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Trouble with Overlap Collisions


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Here is the app https://classappphaser.herokuapp.com/whack [won't work on mobile]

Here is a JSbin of my game.js file https://jsbin.com/nebisoviya/edit?html,js,output

 

 

Sometimes when you click on a mole it makes bombs that you did not click on blow up, same goes for bombs. Something must be wrong with the overlap collision detection, or perhaps my THIS is getting binded through my respawn function.... I don't know 

 

Anyone have any ideas

 

 

Code dump in case jsbin goes down:

 

WhackaMole.Game = function(game) {    this.totalSpacerocks;    this.moleholegroup;    this.totalSpacemoles;    this.spacerockgroup;    this.bombGroup;    this.spacemolegroup;    this.burst;    this.gameover;    this.countdown;    this.overmessage;    this.newBomb;    this.secondsElapsed;    this.timer;    this.music;    this.ouch;    this.boom;    this.ding;    this.molegroup;    this.hole;    this.crosshair;    this.currentSpeed;    this.emitter;    this.molesWhacked;    this.pausedText;    this.points;    this.pointsTween;    this.animationReference;    this.bomb;    this.newMole;    this.newBomb;    this.bmd;    this.mode;    this.points;    this.path;    this.pi;    this.roamingSpaceMole;    this.players = [];    this.player;    this.user =  {        username: null,        lastbutton: null    };    this.socket;    this.n ;};WhackaMole.Game.prototype = {    create: function() {        this.gameover = false;        this.secondsElapsed = 0;        this.timer = this.time.create(false);        this.timer.loop(1000, this.updateSeconds, this);        this.cursors = this.game.input.keyboard.createCursorKeys();        //this.music = this.add.audio('game_audio');        //this.music.play('', 0, 0.3, true);        this.ouch = this.add.audio('hurt_audio');        this.boom = this.add.audio('explosion_audio');        this.ding = this.add.audio('select_audio');        this.input.keyboard.addKeyCapture([ Phaser.Keyboard.SPACEBAR ]);        this.currentSpeed = 0;        this.totalSpacemoles = 30;        this.molesWhacked = 0;        this.buildWorld();        this.makeItRain();        this.socket = io();        this.n = nunchuck.init('host', this.socket);        this.n.onJoin(function(data) {            this.user = {                username: data.username,                lastbutton: []            };            console.log(user);        });    },    pointUpdate: function(){        this.countdown.setText('Moles Whacked ' + this.molesWhacked);    },    updateSeconds: function() {        this.secondsElapsed++;    },    changeMode: function () {        this.mode++;        if (this.mode === 3)        {            this.mode = 0;        }        this.plot();    },    plot: function () {        this.bmd.clear();        this.path = [];        var x = 1 / this.world.width;        for (var i = 0; i <= 1; i += x)        {            if (this.mode === 0)            {                var px = this.math.linearInterpolation(this.points.x, i);                var py = this.math.linearInterpolation(this.points.y, i);            }            else if (this.mode === 1)            {                var px = this.math.bezierInterpolation(this.points.x, i);                var py = this.math.bezierInterpolation(this.points.y, i);            }            else if (this.mode === 2)            {                var px = this.math.catmullRomInterpolation(this.points.x, i);                var py = this.math.catmullRomInterpolation(this.points.y, i);            }            this.path.push( { x: px, y: py });        }    },    buildWorld: function() {        this.add.image(0, 0, 'sky');        this.add.image(0, 0, 'stars');        this.add.image(0, 0, 'land');        this.add.image(40, 40, 'sun');        this.buildMoleHoles();        this.molesInit();        this.bombInit();        this.roamingSpaceMoleInit();        //this.spacemoleInit();        this.crosshair = this.add.sprite(this.world.centerX,this.world.centerY, 'crosshair');        this.crosshair.anchor.setTo(0.5,0.5);        this.physics.arcade.enable(this.crosshair);        this.crosshair.collideWorldBounds = true;        this.crosshair.body.maxVelocity.setTo(400, 400);        this.crosshair.body.collideWorldBounds = true;        this.buildEmitter();        this.countdown = this.add.bitmapText(10, 10, 'eightbitwonder', 'Moles Whacked ' + this.molesWhacked, 20);        this.timer.start();    },    buildMoles: function(a,{        this.newMole = this.molegroup.create(a,b, 'mole');        this.newMole.anchor.setTo(0.5, 0.5);        this.physics.enable(this.newMole, Phaser.Physics.ARCADE);        this.newMole.enableBody = true;        this.newMole.animations.add('Up',[1,2,3,4,5,6,5,6,5,6,6,5,4,3,2,1,0,0,0,0,0,0]);        var random = this.rnd.integerInRange(10, 20);        this.newMole.animations.play('Up', random, true);    },    molesInit: function() {        this.molegroup = this.add.group();        this.molegroup.enablebody = true;        this.buildMoles(87,440);        this.buildMoles(87,640);        this.buildMoles(273,370);        this.buildMoles(273,540);        this.buildMoles(273,775);        this.buildMoles(450,440);        this.buildMoles(450,660);    },    //resetSpacemole: function(sm) {    //    if(sm.y > this.world.height || sm.x > this.world.width) {    //        this.respawnSpacemole(sm);    //    }    //},    roamingSpaceMoleInit: function() {        this.bmd = null;        this.mode = 0;        this.points = {            'x': [ 32, 128, 256, 384, 512, 608 ],            'y': [ 200, 240, 200, 200, 200, 240 ]        };        this.path = [];        this.pi = 0;        this.roamingSpaceMole = this.add.sprite(0, 0, 'spacemole1');        this.roamingSpaceMole.anchor.set(0.5);        this.physics.enable(this.roamingSpaceMole, Phaser.Physics.ARCADE);        this.roamingSpaceMole.enableBody = true;        this.roamingSpaceMole.animations.add('Move',[0,1,2,3,4]);        //var random = this.rnd.integerInRange(1, 4);        this.roamingSpaceMole.animations.play('Move',1, true);        this.bmd = this.add.bitmapData(this.world.width, this.world.height);        this.bmd.addToWorld();        var py = this.points.y;        for (var i = 0; i < py.length; i++)        {            py[i] = this.rnd.between(32, 432);        }        this.plot();    },    buildMoleHoles: function(){        this.moleholegroup = this.add.group();        