Andy1988 Posted July 2, 2016 Share Posted July 2, 2016 Hi everyone, I'm kind of a newbie in phaser world and I have a question. I'm trying to build TD(Tower Defense) game and I have towers that I can drag over the Map. As soon as I place tower in place, the counter starts before the next tower available. But for some reason when I hover my mouse over the outside of the game world, it triggers a mouse click and counter start before I want it to. here is code im working with. I know is very ugly... var game = new Phaser.Game(1280, 800, Phaser.AUTO, '', { preload: preload, create: create, update: update }); //Variables //playerGroup //enemyGroup //bulletGroup //enemyRespawnTimer //bulletFireRate var count = 0; var isThere = 0; function preload() { game.load.tilemap('map', 'map/map.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'map/terrain.png'); game.load.image('player','pics/player.png'); game.load.image('enemy','pics/enemy/enemy.png'); game.load.image('bullet', 'pics/bullets/bullet1.png'); } function create() { game.physics.startSystem(Phaser.Physics.ARCADE); map = game.add.tilemap('map'); map.addTilesetImage('terrain', 'tiles'); back = map.createLayer('Background').resizeWorld(); road = map.createLayer('Road'); end = map.createLayer('endOfRoad'); menu = map.createLayer('towerMenu'); //player = game.add.sprite(400,400,'player'); //player.scale.setTo(0.4); //player.input.enableDrag(); //player.input.enableSnap(game.input.x,game.input.y,false,true); player2 = game.add.group(game.world, 'player',false,true, Phaser.Physics.ARCADE); player2.createMultiple(10,'player'); var deadPlayer2 = player2.getFirstDead(); deadPlayer2.reset(1170,20); player2.forEach(function(item){ item.scale.setTo(0.4); item.inputEnabled = true; item.input.enableDrag(); item.input.enableSnap(32,32,true,true); }); var key = game.input.onUp.add(clickFunction, this); } function update() { if(isThere == 1){ count++; console.log(count); if(count >= 100 && player2.countLiving() <= 9){ isThere = 0; count = 0; var deadPlayer2 = player2.getFirstDead(); deadPlayer2.reset(1170,20); } } } function clickFunction(pointer){ //console.log(pointer.pageX, pointer.pageY); //player2.input.enableSnap(64,64,true,true); isThere = 1; // // player2.inputEnabled = true; // player2.input.enableSnap(64,64,true,true); } Link to comment Share on other sites More sharing options...
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