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Question Regarding: this.input


fedora
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I have been working the last couple of week learning Phaser and it is a great platform.  Like many of you, to learn I have taken existing code and broken it down to understand the pieces and parts.  Unfortunately, I have run across an item I cannot figure out and I am hoping someone can spot what I think is a simple (but frustrating) mistake.

 

I am attempting to replicate this example to better understand Tiles:  http://phaser.io/examples/v2/tilemaps/tile-properties  I can get everything to work except when I place these lines below the app will not run:

 

    this.input.addMoveCallback(updateMarker, this);
    this.input.onDown.add(getTileProperties, this);
 
If I comment out those lines it runs fine.

 

The below is my code the the Game.js:

 

BasicGame.Game = function (game) {
 
    this.game;      //  a reference to the currently running game (Phaser.Game)
    this.add;       //  used to add sprites, text, groups, etc (Phaser.GameObjectFactory)
    this.camera;    //  a reference to the game camera (Phaser.Camera)
    this.cache;     //  the game cache (Phaser.Cache)
    this.input;     //  the global input manager. You can access this.input.keyboard, this.input.mouse, as well from it. (Phaser.Input)
    this.load;      //  for preloading assets (Phaser.Loader)
    this.math;      //  lots of useful common math operations (Phaser.Math)
    this.sound;     //  the sound manager - add a sound, play one, set-up markers, etc (Phaser.SoundManager)
    this.stage;     //  the game stage (Phaser.Stage)
    this.time;      //  the clock (Phaser.Time)
    this.tweens;    //  the tween manager (Phaser.TweenManager)
    this.state;     //  the state manager (Phaser.StateManager)
    this.world;     //  the game world (Phaser.World)
    this.particles; //  the particle manager (Phaser.Particles)
    this.physics;   //  the physics manager (Phaser.Physics)
    this.rnd;       //  the repeatable random number generator (Phaser.RandomDataGenerator)
 
};
 
var map;
var layer;
var marker;
 
// var sprite;
var cursors;
       
BasicGame.Game.prototype = {
    
    create: function () {
        
    map = this.add.tilemap('map');
 
    map.addTilesetImage('tiles');
    
    layer = map.createLayer('Tile Layer 1');
 
    layer.resizeWorld();
    
    marker = this.add.graphics();
    marker.lineStyle(2, 0xffffff, 1);
    marker.drawRect(0, 0, 32, 32);
 
    this.input.addMoveCallback(updateMarker, this);
 
    this.input.onDown.add(getTileProperties, this);
 
    cursors = this.input.keyboard.createCursorKeys();
    
    },
    
    getTileProperties: function () {
 
    var x = layer.getTileX(this.input.activePointer.worldX);
    var y = layer.getTileY(this.input.activePointer.worldY);
 
    var tile = map.getTile(x, y, layer);
 
    tile.properties.wibble = true;
 
    },
    
    updateMarker: function () {
 
    marker.x = layer.getTileX(this.input.activePointer.worldX) * 32;
    marker.y = layer.getTileY(this.input.activePointer.worldY) * 32;
 
    },
    
    update: function () {
        
    if (cursors.left.isDown)
    {
        this.camera.x -= 4;
    }
    else if (cursors.right.isDown)
    {
        this.camera.x += 4;
    }
 
    if (cursors.up.isDown)
    {
        this.camera.y -= 4;
    }
    else if (cursors.down.isDown)
    {
        this.camera.y += 4;
    }
    
    },
    
    quitGame: function (pointer) {
 
        this.state.start('MainMenu');
 
    }
    
 
};
 
Any assistance would be greatly appreciated.
 
Thanks.
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