this.moleholegroup.enablebody = true;        var mhA1 = this.moleholegroup.create(90,500, 'molehole');        var mhA2 =this.moleholegroup.create(90, 715, 'molehole');        var mhB1 = this.moleholegroup.create(270,430, 'molehole');        var mhB2 = this.moleholegroup.create(270,590, 'molehole');        var mhB3 = this.moleholegroup.create(270,806, 'molehole');        var mhC1 = this.moleholegroup.create(455,500, 'molehole');        var mhC2 = this.moleholegroup.create(455,715, 'molehole');        this.moleholegroup.forEach(function(molehole){            molehole.anchor.setTo(0.5, 0.5);        });    },    makeItRain: function() {        this.emitter = this.add.emitter(this.world.centerX, 0, 400);        this.emitter.width = this.world.width;        // emitter.angle = 30; // uncomment to set an angle for the rain.        this.emitter.makeParticles('stars');        this.emitter.minParticleScale = 0.1;        this.emitter.maxParticleScale = 0.5;        this.emitter.setYSpeed(300, 500);        this.emitter.setXSpeed(-5, 5);        this.emitter.minRotation = 0;        this.emitter.maxRotation = 0;        this.emitter.start(false, 1600, 5, 0);    },    paused: function () {        if (this.pausedText)        {            this.pausedText.visible = true;        }        else        {            this.pausedText = this.add.bitmapText(this.world.centerX-100, this.world.centerY, 'eightbitwonder', 'PAUSED', 40);            this.stage.addChild(this.pausedText);        }    },    resumed: function () {        this.pausedText.visible = false;    },    pointsTweener: function(kill, kScore){        this.pointScore = this.add.bitmapText(kill.x, kill.y, 'eightbitwonder', kScore, 20);        this.add.tween(this.pointScore).to({ alpha: 0}, 2000, Phaser.Easing.Linear.None, true);    },    buildEmitter:function() {        this.burst = this.add.emitter(0, 0, 80);        this.burst.minParticleScale = 0.3;        this.burst.maxParticleScale = 1.2;        this.burst.minParticleSpeed.setTo(-30, 30);        this.burst.maxParticleSpeed.setTo(30, -30);        this.burst.makeParticles('explosion');        this.input.onDown.add(this.fireBurst, this);    },    fireBurst: function(pointer) {        if(this.gameover === false){            this.boom.play();            this.boom.volume = 0.2;            this.burst.emitX = pointer.x;            this.burst.emitY = pointer.y;            this.burst.start(true, 1000, null, 5);        }    },    spacemoleCollision: function(sm) {        if(sm.exists){            this.ouch.play();            this.roamingSpaceMole.kill();            this.time.events.add(Phaser.Timer.SECOND * 3, this.roamingSpaceMoleInit, this);            //add explostion            this.pointsTweener(sm, "500");            this.molesWhacked += 5;        }    },    moleCollision: function(m) {        console.log(m);        if(m.exists){            this.molesWhacked += 1;            this.ouch.play();            this.respawn(m);            //add explostion            m.kill();            this.pointsTweener(m, "100");        }    },    respawn: function(item){        var that = this;        if(this.gameover === false){            this.time.events.add(Phaser.Timer.SECOND * 3, function() {                var randomNum = that.rnd.integerInRange(1, 100);                randomNum % 2 === 0 ? that.buildMoles(item.x, item.y) : that.buildBomb(item.x, item.y);            });        }    },    bombInit: function(){        this.bombGroup = this.add.group();        this.bombGroup.enablebody = true;    },    buildBomb: function(bombX, bombY){        this.newBomb = this.bombGroup.create(bombX, bombY, 'bombexplode');        this.newBomb.anchor.setTo(0.5, 0.5);        this.physics.enable(this.newBomb, Phaser.Physics.ARCADE);        this.newBomb.enableBody = true;        this.newBomb.animations.add('grow', [1,2,3,4,5,6,7,5,6,5,7]);        // newBomb.animations.add('baboom', [13,14,15]);        this.newBomb.animations.play('grow',4, true);    },    bombCollision: function( {        console.log(;        if(b.exists && b.visible){            this.molesWhacked -= 2;            //this.pointUpdate();            this.ouch.play();            this.respawn(;            b.kill();            this.pointsTweener(b, "BAD");        }    },    update: function() {        var that = this;        this.n.receive(function(data){            that.user.lastbutton = data.buttons[0];        });        if(this.roamingSpaceMole) {            this.roamingSpaceMole.x = this.path[this.pi].x;            this.roamingSpaceMole.y = this.path[this.pi].y;            this.pi += 3;            if (this.pi >= this.path.length) {                this.changeMode();                this.pi = 0;            }        }        if (this.user.lastbutton === "LEFT" ) {            this.crosshair.body.velocity.x = -400;        }        else if (this.user.lastbutton === "RIGHT") {            this.crosshair.body.velocity.x = 400;        } else {this.crosshair.body.velocity.x = 0;}        if (this.user.lastbutton === "UP") {            // The speed we'll travel at            this.crosshair.body.velocity.y = -400;        } else if        (this.user.lastbutton === "DOWN") {            this.crosshair.body.velocity.y = 400;        } else {this.crosshair.body.velocity.y = 0;}        if (this.user.lastbutton === "A" )        {            this.fireBurst(this.crosshair);        }        //this.pointUpdate.call(this);        if(this.bombGroup) {            this.bombGroup.forEach(function (bomb) {                if(bomb.animations.currentAnim.loopCount == 1){                    bomb.destroy();                    that.respawn(bomb);                }            });        }        if(this.molegroup) {            this.molegroup.forEach(function (mole) {                if(mole.animations.currentAnim.loopCount == 1 ){                    mole.destroy();                    that.respawn(mole);                }            });        }        if((this && this.countdown) && this.molesWhacked) {            try{                this.countdown.setText('Moles Whacked ' + this.molesWhacked);            }            catch(err){                console.log(err);            }        }        this.physics.arcade.overlap(this.molegroup, this.burst, this.moleCollision, null, this);        this.physics.arcade.overlap(this.bombGroup, this.burst, this.bombCollision, null, this);        this.physics.arcade.overlap(this.roamingSpaceMole, this.burst, this.spacemoleCollision, null, this);    }};

