2000ko Posted October 21, 2015 Share Posted October 21, 2015 I have a game I am working on in different states but for some reason the game hasn't been working; I think it is because the states aren't changing but I don't know what to do. Each page is in a different colour and all help will be greatly appreciated. <!DOCTYPE html> <html> <head><title>Alien Invasion</title><script type="text/javascript" src="phaser.js"></script><script src = "AI_preload.js"> </script><script src = "AI_menu.js"> </script><script src = "AI_game.js"> </script></head> <body><script src = "AI_main.js"> </script> </body> </html> var AI = AI || {}; AI.game = new Phaser.Game(900, 800, Phaser.AUTO, ''); var Number1 = 0;var timer = 0;var TimeBetweenSpawns = 1500;var GamePaused = false;var crash1;var pew1;var score = 0;var Lives = 5; AI.game.state.add('Preload', AI.Preload);AI.game.state.add('MainMenu', AI.MainMenu);AI.game.state.add('Game', AI.Game); AI.game.state.start('Preload'); var AI = AI || {}; AI.Preload = function() {}; AI.Preload.prototype = {preload: function() {this.load.image('Shooter1', 'assets/Shooter1.png');this.load.image('Rocket1', 'assets/Rocket1.png');this.load.image('Monster1', 'assets/Monster1.png');this.load.image('Monster2', 'assets/Monster3.png');Monsters = game.add.group();Monsters.enableBody = true; this.load.audio('crash', 'assets/crash1.mp3'); this.load.audio('pew', 'assets/pew3.mp3'); }; create: function() { this.state.start('MainMenu'); }}; var AI = AI || {}; AI.MainMenu = function() {}; AI.MainMenu.prototype = {create: function() { player = game.add.sprite(200, 450, 'Shooter1');Rocket1 = game.add.sprite(200, 450, 'Rocket1');Rocket1.visible = false; game.physics.startSystem(Phaser.Physics.ARCADE);game.physics.arcade.enable(player);game.physics.arcade.enable(Rocket1); player.enableBody = true;player.body.bounce.y = 0.2; player.body.gravity.y = 150; player.body.collideWorldBounds = true; Rocket1.enableBody = true; player.body.collideWorldBounds = true; scoreText = game.add.text(16, 16, 'Score: 0', { fontSize: '32px', fill: '#980000' }); score = 0; LivesText = game.add.text(700, 16, 'Lives: 5', { fontSize: '32px', fill: '#980000' }); Lives = 5; crash1 = game.add.audio('crash'); pew1 = game.add.audio('pew');} this.game.state.start('Game');} var AI = AI || {}; AI.Game = function() {}; AI.Game.prototype = { update: function() {player.body.velocity.x = 0;player.body.velocity.y = 0;Rocket1.body.velocity.y = 0;//Lines Above Prevent the gravity and bounce from working game.physics.arcade.collide(Rocket1, Monsters, collisionHandler, null, this); Rocket1.body.velocity.y -= 600; if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { player.body.velocity.x -= 200; //score += 1; //scoreText.text = 'Score: ' + score; } else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { player.body.velocity.x += 200; } if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { player.body.velocity.y -= 200; } else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { player.body.velocity.y += 200; } if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) { if (Rocket1.visible == false) { Rocket1.x = player.x + 21.5; Rocket1.y = player.y; Rocket1.visible = true; Rocket1.exists = true; pew1.play(); } } if (Rocket1.y <= 0) { Rocket1.visible = false; } Monsters.forEach(function(Item) { if (Item.y >= 800) { Lives -= 1; LivesText.text = 'Lives: ' + Lives; Item.destroy(); } }); if (game.time.now > timer && GamePaused == false) { SpawnMonsters(); } } SpawnMonsters: function() {this.loop = true;this.delay = 50;var RandomN = Monsters.create(game.rnd.integerInRange(0, 850), 0, 'Monster1');RandomN.name = 'Monster' + RandomN;RandomN.body.velocity.y = 80;game.physics.arcade.enable(RandomN);timer = game.time.now + TimeBetweenSpawns; } collisionHandler: function(Rocket1, Monsters){if (Rocket1.visible == true){score += 1; scoreText.text = 'Score: ' + score; crash1.play();Monsters.destroy();Rocket1.body.velocity.y = 0;Rocket1.visible = false;Rocket1.exists = false;TimeBetweenSpawns -= 20; } }} Link to comment Share on other sites More sharing options...
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