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craidencool
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Here is my code sir concerning the change of state. When I click the no button it is supposed to go to the main menu but it only shows the background color.

//CODE FOR MY INDEX
<body>
    <!-- Main canvas for rendering game stage -->
    <div id="game"></div>
    <div id="orientation"></div>
    <script type="text/javascript">
        window.onload = function(){
            var game = new Phaser.Game(640, 1024, Phaser.AUTO, 'game');
                game.state.add('Boot', DigestiveSystem.Boot);
                game.state.add('Preloader',DigestiveSystem.Preloader);
                game.state.add('Menu', DigestiveSystem.Menu);
                game.state.add('Stage1', DigestiveSystem.Stage1);
                game.state.start('Boot');
            };
    </script>
</body>

///CODE FOR MY MAIN MENU
DigestiveSystem.Menu = function(game){
};
var play, texts;
DigestiveSystem.Menu.prototype = {
    
    create: function () {   
        
        this.texts = this.add.bitmapText(this.world.centerX, this.world.centerY-200, 'font', 'The \n\n Digestive \n\n \t System', 20);
        this.texts.anchor.setTo(0.5,0.5);
        
        play = this.add.image(this.world.centerX, this.world.centerY, 'play');
        play.anchor.setTo(0.5,0.5);
        play.inputEnabled = true;
        play.events.onInputDown.addOnce(this.startGame, this);
        
       // this.settings = this.add.image(this.world.centerX, this.world.centerY + settingsh, 'settings');
       // this.settings.anchor.setTo(0.5,0.5);
      //  this.settings.scale.setTo(times,times);
        
        
      //  this.exit = this.add.image(this.world.centerX, this.world.centerY + exith, 'exit');
     //   this.exit.anchor.setTo(0.5,0.5);
     //   this.exit.scale.setTo(times,times);
        
    },
    
    update: function() {
        
    },
    
    startGame: function () {
        this.stage.backgroundColor = '#BA3838';
        this.state.start('Stage1');
    },
    
};



//CODE FOR MY STAGE1
DigestiveSystem.Stage1= function(game) {
    this.game = game;
};

var spawnSaliva, groupSaliva, nextSaliva, salivaDelay;
var life = 5, tries = 3;
var gameovermessage, yes, no, gameovers;


// set Game function prototype
DigestiveSystem.Stage1.prototype = {
    create: function(){
        
        touch.modal = new gameModal(this.game);
        createModals();
        this.startModal();
        this.CreateSaliva();
        
        this.game.touchControl = this.game.plugins.add(Phaser.Plugin.TouchControl);
        this.game.touchControl.inputEnable();
        
        player = this.add.sprite(50, this.world.centerY, 'player');
        player.anchor.setTo(0.5,0.5);
        this.game.physics.enable(player, Phaser.Physics.ARCADE);
        player.body.collideWorldBounds = true;
        walk = player.animations.add('walk');
        player.animations.play('walk', 30, true);
        this.camera.follow(player);
        
        this.map = this.add.tilemap('mouth_1025');     
        this.map.addTilesetImage('tileset');
        this.map.addTilesetImage('tileset4');
        
        this.layer = this.map.createLayer('Tile Layer 1');
        this.layer.resizeWorld();
       this.map.setCollisionBetween(0,12);
        
       this.map.setTileIndexCallback(7, this.touchInfo1, this);
       this.map.setTileIndexCallback(12, this.exitMouth, this);
        
        
    },
    update: function(){
        this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
        
        this.physics.arcade.collide(player,this.layer);
        
        this.spawnSaliva();
        
        var speed = this.game.touchControl.speed;
        var delay=0;
        
        player.body.velocity.x = 0;
        player.body.velocity.y = 0;
        
        if(this.input.activePointer.isDown){
            player.body.velocity.y -=  speed.y*5;//this.easeInSpeed(speed.y);
            player.body.velocity.x -=  speed.x*5;//this.easeInSpeed(speed.x);
            //back.tilePosition.x -= 0.9;
        }
       else{
            player.body.velocity.x = 0;
            player.body.velocity.y = 0;
        }
    },
    