 

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the game also sometimes freezes with this error

TypeError: Cannot read property 'texture' of undefined(…)

so it sounds like you're maybe destroying things that are already destroyed?

 

and are you sure the particles aren't colliding with those other objects. i assume they're just meant to be an effect? your cross hair doesn't move either. don't you want the collision on the crosshair?

 

also you should ideally make your console logs more explanatory to help you debug..

 

you have

moleCollision: function(m) {        console.log(m);

and

bombCollision: function( {        console.log(;

that's just making it hard to tell which collision fired off in the logs. this would tell you much more! 

moleCollision: function(m) {  console.log("moleCollision", m)
bombCollision: function( {        console.log("bombCollision", ;

at least you'll be able to tell if certain collisions are being fired when they're not meant to.

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and are you sure the particles aren't colliding with those other objects. i assume they're just meant to be an effect? your cross hair doesn't move either. don't you want the collision on the crosshair?

 

I know it isn't the particles b/c if you just continually shoot at the mole on the very bottom it'll still make the bombs in other holes explode and there is no way the particles are creeping upwards. The crosshair is for a later implementation of a controller. For the time being I am using the mouse.

 

 

the game also sometimes freezes with this error

 

Yea I feel like this is a sympthom of the greater problem, though I have no idea how this is happening b/c I pretty much used conditions to keep any objects that are undefined from entering the update section that renders the points yet somehow an undefined object keeps getting in there...I assume...I have no idea what the issue is but I am deconstructing it to figure it out.

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