amanuel Posted December 24, 2015 Share Posted December 24, 2015 In my update function as you can see it says when Rocket is down whitch is space the current normal doodle exists is false. And yeah it dissapears but the rocket one whitch was previously set to false, now when i hit the keyboard is set to true. But the rocket guy dosent come up on screen when i hit spacebar. Help would be appreciated. JSBin Format Code: // Initialize Phaser, and create a 400x490px game var game = new Phaser.Game(400, 490, Phaser.CANVAS, 'gameDiv'); //Not Needed for this Game var CountDown = { preload: function() { }, update: function() { }, render: function() { } } //Initalizing Variables i want to check by console var player; var playerRocket; var ground; var ledges; var mainState = { preload: function() { //Loads the neccecary Images game.stage.backgroundColor = '#ccccb3'; game.load.image('player', 'http://s3.postimg.org/jur41voi7/Doodle.png') game.load.image('ground', 'http://s4.postimg.org/c5zfgpjml/platform.png') game.load.image('platforms', 'http://s10.postimg.org/evjcsqt9x/sprite_plat.jpg'); game.load.image('playerLeft', 'http://s24.postimg.org/pc8z7920x/Doodle_Left.png') game.load.image('playerRocket', 'http://s7.postimg.org/y6wvfyr6z/145094695410651.gif') }, create: function() { /* Arcade Physics. Simple Physics, But there is Ninga Physics and P2 Physics whitch are a little bit more complicated*/ game.physics.startSystem(Phaser.Physics.ARCADE); //Sets bounds 9999 height so very high game.world.setBounds(0, 0, 400, 9999); //Adds a group ledges = game.add.group(); //Enables phyics on group ledges.enableBody = true; game.physics.enable(ledges, Phaser.Physics.ARCADE) //Creates multiple ledges ledges.createMultiple(20, 'platforms'); /*MAIN PART OF CODE. Creates MUltiple Platforms at random X but calculated y*/ for (var i = 0; i < 100000; i += 100) { var ledge = ledges.create(Math.floor(Math.random() * 350), 9950 - i, 'platforms'); ledge.body.immovable = true; } //Creates the ground sprite. and adjusts it ground = game.add.sprite(0, 9980, 'ground') ground.scale.setTo(6, 1) ground.enableBody = true; game.physics.enable(ground, Phaser.Physics.ARCADE); //So it dosent move when player drops on it ground.body.immovable = true; //Player Adjustments player = game.add.sprite(100, 9940, 'player'); player.scale.setTo(0.5); /*And Phyiscs on player, you can preety much know the meaning of all of the words by seeing it...*/ game.physics.arcade.enable(player); player.body.bounce.y = 0.6 player.body.gravity.y = 500; player.body.collideWorldBounds = true; // player.body.checkCollision.up = false; player.body.checkCollision.left = false; player.body.checkCollision.right = false; player.body.checkCollision.up = false; this.game.inputEnabled = true; this.game.input.useHandCursor = true; //FOR SMARTPHONES, TABLETS playerRocket = game.add.sprite(player.body.x, player.body.y, 'playerRocket'); playerRocket.scale.setTo(0.1); /*And Phyiscs on player, you can preety much know the meaning of all of the words by seeing it...*/ game.physics.arcade.enable(playerRocket); playerRocket.body.bounce.y = 0.6 playerRocket.body.gravity.y = 500; playerRocket.body.collideWorldBounds = true; // player.body.checkCollision.up = false; playerRocket.body.checkCollision.left = false; playerRocket.body.checkCollision.right = false; playerRocket.body.checkCollision.up = false; playerRocket.angle = 15; playerRocket.exists = false; game.camera.follow(player, Phaser.Camera.FOLLOW_PLATFORMER); this.cursors = game.input.keyboard.createCursorKeys(); Rocket = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); }, update: function() { //Make sure they collide and not overlap game.physics.arcade.collide(player, ground); game.physics.arcade.collide(player, ledges); game.physics.arcade.collide(playerRocket, ground); game.physics.arcade.collide(playerRocket, ledges); if (this.cursors.left.isDown) { // Move to the left player.body.velocity.x = -150; playerRocket.body.velocity.x = -150; } else if (this.cursors.right.isDown) { // Move to the right player.body.velocity.x = 150; playerRocket.body.velocity.x = 150; } else { player.body.velocity.x = 0; playerRocket.body.velocity.x = 0; } if (this.cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -500; playerRocket.body.velocity.y = -500; } if(Rocket.isDown){ player.exists = false; playerRocket.exits = true; } else{ player.exists = true; playerRocket.exits = false; } }, // Restart the game platformsCreate: function() { } }; var Menu = { preload: function() { //Loads Images game.stage.backgroundColor = '#ccccb3'; game.load.image('playButton', 'http://s16.postimg.org/70htperg5/playbutton.png') game.load.image('backgroundImage', 'http://s1.postimg.org/6t99l4ggf/100309_C10_U1211.jpg') game.load.image('doodle', 'http://s7.postimg.org/y6wvfyr6z/145094695410651.gif') game.load.image('enemy', 'http://s28.postimg.org/knbclxjq1/145094717130375.gif') }, create: function() { //All of the bottom are preety self explanotory game.physics.startSystem(Phaser.Physics.ARCADE); this.backImage = game.add.sprite(0, 0, 'backgroundImage') this.gameText = game.add.text(game.world.centerX, game.world.centerY - 50, "Doodle Jump", { font: "60px Times New Roman", fill: "#ccccb3", fontWeight: "bold", stroke: "black", strokeThickness: 2.5 }); this.gameText.anchor.setTo(0.5) this.gameText.angle = -10; this.playButton = game.add.sprite(game.world.centerX, 200, 'playButton') this.playButton.anchor.setTo(0.5) this.playButton.scale.setTo(0.5) this.playButton.angle = -10 game.physics.arcade.enable(this.playButton); this.playButton.body.bounce.y = 0.6 this.playButton.body.gravity.y = 500; this.playButton.body.collideWorldBounds = true; this.playButton.inputEnabled = true; this.playButton.input.useHandCursor = true; //if you want a hand cursor this.playButton.events.onInputDown.add(this.start, this); this.doodlePic = game.add.sprite(20, 300, 'doodle') this.doodlePic.scale.setTo(0.2) game.physics.arcade.enable(this.doodlePic); this.doodlePic.body.bounce.y = 0.6 this.doodlePic.body.gravity.y = 0; this.doodlePic.body.collideWorldBounds = true; this.enemyPic = game.add.sprite(280, 300, 'enemy') this.enemyPic.scale.setTo(0.7) }, update: function() { this.doodlePic.body.velocity.y = -150 }, render: function() { }, start: function() { game.state.start('main') } }; var Game_Over = { preload: function() { }, create: function() { }, update: function() { }, render: function() { }, onDown: function() { } }; // Add and start the 'main' state to start the game game.state.add('CountDown', CountDown) game.state.add('main', mainState); game.state.add('Menu', Menu); game.state.add('Game_Over', Game_Over); game.state.start('main'); Link to comment Share on other sites More sharing options...
Gob0 Posted December 24, 2015 Share Posted December 24, 2015 Hi, looks like typo error. In "create" function, you use:playerRocket.exists = false;And in "update" function, you use:playerRocket.exits = false;the first "s" letter in "exists" has gone. Tilde and amanuel 2 Link to comment Share on other sites More sharing options...
amanuel Posted December 24, 2015 Author Share Posted December 24, 2015 Hi, looks like typo error. In "create" function, you use:playerRocket.exists = false;And in "update" function, you use:playerRocket.exits = false;the first "s" letter in "exists" has gone. Oh Gosh im really sorry! Link to comment Share on other sites More sharing options...
Gob0 Posted December 25, 2015 Share Posted December 25, 2015 Don't be sorry Typo errors can hit every developer Link to comment Share on other sites More sharing options...
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