SideScroller.Game = function () {};SideScroller.Game.prototype = {        create: function () {        //create player        //params = (game, startPositionX,startPositionY, key, frame)        this.player = this.game.add.sprite(startPosX, startPosY, 'player');                //  Point to shoot projectiles from        // allows rotation, if this had been done on the player object,         // the graphic would have rotated, which we don't want        this.shooter = this.game.add.sprite(startPosX, startPosY, 'blank');        this.shooter.anchor.setTo(0.5, 0.5);                //make a group of player projectiles        playerBullets = this.game.add.group();        playerBullets.enableBody = true;        playerBullets.physicsBodyType = Phaser.Physics.ARCADE;        playerBullets.createMultiple(1000, 'peePower');        playerBullets.setAll('anchor.x', 0.5);        playerBullets.setAll('anchor.y', 0.5);        playerBullets.setAll('outOfBoundsKill', true);        playerBullets.setAll('checkWorldBounds', true);                //enable physics on the player        this.game.physics.arcade.enable(this.player);        //bring player shooting point to the top         //(don't think this matters but have left it in since the example did        this.shooter.bringToTop();                //player gravity        this.player.body.gravity.y = gravity;                //player collides with all four edges of the game world        this.player.body.collideWorldBounds = true;                this.player.anchor.setTo(0.5, 0.5);        //the camera will follow the player in the world        this.game.camera.follow(this.player);        //move player with cursor keys        cursors = this.game.input.keyboard.createCursorKeys();    },        update: function () {        currentLoc = this.game.input.activePointer;                //collision between player and platforms        this.game.physics.arcade.collide(this.player, this.blockedLayer, null, null, this);                //make co-ordinates match        this.shooter.x = this.player.x;        this.shooter.y = this.player.y;                //shooter's angle towards        this.shooter.rotation = this.game.physics.arcade.angleToPointer(this.shooter, this.game.input.activePointer);                //only respond to keys if the player is alive        if (this.player.alive) {            this.player.body.velocity.x = 0;                if (this.game.input.activePointer.isDown) {                console.log("pointer is down");                this.fire();            }            else if (cursors.right.isDown) {                this.playerForward();            }               else if (cursors.left.isDown) {                this.playerBack();            }            else if (cursors.up.isDown) {                this.playerJump();            }             else if (cursors.down.isDown) {                this.fire();                this.playerDuck();            }                    }    },        fire: function () {            //for debugging        console.log("fire was called");        console.log(this.game.input.activePointer.x);        console.log(this.game.input.activePointer.y);                if (this.game.time.now > nextFire && playerBullets.countDead() > 0)        {            nextFire = this.game.time.now + fireRate;            var bullet = playerBullets.getFirstExists(false);            bullet.reset(this.shooter.x, this.shooter.y);                        currentLoc = this.game.input.activePointer;            bullet.rotation = this.game.physics.arcade.moveToPointer(bullet, 1000, currentLoc, 1000);                        console.log(this.game.input.activePointer);        }    },    playerForward: function () {        this.player.loadTexture('player');        this.player.body.setSize(this.player.standDimensions.width, this.player.standDimensions.height);        this.player.body.velocity.x = 700;        this.player.isMoving = true;        //console.log("Forward height:" + this.player.standDimensions.height);        //console.log("Forward width:" + this.player.standDimensions.width);      },        playerBack: function () {        this.player.loadTexture('playerBack');        this.player.body.velocity.x -= 700;        this.player.isMoving = true;    },        playerJump: function () {        if (this.player.body.blocked.down) {            this.player.body.velocity.y -= 700;            this.player.loadTexture('playerJump');            //console.log("Jump height:" + this.player.jumpDimensions.height);            //console.log("Jump width:" + this.player.jumpDimensions.width);            }    },        playerDuck: function () {        //change image and update the body size for the physics engine        this.player.loadTexture('playerDuck');        this.player.body.setSize(this.player.duckedDimensions.width, this.player.duckedDimensions.height);         //keep track of whether player is ducked or not        this.player.isDucked = true;    },        playerDead: function () {        //set to dead (this doesn't affect rendering)        this.player.alive = false;        //stop moving to the right        this.player.body.velocity.x = 0;        //change sprite image        this.player.loadTexture('playerDead');            },};

Shooter is a blank sprite on top of the player (much like the turret in the tank example) to allow for rotation without the player rotating (please let me know also if there's a better way to do that!).


I tried updating the currentLoc variable in the update method to the activePointer location but that didn't work.


In addition, this condition has never been hit:

if (this.game.input.activePointer.isDown) {     console.log("pointer is down");     this.fire();} 

So something must be going awry with detecting mouse clicks and I don't know if that's part of the problem?

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