    CreateSaliva: function() {
        //this.timer.start();
        //Create saliva group
        groupSaliva = this.add.group();
        
        //Enables body to group saliva and sets physics to arcade
        groupSaliva.enableBody = true;
        groupSaliva.physicsBodyType = Phaser.Physics.ARCADE;
        
        //Creates number of saliva
        groupSaliva.createMultiple(30, 'saliva');
        
        //Automatically kills saliva 
        groupSaliva.setAll('outOfBoundsKill', true);
        groupSaliva.setAll('checkWorldBounds', true);
        
        //sets anchors of all saliva
        groupSaliva.setAll('anchor.x', 0.5);
        groupSaliva.setAll('anchor.y', 0.5);
        
    },
    spawnSaliva: function(){
        
        this.physics.arcade.overlap(player, groupSaliva, this.playerHit, null, this);
        
        nextSaliva = 0;
        salivaDelay = 1000;
        
        
        
         if (nextSaliva < this.time.now && groupSaliva.countDead() > 0) {
            
            nextSaliva = this.time.now + salivaDelay;
             

            spawnSaliva = groupSaliva.getFirstExists(false);
            
            spawnSaliva.enableBody = true;
             
            spawnSaliva.reset(this.rnd.integerInRange(100,this.world.width), 64);

            spawnSaliva.body.velocity.y = this.rnd.integerInRange(200,500);
            
            spawnSaliva.body.velocity.x = this.rnd.realInRange(-150,150);
             
            var scale = this.rnd.realInRange(0.5, 0.8);
            spawnSaliva.scale.x = scale;
            spawnSaliva.scale.y = scale;

        }
    },
    

    
     playerHit: function(player, spawnSaliva){
        life--;
        spawnSaliva.kill();
        
        if(life===4){
            heart5.kill();
            console.log('4');
        }
        else if(life===3){
            heart4.kill();
            console.log('3');
        }
        else if(life===2){
            heart3.kill();
            console.log('2');
        }
        else if(life===1){
            heart2.kill();
            console.log('1');
        }
        else if(life===0){
            heart1.kill();
            tries -= 1;
            console.log('0');
            player.kill();
           if (tries===0){
                gameovers = this.add.image(this.camera.view.centerX, this.camera.view.centerY- 100 , 'gameover');
               gameovers.anchor.setTo(0.5,0.5);
               gameovers.scale.setTo(0.8,0.8); 
               this.gameover = true; 
           }else{
                gameovermessage = this.add.image(this.camera.view.centerX, this.camera.view.centerY- 100 , 'try');
               gameovermessage.anchor.setTo(0.5,0.5);
               gameovermessage.scale.setTo(0.8,0.8);

               yes = this.add.button(this.camera.view.centerX, this.camera.view.centerY , 'yes', this.retry);
               yes.anchor.setTo(0.5,0.5);
               yes.scale.setTo(0.8,0.8); 
               no = this.add.button(this.camera.view.centerX, this.camera.view.centerY + 100 , 'no', this.quit);
               no.anchor.setTo(0.5,0.5);
               no.scale.setTo(0.8,0.8);
               this.gameover = true; 
           }
           
      }
    },
    
    retry: function(){
        this.game.state.start('Stage1');
        life = 5;
    },
    
    quit: function(){
         this.game.state.start('Menu');
    },
    
    startModal: function(){
        this.game.physics.arcade.isPaused = true;
        touch.modal.showModal("StartMouth");
    },
    
    touchInfo1: function(player, tile){
      this.map.putTile(-1, tile.x,tile.y);  
      this.game.physics.arcade.isPaused = true;
      touch.modal.showModal("mouth_modal1");
    },
    
    
};

 

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